ATI cards prior to the radeon HD series did not have unconditional non
power of two support. So far we've used texture_rectangle for that, or
created a bigger power of two texture with padding. This had the
disadvantage that we had to correct the coordinates, which causes
extreme problems with shaders(doesn't work, pretty much).
Both the MacOS and the fglrx driver have support for
GL_ARB_texture_non_power_of_two, and run it on the hardware as long as
we stay within the texture_rectangle limitations. This allows us to
have conditional non power of two textures with normalized
coordinates. This patch adds an internal extension, and the code
creates a regular GL_TEXTURE_2D texture with NP2 size, but refuses
mipmapping, filtering and texture_rectangle incompatible
operations. This makes np2 textures work with shaders on fglrx and
macos.
This patch adds a new field to the state templates. If this extension
field is != 0, then the line is only applied to the final state table
if the extension is supported. Once a line is applied to the final
table, all further templates for this state from the same pipeline
part are ignored. This allows removing some extension checks from the
state handlers, which cleans them up and saves a few CPU cycles when
applying the states.
This code creates the structures and the pipeline selection, as well
as the caps filling. It does not yet move the actual code around,
since this will be a bigger task.
Since atifs is only doing the fragment pipeline replacement right now
there is no need for the shader backend structure any longer. The ffp
private data is stored in new fragment pipeline private data(which
could potentially be set to equal the shader private data if needed).
It isn't related to the shader backend any longer. The nvts_enable in
the ffp code isn't quite right as well, it should be moved away once
there is a dedicated nvts fragment pipeline replacement
Calling shader_select() from inside depth_blt() isn't necessarily
safe. shader_select() assumes CompileShader() has been called for the
current shaders, but that depends on STATE_VSHADER / STATE_PIXELSHADER
being applied. That isn't always true when depth_blt() gets called,
with the result that sometimes GLSL programs could be created with no
shader objects attached.
For now the atifs selection sticks to the old rules, thus it is bound to
the available and selected shader capabilities. We may want to change that
in the future.
The idea of this patchset is to split the monolithic state set into 3
parts, vertex processing, fragment processing and other states(depth,
stencil, scissor, ...). The states will be provided in templates which
can be (mostly) independently combined, and are merged into a single
state table at device creation time. This way we retain the advantages
of the single state table and having the advantage of separated
pipeline implementations which can be combined without any manually
written glue code.
This gets rid of depth_copy_state in the device, and instead tracks
the most up to date location per-surface. This makes things a lot
easier to follow, and allows us to make a copy when switching depth
stencils in SetDepthStencilSurface().
This makes the depth copy independent of the currently attached render
targets. This is important for the next patch because it might do a
depth copy when the render targets aren't in a valid configuration
(SetDepthStencilSurface()).
SetupForBlit sets up the GL viewport and projection matrix for
screen-cordinate access to the framebuffer. These settings were not
updated if the other gl states were already set up for blitting. Guild
Wars reads back an offscreen rendered texture from the framebuffer,
which currently sets up CTXUSAGE_BLIT, then changes the render target,
and draws to the texture, which has to be reloaded from system memory
before it can be rendered to(since GW loaded some data into it). If the
two render targets had different size this failed.
SM3.0 requires 10 4 component float varyings for passing stuff between
vertex and pixel shaders. GF7 and earlier report 8 generic varyings +
gl_Color and gl_SecondaryColor in GLSL. This patch allows us to use
gl_Color and gl_SecondaryColor to get 2 extra varyings, which some
games, like C&C3 with highest gfx settings, require.
The previous logic assumed that if NVTS or ATIFS are available they
will be used. This happens to be true for NVTS, but ATIFS is only used
if neither ARBFP nor GLSL are supported. This breaks fixed function
fragment processing on ATI r300 and newer cards
This makes it easier to make this a per texture / per adapter property.
Somewhen we should rename the remaining lookup type in the general
lookup table to wraplookup.
OpenGL always offers filtering on all formats, and if the hardware
doesn't support it the driver falls back to software. Direct3D on the
other hand silently disables filtering, so that's what we should do too.
This adds code for handling fixed function fragment processing with the
GL_ATI_fragment_shader extension. This is a sort-of programmable
interface for fragment processing at the level of shader model 1.4 in
d3d. This code is of use on r200, r250 and r280 cards(radeon 8500 to
9200) which do not support GL_ARB_fragment_program, but support pixel
shader 1.4 on Windows. This code is somewhat a counterpart to the
existing fragment processing code using GL_NV_register_combiners and
GL_NV_texture_shader.