ReactOS 0.4.16-dev-320-g3bd9ddc
nvidia_texture_shader.c File Reference
#include "config.h"
#include "wine/port.h"
#include <stdio.h>
#include "wined3d_private.h"
Include dependency graph for nvidia_texture_shader.c:

Go to the source code of this file.

Classes

struct  tex_op_args
 

Functions

 WINE_DEFAULT_DEBUG_CHANNEL (d3d)
 
static void nvts_activate_dimensions (const struct wined3d_state *state, DWORD stage, struct wined3d_context *context)
 
static GLenum d3dta_to_combiner_input (DWORD d3dta, DWORD stage, INT texture_idx)
 
static GLenum invert_mapping (GLenum mapping)
 
static void get_src_and_opr_nvrc (DWORD stage, DWORD arg, BOOL is_alpha, GLenum *input, GLenum *mapping, GLenum *component_usage, INT texture_idx)
 
void set_tex_op_nvrc (const struct wined3d_gl_info *gl_info, const struct wined3d_state *state, BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst)
 
static void nvrc_colorop (struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
 
static void nvrc_resultarg (struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
 
static void nvts_texdim (struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
 
static void nvts_bumpenvmat (struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
 
static void nvrc_texfactor (struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
 
static void nvrc_enable (const struct wined3d_gl_info *gl_info, BOOL enable)
 
static void nvts_enable (const struct wined3d_gl_info *gl_info, BOOL enable)
 
static void nvrc_fragment_get_caps (const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
 
static DWORD nvrc_fragment_get_emul_mask (const struct wined3d_gl_info *gl_info)
 
static voidnvrc_fragment_alloc (const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
 
static void nvrc_fragment_free (struct wined3d_device *device)
 
static BOOL nvts_color_fixup_supported (struct color_fixup_desc fixup)
 
static BOOL nvrc_context_alloc (struct wined3d_context *context)
 
static void nvrc_context_free (struct wined3d_context *context)
 

Variables

static const struct StateEntryTemplate nvrc_fragmentstate_template []
 
const struct fragment_pipeline nvts_fragment_pipeline
 
const struct fragment_pipeline nvrc_fragment_pipeline
 

Function Documentation

◆ d3dta_to_combiner_input()

static GLenum d3dta_to_combiner_input ( DWORD  d3dta,
DWORD  stage,
INT  texture_idx 
)
static

Definition at line 88 of file nvidia_texture_shader.c.

88 {
89 switch (d3dta) {
92
94 if (stage) return GL_SPARE0_NV;
95 else return GL_PRIMARY_COLOR_NV;
96
98 if (texture_idx > -1) return GL_TEXTURE0_ARB + texture_idx;
99 else return GL_PRIMARY_COLOR_NV;
100
103
106
107 case WINED3DTA_TEMP:
108 return GL_SPARE1_NV;
109
111 /* TODO: Support per stage constants (WINED3D_TSS_CONSTANT, NV_register_combiners2) */
112 FIXME("WINED3DTA_CONSTANT, not properly supported.\n");
114
115 default:
116 FIXME("Unrecognized texture arg %#x\n", d3dta);
117 return GL_TEXTURE;
118 }
119}
#define FIXME(fmt,...)
Definition: precomp.h:53
#define GL_TEXTURE
Definition: gl.h:247
#define GL_TEXTURE0_ARB
Definition: gl.h:1966
#define GL_SECONDARY_COLOR_NV
Definition: glext.h:3411
#define GL_CONSTANT_COLOR0_NV
Definition: glext.h:3408
#define GL_PRIMARY_COLOR_NV
Definition: glext.h:3410
#define GL_SPARE0_NV
Definition: glext.h:3412
#define GL_CONSTANT_COLOR1_NV
Definition: glext.h:3409
#define GL_SPARE1_NV
Definition: glext.h:3413
#define WINED3DTA_TEMP
Definition: wined3d.h:872
#define WINED3DTA_SPECULAR
Definition: wined3d.h:871
#define WINED3DTA_TFACTOR
Definition: wined3d.h:870
#define WINED3DTA_CURRENT
Definition: wined3d.h:868
#define WINED3DTA_DIFFUSE
Definition: wined3d.h:867
#define WINED3DTA_CONSTANT
Definition: wined3d.h:873
#define WINED3DTA_TEXTURE
Definition: wined3d.h:869

Referenced by get_src_and_opr_nvrc(), and set_tex_op_nvrc().

◆ get_src_and_opr_nvrc()

static void get_src_and_opr_nvrc ( DWORD  stage,
DWORD  arg,
BOOL  is_alpha,
GLenum input,
GLenum mapping,
GLenum component_usage,
INT  texture_idx 
)
static

Definition at line 129 of file nvidia_texture_shader.c.

129 {
130 /* The WINED3DTA_COMPLEMENT flag specifies the complement of the input should
131 * be used. */
133 else *mapping = GL_UNSIGNED_IDENTITY_NV; /* Clamp all values to positive ranges */
134
135 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the input
136 * should be used for all input components. */
137 if (is_alpha || arg & WINED3DTA_ALPHAREPLICATE) *component_usage = GL_ALPHA;
138 else *component_usage = GL_RGB;
139
140 *input = d3dta_to_combiner_input(arg & WINED3DTA_SELECTMASK, stage, texture_idx);
141}
#define GL_RGB
Definition: gl.h:502
#define GL_ALPHA
Definition: gl.h:483
#define GL_UNSIGNED_IDENTITY_NV
Definition: glext.h:3417
#define GL_UNSIGNED_INVERT_NV
Definition: glext.h:3418
GLenum GLenum GLenum GLenum mapping
Definition: glext.h:9031
GLenum GLenum GLenum input
Definition: glext.h:9031
static GLenum d3dta_to_combiner_input(DWORD d3dta, DWORD stage, INT texture_idx)
#define is_alpha(c)
Definition: main.cpp:28
#define WINED3DTA_COMPLEMENT
Definition: wined3d.h:874
#define WINED3DTA_SELECTMASK
Definition: wined3d.h:866
#define WINED3DTA_ALPHAREPLICATE
Definition: wined3d.h:875

Referenced by set_tex_op_nvrc().

◆ invert_mapping()

static GLenum invert_mapping ( GLenum  mapping)
static

Definition at line 121 of file nvidia_texture_shader.c.

121 {
124
125 FIXME("Unhandled mapping %#x\n", mapping);
126 return mapping;
127}

Referenced by set_tex_op_nvrc().

◆ nvrc_colorop()

static void nvrc_colorop ( struct wined3d_context context,
const struct wined3d_state state,
DWORD  state_id 
)
static

Definition at line 478 of file nvidia_texture_shader.c.

479{
480 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
481 BOOL tex_used = context->fixed_function_usage_map & (1u << stage);
482 DWORD mapped_stage = context->tex_unit_map[stage];
483 const struct wined3d_gl_info *gl_info = context->gl_info;
484
485 TRACE("Setting color op for stage %u.\n", stage);
486
487 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
488 if (use_ps(state)) return;
489
490 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
491
492 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
493 {
494 if (tex_used && mapped_stage >= gl_info->limits.textures)
495 {
496 FIXME("Attempt to enable unsupported stage!\n");
497 return;
498 }
499 context_active_texture(context, gl_info, mapped_stage);
500 }
501
502 if (context->lowest_disabled_stage > 0)
503 {
504 gl_info->gl_ops.gl.p_glEnable(GL_REGISTER_COMBINERS_NV);
505 GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, context->lowest_disabled_stage));
506 }
507 else
508 {
509 gl_info->gl_ops.gl.p_glDisable(GL_REGISTER_COMBINERS_NV);
510 }
511 if (stage >= context->lowest_disabled_stage)
512 {
513 TRACE("Stage disabled\n");
514 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
515 {
516 /* Disable everything here */
517 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
518 checkGLcall("glDisable(GL_TEXTURE_2D)");
519 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
520 checkGLcall("glDisable(GL_TEXTURE_3D)");
521 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
522 {
523 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
524 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
525 }
526 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
527 {
528 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
529 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
530 }
531 if (gl_info->supported[NV_TEXTURE_SHADER2] && mapped_stage < gl_info->limits.textures)
532 {
534 }
535 }
536 /* All done */
537 return;
538 }
539
540 /* The sampler will also activate the correct texture dimensions, so no need to do it here
541 * if the sampler for this stage is dirty
542 */
543 if (!isStateDirty(context, STATE_SAMPLER(stage)))
544 {
545 if (tex_used)
546 {
547 if (gl_info->supported[NV_TEXTURE_SHADER2])
548 {
550 }
551 else
552 {
553 texture_activate_dimensions(state->textures[stage], gl_info);
554 }
555 }
556 }
557
558 /* Set the texture combiners */
559 set_tex_op_nvrc(gl_info, state, FALSE, stage,
560 state->texture_states[stage][WINED3D_TSS_COLOR_OP],
561 state->texture_states[stage][WINED3D_TSS_COLOR_ARG1],
562 state->texture_states[stage][WINED3D_TSS_COLOR_ARG2],
563 state->texture_states[stage][WINED3D_TSS_COLOR_ARG0],
564 mapped_stage,
565 state->texture_states[stage][WINED3D_TSS_RESULT_ARG]);
566
567 /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
568 * thus the texture shader may have to be updated
569 */
570 if (gl_info->supported[NV_TEXTURE_SHADER2])
571 {
572 BOOL usesBump = (state->texture_states[stage][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_BUMPENVMAP_LUMINANCE
573 || state->texture_states[stage][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_BUMPENVMAP);
574 BOOL usedBump = !!(context->texShaderBumpMap & 1u << (stage + 1));
575 if (usesBump != usedBump)
576 {
577 context_active_texture(context, gl_info, mapped_stage + 1);
579 context_active_texture(context, gl_info, mapped_stage);
580 }
581 }
582}
static int state
Definition: maze.c:121
#define WARN(fmt,...)
Definition: precomp.h:61
#define FALSE
Definition: types.h:117
void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info, unsigned int unit)
Definition: context.c:2717
void texture_activate_dimensions(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
Definition: utils.c:6097
unsigned int BOOL
Definition: ntddk_ex.h:94
unsigned long DWORD
Definition: ntddk_ex.h:95
#define GL_NONE
Definition: gl.h:465
#define GL_TEXTURE_3D
Definition: gl.h:1515
#define GL_TEXTURE_2D
Definition: gl.h:645
#define GL_TEXTURE_SHADER_NV
Definition: glext.h:3685
#define GL_TEXTURE_CUBE_MAP_ARB
Definition: glext.h:1230
#define GL_REGISTER_COMBINERS_NV
Definition: glext.h:3400
#define GL_NUM_GENERAL_COMBINERS_NV
Definition: glext.h:3441
#define GL_TEXTURE_RECTANGLE_ARB
Definition: glext.h:1614
#define GL_SHADER_OPERATION_NV
Definition: glext.h:3686
static void nvts_activate_dimensions(const struct wined3d_state *state, DWORD stage, struct wined3d_context *context)
void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state, BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst)
#define TRACE(s)
Definition: solgame.cpp:4
Definition: http.c:7252
BOOL supported[WINED3D_GL_EXT_COUNT]
struct opengl_funcs gl_ops
struct wined3d_gl_limits limits
@ WINED3D_TSS_COLOR_ARG2
Definition: wined3d.h:577
@ WINED3D_TSS_COLOR_OP
Definition: wined3d.h:575
@ WINED3D_TSS_COLOR_ARG0
Definition: wined3d.h:589
@ WINED3D_TSS_COLOR_ARG1
Definition: wined3d.h:576
@ WINED3D_TSS_RESULT_ARG
Definition: wined3d.h:591
@ WINED3D_TOP_BUMPENVMAP_LUMINANCE
Definition: wined3d.h:631
@ WINED3D_TOP_BUMPENVMAP
Definition: wined3d.h:630
#define WINED3D_HIGHEST_TEXTURE_STATE
Definition: wined3d.h:595
@ NV_TEXTURE_SHADER2
Definition: wined3d_gl.h:199
@ ARB_TEXTURE_CUBE_MAP
Definition: wined3d_gl.h:113
@ ARB_TEXTURE_RECTANGLE
Definition: wined3d_gl.h:125
#define GL_EXTCALL(f)
#define STATE_SAMPLER(num)
static BOOL use_ps(const struct wined3d_state *state)
#define STATE_TEXTURESTAGE(stage, num)
static BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
#define WINED3D_UNMAPPED_STAGE
#define checkGLcall(A)

◆ nvrc_context_alloc()

static BOOL nvrc_context_alloc ( struct wined3d_context context)
static

Definition at line 908 of file nvidia_texture_shader.c.

909{
910 return TRUE;
911}
#define TRUE
Definition: types.h:120

◆ nvrc_context_free()

static void nvrc_context_free ( struct wined3d_context context)
static

Definition at line 913 of file nvidia_texture_shader.c.

914{
915}

◆ nvrc_enable()

static void nvrc_enable ( const struct wined3d_gl_info gl_info,
BOOL  enable 
)
static

Definition at line 656 of file nvidia_texture_shader.c.

657{
658 if (enable)
659 {
660 gl_info->gl_ops.gl.p_glEnable(GL_REGISTER_COMBINERS_NV);
661 checkGLcall("glEnable(GL_REGISTER_COMBINERS_NV)");
662 }
663 else
664 {
665 gl_info->gl_ops.gl.p_glDisable(GL_REGISTER_COMBINERS_NV);
666 checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)");
667 }
668}
GLboolean enable
Definition: glext.h:11120

Referenced by nvts_enable().

◆ nvrc_fragment_alloc()

static void * nvrc_fragment_alloc ( const struct wined3d_shader_backend_ops shader_backend,
void shader_priv 
)
static

Definition at line 747 of file nvidia_texture_shader.c.

748{
749 return shader_priv;
750}

◆ nvrc_fragment_free()

static void nvrc_fragment_free ( struct wined3d_device device)
static

Definition at line 753 of file nvidia_texture_shader.c.

753{}

◆ nvrc_fragment_get_caps()

static void nvrc_fragment_get_caps ( const struct wined3d_gl_info gl_info,
struct fragment_caps caps 
)
static

Definition at line 686 of file nvidia_texture_shader.c.

687{
688 caps->wined3d_caps = 0;
690
691 /* The caps below can be supported but aren't handled yet in utils.c
692 * 'd3dta_to_combiner_input', disable them until support is fixed */
693#if 0
694 if (gl_info->supported[NV_REGISTER_COMBINERS2])
696#endif
697
721
722 if (gl_info->supported[NV_TEXTURE_SHADER2])
723 {
724 /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
725 * not support 3D textures. This asks for trouble if an app uses both bump mapping
726 * and 3D textures. It also allows us to keep the code simpler by having texture
727 * shaders constantly enabled. */
729 /* TODO: Luminance bump map? */
730 }
731
732#if 0
733 /* FIXME: Add
734 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
735 WINED3DTEXOPCAPS_PREMODULATE */
736#endif
737
738 caps->MaxTextureBlendStages = min(MAX_TEXTURES, gl_info->limits.general_combiners);
739 caps->MaxSimultaneousTextures = gl_info->limits.textures;
740}
#define min(a, b)
Definition: monoChain.cc:55
DWORD MaxSimultaneousTextures
DWORD MaxTextureBlendStages
#define WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
Definition: wined3d.h:1162
#define WINED3DTEXOPCAPS_ADD
Definition: wined3d.h:1151
#define WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
Definition: wined3d.h:1163
#define WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
Definition: wined3d.h:1156
#define WINED3DPMISCCAPS_PERSTAGECONSTANT
Definition: wined3d.h:1105
#define WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
Definition: wined3d.h:1157
#define WINED3DTEXOPCAPS_MODULATE2X
Definition: wined3d.h:1149
#define WINED3DTEXOPCAPS_DISABLE
Definition: wined3d.h:1145
#define WINED3DTEXOPCAPS_SELECTARG1
Definition: wined3d.h:1146
#define WINED3DTEXOPCAPS_SUBTRACT
Definition: wined3d.h:1154
#define WINED3DTEXOPCAPS_BUMPENVMAP
Definition: wined3d.h:1166
#define WINED3DTEXOPCAPS_ADDSIGNED2X
Definition: wined3d.h:1153
#define WINED3DTEXOPCAPS_MODULATE4X
Definition: wined3d.h:1150
#define WINED3DTEXOPCAPS_ADDSMOOTH
Definition: wined3d.h:1155
#define WINED3DPMISCCAPS_TSSARGTEMP
Definition: wined3d.h:1101
#define WINED3DTEXOPCAPS_MULTIPLYADD
Definition: wined3d.h:1169
#define WINED3DTEXOPCAPS_BLENDFACTORALPHA
Definition: wined3d.h:1158
#define WINED3DTEXOPCAPS_ADDSIGNED
Definition: wined3d.h:1152
#define WINED3DTEXOPCAPS_DOTPRODUCT3
Definition: wined3d.h:1168
#define WINED3DTEXOPCAPS_LERP
Definition: wined3d.h:1170
#define WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
Definition: wined3d.h:1159
#define WINED3DTEXOPCAPS_SELECTARG2
Definition: wined3d.h:1147
#define WINED3DTEXOPCAPS_MODULATE
Definition: wined3d.h:1148
#define WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
Definition: wined3d.h:1165
#define WINED3DTEXOPCAPS_BLENDCURRENTALPHA
Definition: wined3d.h:1160
#define WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
Definition: wined3d.h:1164
@ NV_REGISTER_COMBINERS2
Definition: wined3d_gl.h:195
#define MAX_TEXTURES

◆ nvrc_fragment_get_emul_mask()

static DWORD nvrc_fragment_get_emul_mask ( const struct wined3d_gl_info gl_info)
static

Definition at line 742 of file nvidia_texture_shader.c.

743{
745}
#define GL_EXT_EMUL_EXT_FOG_COORD
#define GL_EXT_EMUL_ARB_MULTITEXTURE

◆ nvrc_resultarg()

static void nvrc_resultarg ( struct wined3d_context context,
const struct wined3d_state state,
DWORD  state_id 
)
static

Definition at line 584 of file nvidia_texture_shader.c.

585{
586 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
587
588 TRACE("Setting result arg for stage %u.\n", stage);
589
591 {
593 }
595 {
597 }
598}
@ WINED3D_TSS_ALPHA_OP
Definition: wined3d.h:578
static void context_apply_state(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)

◆ nvrc_texfactor()

static void nvrc_texfactor ( struct wined3d_context context,
const struct wined3d_state state,
DWORD  state_id 
)
static

Definition at line 646 of file nvidia_texture_shader.c.

647{
648 const struct wined3d_gl_info *gl_info = context->gl_info;
649 struct wined3d_color color;
650
652 GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &color.r));
653}
GLuint color
Definition: glext.h:6243
@ WINED3D_RS_TEXTUREFACTOR
Definition: wined3d.h:314
static void wined3d_color_from_d3dcolor(struct wined3d_color *wined3d_color, DWORD d3d_color)

◆ nvts_activate_dimensions()

static void nvts_activate_dimensions ( const struct wined3d_state state,
DWORD  stage,
struct wined3d_context context 
)
static

Definition at line 33 of file nvidia_texture_shader.c.

34{
35 const struct wined3d_gl_info *gl_info = context->gl_info;
36 BOOL bumpmap = FALSE;
37
38 if (stage > 0
39 && (state->texture_states[stage - 1][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_BUMPENVMAP_LUMINANCE
40 || state->texture_states[stage - 1][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_BUMPENVMAP))
41 {
42 bumpmap = TRUE;
43 context->texShaderBumpMap |= (1u << stage);
44 }
45 else
46 {
47 context->texShaderBumpMap &= ~(1u << stage);
48 }
49
50 if (state->textures[stage])
51 {
52 switch (state->textures[stage]->target)
53 {
54 case GL_TEXTURE_2D:
55 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV,
57 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
58 break;
60 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV,
62 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
63 break;
64 case GL_TEXTURE_3D:
66 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D)");
67 break;
70 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB)");
71 break;
72 }
73 }
74 else
75 {
77 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE)");
78 }
79}
#define GL_OFFSET_TEXTURE_2D_NV
Definition: glext.h:3698

Referenced by nvrc_colorop(), and nvts_texdim().

◆ nvts_bumpenvmat()

static void nvts_bumpenvmat ( struct wined3d_context context,
const struct wined3d_state state,
DWORD  state_id 
)
static

Definition at line 618 of file nvidia_texture_shader.c.

619{
620 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
621 DWORD mapped_stage = context->tex_unit_map[stage + 1];
622 const struct wined3d_gl_info *gl_info = context->gl_info;
623 float mat[2][2];
624
625 /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
626 * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
627 * map offsetting is done in the stage reading the bump mapped texture, and the perturbation
628 * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
629 * for stage + 1. Keep the nvrc tex unit mapping in mind too
630 */
631 if (mapped_stage < gl_info->limits.textures)
632 {
633 context_active_texture(context, gl_info, mapped_stage);
634
635 /* We can't just pass a pointer to the state to GL due to the
636 * different matrix format (column major vs row major). */
637 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
638 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
639 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
640 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
641 gl_info->gl_ops.gl.p_glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, (float *)mat);
642 checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)");
643 }
644}
#define GL_OFFSET_TEXTURE_MATRIX_NV
Definition: glext.h:3688
static const MAT2 mat
Definition: font.c:66
@ WINED3D_TSS_BUMPENV_MAT11
Definition: wined3d.h:584
@ WINED3D_TSS_BUMPENV_MAT10
Definition: wined3d.h:583
@ WINED3D_TSS_BUMPENV_MAT01
Definition: wined3d.h:582
@ WINED3D_TSS_BUMPENV_MAT00
Definition: wined3d.h:581

◆ nvts_color_fixup_supported()

static BOOL nvts_color_fixup_supported ( struct color_fixup_desc  fixup)
static

Definition at line 761 of file nvidia_texture_shader.c.

762{
763 /* We only support identity conversions. */
764 return is_identity_fixup(fixup);
765}
static BOOL is_identity_fixup(struct color_fixup_desc fixup)

◆ nvts_enable()

static void nvts_enable ( const struct wined3d_gl_info gl_info,
BOOL  enable 
)
static

Definition at line 671 of file nvidia_texture_shader.c.

672{
673 nvrc_enable(gl_info, enable);
674 if (enable)
675 {
676 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_SHADER_NV);
677 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
678 }
679 else
680 {
681 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_SHADER_NV);
682 checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
683 }
684}
static void nvrc_enable(const struct wined3d_gl_info *gl_info, BOOL enable)

◆ nvts_texdim()

static void nvts_texdim ( struct wined3d_context context,
const struct wined3d_state state,
DWORD  state_id 
)
static

Definition at line 600 of file nvidia_texture_shader.c.

601{
602 DWORD sampler = state_id - STATE_SAMPLER(0);
603 DWORD mapped_stage = context->tex_unit_map[sampler];
604
605 /* No need to enable / disable anything here for unused samplers. The tex_colorop
606 * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
607 * will take care of this business. */
608 if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures)
609 return;
610 if (sampler >= context->lowest_disabled_stage)
611 return;
613 return;
614
616}
GLuint sampler
Definition: glext.h:7283

◆ set_tex_op_nvrc()

void set_tex_op_nvrc ( const struct wined3d_gl_info gl_info,
const struct wined3d_state state,
BOOL  is_alpha,
int  stage,
enum wined3d_texture_op  op,
DWORD  arg1,
DWORD  arg2,
DWORD  arg3,
INT  texture_idx,
DWORD  dst 
)

Definition at line 143 of file nvidia_texture_shader.c.

145{
146 struct tex_op_args tex_op_args = {{0}, {0}, {0}};
148 GLenum target = GL_COMBINER0_NV + stage;
149 GLenum output;
150
151 TRACE("stage %d, is_alpha %d, op %s, arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
152 stage, is_alpha, debug_d3dtop(op), arg1, arg2, arg3, texture_idx);
153
154 /* If a texture stage references an invalid texture unit the stage just
155 * passes through the result from the previous stage */
156 if (is_invalid_op(state, stage, op, arg1, arg2, arg3))
157 {
160 }
161
163 &tex_op_args.mapping[0], &tex_op_args.component_usage[0], texture_idx);
165 &tex_op_args.mapping[1], &tex_op_args.component_usage[1], texture_idx);
167 &tex_op_args.mapping[2], &tex_op_args.component_usage[2], texture_idx);
168
169
170 if(dst == WINED3DTA_TEMP) {
171 output = GL_SPARE1_NV;
172 } else {
173 output = GL_SPARE0_NV;
174 }
175
176 switch (op)
177 {
179 /* Only for alpha */
180 if (!is_alpha)
181 ERR("Shouldn't be called for WINED3D_TSS_COLOR_OP (WINED3DTOP_DISABLE).\n");
182 /* Input, prev_alpha*1 */
183 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
185 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
187
188 /* Output */
189 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV,
191 break;
192
195 /* Input, arg*1 */
197 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
199 else
200 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
202 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
204
205 /* Output */
206 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
208 break;
209
213 /* Input, arg1*arg2 */
214 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
216 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
218
219 /* Output */
221 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
223 else if (op == WINED3D_TOP_MODULATE_2X)
224 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
226 else if (op == WINED3D_TOP_MODULATE_4X)
227 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
229 break;
230
231 case WINED3D_TOP_ADD:
234 /* Input, arg1*1+arg2*1 */
235 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
237 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
239 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
241 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
243
244 /* Output */
245 if (op == WINED3D_TOP_ADD)
248 else if (op == WINED3D_TOP_ADD_SIGNED)
251 else if (op == WINED3D_TOP_ADD_SIGNED_2X)
254 break;
255
257 /* Input, arg1*1+-arg2*1 */
258 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
260 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
262 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
264 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
266
267 /* Output */
270 break;
271
273 /* Input, arg1*1+(1-arg1)*arg2 */
274 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
276 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
278 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
280 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
282
283 /* Output */
286 break;
287
293 {
294 GLenum alpha_src = GL_PRIMARY_COLOR_NV;
296 alpha_src = d3dta_to_combiner_input(WINED3DTA_DIFFUSE, stage, texture_idx);
298 alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
300 alpha_src = d3dta_to_combiner_input(WINED3DTA_TFACTOR, stage, texture_idx);
302 alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
304 alpha_src = d3dta_to_combiner_input(WINED3DTA_CURRENT, stage, texture_idx);
305 else
306 FIXME("Unhandled texture op %s, shouldn't happen.\n", debug_d3dtop(op));
307
308 /* Input, arg1*alpha_src+arg2*(1-alpha_src) */
309 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
312 {
313 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
315 } else {
316 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
317 alpha_src, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA));
318 }
319 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
321 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
322 alpha_src, GL_UNSIGNED_INVERT_NV, GL_ALPHA));
323
324 /* Output */
327 break;
328 }
329
331 /* Input, arg1_alpha*arg2_rgb+arg1_rgb*1 */
332 if (is_alpha)
333 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEALPHA_ADDCOLOR).\n");
334 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
336 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
338 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
340 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
342
343 /* Output */
346 break;
347
349 /* Input, arg1_rgb*arg2_rgb+arg1_alpha*1 */
350 if (is_alpha)
351 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATECOLOR_ADDALPHA).\n");
352 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
354 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
356 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
358 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
360
361 /* Output */
364 break;
365
367 /* Input, (1-arg1_alpha)*arg2_rgb+arg1_rgb*1 */
368 if (is_alpha)
369 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEINVALPHA_ADDCOLOR).\n");
370 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
372 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
374 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
376 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
378
379 /* Output */
382 break;
383
385 /* Input, (1-arg1_rgb)*arg2_rgb+arg1_alpha*1 */
386 if (is_alpha)
387 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEINVCOLOR_ADDALPHA).\n");
388 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
390 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
392 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
394 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
396
397 /* Output */
400 break;
401
403 /* Input, arg1 . arg2 */
404 /* FIXME: DX7 uses a different calculation? */
405 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
407 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
409
410 /* Output */
411 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
413 break;
414
416 /* Input, arg3*1+arg1*arg2 */
417 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
419 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
421 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
423 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
425
426 /* Output */
429 break;
430
431 case WINED3D_TOP_LERP:
432 /* Input, arg3*arg1+(1-arg3)*arg2 */
433 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
435 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
437 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
439 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
441
442 /* Output */
445 break;
446
449 if (!gl_info->supported[NV_TEXTURE_SHADER])
450 {
451 WARN("BUMPENVMAP requires GL_NV_texture_shader in this codepath\n");
452 break;
453 }
454
455 /* The bump map stage itself isn't exciting, just read the texture. But tell the next stage to
456 * perform bump mapping and source from the current stage. Pretty much a SELECTARG2.
457 * ARG2 is passed through unmodified(apps will most likely use D3DTA_CURRENT for arg2, arg1
458 * (which will most likely be D3DTA_TEXTURE) is available as a texture shader input for the
459 * next stage */
460 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
462 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
464 /* Always pass through to CURRENT, ignore temp arg */
465 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV,
467 break;
468
469 default:
470 FIXME("Unhandled texture op: stage %d, is_alpha %d, op %s (%#x), arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d.\n",
471 stage, is_alpha, debug_d3dtop(op), op, arg1, arg2, arg3, texture_idx);
472 }
473
474 checkGLcall("set_tex_op_nvrc()");
475}
#define ERR(fmt,...)
Definition: precomp.h:57
UINT op
Definition: effect.c:236
BOOL is_invalid_op(const struct wined3d_state *state, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
Definition: utils.c:4865
const char * debug_d3dtop(enum wined3d_texture_op d3dtop)
Definition: utils.c:4589
#define GL_TRUE
Definition: gl.h:174
unsigned int GLenum
Definition: gl.h:150
#define GL_ZERO
Definition: gl.h:374
#define GL_FALSE
Definition: gl.h:173
#define GL_SCALE_BY_TWO_NV
Definition: glext.h:3425
#define GL_COMBINER0_NV
Definition: glext.h:3443
#define GL_VARIABLE_D_NV
Definition: glext.h:3404
#define GL_VARIABLE_B_NV
Definition: glext.h:3402
GLuint GLuint GLuint GLuint arg1
Definition: glext.h:9513
GLuint GLuint GLuint GLuint GLuint GLuint GLuint GLuint GLuint GLuint arg3
Definition: glext.h:9515
GLuint GLuint GLuint GLuint GLuint GLuint GLuint arg2
Definition: glext.h:9514
#define GL_SIGNED_NEGATE_NV
Definition: glext.h:3424
#define GL_VARIABLE_C_NV
Definition: glext.h:3403
GLenum GLenum dst
Definition: glext.h:6340
#define GL_EXPAND_NORMAL_NV
Definition: glext.h:3419
#define GL_BIAS_BY_NEGATIVE_ONE_HALF_NV
Definition: glext.h:3428
GLenum portion
Definition: glext.h:9031
#define GL_SCALE_BY_FOUR_NV
Definition: glext.h:3426
#define GL_DISCARD_NV
Definition: glext.h:3414
#define GL_VARIABLE_A_NV
Definition: glext.h:3401
GLenum target
Definition: glext.h:7315
static GLenum invert_mapping(GLenum mapping)
static void get_src_and_opr_nvrc(DWORD stage, DWORD arg, BOOL is_alpha, GLenum *input, GLenum *mapping, GLenum *component_usage, INT texture_idx)
GLenum component_usage[3]
@ WINED3D_TOP_SELECT_ARG1
Definition: wined3d.h:610
@ WINED3D_TOP_DISABLE
Definition: wined3d.h:609
@ WINED3D_TOP_BLEND_DIFFUSE_ALPHA
Definition: wined3d.h:620
@ WINED3D_TOP_ADD
Definition: wined3d.h:615
@ WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
Definition: wined3d.h:623
@ WINED3D_TOP_BLEND_CURRENT_ALPHA
Definition: wined3d.h:624
@ WINED3D_TOP_ADD_SIGNED_2X
Definition: wined3d.h:617
@ WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
Definition: wined3d.h:629
@ WINED3D_TOP_MULTIPLY_ADD
Definition: wined3d.h:633
@ WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
Definition: wined3d.h:628
@ WINED3D_TOP_SUBTRACT
Definition: wined3d.h:618
@ WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
Definition: wined3d.h:627
@ WINED3D_TOP_MODULATE
Definition: wined3d.h:612
@ WINED3D_TOP_MODULATE_4X
Definition: wined3d.h:614
@ WINED3D_TOP_SELECT_ARG2
Definition: wined3d.h:611
@ WINED3D_TOP_LERP
Definition: wined3d.h:634
@ WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
Definition: wined3d.h:626
@ WINED3D_TOP_BLEND_TEXTURE_ALPHA
Definition: wined3d.h:621
@ WINED3D_TOP_ADD_SIGNED
Definition: wined3d.h:616
@ WINED3D_TOP_DOTPRODUCT3
Definition: wined3d.h:632
@ WINED3D_TOP_ADD_SMOOTH
Definition: wined3d.h:619
@ WINED3D_TOP_MODULATE_2X
Definition: wined3d.h:613
@ WINED3D_TOP_BLEND_FACTOR_ALPHA
Definition: wined3d.h:622
@ NV_TEXTURE_SHADER
Definition: wined3d_gl.h:198

Referenced by nvrc_colorop(), and tex_alphaop().

◆ WINE_DEFAULT_DEBUG_CHANNEL()

WINE_DEFAULT_DEBUG_CHANNEL ( d3d  )

Variable Documentation

◆ nvrc_fragment_pipeline

const struct fragment_pipeline nvrc_fragment_pipeline
Initial value:
= {
}
static BOOL nvts_color_fixup_supported(struct color_fixup_desc fixup)
static DWORD nvrc_fragment_get_emul_mask(const struct wined3d_gl_info *gl_info)
static void nvrc_fragment_free(struct wined3d_device *device)
static void nvrc_context_free(struct wined3d_context *context)
static void nvrc_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
static BOOL nvrc_context_alloc(struct wined3d_context *context)
static const struct StateEntryTemplate nvrc_fragmentstate_template[]
static void * nvrc_fragment_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)

Definition at line 930 of file nvidia_texture_shader.c.

Referenced by select_fragment_implementation().

◆ nvrc_fragmentstate_template

const struct StateEntryTemplate nvrc_fragmentstate_template[]
static

Definition at line 767 of file nvidia_texture_shader.c.

◆ nvts_fragment_pipeline