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wine
wine-winehq
Commits
e65679f4
Commit
e65679f4
authored
Nov 12, 2023
by
Zebediah Figura
Committed by
Alexandre Julliard
Mar 05, 2024
Browse files
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Plain Diff
wined3d/nvrc: Move FFP bumpenv constant loading to nvrc_apply_draw_state().
parent
8f2586cf
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2 changed files
with
40 additions
and
54 deletions
+40
-54
nvidia_texture_shader.c
dlls/wined3d/nvidia_texture_shader.c
+28
-54
wined3d_private.h
dlls/wined3d/wined3d_private.h
+12
-0
No files found.
dlls/wined3d/nvidia_texture_shader.c
View file @
e65679f4
...
...
@@ -620,32 +620,34 @@ static void nvts_texdim(struct wined3d_context *context, const struct wined3d_st
nvts_activate_dimensions
(
state
,
sampler
,
context_gl
);
}
static
void
nv
ts_bumpenvmat
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
static
void
nv
rc_update_bumpenv_constants
(
struct
wined3d_context_gl
*
context_gl
,
const
struct
wined3d_state
*
state
)
{
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
->
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
.
ffp_textures
)
for
(
unsigned
int
i
=
0
;
i
<
WINED3D_MAX_FFP_TEXTURES
;
++
i
)
{
wined3d_context_gl_active_texture
(
context_gl
,
gl_info
,
mapped_stage
);
unsigned
int
mapped_stage
=
context_gl
->
tex_unit_map
[
i
+
1
];
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
.
ffp_textures
)
{
wined3d_context_gl_active_texture
(
context_gl
,
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)"
);
/* 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_to_int
(
state
->
texture_states
[
i
][
WINED3D_TSS_BUMPENV_MAT00
]);
mat
[
1
][
0
]
=
float_to_int
(
state
->
texture_states
[
i
][
WINED3D_TSS_BUMPENV_MAT01
]);
mat
[
0
][
1
]
=
float_to_int
(
state
->
texture_states
[
i
][
WINED3D_TSS_BUMPENV_MAT10
]);
mat
[
1
][
1
]
=
float_to_int
(
state
->
texture_states
[
i
][
WINED3D_TSS_BUMPENV_MAT11
]);
gl_info
->
gl_ops
.
gl
.
p_glTexEnvfv
(
GL_TEXTURE_SHADER_NV
,
GL_OFFSET_TEXTURE_MATRIX_NV
,
&
mat
[
0
][
0
]);
checkGLcall
(
"glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)"
);
}
}
}
...
...
@@ -657,7 +659,8 @@ static void nvrc_texfactor(struct wined3d_context *context, const struct wined3d
/* Context activation is done by the caller. */
static
void
nvrc_apply_draw_state
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
)
{
const
struct
wined3d_gl_info
*
gl_info
=
wined3d_context_gl_const
(
context
)
->
gl_info
;
struct
wined3d_context_gl
*
context_gl
=
wined3d_context_gl
(
context
);
const
struct
wined3d_gl_info
*
gl_info
=
context_gl
->
gl_info
;
struct
wined3d_color
color
;
if
(
use_ps
(
state
))
...
...
@@ -675,6 +678,9 @@ static void nvrc_apply_draw_state(struct wined3d_context *context, const struct
wined3d_color_from_d3dcolor
(
&
color
,
state
->
render_states
[
WINED3D_RS_TEXTUREFACTOR
]);
GL_EXTCALL
(
glCombinerParameterfvNV
(
GL_CONSTANT_COLOR0_NV
,
&
color
.
r
));
}
if
(
context
->
constant_update_mask
&
WINED3D_SHADER_CONST_PS_BUMP_ENV
)
nvrc_update_bumpenv_constants
(
context_gl
,
state
);
}
static
void
nvrc_disable
(
const
struct
wined3d_context
*
context
)
...
...
@@ -804,10 +810,6 @@ static const struct wined3d_state_entry_template nvrc_fragmentstate_template[] =
{
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
},
...
...
@@ -817,10 +819,6 @@ static const struct wined3d_state_entry_template nvrc_fragmentstate_template[] =
{
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
},
...
...
@@ -830,10 +828,6 @@ static const struct wined3d_state_entry_template nvrc_fragmentstate_template[] =
{
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
},
...
...
@@ -843,10 +837,6 @@ static const struct wined3d_state_entry_template nvrc_fragmentstate_template[] =
{
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
},
...
...
@@ -856,10 +846,6 @@ static const struct wined3d_state_entry_template nvrc_fragmentstate_template[] =
{
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
},
...
...
@@ -869,10 +855,6 @@ static const struct wined3d_state_entry_template nvrc_fragmentstate_template[] =
{
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
},
...
...
@@ -882,10 +864,6 @@ static const struct wined3d_state_entry_template nvrc_fragmentstate_template[] =
{
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
},
...
...
@@ -895,10 +873,6 @@ static const struct wined3d_state_entry_template nvrc_fragmentstate_template[] =
{
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
},
...
...
dlls/wined3d/wined3d_private.h
View file @
e65679f4
...
...
@@ -56,6 +56,18 @@ static inline size_t align(size_t addr, size_t alignment)
return
(
addr
+
(
alignment
-
1
))
&
~
(
alignment
-
1
);
}
static
inline
uint32_t
float_to_int
(
float
f
)
{
union
{
uint32_t
u
;
float
f
;
}
u
;
u
.
f
=
f
;
return
u
.
u
;
}
static
inline
float
int_to_float
(
uint32_t
i
)
{
union
...
...
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