/* * 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 #include #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); #define GLINFO_LOCATION (*gl_info) static void nvrc_enable(IWineD3DDevice *iface, BOOL enable) { } static void nvts_enable(IWineD3DDevice *iface, BOOL enable) { if(enable) { glEnable(GL_TEXTURE_SHADER_NV); checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)"); } else { glDisable(GL_TEXTURE_SHADER_NV); checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)"); } } static void nvrc_fragment_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct fragment_caps *pCaps) { pCaps->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_SUPPORT(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. */ pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP; /* TODO: Luminance bump map? */ } #if 0 /* FIXME: Add pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE WINED3DTEXOPCAPS_PREMODULATE */ #endif pCaps->MaxTextureBlendStages = GL_LIMITS(texture_stages); pCaps->MaxSimultaneousTextures = GL_LIMITS(textures); pCaps->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_SUPPORT(NV_REGISTER_COMBINERS2)) pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_PERSTAGECONSTANT; #endif } static HRESULT nvrc_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; } static void nvrc_fragment_free(IWineD3DDevice *iface) {} /* 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). */ const struct fragment_pipeline nvts_fragment_pipeline = { nvts_enable, nvrc_fragment_get_caps, nvrc_fragment_alloc, nvrc_fragment_free, ffp_fragmentstate_template }; const struct fragment_pipeline nvrc_fragment_pipeline = { nvrc_enable, nvrc_fragment_get_caps, nvrc_fragment_alloc, nvrc_fragment_free, ffp_fragmentstate_template };