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wine
wine-cw
Commits
df97fd3e
Commit
df97fd3e
authored
Dec 19, 2006
by
Stefan Dösinger
Committed by
Alexandre Julliard
Dec 20, 2006
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Plain Diff
wined3d: Reinstall the nvrc texture unit mapping.
parent
a008003c
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Side-by-side
Showing
3 changed files
with
104 additions
and
7 deletions
+104
-7
device.c
dlls/wined3d/device.c
+92
-0
state.c
dlls/wined3d/state.c
+8
-7
wined3d_private.h
dlls/wined3d/wined3d_private.h
+4
-0
No files found.
dlls/wined3d/device.c
View file @
df97fd3e
...
...
@@ -2079,6 +2079,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPR
/* TODO: Test if OpenGL is compiled in and loaded */
/* Initialize the texture unit mapping to a 1:1 mapping */
for
(
state
=
0
;
state
<
MAX_SAMPLERS
;
state
++
)
{
This
->
texUnitMap
[
state
]
=
state
;
}
This
->
oneToOneTexUnitMap
=
TRUE
;
/* Setup the implicit swapchain */
TRACE
(
"Creating implicit swapchain
\n
"
);
if
(
D3D_OK
!=
D3DCB_CreateAdditionalSwapChain
((
IUnknown
*
)
This
->
parent
,
pPresentationParameters
,
(
IWineD3DSwapChain
**
)
&
swapchain
)
||
swapchain
==
NULL
)
{
...
...
@@ -3676,6 +3682,72 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(
return
WINED3D_OK
;
}
static
inline
void
markTextureStagesDirty
(
IWineD3DDeviceImpl
*
This
,
DWORD
stage
)
{
DWORD
i
;
for
(
i
=
0
;
i
<
WINED3D_HIGHEST_TEXTURE_STATE
;
i
++
)
{
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_TEXTURESTAGE
(
stage
,
i
));
}
}
static
void
IWineD3DDeviceImpl_FindTexUnitMap
(
IWineD3DDeviceImpl
*
This
)
{
DWORD
i
,
tex
;
/* This code can assume that GL_NV_register_combiners are supported, otherwise
* it is never called.
*
* Rules are:
* -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
* that would be really messy and require shader recompilation
* -> When the mapping of a stage is changed, sampler and ALL texture stage states have
* to be reset. Because of that try to work with a 1:1 mapping as much as possible
* -> Whith a 1:1 mapping oneToOneTexUnitMap is set to avoid checking MAX_SAMPLERS array
* entries to make pixel shaders cheaper. MAX_SAMPLERS will be 128 in dx10
*/
if
(
This
->
stateBlock
->
pixelShader
||
This
->
stateBlock
->
lowest_disabled_stage
<=
GL_LIMITS
(
textures
))
{
if
(
This
->
oneToOneTexUnitMap
)
{
TRACE
(
"Not touching 1:1 map
\n
"
);
return
;
}
TRACE
(
"Restoring 1:1 texture unit mapping
\n
"
);
/* Restore a 1:1 mapping */
for
(
i
=
0
;
i
<
MAX_SAMPLERS
;
i
++
)
{
if
(
This
->
texUnitMap
[
i
]
!=
i
)
{
This
->
texUnitMap
[
i
]
=
i
;
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_SAMPLER
(
i
));
markTextureStagesDirty
(
This
,
i
);
}
}
This
->
oneToOneTexUnitMap
=
TRUE
;
return
;
}
else
{
/* No pixel shader, and we do not have enought texture units available. Try to skip NULL textures
* First, see if we can succeed at all
*/
tex
=
0
;
for
(
i
=
0
;
i
<
This
->
stateBlock
->
lowest_disabled_stage
;
i
++
)
{
if
(
This
->
stateBlock
->
textures
[
i
]
==
NULL
)
tex
++
;
}
if
(
GL_LIMITS
(
textures
)
+
tex
<
This
->
stateBlock
->
lowest_disabled_stage
)
{
FIXME
(
"Too many bound textures to support the combiner settings
\n
"
);
return
;
}
/* Now work out the mapping */
tex
=
0
;
This
->
oneToOneTexUnitMap
=
FALSE
;
FIXME
(
"Non 1:1 mapping UNTESTED!
\n
"
);
for
(
i
=
0
;
i
<
This
->
stateBlock
->
lowest_disabled_stage
;
i
++
)
{
if
(
This
->
stateBlock
->
textures
[
i
]
==
NULL
)
tex
++
;
TRACE
(
"Mapping texture stage %d to unit %d
\n
"
,
i
,
tex
);
if
(
This
->
texUnitMap
[
i
]
!=
tex
)
{
This
->
texUnitMap
[
i
]
=
tex
;
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_SAMPLER
(
i
));
markTextureStagesDirty
(
This
,
i
);
}
}
}
}
static
HRESULT
WINAPI
IWineD3DDeviceImpl_SetPixelShader
(
IWineD3DDevice
*
iface
,
IWineD3DPixelShader
*
pShader
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
IWineD3DPixelShader
*
oldShader
=
This
->
updateStateBlock
->
pixelShader
;
...
...
@@ -3707,6 +3779,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, I
TRACE
(
"(%p) : setting pShader(%p)
\n
"
,
This
,
pShader
);
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_PIXELSHADER
);
/* Rebuild the texture unit mapping if nvrc's are supported */
if
(
GL_SUPPORT
(
NV_REGISTER_COMBINERS
))
{
IWineD3DDeviceImpl_FindTexUnitMap
(
This
);
}
return
WINED3D_OK
;
}
...
...
@@ -4436,6 +4514,13 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *if
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_TEXTURESTAGE
(
Stage
,
Type
));
/* Rebuild the stage -> gl texture unit mapping if register combiners are supported
* If there is a pixel shader there will be a 1:1 mapping, no need to touch it. SetPixelShader
* will call FindTexUnitMap too.
*/
if
(
GL_SUPPORT
(
NV_REGISTER_COMBINERS
)
&&
!
This
->
stateBlock
->
pixelShader
)
{
IWineD3DDeviceImpl_FindTexUnitMap
(
This
);
}
return
WINED3D_OK
;
}
...
...
@@ -4549,6 +4634,13 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_SAMPLER
(
Stage
));
/* Verify the texture unit mapping(and rebuild it if needed) if we use nvrcs and no
* pixel shader is used
*/
if
(
GL_SUPPORT
(
NV_REGISTER_COMBINERS
)
&&
!
This
->
stateBlock
->
pixelShader
)
{
IWineD3DDeviceImpl_FindTexUnitMap
(
This
);
}
return
WINED3D_OK
;
}
...
...
dlls/wined3d/state.c
View file @
df97fd3e
...
...
@@ -1362,14 +1362,15 @@ static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock) {
if
(
GL_SUPPORT
(
ARB_MULTITEXTURE
))
{
/* TODO: register combiners! */
if
(
stage
>=
GL_LIMITS
(
sampler_stages
))
{
if
(
stage
!=
stateblock
->
wineD3DDevice
->
texUnitMap
[
stage
])
ERR
(
"Foo: %d is %d!
\n
"
,
stage
,
stateblock
->
wineD3DDevice
->
texUnitMap
[
stage
]);
if
(
stateblock
->
wineD3DDevice
->
texUnitMap
[
stage
]
>=
GL_LIMITS
(
sampler_stages
))
{
if
(
stateblock
->
textureState
[
stage
][
WINED3DTSS_COLOROP
]
!=
WINED3DTOP_DISABLE
&&
stateblock
->
textureState
[
stage
][
WINED3DTSS_COLOROP
]
!=
0
)
{
FIXME
(
"Attempt to enable unsupported stage!
\n
"
);
}
return
;
}
GL_EXTCALL
(
glActiveTextureARB
(
GL_TEXTURE0_ARB
+
sta
ge
));
GL_EXTCALL
(
glActiveTextureARB
(
GL_TEXTURE0_ARB
+
sta
teblock
->
wineD3DDevice
->
texUnitMap
[
stage
]
));
checkGLcall
(
"glActiveTextureARB"
);
}
else
if
(
stage
>
0
)
{
WARN
(
"Program using multiple concurrent textures which this opengl implementation doesn't support
\n
"
);
...
...
@@ -1408,7 +1409,7 @@ static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock) {
stateblock
->
textureState
[
stage
][
WINED3DTSS_COLORARG1
],
stateblock
->
textureState
[
stage
][
WINED3DTSS_COLORARG2
],
stateblock
->
textureState
[
stage
][
WINED3DTSS_COLORARG0
],
sta
ge
);
sta
teblock
->
wineD3DDevice
->
texUnitMap
[
stage
]
);
}
else
{
set_tex_op
((
IWineD3DDevice
*
)
stateblock
->
wineD3DDevice
,
FALSE
,
stage
,
stateblock
->
textureState
[
stage
][
WINED3DTSS_COLOROP
],
...
...
@@ -1432,7 +1433,7 @@ static void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock) {
}
return
;
}
GL_EXTCALL
(
glActiveTextureARB
(
GL_TEXTURE0_ARB
+
sta
ge
));
GL_EXTCALL
(
glActiveTextureARB
(
GL_TEXTURE0_ARB
+
sta
teblock
->
wineD3DDevice
->
texUnitMap
[
stage
]
));
checkGLcall
(
"glActiveTextureARB"
);
}
else
if
(
stage
>
0
)
{
/* We can't do anything here */
...
...
@@ -1447,7 +1448,7 @@ static void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock) {
stateblock
->
textureState
[
stage
][
WINED3DTSS_ALPHAARG1
],
stateblock
->
textureState
[
stage
][
WINED3DTSS_ALPHAARG2
],
stateblock
->
textureState
[
stage
][
WINED3DTSS_ALPHAARG0
],
sta
ge
);
sta
teblock
->
wineD3DDevice
->
texUnitMap
[
stage
]
);
}
else
{
set_tex_op
((
IWineD3DDevice
*
)
stateblock
->
wineD3DDevice
,
TRUE
,
stage
,
stateblock
->
textureState
[
stage
][
WINED3DTSS_ALPHAOP
],
stateblock
->
textureState
[
stage
][
WINED3DTSS_ALPHAARG1
],
...
...
@@ -1464,7 +1465,7 @@ static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock) {
if
(
stage
>=
GL_LIMITS
(
sampler_stages
))
{
return
;
}
GL_EXTCALL
(
glActiveTextureARB
(
GL_TEXTURE0_ARB
+
sta
ge
));
GL_EXTCALL
(
glActiveTextureARB
(
GL_TEXTURE0_ARB
+
sta
teblock
->
wineD3DDevice
->
texUnitMap
[
stage
]
));
checkGLcall
(
"glActiveTextureARB"
);
}
else
if
(
stage
>
0
)
{
/* We can't do anything here */
...
...
@@ -1661,7 +1662,7 @@ static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock) {
if
(
sampler
>=
GL_LIMITS
(
sampler_stages
))
{
return
;
}
GL_EXTCALL
(
glActiveTextureARB
(
GL_TEXTURE0_ARB
+
s
ampler
));
GL_EXTCALL
(
glActiveTextureARB
(
GL_TEXTURE0_ARB
+
s
tateblock
->
wineD3DDevice
->
texUnitMap
[
sampler
]
));
checkGLcall
(
"glActiveTextureARB"
);
}
else
if
(
sampler
>
0
)
{
/* We can't do anything here */
...
...
dlls/wined3d/wined3d_private.h
View file @
df97fd3e
...
...
@@ -652,6 +652,10 @@ typedef struct IWineD3DDeviceImpl
DWORD
numDirtyEntries
;
DWORD
isStateDirty
[
STATE_HIGHEST
/
32
+
1
];
/* Bitmap to find out quickly if a state is dirty */
/* With register combiners we can skip junk texture stages */
DWORD
texUnitMap
[
MAX_SAMPLERS
];
BOOL
oneToOneTexUnitMap
;
}
IWineD3DDeviceImpl
;
extern
const
IWineD3DDeviceVtbl
IWineD3DDevice_Vtbl
;
...
...
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