[PATCH] WineD3D: Move an extension check into the state template=0A=
Stefan Doesinger
stefan at codeweavers.com
Sat Jul 5 15:23:47 CDT 2008
=0A=
---=0A=
dlls/wined3d/nvidia_texture_shader.c | 106 =
+++++++++++++++++-----------------=0A=
1 files changed, 52 insertions(+), 54 deletions(-)=0A=
=0A=
diff --git a/dlls/wined3d/nvidia_texture_shader.c =
b/dlls/wined3d/nvidia_texture_shader.c=0A=
index 60454ae..6844a9b 100644=0A=
--- a/dlls/wined3d/nvidia_texture_shader.c=0A=
+++ b/dlls/wined3d/nvidia_texture_shader.c=0A=
@@ -181,30 +181,28 @@ void nvts_texdim(DWORD state, =
IWineD3DStateBlockImpl *stateblock, WineD3DContext=0A=
=0A=
static void nvts_bumpenvmat(DWORD state, IWineD3DStateBlockImpl =
*stateblock, WineD3DContext *context) {=0A=
DWORD stage =3D (state - STATE_TEXTURESTAGE(0, 0)) / =
WINED3D_HIGHEST_TEXTURE_STATE;=0A=
+ DWORD mapped_stage =3D stateblock->wineD3DDevice->texUnitMap[stage =
+ 1];=0A=
float mat[2][2];=0A=
- if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {=0A=
- /* Direct3D sets the matrix in the stage reading the =
perturbation map. The result is used to=0A=
- * offset the destination stage(always stage + 1 in d3d). In =
GL_NV_texture_shader, the bump=0A=
- * map offsetting is done in the stage reading the bump mapped =
texture, and the perturbation=0A=
- * map is read from a specified source stage(always stage - 1 =
for d3d). Thus set the matrix=0A=
- * for stage + 1. Keep the nvrc tex unit mapping in mind too=0A=
- */=0A=
- DWORD mapped_stage =3D =
stateblock->wineD3DDevice->texUnitMap[stage + 1];=0A=
=0A=
- if(mapped_stage < GL_LIMITS(textures)) {=0A=
- GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + =
mapped_stage));=0A=
- checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB =
+ mapped_stage))");=0A=
-=0A=
- /* We can't just pass a pointer to the stateblock to GL due =
to the different matrix=0A=
- * format(column major vs row major)=0A=
- */=0A=
- mat[0][0] =3D *((float *) =
&stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);=0A=
- mat[1][0] =3D *((float *) =
&stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);=0A=
- mat[0][1] =3D *((float *) =
&stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);=0A=
- mat[1][1] =3D *((float *) =
&stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);=0A=
- glTexEnvfv(GL_TEXTURE_SHADER_NV, =
GL_OFFSET_TEXTURE_MATRIX_NV, (float *) mat);=0A=
- checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, =
GL_OFFSET_TEXTURE_MATRIX_NV, mat)");=0A=
- }=0A=
+ /* Direct3D sets the matrix in the stage reading the perturbation =
map. The result is used to=0A=
+ * offset the destination stage(always stage + 1 in d3d). In =
GL_NV_texture_shader, the bump=0A=
+ * map offsetting is done in the stage reading the bump mapped =
texture, and the perturbation=0A=
+ * map is read from a specified source stage(always stage - 1 for =
d3d). Thus set the matrix=0A=
+ * for stage + 1. Keep the nvrc tex unit mapping in mind too=0A=
+ */=0A=
+ if(mapped_stage < GL_LIMITS(textures)) {=0A=
+ GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));=0A=
+ checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + =
mapped_stage))");=0A=
+=0A=
+ /* We can't just pass a pointer to the stateblock to GL due to =
the different matrix=0A=
+ * format(column major vs row major)=0A=
+ */=0A=
+ mat[0][0] =3D *((float *) =
&stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);=0A=
+ mat[1][0] =3D *((float *) =
&stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);=0A=
+ mat[0][1] =3D *((float *) =
&stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);=0A=
+ mat[1][1] =3D *((float *) =
&stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);=0A=
+ glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, =
(float *) mat);=0A=
+ checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, =
GL_OFFSET_TEXTURE_MATRIX_NV, mat)");=0A=
}=0A=
}=0A=
=0A=
@@ -297,10 +295,10 @@ const struct StateEntryTemplate =
nvrc_fragmentstate_template[] =3D {=0A=
{ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { =
STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop =
}, 0 },=0A=
{ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { =
STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop =
}, 0 },=0A=
{ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { =
STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop =
}, 0 },=0A=
- { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { =
STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, 0 },=0A=
- { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { =
STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, 0 },=0A=
- { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { =
STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, 0 },=0A=
- { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { =
STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, 0 },=0A=
+ { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { =
STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, NV_TEXTURE_SHADER2 },=0A=
+ { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { =
STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, NV_TEXTURE_SHADER2 },=0A=
+ { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { =
STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, NV_TEXTURE_SHADER2 },=0A=
+ { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { =
STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, NV_TEXTURE_SHADER2 },=0A=
{ STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { =
STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), nvrc_colorop =
}, 0 },=0A=
{ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { =
STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop =
}, 0 },=0A=
{ STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { =
STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), nvrc_colorop =
}, 0 },=0A=
@@ -310,10 +308,10 @@ const struct StateEntryTemplate =
nvrc_fragmentstate_template[] =3D {=0A=
{ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { =
STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop =
}, 0 },=0A=
{ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { =
STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop =
}, 0 },=0A=
{ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { =
STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop =
}, 0 },=0A=
- { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { =
STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, 0 },=0A=
- { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { =
STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, 0 },=0A=
- { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { =
STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, 0 },=0A=
- { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { =
STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, 0 },=0A=
+ { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { =
STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, NV_TEXTURE_SHADER2 },=0A=
+ { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { =
STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, NV_TEXTURE_SHADER2 },=0A=
+ { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { =
STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, NV_TEXTURE_SHADER2 },=0A=
+ { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { =
STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, NV_TEXTURE_SHADER2 },=0A=
{ STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { =
STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), nvrc_colorop =
}, 0 },=0A=
{ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { =
STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop =
}, 0 },=0A=
{ STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { =
STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), nvrc_colorop =
}, 0 },=0A=
@@ -323,10 +321,10 @@ const struct StateEntryTemplate =
nvrc_fragmentstate_template[] =3D {=0A=
{ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { =
STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop =
}, 0 },=0A=
{ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { =
STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop =
}, 0 },=0A=
{ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { =
STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop =
}, 0 },=0A=
- { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { =
STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, 0 },=0A=
- { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { =
STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, 0 },=0A=
- { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { =
STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, 0 },=0A=
- { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { =
STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, 0 },=0A=
+ { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { =
STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, NV_TEXTURE_SHADER2 },=0A=
+ { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { =
STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, NV_TEXTURE_SHADER2 },=0A=
+ { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { =
STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, NV_TEXTURE_SHADER2 },=0A=
+ { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { =
STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, NV_TEXTURE_SHADER2 },=0A=
{ STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { =
STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), nvrc_colorop =
}, 0 },=0A=
{ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { =
STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop =
}, 0 },=0A=
{ STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { =
STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), nvrc_colorop =
}, 0 },=0A=
@@ -336,10 +334,10 @@ const struct StateEntryTemplate =
nvrc_fragmentstate_template[] =3D {=0A=
{ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { =
STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop =
}, 0 },=0A=
{ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { =
STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop =
}, 0 },=0A=
{ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { =
STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop =
}, 0 },=0A=
- { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { =
STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, 0 },=0A=
- { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { =
STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, 0 },=0A=
- { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { =
STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, 0 },=0A=
- { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { =
STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, 0 },=0A=
+ { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { =
STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, NV_TEXTURE_SHADER2 },=0A=
+ { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { =
STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, NV_TEXTURE_SHADER2 },=0A=
+ { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { =
STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, NV_TEXTURE_SHADER2 },=0A=
+ { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { =
STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, NV_TEXTURE_SHADER2 },=0A=
{ STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { =
STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), nvrc_colorop =
}, 0 },=0A=
{ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { =
STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop =
}, 0 },=0A=
{ STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { =
STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), nvrc_colorop =
}, 0 },=0A=
@@ -349,10 +347,10 @@ const struct StateEntryTemplate =
nvrc_fragmentstate_template[] =3D {=0A=
{ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { =
STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop =
}, 0 },=0A=
{ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { =
STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop =
}, 0 },=0A=
{ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { =
STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop =
}, 0 },=0A=
- { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { =
STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, 0 },=0A=
- { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { =
STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, 0 },=0A=
- { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { =
STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, 0 },=0A=
- { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { =
STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, 0 },=0A=
+ { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { =
STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, NV_TEXTURE_SHADER2 },=0A=
+ { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { =
STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, NV_TEXTURE_SHADER2 },=0A=
+ { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { =
STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, NV_TEXTURE_SHADER2 },=0A=
+ { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { =
STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, NV_TEXTURE_SHADER2 },=0A=
{ STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { =
STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), nvrc_colorop =
}, 0 },=0A=
{ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { =
STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop =
}, 0 },=0A=
{ STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { =
STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), nvrc_colorop =
}, 0 },=0A=
@@ -362,10 +360,10 @@ const struct StateEntryTemplate =
nvrc_fragmentstate_template[] =3D {=0A=
{ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { =
STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop =
}, 0 },=0A=
{ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { =
STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop =
}, 0 },=0A=
{ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { =
STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop =
}, 0 },=0A=
- { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { =
STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, 0 },=0A=
- { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { =
STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, 0 },=0A=
- { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { =
STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, 0 },=0A=
- { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { =
STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, 0 },=0A=
+ { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { =
STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, NV_TEXTURE_SHADER2 },=0A=
+ { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { =
STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, NV_TEXTURE_SHADER2 },=0A=
+ { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { =
STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, NV_TEXTURE_SHADER2 },=0A=
+ { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { =
STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, NV_TEXTURE_SHADER2 },=0A=
{ STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { =
STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), nvrc_colorop =
}, 0 },=0A=
{ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { =
STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop =
}, 0 },=0A=
{ STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { =
STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), nvrc_colorop =
}, 0 },=0A=
@@ -375,10 +373,10 @@ const struct StateEntryTemplate =
nvrc_fragmentstate_template[] =3D {=0A=
{ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { =
STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop =
}, 0 },=0A=
{ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { =
STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop =
}, 0 },=0A=
{ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { =
STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop =
}, 0 },=0A=
- { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { =
STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, 0 },=0A=
- { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { =
STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, 0 },=0A=
- { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { =
STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, 0 },=0A=
- { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { =
STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, 0 },=0A=
+ { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { =
STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, NV_TEXTURE_SHADER2 },=0A=
+ { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { =
STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, NV_TEXTURE_SHADER2 },=0A=
+ { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { =
STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, NV_TEXTURE_SHADER2 },=0A=
+ { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { =
STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, NV_TEXTURE_SHADER2 },=0A=
{ STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { =
STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), nvrc_colorop =
}, 0 },=0A=
{ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { =
STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop =
}, 0 },=0A=
{ STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { =
STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), nvrc_colorop =
}, 0 },=0A=
@@ -388,10 +386,10 @@ const struct StateEntryTemplate =
nvrc_fragmentstate_template[] =3D {=0A=
{ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { =
STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop =
}, 0 },=0A=
{ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { =
STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop =
}, 0 },=0A=
{ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { =
STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop =
}, 0 },=0A=
- { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { =
STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, 0 },=0A=
- { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { =
STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, 0 },=0A=
- { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { =
STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, 0 },=0A=
- { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { =
STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, 0 },=0A=
+ { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { =
STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, NV_TEXTURE_SHADER2 },=0A=
+ { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { =
STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, NV_TEXTURE_SHADER2 },=0A=
+ { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { =
STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, NV_TEXTURE_SHADER2 },=0A=
+ { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { =
STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat =
}, NV_TEXTURE_SHADER2 },=0A=
{ STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { =
STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), nvrc_colorop =
}, 0 },=0A=
{ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { =
STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop =
}, 0 },=0A=
{ STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { =
STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), nvrc_colorop =
}, 0 },=0A=
-- =0A=
1.5.4.5=0A=
=0A=
------=_NextPart_000_0023_01C8E78C.154329E0--
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