wined3d: Separate texture_activate_dimensions.

This creates an nvts version of this function, and removes the nvts
code from the original one. The nvts version is used by the nvts
pipeline implementation, the original one by the nvrc-only, atifs and
ffp one.
This commit is contained in:
Stefan Dösinger 2008-07-04 17:25:23 -05:00 committed by Alexandre Julliard
parent 88ae2fe14a
commit 197f472ea8
2 changed files with 120 additions and 98 deletions

View File

@ -29,6 +29,42 @@
WINE_DEFAULT_DEBUG_CHANNEL(d3d); WINE_DEFAULT_DEBUG_CHANNEL(d3d);
#define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
void nvts_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
BOOL bumpmap = FALSE;
if(stage > 0 && (stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP)) {
bumpmap = TRUE;
context->texShaderBumpMap |= (1 << stage);
} else {
context->texShaderBumpMap &= ~(1 << stage);
}
if(stateblock->textures[stage]) {
switch(stateblock->textureDimensions[stage]) {
case GL_TEXTURE_2D:
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
break;
case GL_TEXTURE_RECTANGLE_ARB:
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
break;
case GL_TEXTURE_3D:
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D)");
break;
case GL_TEXTURE_CUBE_MAP_ARB:
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB)");
break;
}
} else {
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE)");
}
}
static void nvrc_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { static void nvrc_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE; DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage]; DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
@ -92,7 +128,13 @@ static void nvrc_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3
* if the sampler for this stage is dirty * if the sampler for this stage is dirty
*/ */
if(!isStateDirty(context, STATE_SAMPLER(stage))) { if(!isStateDirty(context, STATE_SAMPLER(stage))) {
if (tex_used) texture_activate_dimensions(stage, stateblock, context); if (tex_used) {
if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
nvts_activate_dimensions(stage, stateblock, context);
} else {
texture_activate_dimensions(stage, stateblock, context);
}
}
} }
/* Set the texture combiners */ /* Set the texture combiners */
@ -114,13 +156,29 @@ static void nvrc_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3
if(usesBump != usedBump) { if(usesBump != usedBump) {
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage + 1)); GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage + 1));
checkGLcall("glActiveTextureARB"); checkGLcall("glActiveTextureARB");
texture_activate_dimensions(stage + 1, stateblock, context); nvts_activate_dimensions(stage + 1, stateblock, context);
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage)); GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
checkGLcall("glActiveTextureARB"); checkGLcall("glActiveTextureARB");
} }
} }
} }
void nvts_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
DWORD sampler = state - STATE_SAMPLER(0);
DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
/* No need to enable / disable anything here for unused samplers. The tex_colorop
* handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
* will take care of this business
*/
if(mapped_stage == -1 || mapped_stage >= GL_LIMITS(textures)) return;
if(sampler >= stateblock->lowest_disabled_stage) return;
if(use_ps(stateblock->wineD3DDevice)) return;
if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
nvts_activate_dimensions(sampler, stateblock, context);
}
static void nvts_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { static void nvts_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE; DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
float mat[2][2]; float mat[2][2];
@ -155,7 +213,6 @@ static void nvrc_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col); D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0])); GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
} }
#undef GLINFO_LOCATION #undef GLINFO_LOCATION
#define GLINFO_LOCATION (*gl_info) #define GLINFO_LOCATION (*gl_info)
@ -341,14 +398,14 @@ const struct StateEntryTemplate nvts_fragmentstate_template[] = {
{ STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }}, { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }},
{ STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, apply_pixelshader }}, { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, apply_pixelshader }},
{ STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), nvrc_texfactor }}, { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), nvrc_texfactor }},
{ STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }}, { STATE_SAMPLER(0), { STATE_SAMPLER(0), nvts_texdim }},
{ STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }}, { STATE_SAMPLER(1), { STATE_SAMPLER(1), nvts_texdim }},
{ STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }}, { STATE_SAMPLER(2), { STATE_SAMPLER(2), nvts_texdim }},
{ STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }}, { STATE_SAMPLER(3), { STATE_SAMPLER(3), nvts_texdim }},
{ STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }}, { STATE_SAMPLER(4), { STATE_SAMPLER(4), nvts_texdim }},
{ STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }}, { STATE_SAMPLER(5), { STATE_SAMPLER(5), nvts_texdim }},
{ STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }}, { STATE_SAMPLER(6), { STATE_SAMPLER(6), nvts_texdim }},
{ STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }}, { STATE_SAMPLER(7), { STATE_SAMPLER(7), nvts_texdim }},
{0 /* Terminate */, { 0, 0 }}, {0 /* Terminate */, { 0, 0 }},
}; };

View File

@ -3392,110 +3392,75 @@ void add_ffp_shader(struct list *shaders, struct ffp_desc *desc) {
*/ */
#define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
BOOL bumpmap = FALSE;
if(stage > 0 && (stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP)) {
bumpmap = TRUE;
context->texShaderBumpMap |= (1 << stage);
} else {
context->texShaderBumpMap &= ~(1 << stage);
}
if(stateblock->textures[stage]) { if(stateblock->textures[stage]) {
switch(stateblock->textureDimensions[stage]) { switch(stateblock->textureDimensions[stage]) {
case GL_TEXTURE_2D: case GL_TEXTURE_2D:
if(GL_SUPPORT(NV_TEXTURE_SHADER2)) { glDisable(GL_TEXTURE_3D);
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D); checkGLcall("glDisable(GL_TEXTURE_3D)");
checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)"); if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
} else { glDisable(GL_TEXTURE_CUBE_MAP_ARB);
glDisable(GL_TEXTURE_3D); checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
checkGLcall("glDisable(GL_TEXTURE_3D)");
if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
glEnable(GL_TEXTURE_2D);
checkGLcall("glEnable(GL_TEXTURE_2D)");
} }
if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
glEnable(GL_TEXTURE_2D);
checkGLcall("glEnable(GL_TEXTURE_2D)");
break; break;
case GL_TEXTURE_RECTANGLE_ARB: case GL_TEXTURE_RECTANGLE_ARB:
if(GL_SUPPORT(NV_TEXTURE_SHADER2)) { glDisable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_RECTANGLE_ARB); checkGLcall("glDisable(GL_TEXTURE_2D)");
checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)"); glDisable(GL_TEXTURE_3D);
} else { checkGLcall("glDisable(GL_TEXTURE_3D)");
glDisable(GL_TEXTURE_2D); if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
checkGLcall("glDisable(GL_TEXTURE_2D)"); glDisable(GL_TEXTURE_CUBE_MAP_ARB);
glDisable(GL_TEXTURE_3D); checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
checkGLcall("glDisable(GL_TEXTURE_3D)");
if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
glEnable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
} }
glEnable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
break; break;
case GL_TEXTURE_3D: case GL_TEXTURE_3D:
if(GL_SUPPORT(NV_TEXTURE_SHADER2)) { if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D); glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D)"); checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
} else {
if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable(GL_TEXTURE_2D)");
glEnable(GL_TEXTURE_3D);
checkGLcall("glEnable(GL_TEXTURE_3D)");
} }
if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable(GL_TEXTURE_2D)");
glEnable(GL_TEXTURE_3D);
checkGLcall("glEnable(GL_TEXTURE_3D)");
break; break;
case GL_TEXTURE_CUBE_MAP_ARB: case GL_TEXTURE_CUBE_MAP_ARB:
if(GL_SUPPORT(NV_TEXTURE_SHADER2)) { glDisable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB); checkGLcall("glDisable(GL_TEXTURE_2D)");
checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB)"); glDisable(GL_TEXTURE_3D);
} else { checkGLcall("glDisable(GL_TEXTURE_3D)");
glDisable(GL_TEXTURE_2D); if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
checkGLcall("glDisable(GL_TEXTURE_2D)"); glDisable(GL_TEXTURE_RECTANGLE_ARB);
glDisable(GL_TEXTURE_3D); checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
checkGLcall("glDisable(GL_TEXTURE_3D)");
if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
} }
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
break; break;
} }
} else { } else {
if(GL_SUPPORT(NV_TEXTURE_SHADER2)) { glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE); checkGLcall("glEnable(GL_TEXTURE_2D)");
checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE)"); glDisable(GL_TEXTURE_3D);
} else { checkGLcall("glDisable(GL_TEXTURE_3D)");
glEnable(GL_TEXTURE_2D); if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
checkGLcall("glEnable(GL_TEXTURE_2D)"); glDisable(GL_TEXTURE_CUBE_MAP_ARB);
glDisable(GL_TEXTURE_3D); checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
checkGLcall("glDisable(GL_TEXTURE_3D)");
if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
/* Binding textures is done by samplers. A dummy texture will be bound */
} }
if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
/* Binding textures is done by samplers. A dummy texture will be bound */
} }
} }