Name
    
    NV_texture_shader

Name Strings

    GL_NV_texture_shader

Contact

    Mark J. Kilgard, NVIDIA Corporation (mjk 'at' nvidia.com)

Notice

    Copyright NVIDIA Corporation, 1999, 2000, 2001, 2002, 2004.

IP Status

    NVIDIA Proprietary.

Version

    NVIDIA Date: May 13, 2004
    $Date: 2005/06/02 18:11:48 $ $Revision: 1.1 $
    $Id: texture_shader.txt,v 1.1 2005/06/02 18:11:48 nightspawn Exp $

Number

    230

Dependencies

    Written based on the wording of the OpenGL 1.2.1 specification.

    Requires support for the ARB_multitexture extension.

    Requires support for the ARB_texture_cube_map extension.

    NV_register_combiners affects the definition of this extension.

    EXT_texture_lod_bias trivially affects the definition of this
    extension.

    ARB_texture_env_combine and/or EXT_texture_env_combine affect the
    definition of this extension.

    NV_texture_env_combine4 affects the definition of this extension.

    ARB_texture_env_add and/or EXT_texture_env_add affect the definition
    of this extension.

    NV_texture_rectangle affects the definition of this extension.

    NV_texture_shader2 depends on the definition of this extension.

Overview

    Standard OpenGL and the ARB_multitexture extension define a
    straightforward direct mechanism for mapping sets of texture
    coordinates to filtered colors.  This extension provides a more
    functional mechanism.

    OpenGL's standard texturing mechanism defines a set of texture
    targets.  Each texture target defines how the texture image
    is specified and accessed via a set of texture coordinates.
    OpenGL 1.0 defines the 1D and 2D texture targets.  OpenGL 1.2
    (and/or the EXT_texture3D extension) defines the 3D texture target.
    The ARB_texture_cube_map extension defines the cube map texture
    target.  Each texture unit's texture coordinate set is mapped to a
    color using the unit's highest priority enabled texture target.

    This extension introduces texture shader stages.  A sequence of
    texture shader stages provides a more flexible mechanism for mapping
    sets of texture coordinates to texture unit RGBA results than standard
    OpenGL.

    When the texture shader enable is on, the extension replaces the
    conventional OpenGL mechanism for mapping sets of texture coordinates
    to filtered colors with this extension's sequence of texture shader
    stages.  

    Each texture shader stage runs one of 21 canned texture shader
    programs.  These programs support conventional OpenGL texture
    mapping but also support dependent texture accesses, dot product
    texture programs, and special modes.  (3D texture mapping
    texture shader operations are NOT provided by this extension;
    3D texture mapping texture shader operations are added by the
    NV_texture_shader2 extension that is layered on this extension.
    See the NV_texture_shader2 specification.)

    To facilitate the new texture shader programs, this extension
    introduces several new texture formats and variations on existing
    formats.  Existing color texture formats are extended by introducing
    new signed variants.  Two new types of texture formats (beyond colors)
    are also introduced.  Texture offset groups encode two signed offsets,
    and optionally a magnitude or a magnitude and an intensity.  The new
    HILO (pronounced high-low) formats provide possibly signed, high
    precision (16-bit) two-component textures.

    Each program takes as input the stage's interpolated texture
    coordinate set (s,t,r,q).  Each program generates two results:
    a shader stage result that may be used as an input to subsequent
    shader stage programs, and a texture unit RGBA result that becomes the
    texture color used by the texture unit's texture environment function
    or becomes the initial value for the corresponding texture register
    for register combiners. The texture unit RGBA result is always
    an RGBA color, but the shader stage result may be one of an RGBA
    color, a HILO value, a texture offset group, a floating-point value,
    or an invalid result.  When both results are RGBA colors, the shader
    stage result and the texture unit RGBA result are usually identical
    (though not in all cases).

    Additionally, certain programs have a side-effect such as culling
    the fragment or replacing the fragment's depth value.

    The twenty-one programs are briefly described:

    <none>

    1.   NONE - Always generates a (0,0,0,0) texture unit RGBA result.
         Equivalent to disabling all texture targets in conventional
         OpenGL.

    <conventional textures>

    2.   TEXTURE_1D - Accesses a 1D texture via (s/q).

    3.   TEXTURE_2D - Accesses a 2D texture via (s/q,t/q).

    4.   TEXTURE_RECTANGLE_NV - Accesses a rectangular texture via (s/q,t/q).

    5.   TEXTURE_CUBE_MAP_ARB - Accesses a cube map texture via (s,t,r).

    <special modes>

    6.   PASS_THROUGH_NV - Converts a texture coordinate (s,t,r,q)
         directly to a [0,1] clamped (r,g,b,a) texture unit RGBA result.

    7.   CULL_FRAGMENT_NV - Culls the fragment based on the whether each
         (s,t,r,q) is "greater than or equal to zero" or "less than zero".

    <offset textures>

    8.   OFFSET_TEXTURE_2D_NV - Transforms the signed (ds,dt) components
         of a previous texture unit by a 2x2 floating-point matrix and
         then uses the result to offset the stage's texture coordinates
         for a 2D non-projective texture.

    9.   OFFSET_TEXTURE_2D_SCALE_NV - Same as above except the magnitude
         component of the previous texture unit result scales the red,
         green, and blue components of the unsigned RGBA texture 2D
         access.

    10.  OFFSET_TEXTURE_RECTANGLE_NV - Similar to OFFSET_TEXTURE_2D_NV
         except that the texture access is into a rectangular
         non-projective texture.

    11.  OFFSET_TEXTURE_RECTANGLE_SCALE_NV - Similar to
         OFFSET_TEXTURE_2D_SCALE_NV except that the texture access is
         into a rectangular non-projective texture.

    <dependent textures>

    12.  DEPENDENT_AR_TEXTURE_2D_NV - Converts the alpha and red
         components of a previous shader result into an (s,t) texture
         coordinate set to access a 2D non-projective texture.

    13.  DEPENDENT_GB_TEXTURE_2D_NV - Converts the green and blue
         components of a previous shader result into an (s,t) texture
         coordinate set to access a 2D non-projective texture.

    <dot product textures>

    14.  DOT_PRODUCT_NV - Computes the dot product of the texture
         shader's texture coordinate set (s,t,r) with some mapping of the
         components of a previous texture shader result.  The component
         mapping depends on the type (RGBA or HILO) and signedness of
         the stage's previous texture input.  Other dot product texture
         programs use the result of this program to compose a texture
         coordinate set for a dependent texture access.  The color result
         is undefined.

    15.  DOT_PRODUCT_TEXTURE_2D_NV - When preceded by a DOT_PRODUCT_NV
         program in the previous texture shader stage, computes a second
         similar dot product and composes the two dot products into (s,t)
         texture coordinate set to access a 2D non-projective texture.

    16.  DOT_PRODUCT_TEXTURE_RECTANGLE_NV - Similar to
         DOT_PRODUCT_TEXTURE_2D_NV except that the texture acces is into
         a rectangular non-projective texture.  

    17.  DOT_PRODUCT_TEXTURE_CUBE_MAP_NV - When preceded by two
         DOT_PRODUCT_NV programs in the previous two texture shader
         stages, computes a third similar dot product and composes the
         three dot products into (s,t,r) texture coordinate set to access
         a cube map texture.

    18.  DOT_PRODUCT_REFLECT_CUBE_MAP_NV - When preceded by two
         DOT_PRODUCT_NV programs in the previous two texture shader
         stages, computes a third similar dot product and composes the
         three dot products into a normal vector (Nx,Ny,Nz).  An eye
         vector (Ex,Ey,Ez) is composed from the q texture coordinates of
         the three stages.  A reflection vector (Rx,Ry,Rz) is computed
         based on the normal and eye vectors.  The reflection vector
         forms an (s,t,r) texture coordinate set to access a cube map
         texture.

    19.  DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV - Operates like
         DOT_PRODUCT_REFLECT_CUBE_MAP_NV except that the eye vector
         (Ex,Ey,Ez) is a user-defined constant rather than composed from
         the q coordinates of the three stages.

    20.  DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV - When used instead of the second
         DOT_PRODUCT_NV program preceding
         a DOT_PRODUCT_REFLECT_CUBE_MAP_NV or
         DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV stage, the normal
         vector forms an (s,t,r) texture  coordinate set to access a
         cube map texture.

    <dot product depth replace>

    21.  DOT_PRODUCT_DEPTH_REPLACE_NV - When preceded by a DOT_PRODUCT_NV
         program in the previous texture shader stage, computes a second
         similar dot product and replaces the fragment's window-space
         depth value with the first dot product results divided by
         the second.  The texture unit RGBA result is (0,0,0,0).

Issues

    What should this extension be called?  How does the functionality
    compare with DirectX 8's pixel shaders?
      
      RESOLUTION:  This extension is called NV_texture_shader.

      DirectX 8 refers to its similar functionality as "pixel shaders".
      However, DirectX 8 lumps both the functionality described in this
      extension and additional functionality similar to the functionality
      in the NV_register_combiners extension together into what DirectX
      8 calls pixel shaders.  This is confusing in two ways.

      1)  Pixels are not being shaded.  In fact, the DirectX 8 pixel
          shaders functionality is, taken as a whole, shading only
          fragments (though Direct3D tends not to make the same
          clear distinction between fragments and pixels that OpenGL
          consistently makes).

      2)  There are two very distinct tasks being performed.

          First, there is the task of interpolated texture coordinate
          mapping.  This per-fragment task maps from interpolated
          floating-point texture coordinate sets to (typically
          fixed-point) texture unit RGBA results.  In conventional OpenGL,
          this mapping is performed by accessing the highest priority
          enabled texture target using the fragment's corresponding
          interpolated texture coordinate set.  This NV_texture_shader
          extension provides a significantly more powerful mechanism
          for performing this mapping.

          Second, there is the task of fragment coloring.  Fragment
          coloring is process of combining (typically fixed-point) RGBA
          colors to generate a final fragment color that, assuming the
          fragment is not discarded by subsequent per-fragment tests,
          is used to update the fragment's corresponding pixel in the
          frame buffer.  In conventional OpenGL, fragment coloring is
          performed by the enabled texture environment functions, fog, and
          color sum operations.  NVIDIA's register combiners functionality
          (see the NV_register_combiners and NV_register_combiners2
          extensions) provides a substantially more powerful alternative
          to conventional OpenGL fragment coloring.

      DirectX 8 has two types of opcodes for pixel shaders.  Texture
      address opcodes correspond to the first task listed above.  Texture
      register opcodes correspond to the second task listed above.

      NVIDIA OpenGL extensions maintain a clear distinction between
      these two tasks.  The texture shaders functionality described in
      this specification corresponds to the first task listed above.

      Here is the conceptual framework that NVIDIA OpenGL extensions use
      to describe shading:  Shading is the process of assigning colors
      to pixels, fragments, or texels.  The texture shaders functionality
      assigns colors to texture unit results (essentially texture
      shading).  These texture unit RGBA results can be used by fragment
      coloring (fragment shading).  The resulting fragments are used to
      update pixels (pixel shading) possibly via blending and/or multiple
      rendering passes.

      The goal of these individual shading operations is per-pixel
      shading.  Per-pixel shading is accomplished by combining the
      texture shading, fragment shading, and pixel shading operations,
      possibly with multiple rendering passes.

      Programmable shading is a style of per-pixel shading where the
      shading operations are expressed in a higher level of abstraction
      than "raw" OpenGL texture, fragment, and pixel shading operations.
      In our view, programmable shading does not necessarily require a
      "pixel program" to be downloaded and executed per-pixel by graphics
      hardware.  Indeed, there are many disadvantages to such an approach
      in practice.  An alternative view of programmable shading (the
      one that we are promoting) treats the OpenGL primitive shading
      operations as a SIMD machine and decomposes per-pixel shading
      programs into one or more OpenGL rendering passes that map to "raw"
      OpenGL shading operations.  We believe that conventional OpenGL
      combined with NV_register_combiners and NV_texture_shader (and
      further augmented by programmable geometry via NV_vertex_program
      and higher-order surfaces via NV_evaluators) can become the hardware
      basis for a powerful programmable shading system.

      The roughly equivalent functionality to DirectX 8's pixel
      shaders in OpenGL is the combination of NV_texture_shader with
      NV_register_combiners.

    Is anyone working on programmable shading using the NV_texture_shader
    functionality?

      Yes.  The Stanford Shading Group is actively working on
      support for programmable shading using NV_texture_shader,
      NV_register_combiners, and other extensions as the hardware basis
      for such a system.

    What terms are important to this specification?

      texture shaders - A series of texture shader stages that map texture
      coordinate sets to texture unit RGBA results.  An alternative to
      conventional OpenGL texturing.

      texture coordinate set - The interpolated (s,t,r,q) value for a
      particular texture unit of a particular fragment.

      conventional OpenGL texturing - The conventional mechanism used by
      OpenGL to map texture coordinate sets to texture unit RGBA results
      whereby a given texture unit's texture coordinate set is used to
      access the highest priority enabled texture target to generate
      the texture unit's RGBA result.  Conventional OpenGL texturing
      supports 1D, 2D, 3D, and cube map texture targets.  In conventional
      OpenGL texturing each texture unit operates independently.

      texture target type - One of the four texture target types:  1D, 2D,
      3D, and cube map.  (Note that NV_texture_shader does NOT provide
      support for 3D textures; the NV_texture_shader2 extension adds
      texture shader operations for 3D texture targets.)

      texture internal format - The internal format of a particular
      texture object.  For example, GL_RGBA8, GL_SIGNED_RGBA8, or
      GL_SIGNED_HILO16_NV.

      texture format type - One of the three texture format types:  RGBA,
      HILO, or texture offset group.

      texture component signedness - Whether or not a given component
      of a texture's texture internal format is signed or not.
      Signed components are clamped to the range [-1,1] while unsigned
      components are clamped to the range [0,1].

      texture shader enable - The OpenGL enable that determines whether
      the texture shader functionality (if enabled) or conventional
      OpenGL texturing functionality (if disabled) is used to map texture
      coordinate sets to texture unit RGBA results.  The enable's initial
      state is disabled.

      texture shader stage - Each texture unit has a corresponding texture
      shader stage that can be loaded with one of 21 texture shader
      operations.  Depending on the stage's texture shader operation,
      a texture shader stage uses the texture unit's corresponding
      texture coordinate set and other state including the texture shader
      results of previous texture shader stages to generate the stage's
      particular texture shader result and texture unit RGBA result.

      texture unit RGBA result - A (typically fixed-point) color result
      generated by either a texture shader or conventional OpenGL
      texturing.  This is the color that becomes the texture unit's
      texture environment function texture input or the initial value
      of the texture unit's corresponding texture register in the case
      of register combiners.

      texture shader result - The result of a texture shader stage that
      may be used as an input to a subsequent texture shader stage.
      This result is distinct from the texture unit RGBA result.
      The texture shader result may be one of four types:  an RGBA
      color value, a HILO value, a texture offset group value, or a
      floating-point value.  A few texture shader operations are defined
      to always generate an invalid texture shader result.

      texture shader result type - One of the four texture shader result
      types: RGBA color, HILO, texture offset group, or floating-point.

      texture shader operation - One of 21 fixed programs that maps a
      texture unit's texture coordinate set to a texture shader result
      and a texture unit RGBA result.

      texture consistency - Whether or not the texture object for a
      given texture target is consistent.  The rules for determining
      consistency depend on the texture target and the texture object's
      filtering state.  For example, a mipmapped texture is inconsistent
      if its texture levels do not form a consistent mipmap pyramid.
      Also, a cube map texture is inconsistent if its (filterable)
      matching cube map faces do not have matching dimensions.

      texture shader stage consistency - Whether or not a texture
      shader stage is consistent or not.  The rules for determining
      texture shader stage consistency depend on the texture shader
      stage operation and the inputs upon which the texture shader
      operation depends.  For example, texture shader operations that
      depend on accessing a given texture target are not consistent
      if the given texture target is not consistent.  Also, a texture
      shader operation that depends on a particular texture shader
      result type for a previous texture shader result is not consistent
      if the previous texture shader result type is not appropriate
      or the previous texture shader stage itself is not consistent.
      If a texture shader stage is not consistent, it operates as if
      the operation is the GL_NONE operation.

      previous texture input - Some texture shader operations depend
      on a texture shader result from a specific previous texture input
      designated by the GL_PREVIOUS_TEXTURE_INPUT_NV state.

    What should the default state be?

      RESOLUTION: Texture shaders disabled with all stages set to GL_NONE.

    How is the mipmap lambda parameter computed for dependent texture fetches?

      RESOLUTION:  Very carefully.  NVIDIA's implementation details are
      NVIDIA proprietary, but mipmapping of dependent texture fetches
      is supported.

    Does this extension support so-called "bump environment mapping"?

      Something similar to DirectX 6 so-called bump environment mapping
      can be emulated with the GL_OFFSET_TEXTURE_2D_NV texture shader.

      A more correct form of bump environment mapping can be implemented
      by using the following texture shaders:

        texture unit 0: GL_TEXTURE_2D
        texture unit 1: GL_DOT_PRODUCT_NV
        texture unit 2: GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV
        texture unit 3: GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV

      Texture unit 0 should use a normal map for its 2D texture.
      A GL_SIGNED_RGB texture can encode signed tangent-space normal
      perturbations.  Or for more precision, a GL_SIGNED_HILO_NV texture
      can encode the normal perturbations in hemisphere fashion.

      The tangent (Tx,Ty,Tz), binormal (Bx,By,Bz), and normal (Nx,Ny,Nz)
      that together map tangent-space normals to cube map-space normals
      should be sent as texture coordinates s1, t1, r1, s2, t2, r2, s3,
      t3, and r3 respectively.  Typically, cube map space is aligned to
      match world space.

      The (unnormalized) cube map-space eye vector (Ex,Ey,Ez) should be
      sent as texture coordinates q1, q2, and q3 respectively.

      A vertex programs (using the NV_vertex_program extension) can
      compute and assign the required tangent, binormal, normal, and
      eye vectors to the appropriate texture coordinates.  Conventional
      OpenGL evaluators (or the NV_evaluators extension) can be used to
      evaluate the tangent and normal automatically for Bezier patches.
      The binormal is the cross product of the normal and tangent.

      Texture units 1, 2, and 3, should also all specify GL_TEXTURE0_ARB
      (the texture unit accessing the normal map) for their
      GL_PREVIOUS_TEXTURE_INPUT_NV parameter.

      The three dot product texture shader operations performed by the
      texture shaders for texture units 1, 2, and 3 form a 3x3 matrix
      that transforms the tangent-space normal (the result of the texture
      shader for texture unit 0).  This rotates the tangent-space normal
      into a cube map-space.

      Texture unit 2's cube map texture should encode a pre-computed
      diffuse lighting solution.  Texture unit 3's cube map texture should
      encode a pre-computed specular lighting solution.  The specular
      lighting solution can be an environment map.

      Texture unit 2 is accessed using the cube map-space normal
      vector resulting from the three dot product results
      of the texture shaders for texture units 1, 2, and 3.
      (While normally texture shader operations are executed
      in order, preceding GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV by
      GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV is a special case where a dot
      product result from texture unit 3 influences the cube map access
      of texture unit 2.)

      Texture unit 3 is accessed using the cube map-space reflection
      vector computed using the cube map-space normal vector from the
      three dot product results of the texture shaders for texture units
      1, 2, and 3 and the cube-map space eye-vector (q1,q2,q3).

      Note that using cube maps to access the diffuse and specular
      illumination obviates the need for an explicit normalization of
      the typically unnormalized cube map-space normal and reflection
      vectors.

      The register combiners (using the NV_register_combiners extension)
      can combine the diffuse and specular contribution available in
      the GL_TEXTURE2_ARB and GL_TEXTURE3_ARB registers respectively.
      A constant ambient contribution can be stored in a register combiner
      constant.  The ambient contribution could also be folded into the
      diffuse cube map.

      If desired, the diffuse and ambient contribution can be modulated
      by a diffuse material parameter encoded in the RGB components of
      the primary color.

      If desired, the specular contribution can be modulated by a specular
      material parameter encoded in the RGB components of the secondary
      color.

      Yes, this is all quite complicated, but the result is a true
      bump environment mapping technique with excellent accounting for
      normalization and per-vertex interpolated diffuse and specular
      materials.  An environment and/or an arbitrary number of distant
      or infinite lights can be encoded into the diffuse and specular
      cube maps.

    Why must GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV be used only in
    conjunction with GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV?  Why does the
    GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV stage rely on a result computed
    in the following stage?

      Think of the GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV and
      GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV operations as forming a compound
      operation.  The idea is to generate two cube map accesses based
      on a perturbed normal and reflection vector where the reflection
      vector is a function of the perturbed normal vector.  To minimize
      the number of stages (three stages only) and reuse the internal
      computations involved, this is treated as a compound operation.

      Note that the GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV
      vector can be preceded by two GL_DOT_PRODUCT_NV
      operations instead of a GL_DOT_PRODUCT_NV operation then a
      GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV operation.  This may be more
      efficient when only the cube map access using the reflection vector
      is required (a shiny object without any diffuse reflectance).

      Also note that if only the diffuse reflectance cube map
      access is required, this can be accomplished by simply using
      the GL_DOT_PRODUCT_CUBE_MAP_NV operation preceded by two
      GL_DOT_PRODUCT_NV operations.

    How do texture shader stages map to register combiner texture registers?

      RESOLUTION:  If GL_TEXTURE_SHADER_NV is enabled, the texture unit
      RGBA result for a each texture stage is used to initialize the
      respective texture register in the register combiners.

      So if a texture shader generates a texture unit RGBA result for
      texture unit 2, use GL_TEXTURE2_ARB for the name of the register
      value in register combiners.

    Should the number of shader stages be settable?

      RESOLUTION: No, unused stages can be set to GL_NONE.

    How do signed RGBA texture components show up in the register
    combiners texture registers?

      RESOLUTION: As signed values.  You can use GL_SIGNED_IDENTITY_NV
      and get to the signed value directly.

    How does the texture unit RGBA result of a
    GL_NONE, GL_CULL_FRAGMENT_NV, DOT_PRODUCT_NV, or
    GL_DOT_PRODUCT_DEPTH_REPLACE_NV texture shader operation show up in
    the register combiners texture registers?
     
      RESOLUTION: Always as the value (0,0,0,0).

      How the texture RGBA result of the GL_NONE, GL_CULL_FRAGMENT_NV,
      GL_DOT_PRODUCT_NV, and GL_DOT_PRODUCT_DEPTH_REPLACE_NV texture
      shader operations shows up in the texture environment is not
      an issue, because the texture environment operation is always
      assumed to be GL_NONE when the corresponding texture shader
      is one of GL_NONE, GL_CULL_FRAGMENT_NV, GL_DOT_PRODUCT_NV, or
      GL_DOT_PRODUCT_DEPTH_REPLACE_NV when GL_TEXTURE_SHADER_NV is
      enabled.

    Why introduce new pixel groups (the HILO and texture offset groups)?
    
      RESOLUTION:  In core OpenGL, texture image data is transferred and
      stored as sets of color components.  Such color data can always
      be promoted to RGBA data.

      In addition to color components, there are other types of image
      data in OpenGL including depth components, stencil components,
      and color indices.  Depth and stencil components can be used by
      glReadPixels, glDrawPixels, and glCopyPixels, but are not useful
      for storing texture data in core OpenGL.  The EXT_paletted_texture
      and EXT_index_texture extensions extend the contents of textures to
      include indices (even though in the case of EXT_paletted_texture,
      texel fetches are always eventually expanded into color components
      by the texture palette).

      However this these existing pixel groups are not sufficient for
      all the texture shader operations introduced by this extension.
      Certain texture shader operations require texture data that
      is not merely a set of color components.  The dot product
      (GL_DOT_PRODUCT_NV, etc) operations both can
      utilize high-precision hi and lo components.  The
      offset texture operations (GL_OFFSET_TEXTURE_2D_NV,
      GL_OFFSET_TEXTURE_2D_SCALE_NV, GL_OFFSET_TEXTURE_RECTANGLE_NV,
      and GL_OFFSET_TEXTURE_RECTANGLE_SCALE_NV) require
      textures containing signed offsets used to displace
      texture coordinates.  The GL_OFFSET_TEXTURE_2D_SCALE_NV and
      GL_OFFSET_TEXTURE_RECTANGLE_SCALE_NV also require an unsigned
      magnitude for the scaling operation.

      To facilitate these new texture representations, this extension
      introduces several new (external) formats, pixel groups, and
      internal texture formats.  An (external) format is the external
      representation used by an application to specify pixel data
      for use by OpenGL.  A pixel group is a grouping of components
      that are transformed by OpenGL's pixel transfer mechanism is a
      particular manner.  For example, RGBA components for colors are
      transformed differently than stencil components when passed through
      OpenGL's pixel transfer mechanism.  An internal texture format is
      the representation of texture data within OpenGL.  Note that the
      (external) format used to specify the data by the application may
      be different than the internal texture format used to store the
      texture data internally to OpenGL.  For example, core OpenGL permits
      an application to specify data for a texture as GL_LUMINANCE_ALPHA
      data stored in GLfloats even though the data is to be store in
      a GL_RGBA8 texture.  OpenGL's pixel unpacking and pixel transfer
      operations perform an appropriate transformation of the data when
      such a texture download is performed.  Also note that data from
      one pixel group (say stencil components) cannot be supplied as
      data for a different pixel group (say RGBA components).

      This extension introduces four new (external) formats for
      texture data:  GL_HILO_NV, GL_DSDT_NV, GL_DSDT_MAG_NV, and
      GL_DSDT_MAG_VIB_NV.

      GL_HILO_NV is for specifying high-precision hi and lo components.
      The other three formats are used to specify texture offset groups.
      These new formats can only be used for specifying textures (not
      copying, reading, or writing pixels).

      Each of these four pixel formats belong to one of two pixel groups.
      Pixels specified with the GL_HILO_NV format are transformed as HILO
      components.  Pixels specified with the DSDT_NV, DSDT_MAG_NV, and
      DSDT_MAG_VIB_NV formats are transformed as texture offset groups.

      The HILO component and texture offset group pixel groups have
      independent scale and bias operations for each component type.
      Various pixel transfer operations that are performed on the RGBA
      components pixel group are NOT performed on these two new pixel
      groups.  OpenGL's pixel map, color table, convolution, color matrix,
      histogram, and min/max are NOT performed on the HILO components
      or texture offset group pixel groups.

      There are four internal texture formats for texture data specified
      as HILO components:  GL_HILO_NV, GL_HILO16_NV, GL_SIGNED_HILO_NV,
      and GL_SIGNED_HILO16_NV.  The HILO data can be stored as either
      unsigned [0,1] value or [-1,1] signed values.  There are also
      enumerants for both explicitly sized component precision (16-bit
      components) and unsized component precision.  OpenGL implementations
      are expected to keep HILO components are high precision even if
      an unsized internal texture format is used.

      The expectation with HILO textures is that applications will
      specify HILO data using a type of GL_UNSIGNED_SHORT or GL_SHORT or
      larger data types.  Specifying HILO data with GL_UNSIGNED_BYTE or
      GL_BYTE works but does not exploit the full available precision
      of the HILO internal texture formats.

      There are six internal texture formats for texture data
      specified as texture offset groups: GL_DSDT_NV, GL_DSDT8_NV,
      GL_DSDT_MAG_NV, GL_DSDT8_MAG8_NV, GL_DSDT_MAG_INTENSITY_NV and
      GL_DSDT8_MAG8_INTENSITY8_NV.  The GL_DSDT_NV formats specify two
      signed [-1,1] components, ds and dt, used to offset s and t texture
      coordinates.  The GL_DSDT_MAG_NV formats specify an additional
      third unsigned [0,1] component that is a magnitude to scale an
      unsigned RGBA texture fetch by.  The GL_DSDT_MAG_INTENSITY_NV
      formats specify an additional fourth [0,1] unsigned component,
      intensity, that becomes the intensity of the fetched texture for
      use in the texture environment or register combiners.  There are
      also enumerants for both explicitly sized (8-bit components)
      and unsized component precision.

      Note that the vibrance (VIB) component of the
      GL_DSDT_MAG_VIB_NV format becomes the intensity component of
      the GL_DSDT_MAG_INTENSITY_NV internal texture format.  Vibrance
      becomes intensity in the GL_DSDT_MAG_INTENSITY_NV texture format.
      The introduction of vibrance is because core OpenGL has no notion
      of an intensity component in the pixel transfer mechanism or as
      an external format (instead the red component of an RGBA value
      becomes the intensity component of intensity textures).

    How does the texture unit RGBA result of a texture shader that fetches
    a texture with a base internal format of GL_HILO_NV, GL_DSDT_NV, or
    GL_DSDT_MAG_NV show up in the register combiners texture registers?

      RESOLUTION: Always as the value (0,0,0,0).

      How the texture RGBA result of a texture shader that fetches a
      texture with a base internal format of GL_HILO_NV, GL_DSDT_NV,
      or GL_DSDT_MAG_NV the GL_DOT_PRODUCT_NV texture shader shows up
      in the texture environment is not an issue, because the texture
      environment operation is always assumed to be GL_NONE in this case
      when GL_TEXTURE_SHADER_NV is enabled.

    Does the GL_DOT_PRODUCT_DEPTH_REPLACE_NV program replace the
    eye-distance Z or window-space depth?

      RESOLUTION:  Window-space depth.  And if the window-space depth
      value is outside of the near and far depth range values, the
      fragment is rejected.

    The GL_CULL_FRAGMENT_NV operation always compares against all four
    texture coordinates.  What if I want only one, two, or three
    comparisons?

      RESOLUTION:  To compare against a single value, replicate that value
      in all the coordinates and set the comparison for all components to
      be identical.  Or you can set uninteresting coordinates to zero and
      use the GL_GEQUAL comparison which will never cull for the value zero.

    What is GL_CULL_FRAGMENT_NV good for?

      The GL_CULL_FRAGMENT_NV operation provides a mechanism to implement
      per-fragment clip planes.  If a texture coordinate is assigned a
      signed distance to a plane, the cull fragment test can discard
      fragments on the wrong side of the plane.  Each texture shader
      stage provides up to four such clip planes.  An eye-space clip
      plane can be established using the GL_EYE_LINEAR texture coordinate
      generation mode where the clip plane equation is specified via
      the GL_EYE_PLANE state.

      Clip planes are one application for GL_CULL_FRAGMENT_NV, but
      other clipping approaches are possible too.  For example, by
      computing and assigning appropriate texture coordinates (perhaps
      with NV_vertex_program), fragments beyond a certain distance from
      a point can be culled (assuming that it is acceptable to linearly
      interpolate a distance between vertices).

    The texture border color is supposed to be an RGBA value clamped to
    the range [0,1].  How does the texture border color work in conjunction
    with signed RGBA color components, HILO components, and texture offset
    component groups?

      RESOLUTION:  The per-texture object GL_TEXTURE_BORDER_COLOR
      is superceded by a GL_TEXTURE_BORDER_VALUES symbolic token.
      The texture border values are four floats (not clamped to
      [0,1] when specified).  When a texture border is required for
      a texture, the components for the border texel are determined
      by the GL_TEXTURE_BORDER_VALUES state.  For color components,
      the GL_TEXTURE_BORDER_VALUES state is treated as a set of RGBA
      color components.  For HILO components, the first value is treated
      as hi and the second value is treated as lo.  For texture offset
      components, the ds, dt, mag, and vib values correspond to the first,
      second, third, and fourth texture border values respectively.
      The particular texture border components are clamped to the range
      of the component determined by the texture's internal format.  So a
      signed component is clamped to the [-1,1] range and an unsigned
      component is clamped to the [0,1] range.

      For backward compatibility, the GL_TEXTURE_BORDER_COLOR can
      still be specified and queried.  When specified, the values are
      clamped to [0,1] and used to update the texture border values.
      When GL_TEXTURE_BORDER_COLOR is queried, there is no clamping of
      the returned values.

    With signed texture components, does the texture environment function
    discussion need to be amended?

      RESOLUTION:  Yes.  We do not want texture environment results to
      exceed the range [-1,1].

      The GL_DECAL and GL_BLEND operations perform linear interpolations
      of various components of the form

        A * B + (1-A) * C

      The value of A should not be allowed to be negative otherwise,
      the value of (1-A) may exceed 1.0.  These linear interpolations
      should be written in the form

        max(0,A) * B + (1-max(0,A)) * C

      The GL_ADD operation clamps its result to 1.0, but if negative
      components are permitted, the result should be clamped to the range
      [-1,1].

      The GL_COMBINE_ARB (and GL_COMBINE_EXT) and GL_COMBINE4_NV
      operations do explicit clamping of all result to [0,1].
      In addition, NV_texture_shader adds requirements to clamp
      inputs to [0,1] too.  This is because the GL_ONE_MINUS_SRC_COLOR
      and GL_ONE_MINUS_SRC_ALPHA operands should really be computing
      1-max(0,C).  For completeness, GL_SRC_COLOR and GL_SRC_ALPHA should
      be computing max(0,C).

    With signed texture components, does the color sum discussion need
    to be amended?

      RESOLUTION:  Yes.  The primary and secondary color should both be
      clamped to the range [0,1] before they are summed.

      The unextended OpenGL 1.2 description of color sum does not
      require a clamp of the primary and secondary colors to the [0,1]
      range before they are summed.  Before signed texture components,
      the standard texture environment modes either could not generate
      results outside the [0,1] range or explicitly clamped their
      results to this range (as in the case of GL_ADD, GL_COMBINE_EXT,
      and GL_COMBINE4_NV).  Now with signed texture components, negative
      values can be generated by texture environment functions.

      We do not want to clamp the intermediate results of texture
      environment stages since negative results may be useful in
      subsequent stages, but clamping should be applied to the primary
      color immediately before the color sum.  For symmetry, clamping of
      the secondary color is specified as well (though there is currently
      no way to generate a negative secondary color).

    Why vibrance?

      Vibrance is the fourth component of the external representation of a
      texture offset group.  During pixel transfer, vibrance is scaled and
      biased based on the GL_VIBRANCE_SCALE and GL_VIBRANCE_BIAS state.
      Once transformed, the vibrance component becomes the intensity
      component for textures with a DSDT_MAG_INTENSITY base internal
      format.  Vibrance is meaningful only when specifying texture images
      with the DS_DT_MAG_VIB_NV external format (and is not supported
      when reading, drawing, or copying pixels).

    There are lots of reasons that a texture shader stage is inconsistent,
    and in which case, the stage operates as if the operation is NONE.
    For debugging sanity, is there a way to determine whether a particular
    texture shader stage is consistent?

      RESOLUTION:  Yes.  Query the shader consistency of a particular
      texture unit with:

        GLint consistent;

        glActiveTextureARB(stage_to_check);
        glGetTexEnviv(GL_TEXTURE_SHADER_NV, GL_SHADER_CONSISTENT_NV,
          &consistent);

      consistent is one or zero depending on whether the shader stage
      is consistent or not.

    Should there be signed components with sub 8-bit precision?

      RESOLUTION:  No.

    Should packed pixel formats for texture offset groups be supported?

      RESOLUTION:  Yes, but they are limited to UNSIGNED_INT_S8_S8_8_8_NV
      and UNSIGNED_INT_8_8_S8_S8_REV_NV for use with the DSDT_MAG_VIB_NV
      format.

      Note that these two new packed pixel formats are only for the
      DSDT_MAG_VIB_NV and cannot be used with RGBA or BGRA formats.
      Likewise, the RGBA and BGRA formats cannot be used with the new
      UNSIGNED_INT_S8_S8_8_8_NV and UNSIGNED_INT_8_8_S8_S8_REV_NV types.

    What should be said about signed fixed-point precision and range of
    actual implementations?

      RESOLUTION:  The core OpenGL specification typically specifies
      fixed-point numerical computations without regard to the specific
      precision of the computations.  This practice is intentional because
      it permits implementations to vary in the degree of precision used
      for internal OpenGL computations.  When mapping unsigned fixed-point
      values to a [0,1] range, the mapping is straightforward.

      However, this extension supports signed texture components in
      the range [-1,1].  This presents some awkward choices for how to
      map [-1,1] to a fixed-point representation.  Assuming a binary
      fixed-point representation with an even distribution of precision,
      there is no way to exactly represent -1, 0, and 1 and avoid
      representing values outside the [-1,1] range.

      This is not a unique issue for this extension.  In core OpenGL,
      table 2.6 describes mappings from unsigned integer types (GLbyte,
      GLshort, and GLint) that preclude the exact specification of 0.0.
      NV_register_combiners supports signed fixed-point values that have
      similar representation issues.

      NVIDIA's solution to this representation problem is to use 8-, 9-,
      and 16-bit fixed-point representations for signed values in the
      [-1,1] range such that

   floating-point   8-bit fixed-point   9-bit fixed-point  16 bit fixed-point
   --------------   -----------------   -----------------  ------------------
    1.0              n/a                 255                n/a  
    0.99996...       n/a                 n/a                32767
    0.99218...      127                  n/a                n/a  
    0.0              0                   0                  0
   -1.0            -128                 -255               -32768
   -1.00392...      n/a                 -256                n/a

      The 8-bit and 16-bit signed fixed-point types are used for signed
      internal texture formats, while the 9-bit signed fixed-point type
      is used for register combiners computations.

      The 9-bit signed fixed-point type has the disadvantage that a
      number slightly more negative than -1 can be represented and this
      particular value is different dependent on the number of bits of
      fixed-point precision.  The advantage of this approach is that 1,
      0, and -1 can all be represented exactly.

      The 8-bit and 16-bit signed fixed-point types have the disadvantage
      that 1.0 cannot be exactly represented (though -1.0 and zero can
      be exactly represented).

      The specification however is written using the conventional
      OpenGL practice (table 2.6) of mapping signed values evenly over
      the range [-1,1] so that zero cannot be precisely represented.
      This is done to keep this specification consistent with OpenGL's
      existing conventions and to avoid the ugliness of specifying
      a precision-dependent range.  We expect leeway in how signed
      fixed-point values are represented.

      The spirit of this extension is that an implicit allowance is
      made for signed fixed-point representations that cannot exactly
      represent 1.0.

    How should NV_texture_rectangle interact with NV_texture_shader?

      NV_texture_rectangle introduces a new texture target similar
      to GL_TEXTURE_2D but that supports non-power-of-two texture
      dimensions and several usage restrictions (no mipmapping, etc).
      Also the imaged texture coordinate range for rectangular textures
      is [0,width]x[0,height] rather than [0,1]x[0,1].

      Four texture shader operations will operate like their 2D texture
      counter-parts, but will access the rectangular texture
      target rather than the 2D texture target.  These are:

        GL_TEXTURE_RECTANGLE_NV
        GL_OFFSET_TEXTURE_RECTANGLE_NV
        GL_OFFSET_TEXTURE_RECTANGLE_SCALE_NV
        GL_DOT_PRODUCT_TEXTURE_RECTANGLE_NV

      A few 2D texture shader operations, namely
      GL_DEPENDENT_AR_TEXTURE_2D_NV and GL_DEPENDENT_GB_TEXTURE_2D_NV,
      do not support rectangular textures because turning colors in the
      [0,1] range into texture coordinates would only access a single
      corner texel in a rectangular texture.  The offset and dot product
      rectangular texture shader operations support scaling of the
      dependent texture coordinates so these operations can access the
      entire image of a rectangular texture.  Note however that it is the
      responsibility of the application to perform the proper scaling.

      Note that the 2D and rectangular "offset texture" shaders both
      use the same matrix, scale, and bias state.

    Does the GL_DOT_PRODUCT_DEPTH_REPLACE_NV operation happen before or
    after polygon offset?

      RESOLUTION:  After.  The window Z (w_z) is computed during
      rasterization and polygon offset occurs at this point.  The depth
      replace operation occurs after rasterization (at the point that
      conventional OpenGL calls "texturing") so when the depth value
      is replaced, the effect of polygon offset (and normal depth
      interpolation) is lost when using the depth replace operation.

    How does the GL_DOT_PRODUCT_DEPTH_REPLACE_NV operation interact with
    ARB_multisample?

      RESOLUTION:  The depth value for all covered samples of a
      multisampled fragment are replaced with the _same_ single depth
      value computed by the depth replace operation.  Without depth
      replace, the depth values of each sample of a fragment may have
      slightly different depth values because of the polygon's depth
      gradient.

New Procedures and Functions

    None.

New Tokens

    Accepted by the <cap> parameter of Enable, Disable, and IsEnabled,
    and by the <pname> parameter of GetBooleanv, GetIntegerv, GetFloatv,
    and GetDoublev, and by the <target> parameter of TexEnvf, TexEnvfv,
    TexEnvi, TexEnviv, GetTexEnvfv, and GetTexEnviv:

        TEXTURE_SHADER_NV                         0x86DE

    When the <target> parameter of TexEnvf, TexEnvfv, TexEnvi, TexEnviv,
    GetTexEnvfv, and GetTexEnviv is TEXTURE_SHADER_NV, then the value
    of <pname> may be:
     
        RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV      0x86D9
        SHADER_OPERATION_NV                       0x86DF
        OFFSET_TEXTURE_SCALE_NV                   0x86E2
        OFFSET_TEXTURE_BIAS_NV                    0x86E3
        OFFSET_TEXTURE_2D_SCALE_NV                alias for OFFSET_TEXTURE_SCALE_NV
        OFFSET_TEXTURE_2D_BIAS_NV                 deprecated alias for OFFSET_TEXTURE_BIAS_NV
        PREVIOUS_TEXTURE_INPUT_NV                 0x86E4

    When the <target> parameter of TexEnvfv, TexEnviv, GetTexEnvfv, and
    GetTexEnviv is TEXTURE_SHADER_NV, then the value of <pname> may be:

        CULL_MODES_NV                             0x86E0
        OFFSET_TEXTURE_MATRIX_NV                  0x86E1
        OFFSET_TEXTURE_2D_MATRIX_NV               deprecated alias for OFFSET_TEXTURE_MATRIX_NV
        CONST_EYE_NV                              0x86E5
     
    When the <target> parameter GetTexEnvfv and GetTexEnviv is
    TEXTURE_SHADER_NV, then the value of <pname> may be:

        SHADER_CONSISTENT_NV                      0x86DD
   
    When the <target> and <pname> parameters of TexEnvf, TexEnvfv,
    TexEnvi, and TexEnviv are TEXTURE_SHADER_NV and SHADER_OPERATION_NV
    respectively, then the value of <param> or the value pointed to by
    <params> may be:

        NONE

        TEXTURE_1D
        TEXTURE_2D
        TEXTURE_RECTANGLE_NV                      (see NV_texture_rectangle)
        TEXTURE_CUBE_MAP_ARB                      (see ARB_texture_cube_map)

        PASS_THROUGH_NV                           0x86E6
        CULL_FRAGMENT_NV                          0x86E7

        OFFSET_TEXTURE_2D_NV                      0x86E8
        OFFSET_TEXTURE_2D_SCALE_NV                see above, note aliasing
        OFFSET_TEXTURE_RECTANGLE_NV               0x864C
        OFFSET_TEXTURE_RECTANGLE_SCALE_NV         0x864D
        DEPENDENT_AR_TEXTURE_2D_NV                0x86E9
        DEPENDENT_GB_TEXTURE_2D_NV                0x86EA

        DOT_PRODUCT_NV                            0x86EC
        DOT_PRODUCT_DEPTH_REPLACE_NV              0x86ED
        DOT_PRODUCT_TEXTURE_2D_NV                 0x86EE
        DOT_PRODUCT_TEXTURE_RECTANGLE_NV          0x864E
        DOT_PRODUCT_TEXTURE_CUBE_MAP_NV           0x86F0
        DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV           0x86F1
        DOT_PRODUCT_REFLECT_CUBE_MAP_NV           0x86F2
        DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV 0x86F3

    When the <target> and <pname> parameters of TexEnvfv and TexEnviv
    are TEXTURE_SHADER_NV and CULL_MODES_NV respectively, then the value
    of <param> or the value pointed to by <params> may be:

        LESS
        GEQUAL

    When the <target> and <pname> parameters of TexEnvf,
    TexEnvfv, TexEnvi, and TexEnviv are TEXTURE_SHADER_NV and
    RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV respectively, then the value
    of <param> or the value pointed to by <params> may be:

        UNSIGNED_IDENTITY_NV                      (see NV_register_combiners)
        EXPAND_NORMAL_NV                          (see NV_register_combiners)

    When the <target> and <pname> parameters of TexEnvf,
    TexEnvfv, TexEnvi, and TexEnviv are TEXTURE_SHADER_NV and
    PREVIOUS_TEXTURE_INPUT_NV respectively, then the value of <param>
    or the value pointed to by <params> may be:

        TEXTURE0_ARB
        TEXTURE1_ARB
        TEXTURE2_ARB
        TEXTURE3_ARB
        TEXTURE4_ARB
        TEXTURE5_ARB
        TEXTURE6_ARB
        TEXTURE7_ARB

    Accepted by the <format> parameter of GetTexImage, TexImage1D,
    TexImage2D, TexSubImage1D, and TexSubImage2D:

        HILO_NV                                   0x86F4
        DSDT_NV                                   0x86F5
        DSDT_MAG_NV                               0x86F6
        DSDT_MAG_VIB_NV                           0x86F7

    Accepted by the <type> parameter of GetTexImage, TexImage1D,
    TexImage2D, TexSubImage1D, and TexSubImage2D:

        UNSIGNED_INT_S8_S8_8_8_NV                 0x86DA 
        UNSIGNED_INT_8_8_S8_S8_REV_NV             0x86DB 

    Accepted by the <internalformat> parameter of CopyTexImage1D,
    CopyTexImage2D, TexImage1D, and TexImage2D:

        SIGNED_RGBA_NV                            0x86FB
        SIGNED_RGBA8_NV                           0x86FC
        SIGNED_RGB_NV                             0x86FE
        SIGNED_RGB8_NV                            0x86FF
        SIGNED_LUMINANCE_NV                       0x8701
        SIGNED_LUMINANCE8_NV                      0x8702
        SIGNED_LUMINANCE_ALPHA_NV                 0x8703
        SIGNED_LUMINANCE8_ALPHA8_NV               0x8704
        SIGNED_ALPHA_NV                           0x8705
        SIGNED_ALPHA8_NV                          0x8706
        SIGNED_INTENSITY_NV                       0x8707
        SIGNED_INTENSITY8_NV                      0x8708
        SIGNED_RGB_UNSIGNED_ALPHA_NV              0x870C
        SIGNED_RGB8_UNSIGNED_ALPHA8_NV            0x870D

    Accepted by the <internalformat> parameter of TexImage1D and
    TexImage2D:

        HILO_NV
        HILO16_NV                                 0x86F8
        SIGNED_HILO_NV                            0x86F9
        SIGNED_HILO16_NV                          0x86FA
        DSDT_NV
        DSDT8_NV                                  0x8709
        DSDT_MAG_NV
        DSDT8_MAG8_NV                             0x870A
        DSDT_MAG_INTENSITY_NV                     0x86DC
        DSDT8_MAG8_INTENSITY8_NV                  0x870B

    Accepted by the <pname> parameter of GetBooleanv, GetIntegerv,
    GetFloatv, GetDoublev, PixelTransferf, and PixelTransferi:

        HI_SCALE_NV                               0x870E
        LO_SCALE_NV                               0x870F
        DS_SCALE_NV                               0x8710
        DT_SCALE_NV                               0x8711
        MAGNITUDE_SCALE_NV                        0x8712
        VIBRANCE_SCALE_NV                         0x8713
        HI_BIAS_NV                                0x8714
        LO_BIAS_NV                                0x8715
        DS_BIAS_NV                                0x8716
        DT_BIAS_NV                                0x8717
        MAGNITUDE_BIAS_NV                         0x8718
        VIBRANCE_BIAS_NV                          0x8719

    Accepted by the <pname> parameter of TexParameteriv, TexParameterfv,
    GetTexParameterfv and GetTexParameteriv:

        TEXTURE_BORDER_VALUES_NV                  0x871A

    Accepted by the <pname> parameter of GetTexLevelParameterfv and
    GetTexLevelParameteriv:

        TEXTURE_HI_SIZE_NV                        0x871B
        TEXTURE_LO_SIZE_NV                        0x871C
        TEXTURE_DS_SIZE_NV                        0x871D
        TEXTURE_DT_SIZE_NV                        0x871E
        TEXTURE_MAG_SIZE_NV                       0x871F

Additions to Chapter 2 of the 1.2 Specification (OpenGL Operation)

     None

Additions to Chapter 3 of the 1.2 Specification (Rasterization)

 --  Section 3.6 "Pixel Rectangles"

     Add four new rows to table 3.2:

     Parameter Name      Type   Initial Value  Valid Range
     ------------------  -----  -------------  -----------
     HI_SCALE_NV         float  1.0            (-Inf,+Inf)
     LO_SCALE_NV         float  1.0            (-Inf,+Inf)
     DS_SCALE_NV         float  1.0            (-Inf,+Inf)
     DT_SCALE_NV         float  1.0            (-Inf,+Inf)
     MAGNITUDE_SCALE_NV  float  1.0            (-Inf,+Inf)
     VIBRANCE_SCALE_NV   float  1.0            (-Inf,+Inf)

     HI_BIAS_NV          float  0.0            (-Inf,+Inf)
     LO_BIAS_NV          float  0.0            (-Inf,+Inf)
     DS_BIAS_NV          float  0.0            (-Inf,+Inf)
     DT_BIAS_NV          float  0.0            (-Inf,+Inf)
     MAGNITUDE_BIAS_NV   float  0.0            (-Inf,+Inf)
     VIBRANCE_BIAS_NV    float  0.0            (-Inf,+Inf)

 --  Section 3.6.4 "Rasterization of Pixel Rectangles"

     Add before the subsection titled "Unpacking":

     "The HILO_NV, DSDT_NV, DSDT_MAG_NV, and DSDT_MAG_VIB_NV formats
     are described in this section and section 3.6.5 even though these
     formats are supported only for texture images.  Textures with
     the HILO_NV format are intended for use with certain dot product
     texture and dependent texture shader operations (see section 3.8.13).
     Textures with the DSDT_NV, DSDT_MAG_NV, and DSDT_MAG_VIB_NV format
     are intended for use with certain offset texture 2D texture shader
     operations (see section 3.8.13).

     The error INVALID_ENUM occurs if HILO_NV, DSDT_NV, DSDT_MAG_NV, or
     DSDT_MAG_VIB_NV is used as the format for DrawPixels, ReadPixels,
     or other commands that specify or query an image with a format and
     type parameter though the image is not a texture image.  The HILO_NV,
     DSDT_NV, DSDT_MAG_NV, or DSDT_MAG_VIB_NV formats are intended for
     use with the TexImage and TexSubImage commands.

     The HILO_NV format consists of two components, hi and lo, in the hi
     then lo order.  The hi and lo components maintain at least 16 bits
     of storage per component (at least 16 bits of magnitude for unsigned
     components and at least 15 bits of magnitude for signed components).

     The DSDT_NV format consists of two signed components ds and dt,
     in the ds then dt order.  The DSDT_MAG_NV format consists of
     three components: the signed ds and dt components and an unsigned
     magnitude component (mag for short), in the ds, then dt, then mag
     order.  The DSDT_MAG_VIB_NV format consists of four components:
     the signed ds and dt components, an unsigned magnitude component
     (mag for short), and an unsigned vibrance component (vib for short),
     in the ds, then dt, then mag, then vib order."

     Add a new row to table 3.8:

type Parameter                 GL Data  Number of   Matching
Token Name                     Type     Components  Pixel Formats
-----------------------------  -------  ----------  ----------------
UNSIGNED_INT_S8_S8_8_8_NV       uint     4           DSDT_MAG_VIB_NV           
UNSIGNED_INT_8_8_S8_S8_REV_NV   uint     4           DSDT_MAG_VIB_NV           

     Add to table 3.11:

UNSIGNED_INT_S8_S8_8_8_NV:

 31 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10  9  8  7  6  5  4  3  2  1  0
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
| 1st component         |             2nd       |           3rd         |         4th           |
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+

UNSIGNED_INT_8_8_S8_S8_REV_NV:

 31 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10  9  8  7  6  5  4  3  2  1  0
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
|          4th          |             3rd       |           2nd         | 1st component         |
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+

     Replace the fifth paragraph in the subsection titled "Unpacking"
     with the following:

     "Calling DrawPixels with a type of UNSIGNED_BYTE_3_3_2,
     UNSIGNED_BYTE_2_3_3_REV, UNSIGNED_SHORT_5_6_5,
     UNSIGNED_SHORT_5_6_5_REV, UNSIGNED_SHORT_4_4_4_4,
     UNSIGNED_SHORT_4_4_4_4_REV, UNSIGNED_SHORT_5_5_5_1,
     UNSIGNED_SHORT_1_5_5_5_REV, UNSIGNED_INT_8_8_8_8,
     UNSIGNED_INT_8_8_8_8_REV, UNSIGNED_INT_10_10_10_2, or
     UNSIGNED_INT_2_10_10_10_REV is a special case in which all
     the components of each group are packed into a single unsigned
     byte, unsigned short, or unsigned int, depending on the type.
     When packing or unpacking texture images (for example, using
     TexImage2D or GetTexImage), the type parameter may also be either
     UNSIGNED_INT_S8_S8_8_8_NV or UNSIGNED_INT_8_8_S8_S8_REV though
     neither symbolic token is permitted for DrawPixels, ReadPixels,
     or other commands that specify or query an image with a format
     and type parameter though the image is not a texture image.
     The error INVALID_ENUM occurs when UNSIGNED_INT_S8_S8_8_8_NV is
     used when it is not permitted.  When UNSIGNED_INT_S8_S8_8_8_NV
     or UNSIGNED_INT_8_8_S8_S8_REV_NV is used, the first and second
     components are treated as signed components.  The number of
     components per packed pixel is fixed by the type, and must match the
     number of components per group indicated by the format parameter,
     as listed in table 3.8.  The format must also be one of the formats
     listed in the Matching Pixel Formats column of table 3.8 for the
     specified packed type.  The error INVALID_OPERATION is generated
     if a mismatch occurs.  This constraint also holds for all other
     functions that accept or return pixel data using type and format
     parameters to define the type and format of the data."

     Amend the second sentence in the sixth paragraph in the subsection
     titled "Unpacking" to read:

     "Each bitfield is interpreted as an unsigned integer value unless
     it has been explicitly been stated that the bitfield contains a
     signed component.  Signed bitfields are treated as two's complement
     numbers."

     Add a new row to table 3.12:

                      First      Second     Third       Fourth
     Format           Component  Component  Component   Component
     ---------------  ---------  ---------  ----------  ---------
     DSDT_MAG_VIB_NV   ds         dt         magnitude   vibrance

     Change the last sentence in the first paragraph in the subsection
     titled "Conversion to floating-point" to read:

     "For packed pixel types, each unsigned element in the group is
     converted by computing c / (2^N-1), where c is the unsigned integer
     value of the bitfield containing the element and N is the number of
     bits in the bitfield.  In the case of signed elements of a packed
     pixel type, the signed element is converted by computing 2*c+1 /
     (2^N-1), where c is the signed integer value of the bitfield
     containing the element and N is the number of bits in the bitfield."

     Change the first sentence in the subsection "Final Expansion to RGBA"
     to read:

     "This step is performed only for groups other than HILO component,
     depth component, and texture offset groups."

     Add the following additional enumeration to the kind of pixel groups
     in section 3.6.5:

     "5.  HILO component:  Each group comprises two components: hi and lo.

      6.  Texture offset group:  Each group comprises four components:
      a ds and dt pair, a magnitude, and a vibrance."

     Change the subsection "Arithmetic on Components" in section 3.6.5
     to read:

     "This step applies only to RGBA component, depth component, and HILO
     component, and texture offset groups.  Each component is multiplied
     by an appropriate signed scale factor:  RED_SCALE for an R component,
     GREEN_SCALE for a G component, BLUE_SCALE for a B component,
     ALPHA_SCALE, for an A component, HI_SCALE_NV for a HI component,
     LO_SCALE_NV for a LO component, DS_SCALE_NV for a DS component,
     DT_SCALE_NV for a DT component, MAGNITUDE_SCALE_NV for a MAG
     component, VIBRANCE_SCALE_NV for a VIB component, or DEPTH_SCALE
     for a depth component.

     Then the result is added to the appropriate signed bias: RED_BIAS,
     GREEN_BIAS, BLUE_BIAS, ALPHA_BIAS, HI_BIAS_NV, LO_BIAS_NV,
     DS_BIAS_NV, DT_BIAS_NV, MAGNITUDE_BIAS_NV, VIBRANCE_BIAS_NV, or
     DEPTH_BIAS."

 --  Section 3.8 "Texturing"

     Replace the first paragraph with the following:

     "The GL provides two mechanisms for mapping sets of (s,t,r,q)
     texture coordinates to RGBA colors: conventional texturing and
     texture shaders.

     Conventional texturing maps a portion of a specified image onto
     each primitive for each enabled texture unit.  Conventional
     texture mapping is accomplished by using the color of an image
     at the location indicated by a fragment's non-homogeneous (s,t,r)
     coordinates for a given texture unit.

     The alternative to conventional texturing is the texture shaders
     mechanism.  When texture shaders are enabled, each texture unit
     uses one of twenty-one texture shader operations.  Eighteen of the
     twenty-one shader operations map an (s,t,r,q) texture coordinate
     set to an RGBA color.  Of these, three texture shader operations
     directly correspond to the 1D, 2D, and cube map conventional
     texturing operations.  Depending on the texture shader operation,
     the mapping from the (s,t,r,q) texture coordinate set to an RGBA
     color may depend on the given texture unit's currently bound
     texture object state and/or the results of previous texture
     shader operations.  The three remaining texture shader operations
     respectively provide a fragment culling mechanism based on texture
     coordinates, a means to replace the fragment depth value, and a dot
     product operation that computes a floating-point value for use by
     subsequent texture shaders.  The specifics of each texture shader
     operation are described in section 3.8.12.

     Texture shading is enabled or disabled using the generic Enable
     and Disable commands, respectively, with the symbolic constant
     TEXTURE_SHADER_NV.  When texture shading is disabled, conventional
     texturing generates an RGBA color for each enabled textures unit
     as described in Sections 3.8.10.

     After RGBA colors are assigned to each texture unit, either by
     conventional texturing or texture shaders, the GL proceeds with
     fragment coloring, either using the texture environment, fog,
     and color sum operations, or using register combiners extension if
     supported.

     Neither conventional texturing nor texture shaders affects the
     secondary color."

 --  Section 3.8.1 "Texture Image Specification"

     Add the following sentence to the first paragraph:

     "The formats HILO_NV, DSDT_NV, DSDT_MAG_NV, and DSDT_MAG_VIB_NV
     are allowed for specifying texture images."

     Replace the fourth paragraph with:

     "The selected groups are processed exactly as for DrawPixels,
     stopping just before conversion.  Each R, G, B, A, HI, LO, DS, DT,
     and MAG value so generated is clamped to [0,1] if the corresponding
     component is unsigned, or if the corresponding component is signed,
     is clamped to [-1,1].  The signedness of components depends on the
     internal format (see table 3.16).  The signedness of components
     for unsized internal formats matches the signedness of components
     for any respective sized version of the internal format."

     Replace table 3.15 with the following table:

     Base Internal Format   Component Values     Internal Components  Format Type
     ---------------------  -------------------  -------------------  -------------------------
     ALPHA                  A                    A                    RGBA
     LUMINANCE              R                    L                    RGBA
     LUMINANCE_ALPHA        R,A                  L,A                  RGBA
     INTENSITY              R                    I                    RGBA
     RGB                    R,G,B                R,G,B                RGBA
     RGBA                   R,G,B,A              R,G,B,A              RGBA
     HILO_NV                HI,LO                HI,LO                HILO
     DSDT_NV                DS,DT                DS,DT                texture offset group
     DSDT_MAG_NV            DS,DT,MAG            DS,DT,MAG            texture offset group
     DSDT_MAG_INTENSITY_NV  DS,DT,MAG,VIB        DS,DT,MAG,I          RGBA/texture offset group

     Re-caption table 3.15 as:

     "Conversion from RGBA, HILO, and texture offset pixel components to
     internal texture table, or filter components.  See section 3.8.9
     for a description of the texture components R, G, B, A, L, and I.
     See section 3.8.13 for an explanation of the handling of the texture
     components HI, LO, DS, DT, MAG, and VIB."

     Add five more columns to table 3.16 labeled "HI bits", "LO bits", "DS
     bits", "DT bits", and "MAG bits".  Existing table rows should have
     these column entries blank.  Add the following rows to the table:

Sized                          Base                  R    G    B    A    L    I    HI   LO   DS   DT   MAG
Internal Format                Internal Format       bits bits bits bits bits bits bits bits bits bits bits
------------------------------ --------------------- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
HILO16_NV                      HILO                                                16   16
SIGNED_HILO16_NV               HILO                                                16*  16*
SIGNED_RGBA8_NV                RGBA                  8*   8*   8*   8*
SIGNED_RGB8_UNSIGNED_ALPHA8_NV RGBA                  8*   8*   8*   8 
SIGNED_RGB8_NV                 RGB                   8*   8*   8*
SIGNED_LUMINANCE8_NV           LUMINANCE                                8*
SIGNED_LUMINANCE8_ALPHA8_NV    LUMINANCE_ALPHA                      8*  8*
SIGNED_ALPHA8_NV               ALPHA                                8*
SIGNED_INTENSITY8_NV           INTENSITY                                      8*
DSDT8_NV                       DSDT_NV                                                       8*   8*
DSDT8_MAG8_NV                  DSDT_MAG_NV                                                   8*   8*   8
DSDT8_MAG8_INTENSITY8_NV       DSDT_MAG_INTENSITY_NV                          8              8*   8*   8

     Add to the caption for table 3.16:

     "An asterisk (*) following a component size indicates that the
     corresponding component is signed (the sign bit is included in
     specified component resolution size)."

     Change the first sentences of the fifth paragraph to read:

     "Components are then selected from the resulting R, G, B, A, HI, LO,
     DS, DT, and MAG values to obtain a texture with the base internal
     format specified by (or derived from) internalformat.  Table 3.15
     summarizes the mapping of R, G, B, A, HI, LO, DS, DT, and MAG values
     to texture components, as a function of the base internal format of
     the texture image.  internalformat may be specified as one of the
     ten base internal format symbolic constants listed in table 3.15,
     or as one of the sized internal format symbolic constants listed
     in table 3.16."

     Add these sentences before the last sentence in the fifth paragraph:

     "The error INVALID_OPERATION is generated if the format is
     HILO_NV and the internalformat is not one of HILO_NV, HILO16_NV,
     SIGNED_HILO_NV, SIGNED_HILO16_NV; or if the internalformat is one
     of HILO_NV, HILO16_NV, SIGNED_HILO_NV, or SIGNED_HILO16_NV and the
     format is not HILO_NV.

     The error INVALID_OPERATION is generated if the format is DSDT_NV
     and the internalformat is not either DSDT_NV or DSDT8_NV; or if
     the internal format is either DSDT_NV or DSDT8_NV and the format
     is not DSDT_NV.

     The error INVALID_OPERATION is generated if the format is DSDT_MAG_NV
     and the internalformat is not either DSDT_MAG_NV or DSDT8_MAG8_NV;
     or if the internal format is either DSDT_MAG_NV or DSDT8_MAG8_NV
     and the format is not DSDT_MAG_NV.

     The error INVALID_OPERATION is generated if the format
     is DSDT_MAG_VIB_NV and the internalformat is not either
     DSDT_MAG_INTENSITY_NV or DSDT8_MAG8_INTENSITY8_NV; or if the internal
     format is either DSDT_MAG_INTENSITY_NV or DSDT8_MAG8_INTENSITY8_NV
     and the format is not DSDT_MAG_VIB_NV."

     Change the first sentence of the sixth paragraph to read:

     "The internal component resolution is the number of bits allocated
     to each value in a texture image (and includes the sign bit if the
     component is signed)."

     Change the third sentence of the sixth paragraph to read:

     "If a sized internal format is specified, the mapping of the R,
     G, B, A, HI, LO, DS, DT, and MAG values to texture components
     is equivalent to the mapping of the corresponding base internal
     format's components, as specified in table 3.15, and the memory
     allocations per texture component is assigned by the GL to match
     the allocations listed in table 3.16 as closely as possible."

 --  Section 3.8.2 "Alternate Texture Image Specification Commands"

     In the second paragraph (describing CopyTexImage2D), change the
     third to the last sentence to:

     "Parameters level, internalformat, and border are specified using the
     same values, with the same meanings, as the equivalent arguments of
     TexImage2D, except that internalformat may not be specified as 1, 2,
     3, 4, HILO_NV, HILO16_NV, SIGNED_HILO_NV, SIGNED_HILO16_NV, DSDT_NV,
     DSDT8_NV, DSDT_MAG_NV, DSDT8_MAG8_NV, DSDT_MAG_INTENSITY_NV, or
     DSDT8_MAG8_INTENSITY8_NV."

     In the third paragraph (describing CopyTexImage1D), change the
     second to the last sentence to:

     "level, internalformat, and border are specified using the same
     values, with the same meanings, as the equivalent arguments of
     TexImage1D, except that internalformat may not be specified as 1, 2,
     3, 4, HILO_NV, HILO16_NV, SIGNED_HILO_NV, SIGNED_HILO16_NV, DSDT_NV,
     DSDT8_NV, DSDT_MAG_NV, DSDT8_MAG8_NV, DSDT_MAG_INTENSITY_NV, or
     DSDT8_MAG8_INTENSITY8_NV."

     Insert the following text after the six paragraph reading:

     "CopyTexSubImage2D and CopyTexSubImage1D generate the error
     INVALID_OPERATION if the internal format of the texture array to
     which the pixels are to be copied is one of HILO_NV, HILO16_NV,
     SIGNED_HILO_NV, SIGNED_HILO16_NV, DSDT_NV, DSDT8_NV, DSDT_MAG_NV,
     DSDT8_MAG8_NV, DSDT_MAG_INTENSITY_NV, or DSDT8_MAG8_INTENSITY8_NV.  

     TexSubImage2D and TexSubImage1D generate the error INVALID_OPERATION
     if the internal format of the texture array to which the texels are
     to be copied has a different format type (according to table 3.15)
     than the format type of the texels being specified.  Specifically, if
     the base internal format is not one of HILO_NV, DSDT_NV, DSDT_MAG_NV,
     or DSDT_INTENSITY_NV, then the format parameter must be one of
     COLOR_INDEX, RED, GREEN, BLUE, ALPHA, RGB, RGBA, LUMINANCE, or
     LUMINANCE_ALPHA; if the base internal format is HILO_NV, then the
     format parameter must be HILO_NV; if the base internal format is
     DSDT_NV, then the format parameter must be DSDT_NV; if the base
     internal format is DSDT_MAG_NV, then the format parameter must be
     DSDT_MAG_NV; if the base internal format is DSDT_MAG_INTENSITY_NV,
     the format parameter must be DSDT_MAG_VIB_NV."

 --  Section 3.8.3 "Texture Parameters"

     Change the TEXTURE_BORDER_COLOR line in table 3.17 to read:

     Name                      Type      Legal Values
     ------------------------  --------  ------------
     TEXTURE_BORDER_VALUES     4 floats  any value

     Add the last two sentences to read:

     "The TEXTURE_BORDER_VALUES state can also be specified with the
     TEXTURE_BORDER_COLOR symbolic constant.  When the state is specified
     via TEXTURE_BORDER_COLOR, each of the four values specified are
     first clamped to lie in [0,1].  However, if the texture border
     values state is specified using TEXTURE_BORDER_VALUES, no clamping
     occurs.  In either case, if the values are specified as integers,
     the conversion for signed integers from table 2.6 is applied to
     convert the values to floating-point."

 --  Section 3.8.5 "Texture Minification"

     Change the last paragraph to read:

     "If any of the selected tauijk, tauij, or taui in the above equations
     refer to a border texel with i < -bs, j < bs, k < -bs, i >= ws-bs, j
     >= hs-bs, or k >= ds-bs, then the border values given by the current
     setting of TEXTURE_BORDER_VALUES is used instead of the unspecified
     value or values.  If the texture contains color components, the
     components of the TEXTURE_BORDER_VALUES vector are interpreted as
     an RGBA color to match the texture's internal format in a manner
     consistent with table 3.15.  If the texture contains HILO components,
     the first and second components of the TEXTURE_BORDER_VALUES vector
     are interpreted as the hi and lo components respectively.  If the
     texture contains texture offset group components, the first, second,
     third, and fourth components of the TEXTURE_BORDER_VALUES vector
     are interpreted as ds, dt, mag, and vib components respectively.
     Additionally, the texture border values are clamped appropriately
     depending on the signedness of each particular component.  Unsigned
     components are clamped to [0,1]; signed components are clamped to
     [-1,1]."

 --  Section 3.8.9 "Texture Environment and Texture Functions"

     Augment the list of supported texture functions in the first
     paragraph to read:

     "TEXTURE_ENV_MODE may be set to one of REPLACE, MODULATE, DECAL,
     BLEND, ADD, COMBINE_ARB (or COMBINE_EXT), COMBINE4_NV, or NONE;"

     Insert this paragraph between the first and second paragraphs:

     "When texture shaders are enabled (see section 3.8.13), a given
     texture unit's texture shader result may be intended for use as
     an input to another texture shader stage rather than generating
     a texture unit RGBA result for use in the given texture unit's
     texture environment function.  Additionally, several texture shader
     operations and texture format types are intended only to generate
     texture shader results for subsequent texture shaders or perform a
     side effect (such as culling the fragment or replacing the fragment's
     depth value) rather than supplying a useful texture unit RGBA result
     for use in the texture environment function.  For this reason,
     the NONE texture environment ignores the texture unit RGBA result
     and passes through its input fragment color unchanged."

     Change the third sentence of the second paragraph to read:

     "If the TEXTURE_SHADER_NV mode is disabled, the precise form of
     the texture environment function depends on the base internal
     format of the texture object bound to the given texture unit's
     highest-precedence enabled texture target.  Otherwise if the
     TEXTURE_SHADER_NV mode is enabled, then the form of the function
     depends on the texture unit's texture shader operation.

     If a texture shader operation requires fetching a filtered
     texture color value (though not a HILO or texture offset value;
     see the subsequent HILO and texture offset discussion), the texture
     environment function depends on the base internal format of the
     texture shader operation's respective texture target used for
     fetching by the texture shader operation.

     The PASS_THROUGH_NV texture shader operation does not fetch from any
     texture target, but it generates an RGBA color and therefore always
     operates as if the base internal format is RGBA for determining
     what texture environment function to apply.

     If the TEXTURE_SHADER_NV mode is enabled and the texture shader
     operation for a given texture unit is one of NONE, CULL_FRAGMENT_NV,
     DOT_PRODUCT_NV, or DOT_PRODUCT_DEPTH_REPLACE_NV, then the given
     texture unit's texture function always operates as if the texture
     function is NONE.

     If the base internal format of the texture is HILO_NV, DSDT_NV,
     or DSDT_MAG_NV (independent of whether or not the TEXTURE_SHADER_NV
     mode is enabled or disabled), then corresponding the texture function
     always operates as if the texture function is NONE.

     If the base internal format of the texture is DSDT_MAG_INTENSITY_NV
     (independent of whether or not the TEXTURE_SHADER_NV mode is enabled
     or disabled), then the corresponding texture function operates
     as if the base internal format is INTENSITY for the purposes of
     determining the appropriate function using the vibrance component
     as the intensity value."

     Change the phrase in the fourth sentence of the second paragraph
     describing how Rt, Gt, Bt, At, Lt, and It are assigned to:

     "when TEXTURE_SHADER_NV is disabled, Rt, Gt, Bt, At, Lt, and It are
     the filtered texture values; when TEXTURE_SHADER_NV is enabled, Rt,
     Gt, Bt, and At are the respective components of the texture unit
     RGBA result of the texture unit's texture shader stage, and Lt and
     It are any red, green, or blue component of the texture unit RGBA
     result (the three components should be the same);"

     Change the second to last sentence of the second paragraph to read:

     "The initial primary color and texture environment color component
     values are in the range [0,1].  The filtered texture color and
     texture function result color component values are in the range
     [-1,1].  Negative filtered texture color component values are
     generated by texture internal formats with signed components such
     as SIGNED_RGBA."

     Also amend tables 3.18 and 3.19 based on the following updated columns:

Base               DECAL                                 BLEND                                 ADD             
Internal Format    Texture Function                      Texture Function                      Texture Function
=================  ===================================== ===================================== ==========================
 ALPHA              Rv = Rf (no longer undefined)         Rv = Rf                               Rv = Rf
                    Gv = Gf                               Gv = Gf                               Gv = Gf
                    Bv = Bf                               Bv = Bf                               Bv = Rf
                    Av = Af                               Av = Af*At                            Av = Af*Av = At
-----------------  ------------------------------------- ------------------------------------- --------------------------
 LUMINANCE          Rv = Rf (no longer undefined)         Rv = Rf*(1-max(0,Lt)) + Rc*max(0,Lt)  Rv = max(-1,min(1,Rf+Lt))
 (or 1)             Gv = Gf                               Gv = Gf*(1-max(0,Lt)) + Gc*max(0,Lt)  Gv = max(-1,min(1,Gf+Lt))
                    Bv = Bf                               Bv = Bf*(1-max(0,Lt)) + Bc*max(0,Lt)  Bv = max(-1,min(1,Bf+Lt))
                    Av = Af                               Av = Af                               Av = Af
-----------------  ------------------------------------- ------------------------------------- --------------------------
 LUMINANCE_ALPHA    Rv = Rf (no longer undefined)         Rv = Rf*(1-max(0,Lt)) + Rc*max(0,Lt)  Rv = max(-1,min(1,Rf+Lt))
 (or 2)             Gv = Gf                               Gv = Gf*(1-max(0,Lt)) + Gc*max(0,Lt)  Gv = max(-1,min(1,Gf+Lt))
                    Bv = Bf                               Bv = Bf*(1-max(0,Lt)) + Bc*max(0,Lt)  Bv = max(-1,min(1,Bf+Lt))
                    Av = Af                               Av = Af*At                            Av = Af*At
-----------------  ------------------------------------- ------------------------------------- --------------------------
 INTENSITY          Rv = Rf (no longer undefined)         Rv = Rf*(1-max(0,It)) + Rc*max(0,It)  Rv = max(-1,min(1,Rf+It))
                    Gv = Gf                               Gv = Gf*(1-max(0,It)) + Gc*max(0,It)  Gv = max(-1,min(1,Gf+It))
                    Bv = Bf                               Bv = Bf*(1-max(0,It)) + Bc*max(0,It)  Bv = max(-1,min(1,Bf+It))
                    Av = Af                               Av = Af*(1-max(0,It)) + Ac*max(0,It)  Av = max(-1,min(1,Af+It))
-----------------  ------------------------------------- ------------------------------------- --------------------------
 RGB                Rv = Rt                               Rv = Rf*(1-max(0,Rt)) + Rc*max(0,Rt)  Rv = max(-1,min(1,Rf+Rt)) 
 (or 3)             Gv = Gt                               Gv = Gf*(1-max(0,Gt)) + Gc*max(0,Gt)  Gv = max(-1,min(1,Gf+Gt)) 
                    Bv = Bt                               Bv = Bf*(1-max(0,Bt)) + Bc*max(0,Bt)  Bv = max(-1,min(1,Bf+Bt)) 
                    Av = Af                               Av = Af                               Av = Af 
-----------------  ------------------------------------- ------------------------------------- --------------------------
 RGBA               Rv = Rf*(1-max(0,At)) + Rt*max(0,At)  Rv = Rf*(1-max(0,Rt)) + Rc*max(0,Rt)  Rv = max(-1,min(1,Rf+Rt)) 
 (or 4)             Gv = Gf*(1-max(0,At)) + Gt*max(0,At)  Gv = Gf*(1-max(0,Gt)) + Gc*max(0,Gt)  Gv = max(-1,min(1,Gf+Gt)) 
                    Bv = Bf*(1-max(0,At)) + Bt*max(0,At)  Bv = Bf*(1-max(0,Bt)) + Bc*max(0,Bt)  Bv = max(-1,min(1,Bf+Bt)) 
                    Av = Af                               Av = Af*At                            Av = Af*At
-----------------  ------------------------------------- ------------------------------------- --------------------------

     Also augment table 3.18 or 3.19 with the following column:

     Base               NONE
     Internal Format    Texture Function
     =================  ================
      ALPHA              Rv = Rf
                         Gv = Gf
                         Bv = Bf
                         Av = Af
     -----------------  ----------------
      LUMINANCE          Rv = Rf
      (or 1)             Gv = Gf
                         Bv = Bf
                         Av = Af
     -----------------  ----------------
      LUMINANCE_ALPHA    Rv = Rf
      (or 2)             Gv = Gf
                         Bv = Bf
                         Av = Af
     -----------------  ----------------
      INTENSITY          Rv = Rf
                         Gv = Gf
                         Bv = Bf
                         Av = Af
     -----------------  ----------------
      RGB                Rv = Rf
      (or 3)             Gv = Gf
                         Bv = Bf
                         Av = Af
     -----------------  ----------------
      RGBA               Rv = Rf
      (or 4)             Gv = Gf
                         Bv = Bf
                         Av = Af
     -----------------  ----------------

     Amend tables 3.21 and 3.22 in the ARB_texture_env_combine
     specification (or EXT_texture_env_combine specification) to require
     inputs to be clamped positive (the TEXTURE<n>_ARB entries apply
     only if NV_texture_env_combine4 is supported):

        SOURCE<n>_RGB_EXT       OPERAND<n>_RGB_EXT      Argument
        -----------------       --------------          --------
        TEXTURE                 SRC_COLOR               max(0,Ct)
                                ONE_MINUS_SRC_COLOR     (1-max(0,Ct))
                                SRC_ALPHA               max(0,At)
                                ONE_MINUS_SRC_ALPHA     (1-max(0,At))
        CONSTANT_EXT            SRC_COLOR               max(0,Cc
                                ONE_MINUS_SRC_COLOR     (1-max(0,Cc)
                                SRC_ALPHA               max(0,Ac
                                ONE_MINUS_SRC_ALPHA     (1-max(0,Ac)
        PRIMARY_COLOR_EXT       SRC_COLOR               max(0,Cf
                                ONE_MINUS_SRC_COLOR     (1-max(0,Cf)
                                SRC_ALPHA               max(0,Af
                                ONE_MINUS_SRC_ALPHA     (1-max(0,Af)
        PREVIOUS_EXT            SRC_COLOR               max(0,Cp
                                ONE_MINUS_SRC_COLOR     (1-max(0,Cp)
                                SRC_ALPHA               max(0,Ap
                                ONE_MINUS_SRC_ALPHA     (1-max(0,Ap)
        TEXTURE<n>_ARB          SRC_COLOR               max(0,Ct<n>)
                                ONE_MINUS_SRC_COLOR     (1-max(0,Ct<n>))
                                SRC_ALPHA               max(0,At<n>)
                                ONE_MINUS_SRC_ALPHA     (1-max(0,At<n>))

        Table 3.21: Arguments for COMBINE_RGB_ARB (or COMBINE_RGB_EXT)
        functions

        SOURCE<n>_ALPHA_EXT     OPERAND<n>_ALPHA_EXT    Argument
        -----------------       --------------          --------
        TEXTURE                 SRC_ALPHA               max(0,At)
                                ONE_MINUS_SRC_ALPHA     (1-max(0,At))
        CONSTANT_EXT            SRC_ALPHA               max(0,Ac)
                                ONE_MINUS_SRC_ALPHA     (1-max(0,Ac))
        PRIMARY_COLOR_EXT       SRC_ALPHA               max(0,Af)
                                ONE_MINUS_SRC_ALPHA     (1-max(0,Af))
        PREVIOUS_EXT            SRC_ALPHA               max(0,Ap)
                                ONE_MINUS_SRC_ALPHA     (1-max(0,Ap))
        TEXTURE<n>_ARB          SRC_ALPHA               max(0,At<n>)
                                ONE_MINUS_SRC_ALPHA     (1-max(0,At<n>))

        Table 3.22: Arguments for COMBINE_ALPHA_ARB (or COMBINE_ALPHA_EXT)
        functions

 --  Section 3.9 "Color Sum"

     Update the first paragraph to read:

     "At the beginning of color sum, a fragment has two RGBA colors: a
     primary color cpri (which texturing, if enabled, may have modified)
     and a secondary color csec.  The components of these two colors are
     clamped to [0,1] and then summed to produce a single post-texturing
     RGBA color c.  The components of c are then clamped to the range
     [0,1]."

 --  NEW Section 3.8.13 "Texture Shaders"

     "Each texture unit is configured with one of twenty-one
     texture shader operations.  Several texture shader operations
     require additional state.  All per-texture shader stage state
     is specified using the TexEnv commands with the target specified
     as TEXTURE_SHADER_NV.  The per-texture shader state is replicated
     per texture unit so the texture unit selected by ActiveTextureARB
     determines which texture unit's environment is modified by TexEnv
     calls.

     When calling TexEnv with a target of TEXTURE_SHADER_NV,
     pname must be one of SHADER_OPERATION_NV, CULL_MODES_NV,
     OFFSET_TEXTURE_MATRIX_NV, OFFSET_TEXTURE_SCALE_NV,
     OFFSET_TEXTURE_BIAS_NV, PREVIOUS_TEXTURE_INPUT_NV, or CONST_EYE_NV.

     When TexEnv is called with the target of TEXTURE_SHADER_NV,
     SHADER_OPERATION_NV may be set to one of NONE,
     TEXTURE_1D, TEXTURE_2D, TEXTURE_CUBE_MAP_ARB,
     PASS_THROUGH_NV, CULL_FRAGMENT_NV, OFFSET_TEXTURE_2D_NV,
     OFFSET_TEXTURE_2D_SCALE_NV, OFFSET_TEXTURE_RECTANGLE_NV,
     OFFSET_TEXTURE_RECTANGLE_SCALE_NV, DEPENDENT_AR_TEXTURE_2D_NV,
     DEPENDENT_GB_TEXTURE_2D_NV, DOT_PRODUCT_NV,
     DOT_PRODUCT_DEPTH_REPLACE_NV, DOT_PRODUCT_TEXTURE_2D_NV,
     DOT_PRODUCT_TEXTURE_RECTANGLE_NV, DOT_PRODUCT_TEXTURE_CUBE_MAP_NV,
     DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV, DOT_PRODUCT_REFLECT_CUBE_MAP_NV, or
     DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV.  The semantics of each of
     these shader operations is described in section 3.8.13.1.  Not every
     operation is supported in every texture unit.  The restrictions for
     how these shader operations can be configured in various texture
     units are described in section 3.8.13.2.

     When TexEnv is called with the target of TEXTURE_SHADER_NV,
     CULL_MODES_NV is set to a vector of four cull comparisons by
     providing four symbolic tokens, each being either LESS or GEQUAL.
     These cull modes are used by the CULL_FRAGMENT_NV operation (see
     section 3.8.13.1.7).

     When TexEnv is called with the target of TEXTURE_SHADER_NV,
     RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV may be set to either
     UNSIGNED_IDENTITY_NV or EXPAND_NORMAL_NV.  This RGBA unsigned dot
     product mapping mode is used by the DOT_PRODUCT_NV operation (see
     section 3.8.13.1.14) and other operations that compute dot products.

     When TexEnv is called with the target of TEXTURE_SHADER_NV,
     PREVIOUS_TEXTURE_INPUT_NV may be set to TEXTUREi_ARB where i is
     between 0 and n-1 where n is the implementation-dependent number of
     texture units supported.  The INVALID_OPERATION error is generated
     if i is greater than or equal to the current active texture unit.

     When TexEnv is called with the target of TEXTURE_SHADER_NV,
     OFFSET_TEXTURE_MATRIX_NV may be set to a 2x2 matrix of floating-point
     values stored in column-major order as 4 consecutive floating-point
     values, i.e. as:

          [ a1 a3 ]
          [ a2 a4 ]

     This matrix is used by the OFFSET_TEXTURE_2D_NV,
     OFFSET_TEXTURE_2D_SCALE_NV, OFFSET_TEXTURE_RECTANGLE_NV, and
     OFFSET_TEXTURE_RECTANGLE_SCALE_NV operations (see sections 3.8.13.1.8
     through 3.8.13.1.11).

     When TexEnv is called with the target of TEXTURE_SHADER_NV,
     OFFSET_TEXTURE_SCALE_NV may be set to a floating-point value.
     When TexEnv is called with the target of TEXTURE_SHADER_NV,
     OFFSET_TEXTURE_BIAS_NV may be set to a floating-point value.  These
     scale and bias values are used by the OFFSET_TEXTURE_2D_SCALE_NV
     and OFFSET_TEXTURE_RECTANGLE_SCALE_NV operations (see section
     3.8.13.1.9 and 3.8.13.1.11).

     When TexEnv is called with the target of TEXTURE_SHADER_NV,
     CONST_EYE_NV is set to a vector of three floating-point
     values used as the constant eye vector in the
     DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV texture shader (see
     section 3.8.13.1.19).

     3.8.13.1  Texture Shader Operations

     The texture enables described in section 3.8.10 only affect
     conventional texturing mode; these enables are ignored when
     TEXTURE_SHADER_NV is enabled.  Instead, the texture shader operation
     determines how texture coordinates are mapped to filtered texture
     values.

     Tables 3.A, 3.B, 3.C, and 3.D specify inter-stage dependencies,
     texture target dependencies, relevant inputs, and result types and
     values respectively for each texture shader operation.  Table 3.E
     specifies how the components of an accessed texture are mapped to
     the components of the texture unit RGBA result based on the base
     internal format of the accessed texture.  The following discussion
     describes each possible texture shader operation in detail.

                                                                                               texture shader
texture shader operation i         previous texture input     texture shader operation i-1     operation i-2     texture shader operation i+1
=================================  =========================  ===============================  ================  ================================
NONE                               -                          -                                -                 -
---------------------------------  -------------------------  -------------------------------  ----------------  --------------------------------
TEXTURE_1D                         -                          -                                -                 -
TEXTURE_2D                         -                          -                                -                 -
TEXTURE_RECTANGLE_NV               -                          -                                -                 -
TEXTURE_CUBE_MAP_ARB               -                          -                                -                 -
---------------------------------  -------------------------  -------------------------------  ----------------  --------------------------------
PASS_THROUGH_NV                    -                          -                                -                 -
CULL_FRAGMENT_NV                   -                          -                                -                 -
---------------------------------  -------------------------  -------------------------------  ----------------  --------------------------------
OFFSET_TEXTURE_2D_NV               base internal texture      -                                -                 -
                                    format must be one of
                                    DSDT_NV, DSDT_MAG_NV, or
                                    DSDT_MAG_INTENSITY_NV
OFFSET_TEXTURE_2D_SCALE_NV         base internal texture      -                                -                 -
                                    format must be either
                                    DSDT_MAG_NV or
                                    DSDT_MAG_INTENSITY_NV
OFFSET_TEXTURE_RECTANGLE_NV        base internal texture      -                                -                 -
                                    format must be one of
                                    DSDT_NV, DSDT_MAG_NV, or
                                    DSDT_MAG_INTENSITY_NV
OFFSET_TEXTURE_RECTANGLE_SCALE_NV  base internal texture      -                                -                 -
                                    format must be either
                                    DSDT_MAG_NV or
                                    DSDT_MAG_INTENSITY_NV
---------------------------------  -------------------------  -------------------------------  ----------------  --------------------------------
DEPENDENT_AR_TEXTURE_2D_NV         shader result type must    -                                -                 -
                                    all be unsigned RGBA
DEPENDENT_GB_TEXTURE_2D_NV         shader result type must    -                                -                 -
                                    all be unsigned RGBA
---------------------------------  -------------------------  -------------------------------  ----------------  --------------------------------
DOT_PRODUCT_NV                     shader result type must    -                                -                 -
                                    be one of signed HILO,
                                    unsigned HILO, all
                                    signed RGBA, or all
                                    unsigned RGBA
DOT_PRODUCT_TEXTURE_2D_NV          shader result type must    shader operation must be         -                 -
                                    be one of signed HILO,     DOT_PRODUCT_NV
                                    unsigned HILO, all
                                    signed RGBA, or all
                                    unsigned RGBA
DOT_PRODUCT_TEXTURE_RECTANGLE_NV   shader result type must    shader operation must be         -                 -
                                    be one of signed HILO,     DOT_PRODUCT_NV
                                    unsigned HILO, all
                                    signed RGBA, all
                                    unsigned RGBA
DOT_PRODUCT_TEXTURE_CUBE_MAP_NV    shader result type must    shader operation                 shader operation  -
                                    be one of signed HILO,     must be                          must be
                                    unsigned HILO, all         DOT_PRODUCT_NV                   DOT_PRODUCT_NV
                                    signed RGBA, or all
                                    unsigned RGBA 
DOT_PRODUCT_REFLECT_CUBE_MAP_NV    shader result type must    shader operation must be         shader operation  -
                                    be one of signed HILO,     DOT_PRODUCT_NV or                must be
                                    unsigned HILO, all         DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV  DOT_PRODUCT_NV
                                    signed RGBA, or all
                                    unsigned RGBA; previous
                                    texture input must not
                                    be unit i-1
DOT_PRODUCT_CONST_EYE_-            shader result type must    shader operation                 shader operation  -
 REFLECT_CUBE_MAP_NV                be one of signed HILO,     must be                          must be
                                    unsigned HILO, all         DOT_PRODUCT_NV or                DOT_PRODUCT_NV
                                    signed RGBA, or all        DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV
                                    unsigned RGBA 
DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV    shader result type must    shader operation must be         -                 shader operation must be
                                    be one of signed HILO,     DOT_PRODUCT_NV                                     DOT_PRODUCT_REFLECT_CUBE_MAP_NV
                                    unsigned HILO, all                                                            or DOT_PRODUCT_CONST_EYE_-
                                    signed RGBA, or all                                                           REFLECT_CUBE_MAP_NV
                                    unsigned RGBA
---------------------------------  -------------------------  -------------------------------  ----------------  --------------------------------
DOT_PRODUCT_DEPTH_REPLACE_NV       shader result type must    shader operation                 -                 -
                                    be one of signed HILO,     must be
                                    unsigned HILO, all         DOT_PRODUCT_NV
                                    signed RGBA, or all
                                    unsigned RGBA 
---------------------------------  -------------------------  -------------------------------  ----------------  --------------------------------

Table 3.A:  Texture shader inter-stage dependencies for each operation.
If any one of the dependencies listed above is not met, the texture
shader stage is considered inconsistent.  Further texture shader target
dependencies are listed in table X.Y.  Additionally, if any one of the
texture shader stages that a particular texture shader stage depends on is
inconsistent, then the dependent texture shader stage is also considered
inconsistent.  When a texture shader stage is considered inconsistent,
the inconsistent stage operates as if the stage's operation is NONE.

texture shader operation i         texture unit i
=================================  =======================================
NONE                               -
---------------------------------  ---------------------------------------
TEXTURE_1D                         1D target must be consistent
TEXTURE_2D                         2D target must be consistent
TEXTURE_RECTANGLE_NV               rectangle target must be consistent
TEXTURE_CUBE_MAP_ARB               cube map target must be consistent
---------------------------------  ---------------------------------------
PASS_THROUGH_NV                    -
CULL_FRAGMENT_NV                   -
---------------------------------  ---------------------------------------
OFFSET_TEXTURE_2D_NV               2D target must be consistent
OFFSET_TEXTURE_2D_SCALE_NV         2D target must be consistent
                                    and 2D texture target type must
                                    be unsigned RGBA
OFFSET_TEXTURE_RECTANGLE_NV        rectangle target must be consistent
OFFSET_TEXTURE_RECTANGLE_SCALE_NV  rectangle target must be consistent
                                    and rectangle texture target type must
                                    be unsigned RGBA
---------------------------------  ---------------------------------------
DEPENDENT_AR_TEXTURE_2D_NV         2D target must be consistent
DEPENDENT_GB_TEXTURE_2D_NV         2D target must be consistent
---------------------------------  ---------------------------------------
DOT_PRODUCT_NV                     -
DOT_PRODUCT_TEXTURE_2D_NV          2D target must be consistent
DOT_PRODUCT_TEXTURE_RECTANGLE_NV   rectangle target must be consistent
DOT_PRODUCT_TEXTURE_CUBE_MAP_NV    cube map target must be consistent
DOT_PRODUCT_REFLECT_CUBE_MAP_NV    cube map target must be consistent
DOT_PRODUCT_CONST_EYE_-            cube map target must be consistent
 REFLECT_CUBE_MAP_NV
DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV    cube map target must be consistent
---------------------------------  ---------------------------------------
DOT_PRODUCT_DEPTH_REPLACE_NV       -
---------------------------------  ---------------------------------------

Table 3.B:  Texture shader target dependencies for each operation.
If the dependency listed above is not met, the texture shader stage is
considered inconsistent.

                                                          uses    uses    uses    uses             uses       offset    uses
                                   texture                stage   stage   stage   previous  uses   offset     texture   const
                                   coordinate  texture    result  result  result  texture   cull   texture    2D scale  eye
texture shader operation i         set usage   target     i-1     i-2     i+1     input     modes  2D matrix  and bias  vector
=================================  ==========  =========  ======  ======  ======  ========  =====  =========  ========  ======
NONE                               -           -          -       -       -       -         -      -          -         -
---------------------------------  ----------  ---------  ------  ------  ------  --------  -----  ---------  --------  ------
TEXTURE_1D                         s,q         1D         -       -       -       -         -      -          -         -
TEXTURE_2D                         s,t,q       2D         -       -       -       -         -      -          -         -
TEXTURE_RECTANGLE_NV               s,t,q       rectangle  -       -       -       -         -      -          -         -
TEXTURE_CUBE_MAP_ARB               s,t,r       cube map   -       -       -       -         -      -          -         -
---------------------------------  ----------  ---------  ------  ------  ------  --------  -----  ---------  --------  ------
PASS_THROUGH_NV                    s,t,r,q     -          -       -       -       -         -      -          -         -
CULL_FRAGMENT_NV                   s,t,r,q     -          -       -       -       -         y      -          -         -
---------------------------------  ----------  ---------  ------  ------  ------  --------  -----  ---------  --------  ------
OFFSET_TEXTURE_2D_NV               s,t         2D         -       -       -       y         -      y          -         -
OFFSET_TEXTURE_2D_SCALE_NV         s,t         2D         -       -       -       y         -      y          y         -
OFFSET_TEXTURE_RECTANGLE_NV        s,t         rectangle  -       -       -       y         -      y          -         -
OFFSET_TEXTURE_RECTANGLE_SCALE_NV  s,t         rectangle  -       -       -       y         -      y          y         -
---------------------------------  ----------  ---------  ------  ------  ------  --------  -----  ---------  --------  ------
DEPENDENT_AR_TEXTURE_2D_NV         -           2D         -       -       -       y         -      -          -         -
DEPENDENT_GB_TEXTURE_2D_NV         -           2D         -       -       -       y         -      -          -         -
---------------------------------  ----------  ---------  ------  ------  ------  --------  -----  ---------  --------  ------
DOT_PRODUCT_NV                     s,t,r (q*)  -          -       -       -       y         -      -          -         -
DOT_PRODUCT_TEXTURE_2D_NV          s,t,r       2D         y       -       -       y         -      -          -         -
DOT_PRODUCT_TEXTURE_RECTANGLE_NV   s,t,r       rectangle  y       -       -       y         -      -          -         -
DOT_PRODUCT_TEXTURE_CUBE_MAP_NV    s,t,r       cube map   y       y       -       y         -      -          -         -
DOT_PRODUCT_REFLECT_CUBE_MAP_NV    s,t,r,q     cube map   y       y       -       y         -      -          -         -
DOT_PRODUCT_CONST_EYE_-            s,t,r       cube map   y       y       -       y         -      -          -         y
 REFLECT_CUBE_MAP_NV
DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV    s,t,r (q*)  cube map   y       y       y       y         -      -          -         - 
---------------------------------  ----------  ---------  ------  ------  ------  --------  -----  ---------  --------  ------
DOT_PRODUCT_DEPTH_REPLACE_NV       s,t,r       -          y       -       -       y         -      -          -         -
---------------------------------  ----------  ---------  ------  ------  ------  --------  -----  ---------  --------  ------

Table 3.C:  Relevant texture shader computation inputs for each
operation.  The (q*) for the texture coordinate set usage indicates
that the q texture coordinate is used only when the DOT_PRODUCT_NV and
DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV operations are used in conjunction with
DOT_PRODUCT_REFLECT_CUBE_MAP_NV.

texture shader operation i         shader stage result type       shader stage result                  texture unit RGBA color result
=================================  =============================  ===================================  ======================================
NONE                               RGBA                           invalid                              (0,0,0,0)
---------------------------------  -----------------------------  -----------------------------------  --------------------------------------
TEXTURE_1D                         matches 1D target type         filtered 1D target texel             if 1D target texture type is RGBA,
                                                                                                        filtered 1D target texel,
                                                                                                        else (0,0,0,0)
TEXTURE_2D                         matches 2D target type         filtered 2D target texel             if 2D target texture type is RGBA,
                                                                                                        filtered 2D target texel,
                                                                                                        else (0,0,0,0)
TEXTURE_RECTANGLE_NV               matches rectangle target type  filtered rectangle target texel      if rectangle target texture type is
                                                                                                        RGBA, filtered rectangle target
                                                                                                        texel, else (0,0,0,0)
TEXTURE_CUBE_MAP_ARB               matches cube map target type   filtered cube map target texel       if cube map target texture type is
                                                                                                        RGBA,  filtered cube map target
                                                                                                        texel, else (0,0,0,0)
---------------------------------  -----------------------------  -----------------------------------  --------------------------------------
PASS_THROUGH_NV                    RGBA                           (max(0,min(1,s)), max(0,min(1,t)),   (max(0,min(1,s)), max(0,min(1,t)),
                                                                   max(0,min(1,r)), max(0,min(1,q)))    max(0,min(1,r)), max(0,min(1,q))) 
CULL_FRAGMENT_NV                   RGBA                           invalid                              (0,0,0,0)
---------------------------------  -----------------------------  -----------------------------------  --------------------------------------
OFFSET_TEXTURE_2D_NV               matches 2D target type         filtered 2D target texel             if 2D target texture type is RGBA,
                                                                                                        filtered 2D target texel,
                                                                                                        else (0,0,0,0) 
OFFSET_TEXTURE_2D_SCALE_NV         RGBA                           filtered 2D target texel             scaled filtered 2D target texel
OFFSET_TEXTURE_RECTANGLE_NV        matches rectangle target type  filtered rectangle target texel      if rectangle target texture type is
                                                                                                        RGBA, filtered rectangle target
                                                                                                        texel, else (0,0,0,0) 
OFFSET_TEXTURE_RECTANGLE_SCALE_NV  RGBA                           filtered rectangle target texel      scaled filtered rectangle target texel
---------------------------------  -----------------------------  -----------------------------------  --------------------------------------
DEPENDENT_AR_TEXTURE_2D_NV         matches 2D target type         filtered 2D target texel             if 2D target texture type is RGBA,
                                                                                                        filtered 2D target texel,
                                                                                                        else (0,0,0,0)  
DEPENDENT_GB_TEXTURE_2D_NV         matches 2D target type         filtered 2D target texel             if 2D target texture type is RGBA,
                                                                                                        filtered 2D target texel,
                                                                                                        else (0,0,0,0)  
---------------------------------  -----------------------------  -----------------------------------  --------------------------------------
DOT_PRODUCT_NV                     float                          dot product                          (0,0,0,0)
DOT_PRODUCT_TEXTURE_2D_NV          matches 2D target type         filtered 2D target texel             if 2D target texture type is RGBA,
                                                                                                        filtered 2D target texel,
                                                                                                        else (0,0,0,0)  
DOT_PRODUCT_TEXTURE_RECTANGLE_NV   matches rectangle target type  filtered rectangle target texel      if rectangle target texture type is
                                                                                                        RGBA, filtered rectangle target
                                                                                                        texel, else (0,0,0,0)  
DOT_PRODUCT_TEXTURE_CUBE_MAP_NV    matches cube map target type   filtered cube map target texel       if cube map target texture type is
                                                                                                        RGBA,  filtered cube map target
                                                                                                        texel, else (0,0,0,0) 
DOT_PRODUCT_REFLECT_CUBE_MAP_NV    matches cube map target type   filtered cube map target texel       if cube map target texture type is
                                                                                                        RGBA, filtered cube map target
                                                                                                        texel, else (0,0,0,0) 
DOT_PRODUCT_CONST_EYE_-            matches cube map target type   filtered cube map target texel       if cube map target texture type is
 REFLECT_CUBE_MAP_NV                                                                                    RGBA, filtered cube map target
                                                                                                        texel, else (0,0,0,0) 
DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV    matches cube map target type   filtered cube map target texel       if cube map target texture type is
                                                                                                        RGBA,  filtered cube map target
                                                                                                        texel, else (0,0,0,0) 
-------------------------------    -----------------------------  -----------------------------------  --------------------------------------
DOT_PRODUCT_DEPTH_REPLACE_NV       RGBA                           invalid                              (0,0,0,0)
-------------------------------    -----------------------------  -----------------------------------  --------------------------------------

Table 3.D:  Texture shader stage results for each operation.

Base internal format  Red  Green  Blue  Alpha
--------------------  ---  -----  ----  -----
ALPHA                 1    1      1     At
LUMINANCE             Lt   Lt     Lt    1
INTENSITY             It   It     It    It
LUMINANCE_ALPHA       Lt   Lt     Lt    At
RGB                   Rt   Gt     Bt    1
RGBA                  Rt   Gt     Bt    At

Table 3.E:  How base internal formats components are mapped to RGBA values
for texture shaders (note that the mapping for ALPHA is different from
the mapping in Table 3.23 in the EXT_texture_env_combine extension).

     3.8.13.1.1  None

     The NONE texture shader operation ignores the texture unit's texture
     coordinate set and always generates the texture unit RGBA result
     (0,0,0,0) for its filtered texel value.  The texture shader result
     is invalid.  This texture shader stage is always consistent.

     When a texture unit is not needed while texture shaders are enabled,
     it is most efficient to set the texture unit's texture shader
     operation to NONE.

     3.8.13.1.2  1D Projective Texturing

     The TEXTURE_1D texture shader operation accesses the texture unit's
     1D texture object (as described in sections 3.8.4, 3.8.5, and 3.8.6)
     using (s/q) for the 1D texture coordinate where s and q are the
     homogeneous texture coordinates for the texture unit.  The result
     of the texture access becomes both the shader result and texture
     unit RGBA result (see table 3.E).  The type of the shader result
     depends on the format type of the accessed texture.  This mode is
     equivalent to conventional texturing's 1D texture target.

     If the texture unit's 1D texture object is not consistent, then
     this texture shader stage is not consistent.

     If this texture shader stage is not consistent, it operates as if
     it is the NONE operation.

     3.8.13.1.3  2D Projective Texturing

     The TEXTURE_2D texture shader operation accesses the texture unit's
     2D texture object (as described in sections 3.8.4, 3.8.5, and
     3.8.6) using (s/q,t/q) for the 2D texture coordinates where s, t,
     and q are the homogeneous texture coordinates for the texture unit.
     The result of the texture access becomes both the shader result and
     texture unit RGBA result (see table 3.E).  The type of the shader
     result depends on the format type of the accessed texture.  This mode
     is equivalent to conventional texturing's 2D texture target.

     If the texture unit's 2D texture object is not consistent, then
     this texture shader stage is not consistent.

     If this texture shader stage is not consistent, it operates as if
     it is the NONE operation.

     3.8.13.1.4  Rectangle Projective Texturing

     The TEXTURE_RECTANGLE_NV texture shader operation accesses
     the texture unit's rectangle texture object (as described in
     sections 3.8.4, 3.8.5, and 3.8.6) using (s/q,t/q) for the 2D texture
     coordinates where s, t, and q are the homogeneous texture coordinates
     for the texture unit.  The result of the texture access becomes both
     the shader result and texture unit RGBA result (see table 3.E).
     The type of the shader result depends on the format type of the
     accessed texture.  This mode is equivalent to NV_texture_rectangle's
     rectangle texture target.

     If the texture unit's rectangle texture object is not consistent,
     then this texture shader stage is not consistent.

     If this texture shader stage is not consistent, it operates as if
     it is the NONE operation.

     3.8.13.1.5  Cube Map Texturing

     The TEXTURE_CUBE_MAP_ARB texture shader operation accesses
     the texture unit's cube map texture object (as described in the
     ARB_texture_cube_map specification) using (s,t,r) for the 3D texture
     coordinate where s, t, and r are the homogeneous texture coordinates
     for the texture unit.  The result of the texture access becomes
     both the shader result and texture unit RGBA result (see table
     3.E).  The type of the shader result depends on the format type
     of the accessed texture.  This mode is equivalent to conventional
     texturing's cube map texture target.

     If the texture unit's cube map texture object is not consistent, then
     this texture shader stage is not consistent.

     If this texture shader stage is not consistent, it operates as if
     it is the NONE operation.

     3.8.13.1.6  Pass Through

     The PASS_THROUGH_NV texture shader operation converts an (s,t,r,q)
     texture coordinate set into an RGBA color result (r,g,b,a).
     Each texture coordinate is first clamped to [0,1] before being
     mapped to its corresponding color component. The texture shader
     result and texture unit RGBA result of this operation are both
     assigned the clamped RGBA color result.

     This operation in no way depends on any of the texture unit's
     texture objects.

     3.8.13.1.7  Cull Fragment

     The CULL_FRAGMENT_NV texture shader operation compares each
     component of the texture coordinate set (s,t,r,q) to zero based
     on the texture shader's corresponding cull mode.  For the LESS
     cull mode to succeed, the corresponding component must be less
     than zero; otherwise the comparison fails.  For the GEQUAL cull
     mode to succeed, the corresponding component must be greater or
     equal to zero; otherwise the comparison fails.  If any of the four
     comparisons fails, the fragment is discarded.

     The texture unit RGBA result generated is always (0,0,0,0).
     The texture shader result is invalid.  This texture shader stage
     is always consistent.

     This operation in no way depends on any of the texture unit's
     texture objects.

     3.8.13.1.8  Offset Texture 2D

     The OFFSET_TEXTURE_2D_NV texture shader operation uses the
     transformed result of a previous texture shader stage to perturb
     the current texture shader stage's (s,t) texture coordinates
     (without a projective division by q).  The resulting perturbed
     texture coordinates (s',t') are used to access the texture unit's 2D
     texture object (as described in sections 3.8.4, 3.8.5, and 3.8.6).

     The result of the texture access becomes both the shader result and
     texture unit RGBA result (see table 3.E).  The type of the shader
     result depends on the format type of the accessed texture.

     The perturbed texture coordinates s' and t' are computed with
     floating-point math as follows:

       s' = s + a1 * DSprev + a3 * DTprev
       t' = t + a2 * DSprev + a4 * DTprev

     where a1, a2, a3, and a4 are the texture shader stage's
     OFFSET_TEXTURE_MATRIX_NV values, and DSprev and DTprev are the
     (signed) DS and DT components of a previous texture shader unit's
     texture shader result specified by the current texture shader
     stage's PREVIOUS_TEXTURE_INPUT_NV value.

     If the texture unit's 2D texture object is not consistent, then
     this texture shader stage is not consistent.

     If the previous texture input texture object specified by the
     current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value
     has a base internalformat that is not one of DSDT_NV, DSDT_MAG_NV
     or DSDT_MAG_INTENSITY_NV, then this texture shader stage is not
     consistent.

     If the previous texture input texture shader operation specified by
     the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value
     is DOT_PRODUCT_NV, then this texture shader stage is not consistent.

     If the previous texture input texture shader result specified by
     the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value
     is invalid, then this texture shader stage is not consistent.

     If the previous texture input shader stage specified by the current
     texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value is not
     consistent, then this texture shader stage is not consistent.

     If this texture shader stage is not consistent, it operates as if
     it is the NONE operation.

     3.8.13.1.9  Offset Texture 2D and Scale

     The OFFSET_TEXTURE_2D_SCALE_NV texture shader operation extends the
     functionality of the OFFSET_TEXTURE_2D_NV texture shader operation.
     The texture unit's 2D texture object is accessed by the same
     perturbed s' and t' coordinates used by the OFFSET_TEXTURE_2D_NV
     operation.  The red, green, and blue components (but not alpha)
     of the RGBA result of the texture access are further scaled by
     the value Scale and clamped to the range [0,1].  This RGBA result
     is this shader's texture unit RGBA result.  This shader's texture
     shader result is the RGBA result of the texture access prior to
     scaling and clamping.

     Scale is computed with floating-point math as follows:

       Scale = textureOffsetBias + textureOffsetScale * MAGprev

     where textureOffsetBias is the texture shader stage's
     OFFSET_TEXTURE_BIAS_NV value, textureOffsetScale is the texture
     shader stage's OFFSET_TEXTURE_SCALE_NV value, and MAGprev
     is the magnitude component of the a previous texture shader
     unit's result specified by the current texture shader stage's
     PREVIOUS_TEXTURE_INPUT_NV value.

     The texture unit RGBA result (red',green',blue',alpha') is computed
     as follows:

       red'   = max(0.0, min(1.0, Scale * red))
       green' = max(0.0, min(1.0, Scale * green))
       blue'  = max(0.0, min(1.0, Scale * blue))
       alpha' = alpha

     where red, green, blue, and alpha are the texture access components.

     If the unit's 2D texture object has any signed components, then this
     texture shader stage is not consistent.

     If the texture unit's 2D texture object is has a format type other
     than RGBA (the DSDT_MAG_INTENSITY_NV base internal format does not
     count as an RGBA format type in this context), then this texture
     shader stage is not consistent.  

     If the texture unit's 2D texture object is not consistent, then
     this texture shader stage is not consistent.

     If the previous texture input texture object specified by the
     current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value
     has a base internalformat that is not either DSDT_MAG_NV
     or DSDT_MAG_INTENSITY_NV, then this texture shader stage is not
     consistent.

     If the previous texture input texture shader operation specified by
     the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value
     is DOT_PRODUCT_NV, then this texture shader stage is not consistent.

     If the previous texture input texture shader result specified by
     the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value
     is invalid, then this texture shader stage is not consistent.

     If the previous texture input shader stage specified by the current
     texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value is not
     consistent, then this texture shader stage is not consistent.

     If this texture shader stage is not consistent, it operates as if
     it is the NONE operation.

     3.8.13.1.10  Offset Texture Rectangle

     The OFFSET_TEXTURE_RECTANGLE_NV shader operation operates
     identically to the OFFSET_TEXTURE_2D_NV shader operation except
     that the rectangle texture target is accessed rather than the 2D
     texture target.

     If the texture unit's rectangle texture object (rather than the 2D
     texture object) is not consistent, then this texture shader stage
     is not consistent.

     3.8.13.1.11  Offset Texture Rectangle Scale

     The OFFSET_TEXTURE_RECTANGLE_SCALE_NV shader operation operates
     identically to the OFFSET_TEXTURE_2D_SCALE_NV shader operation
     except that the rectangle texture target is accessed rather than
     the 2D texture target.

     If the texture unit's rectangle texture object (rather than the 2D
     texture object) is not consistent, then this texture shader stage
     is not consistent.

     3.8.13.1.12  Dependent Alpha-Red Texturing

     The DEPENDENT_AR_TEXTURE_2D_NV texture shader operation accesses
     the texture unit's 2D texture object (as described in section 3.8.4,
     3.8.5, and 3.8.6) using (Aprev, Rprev) for the 2D texture coordinates
     where Aprev and Rprev are the are the alpha and red components of
     a previous texture input's RGBA texture shader result specified by
     the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value.
     The result of the texture access becomes both the shader result and
     texture unit RGBA result (see table 3.E).  The type of the shader
     result depends on the format type of the accessed texture.

     If the texture unit's 2D texture object is not consistent, then
     this texture shader stage is not consistent.

     If the previous texture input's texture shader result specified
     by the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV
     value has a texture shader result type other than RGBA (the
     DSDT_MAG_INTENSITY_NV base internal format does not count as an
     RGBA format type in this context), then this texture shader stage
     is not consistent.  

     If the previous texture input's texture shader result specified
     by the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV
     value has a texture shader result type of RGBA but any of the
     RGBA components are signed, then this texture shader stage is not
     consistent.

     If the previous texture input texture shader operation specified by
     the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value
     is DOT_PRODUCT_NV, then this texture shader stage is not consistent.

     If the previous texture input texture shader result specified by
     the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value
     is invalid, then this texture shader stage is not consistent.

     If the previous texture input shader stage specified by the current
     texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value is not
     consistent, then this texture shader stage is not consistent.

     If this texture shader stage is not consistent, it operates as if
     it is the NONE operation.

     3.8.13.1.13  Dependent Green-Blue Texturing

     The DEPENDENT_GB_TEXTURE_2D_NV texture shader operation accesses
     the texture unit's 2D texture object (as described in section 3.8.4,
     3.8.5, and 3.8.6) using (Gprev, Bprev) for the 2D texture coordinates
     where Gprev and Bprev are the are the green and blue components
     of a previous texture input's RGBA texture shader result specified by the
     current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value.
     The result of the texture access becomes both the shader result and
     texture unit RGBA result (see table 3.E).  The type of the shader
     result depends on the format type of the accessed texture.

     If the texture unit's 2D texture object is not consistent, then
     this texture shader stage is not consistent.

     If the previous texture input's texture shader result specified
     by the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV
     value has a texture shader result type other than RGBA (the
     DSDT_MAG_INTENSITY_NV base internal format does not count as an
     RGBA format type in this context), then this texture shader stage
     is not consistent.  

     If the previous texture input's texture shader result specified
     by the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV
     value has a texture shader result type of RGBA but any of the
     RGBA components are signed, then this texture shader stage is not
     consistent.

     If the previous texture input texture shader operation specified by
     the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value
     is DOT_PRODUCT_NV, then this texture shader stage is not consistent.

     If the previous texture input texture shader result specified by
     the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value
     is invalid, then this texture shader stage is not consistent.

     If the previous texture input shader stage specified by the current
     texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value is not
     consistent, then this texture shader stage is not consistent.

     If this texture shader stage is not consistent, it operates as if
     it is the NONE operation.

     3.8.13.1.14  Dot Product

     The DOT_PRODUCT_NV texture shader operation computes a
     floating-point texture shader result.  The texture shader result
     is the floating-point dot product of the texture unit's (s,t,r)
     texture coordinates and a remapped version of the RGBA or HILO
     texture shader result from a specified previous texture shader stage.
     The RGBA color result of this shader is always (0,0,0,0).

     The re-mapping depends on the specified previous texture shader
     stage's texture shader result type.  Specifically, the re-mapping
     depends on whether this texture shader result type has all signed
     components or all unsigned components, and whether it has RGBA
     components or HILO components, and, in the case of unsigned RGBA
     texture shader results, the RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV
     state.

     If the specified previous texture unit's texture shader result
     type is HILO and all the type components are unsigned, then the
     floating-point result is computed by

       result = s * HI + t * LO + r

     where HI and LO are the (unsigned) hi and lo components respectively
     of the previous texture unit's HILO texture shader result.

     If the specified previous texture unit's texture shader result
     type is HILO and all the type components are signed, then the
     floating-point result is computed by

       result = s * HI + t * LO + r * sqrt(max(0, 1.0 - HI*HI - LO*LO))

     where HI and LO are the (signed) hi and lo components respectively
     of the previous texture unit's texture shader result.

     If the specified previous texture unit's texture shader result
     contains only signed RGBA components, then the floating-point result
     is computed by

       result = s * Rprev + t * Gprev + r * Bprev

     where Rprev, Gprev, and Bprev are the (signed) red, green, and blue
     components respectively of the previous texture unit's RGBA texture
     shader result.

     If the specified previous texture unit's texture shader result
     contains only unsigned RGBA components, then the dot product
     computation depends on the RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV
     state.  When the RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV is
     UNSIGNED_IDENTITY_NV, then the floating-point result for unsigned
     RGBA components is computed by

       result = s * Rprev + t * Gprev + r * Bprev

     where Rprev, Gprev, and Bprev are the (unsigned) red, green, and
     blue components respectively of the previous texture unit's RGBA
     texture shader result.

     When the RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV is EXPAND_NORMAL_NV,
     then the floating-point result for unsigned RGBA components is
     computed by

       result = s * (2.0*Rprev-1.0) + t * (2.0*Gprev-1.0) + r * (2.0*Bprev-1.0)

     where Rprev, Gprev, and Bprev are the (unsigned) red, green, and
     blue components respectively of the previous texture unit's RGBA
     texture shader result.

     If the previous texture input texture object specified by the
     current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value has
     a format type other than RGBA or HILO (the DSDT_MAG_INTENSITY_NV
     base internal format does not count as an RGBA format type in this
     context), then this texture shader stage is not consistent.  

     If the components of the previous texture input texture
     object specified by the current texture shader stage's
     PREVIOUS_TEXTURE_INPUT_NV value have mixed signedness, then
     this texture shader stage is not consistent.  For example,
     the SIGNED_RGB_UNSIGNED_ALPHA_NV base internal format has mixed
     signedness.

     If the previous texture input texture shader operation specified by
     the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value
     is DOT_PRODUCT_NV, then this texture shader stage is not consistent.

     If the previous texture input texture shader result specified by
     the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value
     is invalid, then this texture shader stage is not consistent.

     If the previous texture input shader stage specified by the current
     texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value is not
     consistent, then this texture shader stage is not consistent.

     If this texture shader stage is not consistent, it operates as if
     it is the NONE operation.

     This operation in no way depends on any of the texture unit's
     texture objects.

     3.8.13.1.15  Dot Product Texture 2D

     The DOT_PRODUCT_TEXTURE_2D_NV texture shader operation accesses the
     texture unit's 2D texture object (as described in sections 3.8.4,
     3.8.5, and 3.8.6) using (dotP,dotC) for the 2D texture coordinates.
     The result of the texture access becomes both the shader result and
     texture unit RGBA result (see table 3.E).  The type of the shader
     result depends on the format type of the accessed texture.

     Assuming that i is the current texture shader stage, dotP is the
     floating-point dot product result from the i-1 texture shader stage,
     assuming the i-1 texture shader stage's operation is DOT_PRODUCT_NV.
     dotC is the floating-point dot product result from the current
     texture shader stage.  dotC is computed in the identical manner
     used to compute the floating-point result of the DOT_PRODUCT_NV
     texture shader described in section 3.8.13.1.14.

     If the previous texture input texture object specified by the
     current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value has
     a format type other than RGBA or HILO (the DSDT_MAG_INTENSITY_NV
     base internal format does not count as an RGBA format type in this
     context), then this texture shader stage is not consistent.  

     If the previous texture input texture shader operation specified by
     the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value
     is DOT_PRODUCT_NV, then this texture shader stage is not consistent.

     If the previous texture input texture shader result specified by
     the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value
     is invalid, then this texture shader stage is not consistent.

     If the previous texture input shader stage specified by the current
     texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value is not
     consistent, then this texture shader stage is not consistent.

     If the i-1 texture shader stage operation is not DOT_PRODUCT_NV,
     then this texture shader stage is not consistent.

     If the i-1 texture shader stage is not consistent, then
     this texture shader stage is not consistent.

     If the texture unit's 2D texture object is not consistent, then
     this texture shader stage is not consistent.

     If this texture shader stage is not consistent, it operates as if
     it is the NONE operation.

     3.8.13.1.16  Dot Product Texture Rectangle

     The DOT_PRODUCT_TEXTURE_RECTANGLE_NV shader operation operates
     identically to the DOT_PRODUCT_TEXTURE_2D_NV shader operation except
     that the rectangle texture target is accessed rather than the 2D
     texture target.

     If the texture unit's rectangle texture object (rather than the 2D
     texture object) is not consistent, then this texture shader stage
     is not consistent.

     3.8.13.1.17  Dot Product Texture Cube Map

     The DOT_PRODUCT_TEXTURE_CUBE_MAP_NV texture shader operation
     accesses the texture unit's cube map texture object (as described
     in the ARB_texture_cube_map specification) using (dotPP,dotP,dotC)
     for the 3D texture coordinates.  The result of the texture access
     becomes both the shader result and texture unit RGBA result (see
     table 3.E).  The type of the shader result depends on the format
     type of the accessed texture.

     Assuming that i is the current texture shader stage, dotPP is the
     floating-point dot product texture shader result from the i-2
     texture shader stage, assuming the i-2 texture shader stage's
     operation is DOT_PRODUCT_NV.  dotP is the floating-point dot
     product texture shader result from the i-1 texture shader stage,
     assuming the i-1 texture shader stage's operation is DOT_PRODUCT_NV.
     dotC is the floating-point dot product result from the current
     texture shader stage.  dotC is computed in the identical manner
     used to compute the floating-point result of the DOT_PRODUCT_NV
     texture shader described in section 3.8.13.1.14.

     If the previous texture input texture object specified by the
     current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value has
     a format type other than RGBA or HILO (the DSDT_MAG_INTENSITY_NV
     base internal format does not count as an RGBA format type in this
     context), then this texture shader stage is not consistent.  

     If the previous texture input texture shader operation specified by
     the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value
     is DOT_PRODUCT_NV, then this texture shader stage is not consistent.

     If the previous texture input texture shader result specified by
     the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value
     is invalid, then this texture shader stage is not consistent.

     If the previous texture input shader stage specified by the current
     texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value is not
     consistent, then this texture shader stage is not consistent.

     If either the i-1 or i-2 texture shader stage operation is not
     DOT_PRODUCT_NV, then this texture shader stage is not consistent.

     If either the i-1 or i-2 texture shader stage is not consistent, then
     this texture shader stage is not consistent.

     If the texture unit's cube map texture object is not consistent,
     then this texture shader stage is not consistent.

     If this texture shader stage is not consistent, it operates as if
     it is the NONE operation.

     3.8.13.1.18  Dot Product Reflect Cube Map

     The DOT_PRODUCT_REFLECT_CUBE_MAP_NV and
     DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV (described in the section
     3.8.13.1.20) texture shader operations are typically used together.

     The DOT_PRODUCT_REFLECT_CUBE_MAP_NV texture shader operation
     accesses the texture unit's cube map texture object (as described
     in the ARB_texture_cube_map specification) using (rx,ry,rz) for
     the 3D texture coordinates.  The result of the texture access becomes
     both the shader result and texture unit RGBA result (see table 3.E).
     The type of the shader result depends on the format type of the
     accessed texture.

     Let R = (rx,ry,rz), N = (dotPP,dotP,dotC), and E = (qPP,qP,qC),
     then

       R = 2 * (N dot E) / (N dot N) * N - E

     Assuming that i is the current texture shader stage, dotPP is
     the floating-point dot product texture shader result from the
     i-2 texture shader stage, assuming the i-2 texture shader stage's
     operation is DOT_PRODUCT_NV.  dotP is the floating-point dot product
     texture shader result from the i-1 texture shader stage, assuming
     the i-1 texture shader stage's operation is either DOT_PRODUCT_NV
     or DOT_PRODUCT_DIFFUSE_NV.  dotC is the floating-point dot product
     result from the current texture shader stage.  dotC is computed in
     the identical manner used to compute the floating-point result of
     the DOT_PRODUCT_NV texture shader described in section 3.8.13.1.14.

     qPP is the q component of the i-2 texture shader stage's texture
     coordinate set.  qP is the q component of the i-1 texture shader
     stage's texture coordinate set.  qC is the q component of the
     current texture shader stage's texture coordinate set.

     If the previous texture input texture object specified by the
     current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value has
     a format type other than RGBA or HILO (the DSDT_MAG_INTENSITY_NV
     base internal format does not count as an RGBA format type in this
     context), then this texture shader stage is not consistent.  

     If the previous texture input texture shader operation specified by
     the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value
     is DOT_PRODUCT_NV, then this texture shader stage is not consistent.

     If the previous texture input texture shader result specified by
     the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value
     is invalid, then this texture shader stage is not consistent.

     If this texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value
     refers to texture unit i-2 or i-1, then this texture shader stage
     is not consistent.

     If the previous texture input shader stage specified by the current
     texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value is not
     consistent, then this texture shader stage is not consistent.

     If the i-2 texture shader stage operation is not
     DOT_PRODUCT_NV, then this texture shader stage is not consistent.

     If the i-1 texture shader stage operation is not DOT_PRODUCT_NV or
     DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV, then this texture shader stage is
     not consistent.

     If either the i-1 or i-2 texture shader stage is not consistent, then
     this texture shader stage is not consistent.

     If the texture unit's cube map texture object is not consistent,
     then this texture shader stage is not consistent.

     If this texture shader stage is not consistent, it operates as if
     it is the NONE operation.

     3.8.13.1.19  Dot Product Constant Eye Reflect Cube Map

     The DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV texture shader
     operation operates the same as the DOT_PRODUCT_REFLECT_CUBE_MAP_NV
     operation except that the eye vector E is equal to the three
     floating-point values assigned to the texture shader's eye
     constant (rather than the three q components of the given texture
     unit and the previous two texture units).

     The DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV operation
     has the same texture shader consistency rules as the
     DOT_PRODUCT_REFLECT_CUBE_MAP_NV operation.

     3.8.13.1.20  Dot Product Diffuse Cube Map

     The DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV texture shader operation
     accesses the texture unit's cube map texture object (as described
     in the ARB_texture_cube_map specification) using (dotP,dotC,dotN)
     for the 3D texture coordinates.  The result of the texture access
     becomes both the shader result and texture unit RGBA result (see
     table 3.E).  The type of the shader result depends on the format
     type of the accessed texture.

     Assuming that i is the current texture shader stage, dotP is the
     floating-point dot product texture shader result from the i-1 texture
     shader stage, assuming the i-1 texture shader stage's operation
     is DOT_PRODUCT_NV.  dotC is the floating-point dot product result
     from the current texture shader stage.  dotC is computed in the
     identical manner used to compute the floating-point result of the
     DOT_PRODUCT_NV texture shader described in section 3.8.13.1.14.
     dotN is the floating-point dot product texture shader result from
     the i+1 texture shader stage, assuming the next texture shader
     stage's operation is either DOT_PRODUCT_REFLECT_CUBE_MAP_NV or
     DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV.

     If the texture unit's cube map texture object is not consistent,
     then this operation operates as if it is the NONE operation.
     If the previous texture unit's texture shader operation is
     not DOT_PRODUCT_NV, then this operation operates as if it
     is the NONE operation.  If the next texture unit's texture
     shader operation is neither DOT_PRODUCT_REFLECT_CUBE_MAP_NV nor
     DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV, then this operation
     operates as if it is the NONE operation.  If the next texture unit's
     texture shader operation is either DOT_PRODUCT_REFLECT_CUBE_MAP_NV
     or DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV, but the next texture
     unit operation is operating as if it is the NONE operation, then
     this operation operates as if it is the NONE operation.  If the
     specified previous input texture unit is inconsistent or uses
     the DOT_PRODUCT_NV texture shader operation, then this operation
     operates as if it is the NONE operation.

     If the previous texture input texture object specified by the
     current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value has
     a format type other than RGBA or HILO (the DSDT_MAG_INTENSITY_NV
     base internal format does not count as an RGBA format type in this
     context), then this texture shader stage is not consistent.  

     If the previous texture input texture shader operation specified by
     the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value
     is DOT_PRODUCT_NV, then this texture shader stage is not consistent.

     If the previous texture input texture shader result specified by
     the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value
     is invalid, then this texture shader stage is not consistent.

     If the previous texture input shader stage specified by the current
     texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value is not
     consistent, then this texture shader stage is not consistent.

     If the i-1 texture shader stage operation is not
     DOT_PRODUCT_NV, then this texture shader stage is not consistent.

     If the i+1 texture shader stage operation
     is not DOT_PRODUCT_REFLECT_CUBE_MAP_NV or
     DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV, then this texture shader
     stage is not consistent.

     If either the i-1 or i+1 texture shader stage is not consistent,
     then this texture shader stage is not consistent.

     If the texture unit's cube map texture object is not consistent,
     then this texture shader stage is not consistent.

     If this texture shader stage is not consistent, it operates as if
     it is the NONE operation.

     3.8.13.1.21  Dot Product Depth Replace

     The DOT_PRODUCT_DEPTH_REPLACE_NV texture shader operation replaces
     the incoming fragments depth (in window coordinates, after polygon
     offset and before conversion to fixed-point, i.e. in the [0,1]
     range) with a new depth value.  The new depth is computed as follows:

       depth = dotP / dotC

     Assuming that i is the current texture shader stage, dotP is the
     floating-point dot product texture shader result from the i-1 texture
     shader stage, assuming the i-1 texture shader stage's operation
     is DOT_PRODUCT_NV.  dotC is the floating-point dot product result
     from the current texture shader stage.  dotC is computed in the
     identical manner used to compute the floating-point result of the
     DOT_PRODUCT_NV texture shader described in section 3.8.13.1.14.

     If the new depth value is outside of the range of the near and far
     depth range values, the fragment is rejected.

     The texture unit RGBA result generated is always (0,0,0,0).
     The texture shader result is invalid.

     If the previous texture input texture object specified by the
     current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value has
     a format type other than RGBA or HILO (the DSDT_MAG_INTENSITY_NV
     base internal format does not count as an RGBA format type in this
     context), then this texture shader stage is not consistent.  

     If the previous texture input texture shader operation specified by
     the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value
     is DOT_PRODUCT_NV, then this texture shader stage is not consistent.

     If the previous texture input texture shader result specified by
     the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value
     is invalid, then this texture shader stage is not consistent.

     If the previous texture input shader stage specified by the current
     texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value is not
     consistent, then this texture shader stage is not consistent.

     If the i-1 texture shader stage operation is not DOT_PRODUCT_NV,
     then this texture shader stage is not consistent.

     If the i-1 texture shader stage is not consistent, then
     this texture shader stage is not consistent.

     If any previous texture shader stage operation is
     DOT_PRODUCT_DEPTH_REPLACE_NV and that previous stage is consistent,
     then this texture shader stage is not consistent.  (This eliminates
     the potential for two stages to each be performing a depth replace
     operation.)

     If this texture shader stage is not consistent, it operates as if
     it is the NONE operation.

     This operation in no way depends on any of the texture unit's
     texture objects.

     3.8.13.2  Texture Shader Restrictions

     There are various restrictions on possible texture shader
     configurations.  These restrictions are described in this section.

     The error INVALID_OPERATION occurs if the SHADER_OPERATION_NV
     parameter for texture unit 0 is assigned one of OFFSET_TEXTURE_2D_NV,
     OFFSET_TEXTURE_2D_SCALE_NV, OFFSET_TEXTURE_RECTANGLE_NV,
     OFFSET_TEXTURE_RECTANGLE_SCALE_NV, DEPENDENT_AR_TEXTURE_2D_NV,
     DEPENDENT_GB_TEXTURE_2D_NV, DOT_PRODUCT_NV,
     DOT_PRODUCT_DEPTH_REPLACE_NV, DOT_PRODUCT_TEXTURE_2D_NV,
     DOT_PRODUCT_TEXTURE_RECTANGLE_NV, DOT_PRODUCT_TEXTURE_CUBE_MAP_NV,
     DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV, DOT_PRODUCT_REFLECT_CUBE_MAP_NV,
     or DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV.  Each of these
     texture shaders requires a previous texture shader result that
     is not possible for texture unit 0.  Therefore these shaders are
     disallowed for texture unit 0.

     The error INVALID_OPERATION occurs if the SHADER_OPERATION_NV
     parameter for texture unit 1 is assigned one of
     DOT_PRODUCT_DEPTH_REPLACE_NV, DOT_PRODUCT_TEXTURE_2D_NV,
     DOT_PRODUCT_TEXTURE_RECTANGLE_NV, DOT_PRODUCT_TEXTURE_CUBE_MAP_NV,
     DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV, DOT_PRODUCT_REFLECT_CUBE_MAP_NV,
     or DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV.  Each of these texture
     shaders requires either two previous texture shader results or
     a dot product result that cannot be generated by texture unit 0.
     Therefore these shaders are disallowed for texture unit 1.

     The error INVALID_OPERATION occurs if the SHADER_OPERATION_NV
     parameter for texture unit 2 is assigned one of
     DOT_PRODUCT_TEXTURE_CUBE_MAP_NV, DOT_PRODUCT_REFLECT_CUBE_MAP_NV,
     DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV.  Each of these texture
     shaders requires three previous texture shader results.  Therefore
     these shaders are disallowed for texture unit 2.

     The error INVALID_OPERATION occurs if the SHADER_OPERATION_NV
     parameter for texture unit n-1 (where n is the number of
     supported texture units) is assigned either DOT_PRODUCT_NV or
     DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV.  DOT_PRODUCT_NV is invalid for the
     final texture shader stage because it is only useful as an input to
     a successive texture shader stage.  DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV
     is invalid for the final texture shader stage because it must be
     followed by the DOT_PRODUCT_REFLECT_CUBE_MAP_NV operation in the
     immediately successive stage.  Therefore these shaders are disallowed
     for texture unit n-1.

     3.8.13.3  Required State

     The state required for texture shaders consists of a single bit to
     indicate whether or not texture shaders are enabled, a vector of
     three floating-point values for the constant eye vector, and n sets
     of per-texture unit state where n is the implementation-dependent
     number of supported texture units.  The set of per-texture unit
     texture shader state consists of the twenty-one-valued integer
     indicating the texture shader operation, four two-valued integers
     indicating the cull modes, an integer indicating the previous texture
     unit input, a two-valued integer indicating the RGBA unsigned dot
     product mapping mode, a 2x2 floating-point matrix indicating the
     texture offset transform, a floating-point value indicating the
     texture offset scale, a floating-point value indicating the texture
     offset bias, and a bit to indicate whether or not the texture shader
     stage is consistent.

     In the initial state, the texture shaders state is set as follows:
     the texture shaders enable is disabled; the constant eye vector
     is (0,0,-1); all the texture shader operations are NONE; the RGBA
     unsigned dot product mapping mode is UNSIGNED_IDENTITY_NV; all the
     cull mode values are GEQUAL; all the previous texture units are
     TEXTURE0_ARB; each texture offset matrix is an identity matrix;
     all texture offset scales are 1.0; and all texture offset biases
     are 0.0."

Additions to Chapter 4 of the 1.2 Specification (Per-Fragment Operations
and the Frame Buffer)

     None

Additions to Chapter 5 of the 1.2 Specification (Special Functions)

     None

Additions to Chapter 6 of the 1.2 Specification (State and State Requests)

 --  Section 6.1.3 "Texture Environments and Texture Functions"

     Change the third sentence of the third paragraph to read:

     "The env argument to GetTexEnv must be one of TEXTURE_ENV,
     TEXTURE_FILTER_CONTROL_EXT, or TEXTURE_SHADER_NV."

     Add to the end of the third paragraph:

     "For GetTexEnv, when the target is TEXTURE_SHADER_NV, the texture
     shader stage consistency can be queried with SHADER_CONSISTENT_NV."

     Add the following to the end of the fourth paragraph:

     "Queries of TEXTURE_BORDER_COLOR return the same values as the
     TEXTURE_BORDER_VALUES query."

 --  Section 6.1.4 "Texture Queries"

      Add the following to the end of the fourth paragraph:

      "Calling GetTexImage with a color format (one of RED, GREEN,
      BLUE, ALPHA, RGB, RGBA, BGR, BGRA, LUMINANCE, or LUMINANCE_ALPHA)
      when the texture image is of a format type (see table 3.15)
      other than RGBA (the DSDT_MAG_INTENSITY_NV base internal format
      does not count as an RGBA format type in this context) causes the
      error INVALID_OPERATION.  Calling GetTexImage with a format of
      HILO_NV when the texture image is of a format type (see table
      3.15) other than HILO_NV causes the error INVALID_OPERATION.
      Calling GetTexImage with a format of DSDT_NV when the texture image
      is of a base internal format other than DSDT_NV causes the error
      INVALID_OPERATION.  Calling GetTexImage with a format of DSDT_MAG_NV
      when the texture image is of a base internal format other than
      DSDT_MAG_NV causes the error INVALID_OPERATION.  Calling GetTexImage
      with a format of DSDT_MAG_VIB_NV when the texture image is of a
      base internal format other than DSDT_MAG_INTENSITY_NV causes the
      error INVALID_OPERATION."

Additions to the GLX Specification

     None

Dependencies on ARB_texture_env_add or EXT_texture_env_add

     If neither ARB_texture_env_add nor EXT_texture_env_add are
     implemented, then the references to ADD are invalid and should be
     ignored.

Dependencies on ARB_texture_env_combine or EXT_texture_env_combine

     If neither ARB_texture_env_combine nor EXT_texture_env_combine are
     implemented, then the references to COMBINE_ARB and COMBINE_EXT
     are invalid and should be ignored.

Dependencies on EXT_texture_lod_bias

     If EXT_texture_lod_bias is not implemented, then the references to
     TEXTURE_FILTER_CONTROL_EXT are invalid and should be ignored.

Dependencies on NV_texture_env_combine4

     If NV_texture_env_combine4 is not implemented, then the references
     to COMBINE4_NV are invalid and should be ignored.

Dependencies on NV_texture_rectangle

     If NV_texture_rectangle is not implemented, then the references
     to TEXTURE_RECTANGLE_NV, OFFSET_TEXTURE_RECTANGLE_NV,
     OFFSET_TEXTURE_RECTANGLE_SCALE_NV, and
     DOT_PRODUCT_TEXTURE_RECTANGLE_NV are invalid and should be ignored.

Errors

     INVALID_ENUM is generated if one of HILO_NV, DSDT_NV, DSDT_MAG_NV,
     or DSDT_MAG_VIBRANCE_NV is used as the format for DrawPixels,
     ReadPixels, ColorTable, ColorSubTable, ConvolutionFilter1D,
     ConvolutionFilter2D, SeparableFilter2D, GetColorTable,
     GetConvolutionFilter, GetSeparableFilter, GetHistogram, or
     GetMinmax.

     INVALID_ENUM is generated if either UNSIGNED_INT_S8_S8_8_8_NV or
     UNSIGNED_INT_8_8_S8_S8_REV is used as the type for DrawPixels,
     ReadPixels, ColorTable, ColorSubTable, ConvolutionFilter1D,
     ConvolutionFilter2D, SeparableFilter2D, GetColorTable,
     GetConvolutionFilter, GetSeparableFilter, GetHistogram, or
     GetMinmax.

     INVALID_OPERATION is generated if a packed pixel format type listed
     in table 3.8 is used with DrawPixels, ReadPixels, ColorTable,
     ColorSubTable, ConvolutionFilter1D, ConvolutionFilter2D,
     SeparableFilter2D, GetColorTable, GetConvolutionFilter,
     GetSeparableFilter, GetHistogram, GetMinmax, TexImage1D, TexImage2D,
     TexSubImage1D, TexSubImage2D, TexSubImage3d, or
     GetTexImage but the format parameter does not match on of the allowed
     Matching Pixel Formats listed in table 3.8 for the specified packed
     type parameter.

     INVALID_OPERATION is generated when TexImage1D or TexImage2D are
     called and the format is HILO_NV and the internalformat is not
     one of HILO_NV, HILO16_NV, SIGNED_HILO_NV, SIGNED_HILO16_NV; or if
     the internalformat is one of HILO_NV, HILO16_NV, SIGNED_HILO_NV,
     or SIGNED_HILO16_NV and the format is not HILO_NV.

     INVALID_OPERATION is generated when TexImage2D, or TexImage1D is
     called and if the format is DSDT_NV and the internalformat is not
     either DSDT_NV or DSDT8_NV; or if the internal format is either
     DSDT_NV or DSDT8_NV and the format is not DSDT_NV.

     INVALID_OPERATION is generated when TexImage2D, or TexImage1D is
     called and if the format is DSDT_MAG_NV and the internalformat
     is not either DSDT_MAG_NV or DSDT8_MAG8_NV; or if the internal
     format is either DSDT_MAG_NV or DSDT8_MAG8_NV and the format is
     not DSDT_MAG_NV.

     INVALID_OPERATION is generated when TexImage2D or TexImage1D is
     called and if the format is DSDT_MAG_VIB_NV and the internalformat
     is not either DSDT_MAG_INTENSITY_NV or DSDT8_MAG8_INTENSITY8_NV;
     or if the internal format is either DSDT_MAG_INTENSITY_NV or
     DSDT8_MAG8_INTENSITY8_NV and the format is not DSDT_MAG_VIB_NV.

     INVALID_OPERATION is generated when CopyTexImage2D, CopyTexImage1D,
     CopyTexSubImage2D, or CopyTexSubImage1D is called and the internal
     format of the texture array to which the pixels are to be copied
     is one of HILO_NV, HILO16_NV, SIGNED_HILO_NV, SIGNED_HILO16_NV,
     DSDT_NV, DSDT8_NV, DSDT_MAG_NV, DSDT8_MAG8_NV, DSDT_MAG_INTENSITY_NV,
     or DSDT8_MAG8_INTENSITY8_NV.

     INVALID_OPERATION is generated when TexSubImage2D or
     TexSubImage1D is called and the texture array's base internal format
     is not one of HILO_NV, DSDT_NV, DSDT_MAG_NV, or DSDT_INTENSITY_NV,
     and the format parameter is not one of COLOR_INDEX, RED,
     GREEN, BLUE, ALPHA, RGB, RGBA, LUMINANCE, or
     LUMINANCE_ALPHA 

     INVALID_OPERATION is generated when TexSubImage2D or
     TexSubImage1D is called and the texture array's base internal format
     is HILO_NV and the format parameter is not HILO_NV.

     INVALID_OPERATION is generated when TexSubImage2D or
     TexSubImage1D is called and the texture array's base internal format
     is DSDT_NV and the format parameter is not DSDT_NV.

     INVALID_OPERATION is generated when TexSubImage2D or
     TexSubImage1D is called and the texture array's base internal format
     is DSDT_MAG_NV and the format parameter is not DSDT_MAG_NV.

     INVALID_OPERATION is generated when TexSubImage2D
     or TexSubImage1D is called and the texture array's base internal
     format is DSDT_MAG_INTENSITY_NV and the format parameter is not
     DSDT_MAG_VIRBANCE_NV.

     INVALID_OPERATION is generated when TexEnv is called and the
     PREVIOUS_TEXTURE_INPUT_NV parameter for texture unit i is assigned
     the value TEXTUREi_ARB where f i is greater than or equal to the
     current active texture unit.

     INVALID_OPERATION is generated when TexEnv is called and the
     SHADER_OPERATION_NV parameter for texture unit 0 is assigned
     one of OFFSET_TEXTURE_2D_NV, OFFSET_TEXTURE_2D_SCALE_NV,
     OFFSET_TEXTURE_RECTANGLE_NV, OFFSET_TEXTURE_RECTANGLE_SCALE_NV,
     DEPENDENT_AR_TEXTURE_2D_NV, DEPENDENT_GB_TEXTURE_2D_NV,
     DOT_PRODUCT_NV, DOT_PRODUCT_DEPTH_REPLACE_NV,
     DOT_PRODUCT_TEXTURE_2D_NV, DOT_PRODUCT_TEXTURE_RECTANGLE_NV,
     DOT_PRODUCT_TEXTURE_CUBE_MAP_NV,
     DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV, DOT_PRODUCT_REFLECT_CUBE_MAP_NV.
     or DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV.

     INVALID_OPERATION is generated when TexEnv is called
     and the SHADER_OPERATION_NV parameter for texture
     unit 1 is assigned one of DOT_PRODUCT_DEPTH_REPLACE_NV,
     DOT_PRODUCT_TEXTURE_2D_NV, DOT_PRODUCT_TEXTURE_RECTANGLE_NV,
     DOT_PRODUCT_TEXTURE_CUBE_MAP_NV,
     DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV, DOT_PRODUCT_REFLECT_CUBE_MAP_NV,
     or DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV.

     INVALID_OPERATION is generated when TexEnv is called
     and the SHADER_OPERATION_NV parameter for texture
     unit 2 is assigned one of 
     DOT_PRODUCT_TEXTURE_CUBE_MAP_NV, DOT_PRODUCT_REFLECT_CUBE_MAP_NV,
     or DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV.

     INVALID_OPERATION is generated when TexEnv is called and the
     SHADER_OPERATION_NV parameter for texture unit n-1 (where n is the
     number of supported texture units) is assigned either DOT_PRODUCT_NV
     or DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV.

     INVALID_OPERATION is generated when GetTexImage is called with a
     color format (one of RED, GREEN, BLUE, ALPHA, RGB, RGBA, BGR, BGRA,
     LUMINANCE, or LUMINANCE_ALPHA) when the texture image is of a format
     type (see table 3.15) other than RGBA (the DSDT_MAG_INTENSITY_NV
     base internal format does not count as an RGBA format type in this
     context).

     INVALID_OPERATION is generated when GetTexImage is called with a
     format of HILO_NV when the texture image is of a format type (see
     table 3.15) other than HILO_NV.

     INVALID_OPERATION is generated when GetTexImage is called with a
     format of DSDT_NV when the texture image is of a base internal
     format other than DSDT_NV.

     INVALID_OPERATION is generated when GetTexImage is called with a
     format of DSDT_MAG_NV when the texture image is of a base internal
     format other than DSDT_MAG_NV.

     INVALID_OPERATION is generated when GetTexImage is called with a
     format of DSDT_MAG_VIBRANCE_NV when the texture image is of a base
     internal format other than DSDT_MAG_INTENSITY_NV causes the error
     INVALID_OPERATION."

New State

Add the following entries to table 6.12:

Get Value             Type    Get Command           Initial Value  Description            Sec  Attribute
--------------------  ------  --------------------  -------------  ---------------------  ---  ---------
TEXTURE_HI_SIZE_NV    nxZ+    GetTexLevelParameter  0              xD texture image i's   3.8  texture
                                                                   hi resolution
TEXTURE_LO_SIZE_NV    nxZ+    GetTexLevelParameter  0              xD texture image i's   3.8  texture
                                                                   lo resolution
TEXTURE_DS_SIZE_NV    nxZ+    GetTexLevelParameter  0              xD texture image i's   3.8  texture
                                                                   ds resolution
TEXTURE_DT_SIZE_NV    nxZ+    GetTexLevelParameter  0              xD texture image i's   3.8  texture
                                                                   dt resolution
TEXTURE_MAG_SIZE_NV   nxZ+    GetTexLevelParameter  0              xD texture image i's   3.8  texture
                                                                   mag resolution

Change the TEXTURE_BORDER_COLOR line in table 6.13 to read:

Get Value                 Type    Get Command      Initial Value  Description            Sec  Attribute
------------------------  ------  ---------------  -------------  ---------------------  ---  ---------
TEXTURE_BORDER_VALUES_NV  4xR     GetTexParameter  (0,0,0,0)      Texture border values  3.8  texture
(TEXTURE_BORDER_COLOR)

Table 6.TextureShaders.  Texture Shaders.

Get Value                    Type    Get Command  Initial Value         Description          Sec     Attribute
---------------------------  ------  -----------  --------------------  -------------------  ------  --------------
HI_BIAS_NV                   R       GetFloatv    0.0                   Hi bias for HILO     3.6.3   pixel
LO_BIAS_NV                   R       GetFloatv    0.0                   Lo bias for HILO     3.6.3   pixel
DS_BIAS_NV                   R       GetFloatv    0.0                   Ds bias              3.6.3   pixel
DT_BIAS_NV                   R       GetFloatv    0.0                   Dt bias              3.6.3   pixel
MAGNITUDE_BIAS_NV            R       GetFloatv    0.0                   Magnitude bias       3.6.3   pixel
VIBRANCE_BIAS_NV             R       GetFloatv    0.0                   Vibrance bias        3.6.3   pixel
HI_SCALE_NV                  R       GetFloatv    1.0                   Hi scale             3.6.3   pixel
LO_SCALE_NV                  R       GetFloatv    1.0                   Lo scale             3.6.3   pixel
DS_SCALE_NV                  R       GetFloatv    1.0                   Ds scale             3.6.3   pixel
DT_SCALE_NV                  R       GetFloatv    1.0                   Dt scale             3.6.3   pixel
MAGNITUDE_SCALE_NV           R       GetFloatv    1.0                   Magnitude scale      3.6.3   pixel
VIBRANCE_SCALE_NV            R       GetFloatv    1.0                   Vibrance scale       3.6.3   pixel

TEXTURE_SHADER_NV            B       IsEnabled    False                 Texture shaders      3.8     texture/enable
                                                                        enable

SHADER_OPERATION_NV          TxZ21   GetTexEnviv  NONE                  Texture shader       3.8.13  texture
                                                                        operation
CULL_MODES_NV                Tx4xZ2  GetTexEnviv  GEQUAL,GEQUAL,        Texture shader       3.8.13  texture
                                                  GEQUAL,GEQUAL         cull fragment modes
RGBA_UNSIGNED_-              TxZ2    GetTexEnviv  UNSIGNED_IDENTITY_NV  Texture shader RGBA  3.8.13  texture
  DOT_PRODUCT_MAPPING_NV                                                dot product mapping
PREVIOUS_TEXTURE_INPUT_NV    TxZn    GetTexEnviv  TEXTURE0_ARB          Texture shader       3.8.13  texture
                                                                        previous tex input
CONST_EYE_NV                 TxRx3   GetTexEnvfv  (0,0,-1)              Shader constant      3.8.13  texture
                                                                        eye vector
OFFSET_TEXTURE_MATRIX_NV     TxM2    GetTexEnvfv  (1,0,0,1)             2x2 texture offset   3.8.13  texture
                                                                        matrix
OFFSET_TEXTURE_SCALE_NV      TxR     GetTexEnvfv  1                     Texture offset       3.8.13  texture
                                                                        scale
OFFSET_TEXTURE_BIAS_NV       TxR     GetTexEnvfv  0                     Texture offset       3.8.13  texture
                                                                        bias
SHADER_CONSISTENT_NV         TxB     GetTexEnviv  True                  Texture shader       3.8.13  texture
                                                                        stage consistency

[ The "Tx" type prefix means that the state is per-texture unit. ]

[ The "Zn" type is an n-valued integer where n is the
  implementation-dependent number of texture units supported.]

New Implementation State

     None

Revision History

     March 29, 2001 - document that using signed HILO with a dot product
     shader forces the square root to zero if the 1.0-HI*HI-LO*LO value
     is negative.

     November 15, 2001 - document that depth replace is after polygon
     offset; add polygon offset issue and multisample issue.

     November 26, 2001 - Properly document the various TEXTURE_*_SIZE_NV
     texture resolution query tokens.  Add table 6.12 entries.

     June 5, 2002 - Driver implementations before this date
     incorrectly swap the HI and LO components when specifying
     GL_TEXTURE_BORDER_VALUES_NV when rendering via hardware.  Drivers
     after this date have fixed the problem and match the specified
     behavior.

     July 2, 2003 - CULL_MODES_NV, OFFSET_TEXTURE_MATRIX_NV,
     OFFSET_TEXTURE_2D_MATRIX_NV, and CONST_EYE_NV should not be specified
     to work with glTexEnvi & glTexEnvf (they can only be used with
     glTexEnviv & glTexEnvfv).
