wined3d: Reinstall the nvrc texture unit mapping.
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@ -2079,6 +2079,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPR
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/* TODO: Test if OpenGL is compiled in and loaded */
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/* Initialize the texture unit mapping to a 1:1 mapping */
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for(state = 0; state < MAX_SAMPLERS; state++) {
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This->texUnitMap[state] = state;
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}
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This->oneToOneTexUnitMap = TRUE;
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/* Setup the implicit swapchain */
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TRACE("Creating implicit swapchain\n");
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if (D3D_OK != D3DCB_CreateAdditionalSwapChain((IUnknown *) This->parent, pPresentationParameters, (IWineD3DSwapChain **)&swapchain) || swapchain == NULL) {
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@ -3676,6 +3682,72 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(
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return WINED3D_OK;
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}
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static inline void markTextureStagesDirty(IWineD3DDeviceImpl *This, DWORD stage) {
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DWORD i;
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for(i = 0; i < WINED3D_HIGHEST_TEXTURE_STATE; i++) {
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, i));
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}
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}
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static void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) {
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DWORD i, tex;
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/* This code can assume that GL_NV_register_combiners are supported, otherwise
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* it is never called.
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*
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* Rules are:
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* -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
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* that would be really messy and require shader recompilation
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* -> When the mapping of a stage is changed, sampler and ALL texture stage states have
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* to be reset. Because of that try to work with a 1:1 mapping as much as possible
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* -> Whith a 1:1 mapping oneToOneTexUnitMap is set to avoid checking MAX_SAMPLERS array
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* entries to make pixel shaders cheaper. MAX_SAMPLERS will be 128 in dx10
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*/
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if(This->stateBlock->pixelShader || This->stateBlock->lowest_disabled_stage <= GL_LIMITS(textures)) {
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if(This->oneToOneTexUnitMap) {
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TRACE("Not touching 1:1 map\n");
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return;
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}
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TRACE("Restoring 1:1 texture unit mapping\n");
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/* Restore a 1:1 mapping */
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for(i = 0; i < MAX_SAMPLERS; i++) {
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if(This->texUnitMap[i] != i) {
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This->texUnitMap[i] = i;
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
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markTextureStagesDirty(This, i);
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}
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}
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This->oneToOneTexUnitMap = TRUE;
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return;
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} else {
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/* No pixel shader, and we do not have enought texture units available. Try to skip NULL textures
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* First, see if we can succeed at all
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*/
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tex = 0;
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for(i = 0; i < This->stateBlock->lowest_disabled_stage; i++) {
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if(This->stateBlock->textures[i] == NULL) tex++;
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}
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if(GL_LIMITS(textures) + tex < This->stateBlock->lowest_disabled_stage) {
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FIXME("Too many bound textures to support the combiner settings\n");
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return;
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}
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/* Now work out the mapping */
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tex = 0;
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This->oneToOneTexUnitMap = FALSE;
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FIXME("Non 1:1 mapping UNTESTED!\n");
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for(i = 0; i < This->stateBlock->lowest_disabled_stage; i++) {
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if(This->stateBlock->textures[i] == NULL) tex++;
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TRACE("Mapping texture stage %d to unit %d\n", i, tex);
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if(This->texUnitMap[i] != tex) {
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This->texUnitMap[i] = tex;
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
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markTextureStagesDirty(This, i);
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}
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}
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}
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}
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static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader *pShader) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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IWineD3DPixelShader *oldShader = This->updateStateBlock->pixelShader;
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@ -3707,6 +3779,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, I
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TRACE("(%p) : setting pShader(%p)\n", This, pShader);
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADER);
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/* Rebuild the texture unit mapping if nvrc's are supported */
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if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
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IWineD3DDeviceImpl_FindTexUnitMap(This);
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}
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return WINED3D_OK;
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}
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@ -4436,6 +4514,13 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *if
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, Type));
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/* Rebuild the stage -> gl texture unit mapping if register combiners are supported
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* If there is a pixel shader there will be a 1:1 mapping, no need to touch it. SetPixelShader
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* will call FindTexUnitMap too.
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*/
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if(GL_SUPPORT(NV_REGISTER_COMBINERS) && !This->stateBlock->pixelShader) {
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IWineD3DDeviceImpl_FindTexUnitMap(This);
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}
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return WINED3D_OK;
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}
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@ -4549,6 +4634,13 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(Stage));
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/* Verify the texture unit mapping(and rebuild it if needed) if we use nvrcs and no
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* pixel shader is used
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*/
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if(GL_SUPPORT(NV_REGISTER_COMBINERS) && !This->stateBlock->pixelShader) {
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IWineD3DDeviceImpl_FindTexUnitMap(This);
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}
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return WINED3D_OK;
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}
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@ -1362,14 +1362,15 @@ static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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/* TODO: register combiners! */
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if(stage >= GL_LIMITS(sampler_stages)) {
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if(stage != stateblock->wineD3DDevice->texUnitMap[stage]) ERR("Foo: %d is %d!\n", stage, stateblock->wineD3DDevice->texUnitMap[stage]);
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if(stateblock->wineD3DDevice->texUnitMap[stage] >= GL_LIMITS(sampler_stages)) {
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if(stateblock->textureState[stage][WINED3DTSS_COLOROP] != WINED3DTOP_DISABLE &&
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stateblock->textureState[stage][WINED3DTSS_COLOROP] != 0) {
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FIXME("Attempt to enable unsupported stage!\n");
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}
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return;
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}
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage));
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stateblock->wineD3DDevice->texUnitMap[stage]));
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checkGLcall("glActiveTextureARB");
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} else if (stage > 0) {
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WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
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@ -1408,7 +1409,7 @@ static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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stateblock->textureState[stage][WINED3DTSS_COLORARG1],
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stateblock->textureState[stage][WINED3DTSS_COLORARG2],
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stateblock->textureState[stage][WINED3DTSS_COLORARG0],
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stage);
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stateblock->wineD3DDevice->texUnitMap[stage]);
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} else {
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set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
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stateblock->textureState[stage][WINED3DTSS_COLOROP],
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@ -1432,7 +1433,7 @@ static void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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}
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return;
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}
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage));
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stateblock->wineD3DDevice->texUnitMap[stage]));
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checkGLcall("glActiveTextureARB");
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} else if (stage > 0) {
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/* We can't do anything here */
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@ -1447,7 +1448,7 @@ static void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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stateblock->textureState[stage][WINED3DTSS_ALPHAARG1],
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stateblock->textureState[stage][WINED3DTSS_ALPHAARG2],
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stateblock->textureState[stage][WINED3DTSS_ALPHAARG0],
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stage);
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stateblock->wineD3DDevice->texUnitMap[stage]);
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} else {
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set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage, stateblock->textureState[stage][WINED3DTSS_ALPHAOP],
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stateblock->textureState[stage][WINED3DTSS_ALPHAARG1],
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@ -1464,7 +1465,7 @@ static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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if(stage >= GL_LIMITS(sampler_stages)) {
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return;
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}
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage));
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stateblock->wineD3DDevice->texUnitMap[stage]));
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checkGLcall("glActiveTextureARB");
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} else if (stage > 0) {
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/* We can't do anything here */
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@ -1661,7 +1662,7 @@ static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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if(sampler >= GL_LIMITS(sampler_stages)) {
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return;
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}
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + sampler));
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stateblock->wineD3DDevice->texUnitMap[sampler]));
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checkGLcall("glActiveTextureARB");
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} else if (sampler > 0) {
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/* We can't do anything here */
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@ -652,6 +652,10 @@ typedef struct IWineD3DDeviceImpl
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DWORD numDirtyEntries;
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DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
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/* With register combiners we can skip junk texture stages */
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DWORD texUnitMap[MAX_SAMPLERS];
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BOOL oneToOneTexUnitMap;
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} IWineD3DDeviceImpl;
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extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
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