- the hardware GL vendors (NVidia and ATI) can support more than 95

constants (the Mesa bug) and VRally use the 0..95 indexes so fix it
- fix normalize for some HW VertexShader inputs
- trying to fix the combination of NV_texture_combine_4 with
texture_combine_EXT (impl of D3DTOP_DISABLE, D3DTOP_MODULATE for
NV_texture_combine_4)
- if shaders disabled declare to support 0 for MaxVertexShaderConst.
This commit is contained in:
Raphael Junqueira 2004-05-27 01:56:56 +00:00 committed by Alexandre Julliard
parent 0a5ad9eb0f
commit 5f395061ef
6 changed files with 589 additions and 301 deletions

View file

@ -2,4 +2,4 @@
@ stdcall DebugSetMute()
@ stdcall Direct3DCreate8(long)
@ stdcall ValidatePixelShader(ptr ptr)
@ stdcall ValidateVertexShader(ptr ptr)
@ stdcall ValidateVertexShader(ptr)

View file

@ -696,6 +696,7 @@ typedef enum _GL_SupportedExt {
typedef enum _GL_Vendors {
VENDOR_WINE = 0x0,
VENDOR_MESA = 0x1,
VENDOR_ATI = 0x1002,
VENDOR_NVIDIA = 0x10de
} GL_Vendors;

View file

@ -501,8 +501,10 @@ HRESULT WINAPI IDirect3D8Impl_CheckDeviceFormat (LPDIRECT3D8 iface,
case D3DFMT_A4L4:
/* Bump */
/*case D3DFMT_V8U8:*/
/*case D3DFMT_V16U16:*/
#if 0
case D3DFMT_V8U8:
case D3DFMT_V16U16:
#endif
case D3DFMT_L6V5U5:
case D3DFMT_X8L8V8U8:
case D3DFMT_Q8W8V8U8:
@ -784,10 +786,13 @@ HRESULT WINAPI IDirect3D8Impl_GetDeviceCaps(LPDIRECT3D8 iface, UINT Adapter, D
D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
D3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
}
#if 0
pCaps->TextureOpCaps |= D3DTEXOPCAPS_BUMPENVMAP;
/* FIXME: Add
D3DTEXOPCAPS_BUMPENVMAPLUMINANCE
D3DTEXOPCAPS_PREMODULATE */
#endif
if (gotContext) {
GLint gl_max;
@ -843,11 +848,19 @@ HRESULT WINAPI IDirect3D8Impl_GetDeviceCaps(LPDIRECT3D8 iface, UINT Adapter, D
pCaps->MaxStreams = MAX_STREAMS;
pCaps->MaxStreamStride = 1024;
if (((vs_mode == VS_HW) && GL_SUPPORT(ARB_VERTEX_PROGRAM)) || (vs_mode == VS_SW) || (DeviceType == D3DDEVTYPE_REF))
pCaps->VertexShaderVersion = D3DVS_VERSION(1,1);
else
pCaps->VertexShaderVersion = 0;
pCaps->MaxVertexShaderConst = D3D8_VSHADER_MAX_CONSTANTS;
if (((vs_mode == VS_HW) && GL_SUPPORT(ARB_VERTEX_PROGRAM)) || (vs_mode == VS_SW) || (DeviceType == D3DDEVTYPE_REF)) {
pCaps->VertexShaderVersion = D3DVS_VERSION(1,1);
if (This->gl_info.gl_vendor == VENDOR_MESA ||
This->gl_info.gl_vendor == VENDOR_WINE) {
pCaps->MaxVertexShaderConst = 95;
} else {
pCaps->MaxVertexShaderConst = D3D8_VSHADER_MAX_CONSTANTS;
}
} else {
pCaps->VertexShaderVersion = 0;
pCaps->MaxVertexShaderConst = 0;
}
if ((ps_mode == PS_HW) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && (DeviceType != D3DDEVTYPE_REF)) {
pCaps->PixelShaderVersion = D3DPS_VERSION(1,4);

View file

@ -747,11 +747,15 @@ inline static VOID IDirect3DVertexShaderImpl_GenerateProgramArbHW(IDirect3DVerte
}
/* Due to the dynamic constants binding mechanism, we need to declare
* all the constants for relative addressing. */
/* Mesa supports only 95 constants for VS1.X although we should have at least 96.
* Let's declare max constants minus one for now. */
sprintf(tmpLine, "PARAM C[%d] = { program.env[0..%d] };\n", numConstants-1, numConstants-2);
TRACE("GL HW (%u) : %s", strlen(pgmStr), tmpLine); /* Don't add \n to this line as already in tmpLine */
/* Mesa supports nly 95 constants for VS1.X although we should have at least 96. */
if (This->direct3d8->gl_info.gl_vendor == VENDOR_MESA ||
This->direct3d8->gl_info.gl_vendor == VENDOR_WINE) {
numConstants = 95;
}
sprintf(tmpLine, "PARAM C[%d] = { program.env[0..%d] };\n", numConstants, numConstants-1);
TRACE_(d3d_hw_shader)("GL HW (%u,%u) : %s", lineNum, strlen(pgmStr), tmpLine); /* Don't add \n to this line as already in tmpLine */
strcat(pgmStr, tmpLine);
++lineNum;
++pToken;
continue;
@ -2361,9 +2365,9 @@ HRESULT WINAPI IDirect3DPixelShaderImpl_GetConstantF(IDirect3DPixelShaderImpl* T
/***********************************************************************
* ValidateVertexShader (D3D8.@)
*/
BOOL WINAPI ValidateVertexShader(LPVOID what, LPVOID toto) {
FIXME("(void): stub: %p %p\n", what, toto);
return TRUE;
BOOL WINAPI ValidateVertexShader(LPVOID what) {
FIXME("(void): stub: %p\n", what);
return 0;
}
/***********************************************************************

View file

@ -801,6 +801,560 @@ void set_tex_op(LPDIRECT3DDEVICE8 iface, BOOL isAlpha, int Stage, D3DTEXTUREOP o
TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
Handled = TRUE; /* Assume will be handled */
/* Other texture operations require special extensions: */
if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
if (isAlpha) {
opr = GL_SRC_ALPHA;
invopr = GL_ONE_MINUS_SRC_ALPHA;
src3_target = GL_SOURCE3_ALPHA_NV;
opr3_target = GL_OPERAND3_ALPHA_NV;
} else {
opr = GL_SRC_COLOR;
invopr = GL_ONE_MINUS_SRC_COLOR;
src3_target = GL_SOURCE3_RGB_NV;
opr3_target = GL_OPERAND3_RGB_NV;
}
switch (op) {
case D3DTOP_DISABLE: /* Only for alpha */
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
break;
case D3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
case D3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
if (op == D3DTOP_SELECTARG1) {
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
} else {
glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
}
glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
break;
case D3DTOP_MODULATE:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case D3DTOP_MODULATE2X:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
break;
case D3DTOP_MODULATE4X:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
break;
case D3DTOP_ADD:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case D3DTOP_ADDSIGNED:
glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case D3DTOP_ADDSIGNED2X:
glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
break;
case D3DTOP_ADDSMOOTH:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
switch (opr1) {
case GL_SRC_COLOR: opr1 = GL_ONE_MINUS_SRC_COLOR; break;
case GL_ONE_MINUS_SRC_COLOR: opr1 = GL_SRC_COLOR; break;
case GL_SRC_ALPHA: opr1 = GL_ONE_MINUS_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_ALPHA: opr1 = GL_SRC_ALPHA; break;
}
glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case D3DTOP_BLENDDIFFUSEALPHA:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR));
checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR)");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR));
checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR)");
glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case D3DTOP_BLENDTEXTUREALPHA:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case D3DTOP_BLENDFACTORALPHA:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT));
checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT)");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT));
checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT)");
glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case D3DTOP_BLENDTEXTUREALPHAPM:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case D3DTOP_MODULATEALPHA_ADDCOLOR:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
switch (opr1) {
case GL_SRC_COLOR: opr1 = GL_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_COLOR: opr1 = GL_ONE_MINUS_SRC_ALPHA; break;
}
glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case D3DTOP_MODULATECOLOR_ADDALPHA:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
switch (opr1) {
case GL_SRC_COLOR: opr1 = GL_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_COLOR: opr1 = GL_ONE_MINUS_SRC_ALPHA; break;
}
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case D3DTOP_MODULATEINVALPHA_ADDCOLOR:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
switch (opr1) {
case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
}
glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case D3DTOP_MODULATEINVCOLOR_ADDALPHA:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
switch (opr1) {
case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
}
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
switch (opr1) {
case GL_SRC_COLOR: opr1 = GL_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_COLOR: opr1 = GL_ONE_MINUS_SRC_ALPHA; break;
}
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case D3DTOP_MULTIPLYADD:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case D3DTOP_BUMPENVMAP:
{
if (GL_SUPPORT(NV_TEXTURE_SHADER)) {
/*
texture unit 0: GL_TEXTURE_2D
texture unit 1: GL_DOT_PRODUCT_NV
texture unit 2: GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV
texture unit 3: GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV
*/
float m[2][2];
union {
float f;
DWORD d;
} tmpvalue;
tmpvalue.d = This->StateBlock->texture_state[Stage][D3DTSS_BUMPENVMAT00];
m[0][0] = tmpvalue.f;
tmpvalue.d = This->StateBlock->texture_state[Stage][D3DTSS_BUMPENVMAT01];
m[0][1] = tmpvalue.f;
tmpvalue.d = This->StateBlock->texture_state[Stage][D3DTSS_BUMPENVMAT10];
m[1][0] = tmpvalue.f;
tmpvalue.d = This->StateBlock->texture_state[Stage][D3DTSS_BUMPENVMAT11];
m[1][1] = tmpvalue.f;
/*FIXME("Stage %d matrix is (%.2f,%.2f),(%.2f,%.2f)\n", Stage, m[0][0], m[0][1], m[1][0], m[1][0]);*/
if (FALSE == This->texture_shader_active) {
This->texture_shader_active = TRUE;
glEnable(GL_TEXTURE_SHADER_NV);
}
/*
glEnable(GL_REGISTER_COMBINERS_NV);
glCombinerParameteriNV (GL_NUM_GENERAL_COMBINERS_NV, 1);
glCombinerInputNV (GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV, GL_TEXTURE0_ARB, GL_SIGNED_IDENTITY_NV, GL_RGB);
glCombinerInputNV (GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, GL_NONE, GL_UNSIGNED_INVERT_NV, GL_RGB);
glCombinerInputNV (GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV, GL_TEXTURE2_ARB, GL_SIGNED_IDENTITY_NV, GL_RGB);
glCombinerInputNV (GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV, GL_NONE, GL_UNSIGNED_INVERT_NV, GL_RGB);
glCombinerOutputNV (GL_COMBINER0_NV, GL_RGB, GL_DISCARD_NV, GL_DISCARD_NV, GL_PRIMARY_COLOR_NV, 0, 0, 0, 0, 0);
glCombinerInputNV (GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_A_NV, GL_TEXTURE0_ARB, GL_SIGNED_IDENTITY_NV, GL_ALPHA);
glCombinerInputNV (GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_B_NV, GL_NONE, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
glCombinerInputNV (GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_C_NV, GL_TEXTURE2_ARB, GL_SIGNED_IDENTITY_NV, GL_ALPHA);
glCombinerInputNV (GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_D_NV, GL_NONE, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
glCombinerOutputNV (GL_COMBINER0_NV, GL_ALPHA, GL_DISCARD_NV, GL_DISCARD_NV, GL_PRIMARY_COLOR_NV, 0, 0, 0, 0, 0);
glDisable (GL_PER_STAGE_CONSTANTS_NV);
glCombinerParameteriNV (GL_COLOR_SUM_CLAMP_NV, 0);
glFinalCombinerInputNV (GL_VARIABLE_A_NV, 0, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
glFinalCombinerInputNV (GL_VARIABLE_B_NV, 0, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
glFinalCombinerInputNV (GL_VARIABLE_C_NV, 0, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
glFinalCombinerInputNV (GL_VARIABLE_D_NV, GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
glFinalCombinerInputNV (GL_VARIABLE_E_NV, 0, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
glFinalCombinerInputNV (GL_VARIABLE_F_NV, 0, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
glFinalCombinerInputNV (GL_VARIABLE_G_NV, GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);
*/
/*
int i;
for (i = 0; i < Stage; i++) {
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
glActiveTexture(GL_TEXTURE0 + i);
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
checkGLcall("Activate texture..");
} else if (i>0) {
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
}
}
*/
/*
glActiveTextureARB(GL_TEXTURE0_ARB + Stage - 1);
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
*/
/*
glActiveTextureARB(GL_TEXTURE0_ARB + Stage);
checkGLcall("Activate texture.. to update const color");
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
checkGLcall("glTexEnv");
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + Stage - 1);
checkGLcall("glTexEnv");
glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, (float*)&m[0]);
checkGLcall("glTexEnv");
*/
LEAVE_GL();
return;
break;
}
}
case D3DTOP_BUMPENVMAPLUMINANCE:
default:
Handled = FALSE;
}
if (Handled) {
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
LEAVE_GL();
return;
}
} /* GL_NV_texture_env_combine4 */
Handled = TRUE; /* Again, assume handled */
switch (op) {
case D3DTOP_DISABLE: /* Only for alpha */
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
@ -1094,290 +1648,6 @@ void set_tex_op(LPDIRECT3DDEVICE8 iface, BOOL isAlpha, int Stage, D3DTEXTUREOP o
}
}
/* Other texture operations require special extensions: */
if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
if (isAlpha) {
opr = GL_SRC_ALPHA;
invopr = GL_ONE_MINUS_SRC_ALPHA;
src3_target = GL_SOURCE3_ALPHA_NV;
opr3_target = GL_OPERAND3_ALPHA_NV;
} else {
opr = GL_SRC_COLOR;
invopr = GL_ONE_MINUS_SRC_COLOR;
src3_target = GL_SOURCE3_RGB_NV;
opr3_target = GL_OPERAND3_RGB_NV;
}
Handled = TRUE; /* Again, assume handled */
switch (op) {
case D3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
case D3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
if (op == D3DTOP_SELECTARG1) {
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
} else {
glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
}
glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
break;
case D3DTOP_ADDSMOOTH:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
switch (opr1) {
case GL_SRC_COLOR: opr1 = GL_ONE_MINUS_SRC_COLOR; break;
case GL_ONE_MINUS_SRC_COLOR: opr1 = GL_SRC_COLOR; break;
case GL_SRC_ALPHA: opr1 = GL_ONE_MINUS_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_ALPHA: opr1 = GL_SRC_ALPHA; break;
}
glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case D3DTOP_BLENDTEXTUREALPHAPM:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case D3DTOP_MODULATEALPHA_ADDCOLOR:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
switch (opr1) {
case GL_SRC_COLOR: opr1 = GL_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_COLOR: opr1 = GL_ONE_MINUS_SRC_ALPHA; break;
}
glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case D3DTOP_MODULATECOLOR_ADDALPHA:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
switch (opr1) {
case GL_SRC_COLOR: opr1 = GL_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_COLOR: opr1 = GL_ONE_MINUS_SRC_ALPHA; break;
}
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case D3DTOP_MODULATEINVALPHA_ADDCOLOR:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
switch (opr1) {
case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
}
glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case D3DTOP_MODULATEINVCOLOR_ADDALPHA:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
switch (opr1) {
case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
}
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
switch (opr1) {
case GL_SRC_COLOR: opr1 = GL_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_COLOR: opr1 = GL_ONE_MINUS_SRC_ALPHA; break;
}
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case D3DTOP_MULTIPLYADD:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case D3DTOP_BUMPENVMAP:
{
if (GL_SUPPORT(NV_TEXTURE_SHADER)) {
/*
texture unit 0: GL_TEXTURE_2D
texture unit 1: GL_DOT_PRODUCT_NV
texture unit 2: GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV
texture unit 3: GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV
*/
float m[2][2];
union {
float f;
DWORD d;
} tmpvalue;
tmpvalue.d = This->StateBlock->texture_state[Stage][D3DTSS_BUMPENVMAT00];
m[0][0] = tmpvalue.f;
tmpvalue.d = This->StateBlock->texture_state[Stage][D3DTSS_BUMPENVMAT01];
m[0][1] = tmpvalue.f;
tmpvalue.d = This->StateBlock->texture_state[Stage][D3DTSS_BUMPENVMAT10];
m[1][0] = tmpvalue.f;
tmpvalue.d = This->StateBlock->texture_state[Stage][D3DTSS_BUMPENVMAT11];
m[1][1] = tmpvalue.f;
if (FALSE == This->texture_shader_active) {
This->texture_shader_active = TRUE;
glEnable(GL_TEXTURE_SHADER_NV);
}
/*
glActiveTextureARB(GL_TEXTURE0_ARB + Stage - 1);
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
*/
glActiveTextureARB(GL_TEXTURE1_ARB + Stage);
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + Stage - 1);
glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, (float*)&m[0]);
break;
}
}
case D3DTOP_BUMPENVMAPLUMINANCE:
default:
Handled = FALSE;
}
if (Handled) {
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
LEAVE_GL();
return;
}
} /* GL_NV_texture_env_combine4 */
LEAVE_GL();
/* After all the extensions, if still unhandled, report fixme */

View file

@ -673,7 +673,7 @@ HRESULT WINAPI IDirect3DDeviceImpl_FillVertexShaderInputArbHW(IDirect3DDevice8Im
case D3DVSDT_D3DCOLOR:
TRACE("HW VS glVertexAttribPointerARB(reg=%ld,num=%d,skip=%d,ptr=%p)\n", reg, 4, skip, curPos);
FIXME("D3DVSDT_D3DCOLOR in hw shader - To confirm\n");
GL_EXTCALL(glVertexAttribPointerARB(reg, 4, GL_UNSIGNED_BYTE, GL_FALSE, skip, curPos));
GL_EXTCALL(glVertexAttribPointerARB(reg, 4, GL_UNSIGNED_BYTE, GL_TRUE, skip, curPos));
GL_EXTCALL(glEnableVertexAttribArrayARB(reg));
curPos = curPos + 4*sizeof(BYTE);
break;
@ -694,7 +694,7 @@ HRESULT WINAPI IDirect3DDeviceImpl_FillVertexShaderInputArbHW(IDirect3DDevice8Im
case D3DVSDT_UBYTE4:
FIXME("D3DVSDT_UBYTE4 in hw shader - To confirm\n");
GL_EXTCALL(glVertexAttribPointerARB(reg, 4, GL_UNSIGNED_BYTE, GL_FALSE, skip, curPos));
GL_EXTCALL(glVertexAttribPointerARB(reg, 4, GL_UNSIGNED_BYTE, GL_TRUE, skip, curPos));
GL_EXTCALL(glEnableVertexAttribArrayARB(reg));
curPos = curPos + 4*sizeof(BYTE);
break;