120 lines
5.0 KiB
C
120 lines
5.0 KiB
C
/*
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* Fixed function pipeline replacement using GL_NV_register_combiners
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* and GL_NV_texture_shader
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*
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* Copyright 2006 Henri Verbeet
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* Copyright 2008 Stefan Dösinger(for CodeWeavers)
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include <math.h>
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#include <stdio.h>
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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#define GLINFO_LOCATION (*gl_info)
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static void nvrc_enable(IWineD3DDevice *iface, BOOL enable) { }
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static void nvts_enable(IWineD3DDevice *iface, BOOL enable) {
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if(enable) {
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glEnable(GL_TEXTURE_SHADER_NV);
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checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
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} else {
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glDisable(GL_TEXTURE_SHADER_NV);
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checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
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}
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}
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static void nvrc_fragment_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct fragment_caps *pCaps) {
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pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
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WINED3DTEXOPCAPS_ADDSIGNED |
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WINED3DTEXOPCAPS_ADDSIGNED2X |
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WINED3DTEXOPCAPS_MODULATE |
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WINED3DTEXOPCAPS_MODULATE2X |
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WINED3DTEXOPCAPS_MODULATE4X |
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WINED3DTEXOPCAPS_SELECTARG1 |
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WINED3DTEXOPCAPS_SELECTARG2 |
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WINED3DTEXOPCAPS_DISABLE |
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WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
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WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
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WINED3DTEXOPCAPS_BLENDFACTORALPHA |
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WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
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WINED3DTEXOPCAPS_LERP |
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WINED3DTEXOPCAPS_SUBTRACT |
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WINED3DTEXOPCAPS_ADDSMOOTH |
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WINED3DTEXOPCAPS_MULTIPLYADD |
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WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
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WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
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WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
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WINED3DTEXOPCAPS_DOTPRODUCT3 |
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WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
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WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA;
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if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
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/* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
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* not support 3D textures. This asks for trouble if an app uses both bump mapping
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* and 3D textures. It also allows us to keep the code simpler by having texture
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* shaders constantly enabled.
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*/
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pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
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/* TODO: Luminance bump map? */
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}
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#if 0
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/* FIXME: Add
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pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
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WINED3DTEXOPCAPS_PREMODULATE */
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#endif
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pCaps->MaxTextureBlendStages = GL_LIMITS(texture_stages);
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pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
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pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
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/* The caps below can be supported but aren't handled yet in utils.c 'd3dta_to_combiner_input', disable them until support is fixed */
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#if 0
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if (GL_SUPPORT(NV_REGISTER_COMBINERS2))
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pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_PERSTAGECONSTANT;
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#endif
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}
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static HRESULT nvrc_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
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static void nvrc_fragment_free(IWineD3DDevice *iface) {}
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/* Two fixed function pipeline implementations using GL_NV_register_combiners and
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* GL_NV_texture_shader. The nvts_fragment_pipeline assumes that both extensions
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* are available(geforce 3 and newer), while nvrc_fragment_pipeline uses only the
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* register combiners extension(Pre-GF3).
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*/
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const struct fragment_pipeline nvts_fragment_pipeline = {
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nvts_enable,
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nvrc_fragment_get_caps,
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nvrc_fragment_alloc,
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nvrc_fragment_free,
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ffp_fragmentstate_template
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};
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const struct fragment_pipeline nvrc_fragment_pipeline = {
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nvrc_enable,
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nvrc_fragment_get_caps,
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nvrc_fragment_alloc,
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nvrc_fragment_free,
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ffp_fragmentstate_template
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};
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