/* * Fixed function pipeline replacement using GL_NV_register_combiners * and GL_NV_texture_shader * * Copyright 2006 Henri Verbeet * Copyright 2008 Stefan Dösinger(for CodeWeavers) * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #include "config.h" #include "wine/port.h" #include #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); /* Context activation for state handlers is done by the caller. */ static void nvts_activate_dimensions(const struct wined3d_state *state, DWORD stage, struct wined3d_context *context) { const struct wined3d_gl_info *gl_info = context->gl_info; struct wined3d_texture *texture; BOOL bumpmap = FALSE; if (stage > 0 && (state->texture_states[stage - 1][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_BUMPENVMAP_LUMINANCE || state->texture_states[stage - 1][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_BUMPENVMAP)) { bumpmap = TRUE; context->texShaderBumpMap |= (1u << stage); } else { context->texShaderBumpMap &= ~(1u << stage); } if ((texture = state->textures[stage])) { switch (wined3d_texture_gl(texture)->target) { case GL_TEXTURE_2D: gl_info->gl_ops.gl.p_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: gl_info->gl_ops.gl.p_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: gl_info->gl_ops.gl.p_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: gl_info->gl_ops.gl.p_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; default: FIXME("Unhandled target %#x.\n", wined3d_texture_gl(texture)->target); break; } } else { gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE); checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE)"); } } struct tex_op_args { GLenum input[3]; GLenum mapping[3]; GLenum component_usage[3]; }; static GLenum d3dta_to_combiner_input(DWORD d3dta, DWORD stage, INT texture_idx) { switch (d3dta) { case WINED3DTA_DIFFUSE: return GL_PRIMARY_COLOR_NV; case WINED3DTA_CURRENT: if (stage) return GL_SPARE0_NV; else return GL_PRIMARY_COLOR_NV; case WINED3DTA_TEXTURE: if (texture_idx > -1) return GL_TEXTURE0_ARB + texture_idx; else return GL_PRIMARY_COLOR_NV; case WINED3DTA_TFACTOR: return GL_CONSTANT_COLOR0_NV; case WINED3DTA_SPECULAR: return GL_SECONDARY_COLOR_NV; case WINED3DTA_TEMP: return GL_SPARE1_NV; case WINED3DTA_CONSTANT: /* TODO: Support per stage constants (WINED3D_TSS_CONSTANT, NV_register_combiners2) */ FIXME("WINED3DTA_CONSTANT, not properly supported.\n"); return GL_CONSTANT_COLOR1_NV; default: FIXME("Unrecognized texture arg %#x\n", d3dta); return GL_TEXTURE; } } static GLenum invert_mapping(GLenum mapping) { if (mapping == GL_UNSIGNED_INVERT_NV) return GL_UNSIGNED_IDENTITY_NV; else if (mapping == GL_UNSIGNED_IDENTITY_NV) return GL_UNSIGNED_INVERT_NV; FIXME("Unhandled mapping %#x\n", mapping); return 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) { /* The WINED3DTA_COMPLEMENT flag specifies the complement of the input should * be used. */ if (arg & WINED3DTA_COMPLEMENT) *mapping = GL_UNSIGNED_INVERT_NV; else *mapping = GL_UNSIGNED_IDENTITY_NV; /* Clamp all values to positive ranges */ /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the input * should be used for all input components. */ if (is_alpha || arg & WINED3DTA_ALPHAREPLICATE) *component_usage = GL_ALPHA; else *component_usage = GL_RGB; *input = d3dta_to_combiner_input(arg & WINED3DTA_SELECTMASK, stage, 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) { struct tex_op_args tex_op_args = {{0}, {0}, {0}}; GLenum portion = is_alpha ? GL_ALPHA : GL_RGB; GLenum target = GL_COMBINER0_NV + stage; GLenum output; TRACE("stage %d, is_alpha %d, op %s, arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n", stage, is_alpha, debug_d3dtop(op), arg1, arg2, arg3, texture_idx); /* If a texture stage references an invalid texture unit the stage just * passes through the result from the previous stage */ if (is_invalid_op(state, stage, op, arg1, arg2, arg3)) { arg1 = WINED3DTA_CURRENT; op = WINED3D_TOP_SELECT_ARG1; } get_src_and_opr_nvrc(stage, arg1, is_alpha, &tex_op_args.input[0], &tex_op_args.mapping[0], &tex_op_args.component_usage[0], texture_idx); get_src_and_opr_nvrc(stage, arg2, is_alpha, &tex_op_args.input[1], &tex_op_args.mapping[1], &tex_op_args.component_usage[1], texture_idx); get_src_and_opr_nvrc(stage, arg3, is_alpha, &tex_op_args.input[2], &tex_op_args.mapping[2], &tex_op_args.component_usage[2], texture_idx); if(dst == WINED3DTA_TEMP) { output = GL_SPARE1_NV; } else { output = GL_SPARE0_NV; } switch (op) { case WINED3D_TOP_DISABLE: /* Only for alpha */ if (!is_alpha) ERR("Shouldn't be called for WINED3D_TSS_COLOR_OP (WINED3DTOP_DISABLE).\n"); /* Input, prev_alpha*1 */ GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA)); GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA)); /* Output */ GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE)); break; case WINED3D_TOP_SELECT_ARG1: case WINED3D_TOP_SELECT_ARG2: /* Input, arg*1 */ if (op == WINED3D_TOP_SELECT_ARG1) GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV, tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0])); else GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV, tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1])); GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, portion)); /* Output */ GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE)); break; case WINED3D_TOP_MODULATE: case WINED3D_TOP_MODULATE_2X: case WINED3D_TOP_MODULATE_4X: /* Input, arg1*arg2 */ GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV, tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0])); GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV, tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1])); /* Output */ if (op == WINED3D_TOP_MODULATE) GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE)); else if (op == WINED3D_TOP_MODULATE_2X) GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV, GL_DISCARD_NV, GL_SCALE_BY_TWO_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE)); else if (op == WINED3D_TOP_MODULATE_4X) GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV, GL_DISCARD_NV, GL_SCALE_BY_FOUR_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE)); break; case WINED3D_TOP_ADD: case WINED3D_TOP_ADD_SIGNED: case WINED3D_TOP_ADD_SIGNED_2X: /* Input, arg1*1+arg2*1 */ GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV, tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0])); GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, portion)); GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV, tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1])); GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, portion)); /* Output */ if (op == WINED3D_TOP_ADD) GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV, output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE)); else if (op == WINED3D_TOP_ADD_SIGNED) GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV, output, GL_NONE, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE)); else if (op == WINED3D_TOP_ADD_SIGNED_2X) GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV, output, GL_SCALE_BY_TWO_NV, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE)); break; case WINED3D_TOP_SUBTRACT: /* Input, arg1*1+-arg2*1 */ GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV, tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0])); GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, portion)); GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV, tex_op_args.input[1], GL_SIGNED_NEGATE_NV, tex_op_args.component_usage[1])); GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, portion)); /* Output */ GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV, output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE)); break; case WINED3D_TOP_ADD_SMOOTH: /* Input, arg1*1+(1-arg1)*arg2 */ GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV, tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0])); GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, portion)); GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV, tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), tex_op_args.component_usage[0])); GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV, tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1])); /* Output */ GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV, output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE)); break; case WINED3D_TOP_BLEND_DIFFUSE_ALPHA: case WINED3D_TOP_BLEND_TEXTURE_ALPHA: case WINED3D_TOP_BLEND_FACTOR_ALPHA: case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM: case WINED3D_TOP_BLEND_CURRENT_ALPHA: { GLenum alpha_src = GL_PRIMARY_COLOR_NV; if (op == WINED3D_TOP_BLEND_DIFFUSE_ALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_DIFFUSE, stage, texture_idx); else if (op == WINED3D_TOP_BLEND_TEXTURE_ALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx); else if (op == WINED3D_TOP_BLEND_FACTOR_ALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_TFACTOR, stage, texture_idx); else if (op == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM) alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx); else if (op == WINED3D_TOP_BLEND_CURRENT_ALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_CURRENT, stage, texture_idx); else FIXME("Unhandled texture op %s, shouldn't happen.\n", debug_d3dtop(op)); /* Input, arg1*alpha_src+arg2*(1-alpha_src) */ GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV, tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0])); if (op == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM) { GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, portion)); } else { GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV, alpha_src, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA)); } GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV, tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1])); GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV, alpha_src, GL_UNSIGNED_INVERT_NV, GL_ALPHA)); /* Output */ GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV, output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE)); break; } case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR: /* Input, arg1_alpha*arg2_rgb+arg1_rgb*1 */ if (is_alpha) ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEALPHA_ADDCOLOR).\n"); GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV, tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA)); GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV, tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1])); GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV, tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0])); GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, portion)); /* Output */ GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV, output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE)); break; case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA: /* Input, arg1_rgb*arg2_rgb+arg1_alpha*1 */ if (is_alpha) ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATECOLOR_ADDALPHA).\n"); GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV, tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0])); GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV, tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1])); GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV, tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA)); GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, portion)); /* Output */ GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV, output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE)); break; case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR: /* Input, (1-arg1_alpha)*arg2_rgb+arg1_rgb*1 */ if (is_alpha) ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEINVALPHA_ADDCOLOR).\n"); GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV, tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), GL_ALPHA)); GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV, tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1])); GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV, tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0])); GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, portion)); /* Output */ GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV, output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE)); break; case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA: /* Input, (1-arg1_rgb)*arg2_rgb+arg1_alpha*1 */ if (is_alpha) ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEINVCOLOR_ADDALPHA).\n"); GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV, tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), tex_op_args.component_usage[0])); GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV, tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1])); GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV, tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA)); GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, portion)); /* Output */ GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV, output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE)); break; case WINED3D_TOP_DOTPRODUCT3: /* Input, arg1 . arg2 */ /* FIXME: DX7 uses a different calculation? */ GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV, tex_op_args.input[0], GL_EXPAND_NORMAL_NV, tex_op_args.component_usage[0])); GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV, tex_op_args.input[1], GL_EXPAND_NORMAL_NV, tex_op_args.component_usage[1])); /* Output */ GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE)); break; case WINED3D_TOP_MULTIPLY_ADD: /* Input, arg3*1+arg1*arg2 */ GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV, tex_op_args.input[2], tex_op_args.mapping[2], tex_op_args.component_usage[2])); GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, portion)); GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV, tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0])); GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV, tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1])); /* Output */ GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV, output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE)); break; case WINED3D_TOP_LERP: /* Input, arg3*arg1+(1-arg3)*arg2 */ GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV, tex_op_args.input[2], tex_op_args.mapping[2], tex_op_args.component_usage[2])); GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV, tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0])); GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV, tex_op_args.input[2], invert_mapping(tex_op_args.mapping[2]), tex_op_args.component_usage[2])); GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV, tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1])); /* Output */ GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV, output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE)); break; case WINED3D_TOP_BUMPENVMAP_LUMINANCE: case WINED3D_TOP_BUMPENVMAP: if (!gl_info->supported[NV_TEXTURE_SHADER]) { WARN("BUMPENVMAP requires GL_NV_texture_shader in this codepath\n"); break; } /* The bump map stage itself isn't exciting, just read the texture. But tell the next stage to * perform bump mapping and source from the current stage. Pretty much a SELECTARG2. * ARG2 is passed through unmodified(apps will most likely use D3DTA_CURRENT for arg2, arg1 * (which will most likely be D3DTA_TEXTURE) is available as a texture shader input for the * next stage */ GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV, tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1])); GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, portion)); /* Always pass through to CURRENT, ignore temp arg */ GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE)); break; default: FIXME("Unhandled texture op: stage %d, is_alpha %d, op %s (%#x), arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d.\n", stage, is_alpha, debug_d3dtop(op), op, arg1, arg2, arg3, texture_idx); } checkGLcall("set_tex_op_nvrc()"); } static void nvrc_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); struct wined3d_context_gl *context_gl = wined3d_context_gl(context); BOOL tex_used = context->fixed_function_usage_map & (1u << stage); unsigned int mapped_stage = context_gl->tex_unit_map[stage]; const struct wined3d_gl_info *gl_info = context->gl_info; TRACE("Setting color op for stage %u.\n", stage); /* Using a pixel shader? Don't care for anything here, the shader applying does it */ if (use_ps(state)) return; if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage); if (mapped_stage != WINED3D_UNMAPPED_STAGE) { if (tex_used && mapped_stage >= gl_info->limits.textures) { FIXME("Attempt to enable unsupported stage!\n"); return; } context_active_texture(context, gl_info, mapped_stage); } if (context->lowest_disabled_stage > 0) { gl_info->gl_ops.gl.p_glEnable(GL_REGISTER_COMBINERS_NV); GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, context->lowest_disabled_stage)); } else { gl_info->gl_ops.gl.p_glDisable(GL_REGISTER_COMBINERS_NV); } if (stage >= context->lowest_disabled_stage) { TRACE("Stage disabled\n"); if (mapped_stage != WINED3D_UNMAPPED_STAGE) { /* Disable everything here */ gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D); checkGLcall("glDisable(GL_TEXTURE_2D)"); gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D); checkGLcall("glDisable(GL_TEXTURE_3D)"); if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) { gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB); checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)"); } if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) { gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB); checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)"); } if (gl_info->supported[NV_TEXTURE_SHADER2] && mapped_stage < gl_info->limits.textures) { gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE); } } /* All done */ return; } /* The sampler will also activate the correct texture dimensions, so no need to do it here * if the sampler for this stage is dirty */ if (!isStateDirty(context, STATE_SAMPLER(stage))) { if (tex_used) { if (gl_info->supported[NV_TEXTURE_SHADER2]) { nvts_activate_dimensions(state, stage, context); } else { texture_activate_dimensions(state->textures[stage], gl_info); } } } /* Set the texture combiners */ set_tex_op_nvrc(gl_info, state, FALSE, stage, state->texture_states[stage][WINED3D_TSS_COLOR_OP], state->texture_states[stage][WINED3D_TSS_COLOR_ARG1], state->texture_states[stage][WINED3D_TSS_COLOR_ARG2], state->texture_states[stage][WINED3D_TSS_COLOR_ARG0], mapped_stage, state->texture_states[stage][WINED3D_TSS_RESULT_ARG]); /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set, * thus the texture shader may have to be updated */ if (gl_info->supported[NV_TEXTURE_SHADER2]) { BOOL usesBump = (state->texture_states[stage][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_BUMPENVMAP_LUMINANCE || state->texture_states[stage][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_BUMPENVMAP); BOOL usedBump = !!(context->texShaderBumpMap & 1u << (stage + 1)); if (usesBump != usedBump) { context_active_texture(context, gl_info, mapped_stage + 1); nvts_activate_dimensions(state, stage + 1, context); context_active_texture(context, gl_info, mapped_stage); } } } static void nvrc_resultarg(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); TRACE("Setting result arg for stage %u.\n", stage); if (!isStateDirty(context, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP))) { context_apply_state(context, state, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP)); } if (!isStateDirty(context, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP))) { context_apply_state(context, state, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP)); } } static void nvts_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { struct wined3d_context_gl *context_gl = wined3d_context_gl(context); unsigned int sampler, mapped_stage; sampler = state_id - STATE_SAMPLER(0); mapped_stage = context_gl->tex_unit_map[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 == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures) return; if (sampler >= context->lowest_disabled_stage) return; if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP))) return; nvts_activate_dimensions(state, sampler, context); } static void nvts_bumpenvmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); struct wined3d_context_gl *context_gl = wined3d_context_gl(context); unsigned int mapped_stage = context_gl->tex_unit_map[stage + 1]; const struct wined3d_gl_info *gl_info = context->gl_info; float mat[2][2]; /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump * map offsetting is done in the stage reading the bump mapped texture, and the perturbation * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix * for stage + 1. Keep the nvrc tex unit mapping in mind too */ if (mapped_stage < gl_info->limits.textures) { context_active_texture(context, gl_info, mapped_stage); /* We can't just pass a pointer to the state to GL due to the * different matrix format (column major vs row major). */ mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]); mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]); mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]); mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]); gl_info->gl_ops.gl.p_glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, (float *)mat); checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)"); } } static void nvrc_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; struct wined3d_color color; wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]); GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &color.r)); } /* Context activation is done by the caller. */ static void nvrc_enable(const struct wined3d_gl_info *gl_info, BOOL enable) { if (enable) { gl_info->gl_ops.gl.p_glEnable(GL_REGISTER_COMBINERS_NV); checkGLcall("glEnable(GL_REGISTER_COMBINERS_NV)"); } else { gl_info->gl_ops.gl.p_glDisable(GL_REGISTER_COMBINERS_NV); checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)"); } } /* Context activation is done by the caller. */ static void nvts_enable(const struct wined3d_gl_info *gl_info, BOOL enable) { nvrc_enable(gl_info, enable); if (enable) { gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_SHADER_NV); checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)"); } else { gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_SHADER_NV); checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)"); } } static void nvrc_fragment_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps) { const struct wined3d_gl_info *gl_info = &adapter->gl_info; caps->wined3d_caps = 0; caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP; /* The caps below can be supported but aren't handled yet in utils.c * 'd3dta_to_combiner_input', disable them until support is fixed */ #if 0 if (gl_info->supported[NV_REGISTER_COMBINERS2]) caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_PERSTAGECONSTANT; #endif caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD | WINED3DTEXOPCAPS_ADDSIGNED | WINED3DTEXOPCAPS_ADDSIGNED2X | WINED3DTEXOPCAPS_MODULATE | WINED3DTEXOPCAPS_MODULATE2X | WINED3DTEXOPCAPS_MODULATE4X | WINED3DTEXOPCAPS_SELECTARG1 | WINED3DTEXOPCAPS_SELECTARG2 | WINED3DTEXOPCAPS_DISABLE | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA | WINED3DTEXOPCAPS_BLENDFACTORALPHA | WINED3DTEXOPCAPS_BLENDCURRENTALPHA | WINED3DTEXOPCAPS_LERP | WINED3DTEXOPCAPS_SUBTRACT | WINED3DTEXOPCAPS_ADDSMOOTH | WINED3DTEXOPCAPS_MULTIPLYADD | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM | WINED3DTEXOPCAPS_DOTPRODUCT3 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA; if (gl_info->supported[NV_TEXTURE_SHADER2]) { /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does * not support 3D textures. This asks for trouble if an app uses both bump mapping * and 3D textures. It also allows us to keep the code simpler by having texture * shaders constantly enabled. */ caps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP; /* TODO: Luminance bump map? */ } #if 0 /* FIXME: Add caps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE WINED3DTEXOPCAPS_PREMODULATE */ #endif caps->MaxTextureBlendStages = min(WINED3D_MAX_TEXTURES, gl_info->limits.general_combiners); caps->MaxSimultaneousTextures = gl_info->limits.textures; } static DWORD nvrc_fragment_get_emul_mask(const struct wined3d_gl_info *gl_info) { return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD; } static void *nvrc_fragment_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv) { return shader_priv; } /* Context activation is done by the caller. */ static void nvrc_fragment_free(struct wined3d_device *device, struct wined3d_context *context) {} /* Two fixed function pipeline implementations using GL_NV_register_combiners and * GL_NV_texture_shader. The nvts_fragment_pipeline assumes that both extensions * are available(geforce 3 and newer), while nvrc_fragment_pipeline uses only the * register combiners extension(Pre-GF3). */ static BOOL nvts_color_fixup_supported(struct color_fixup_desc fixup) { /* We only support identity conversions. */ return is_identity_fixup(fixup); } static const struct wined3d_state_entry_template nvrc_fragmentstate_template[] = { { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 }, { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), nvrc_resultarg }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 }, { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), nvrc_resultarg }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 }, { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), nvrc_resultarg }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 }, { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), nvrc_resultarg }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 }, { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), nvrc_resultarg }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 }, { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), nvrc_resultarg }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 }, { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), nvrc_resultarg }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 }, { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), nvrc_resultarg }, WINED3D_GL_EXT_NONE }, { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), apply_pixelshader }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), nvrc_texfactor }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_alpha_test }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_COLOR_KEY, { STATE_COLOR_KEY, state_nop }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(0), { STATE_SAMPLER(0), nvts_texdim }, NV_TEXTURE_SHADER2 }, { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(1), { STATE_SAMPLER(1), nvts_texdim }, NV_TEXTURE_SHADER2 }, { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(2), { STATE_SAMPLER(2), nvts_texdim }, NV_TEXTURE_SHADER2 }, { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(3), { STATE_SAMPLER(3), nvts_texdim }, NV_TEXTURE_SHADER2 }, { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(4), { STATE_SAMPLER(4), nvts_texdim }, NV_TEXTURE_SHADER2 }, { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(5), { STATE_SAMPLER(5), nvts_texdim }, NV_TEXTURE_SHADER2 }, { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(6), { STATE_SAMPLER(6), nvts_texdim }, NV_TEXTURE_SHADER2 }, { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(7), { STATE_SAMPLER(7), nvts_texdim }, NV_TEXTURE_SHADER2 }, { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE }, {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE }, }; static BOOL nvrc_context_alloc(struct wined3d_context *context) { return TRUE; } static void nvrc_context_free(struct wined3d_context *context) { } const struct fragment_pipeline nvts_fragment_pipeline = { nvts_enable, nvrc_fragment_get_caps, nvrc_fragment_get_emul_mask, nvrc_fragment_alloc, nvrc_fragment_free, nvrc_context_alloc, nvrc_context_free, nvts_color_fixup_supported, nvrc_fragmentstate_template, }; const struct fragment_pipeline nvrc_fragment_pipeline = { nvrc_enable, nvrc_fragment_get_caps, nvrc_fragment_get_emul_mask, nvrc_fragment_alloc, nvrc_fragment_free, nvrc_context_alloc, nvrc_context_free, nvts_color_fixup_supported, nvrc_fragmentstate_template, };