Difference between revisions of "NV2A/Pixel Combiner"
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+ | The NV2A implements at least parts of the following OpenGL extensions: | ||
+ | |||
+ | * [https://www.khronos.org/registry/OpenGL/extensions/NV/NV_texture_shader.txt NV_texture_shader] | ||
+ | * [https://www.khronos.org/registry/OpenGL/extensions/NV/NV_texture_shader2.txt NV_texture_shader2] | ||
+ | * [https://www.khronos.org/registry/OpenGL/extensions/NV/NV_texture_shader3.txt NV_texture_shader3]{{citation needed}} | ||
+ | * [https://www.opengl.org/registry/specs/NV/register_combiners.txt NV_register_combiners] | ||
+ | * [https://www.opengl.org/registry/specs/NV/register_combiners2.txt NV_register_combiners2] | ||
+ | |||
+ | |||
+ | == Data types == | ||
+ | |||
+ | NV_texture_shader suggests that: ''"The 8-bit and 16-bit signed fixed-point types are used for signed internal texture formats, while the 9-bit signed fixed-point type is used for register combiners computations."'' | ||
+ | Here is a table from the GL extension: | ||
+ | |||
+ | {| class="wikitable" | ||
+ | ! floating-point !! 8-bit fixed-point !! 9-bit fixed-point !! 16-bit fixed-point | ||
+ | |- | ||
+ | | 1.0 || n/a || 255 || n/a | ||
+ | |- | ||
+ | | 0.99996... || n/a || n/a || 32767 | ||
+ | |- | ||
+ | | 0.99218... || 127 || n/a || n/a | ||
+ | |- | ||
+ | | 0.0 || 0 || 0 || 0 | ||
+ | |- | ||
+ | | -1.0 || -128 || -255 || -32768 | ||
+ | |- | ||
+ | | -1.00392... || n/a || -256 || n/a | ||
+ | |} | ||
+ | |||
+ | This means: | ||
+ | |||
+ | * 8-bit fixed-point: [-128, 127] → [-128/128, 127/128] → [-1.0, 0.99218...] | ||
+ | * 9-bit fixed-point: [-256, 255] → [-256/255, 255/255] → [-1.00392..., 1.0] | ||
+ | * 16-bit fixed-point: [-32768, 32767] → [-32768/32768, 32767/32768] → [-1.0, 0.99996...] | ||
+ | |||
+ | It is not known if the NV2A really implements these 3 datatypes. | ||
+ | It is also not yet known how exactly conversion or negation of these types would work. | ||
+ | |||
+ | == Texturing modes == | ||
+ | |||
+ | {|class="wikitable" | ||
+ | !ID | ||
+ | !Name | ||
+ | !D3D name | ||
+ | !GL Name | ||
+ | !Stage 1 | ||
+ | !Stage 2 | ||
+ | !Stage 3 | ||
+ | !Stage 4 | ||
+ | !Notes | ||
+ | |- | ||
+ | |0x00 | ||
+ | |PS_TEXTUREMODES_NONE | ||
+ | | | ||
+ | |NONE | ||
+ | |{{yes}} | ||
+ | |{{yes}} | ||
+ | |{{yes}} | ||
+ | |{{yes}} | ||
+ | | | ||
+ | |- | ||
+ | |0x01 | ||
+ | |PS_TEXTUREMODES_PROJECT2D | ||
+ | |tex | ||
+ | |TEXTURE_2D | ||
+ | |{{yes}} | ||
+ | |{{yes}} | ||
+ | |{{yes}} | ||
+ | |{{yes}} | ||
+ | | | ||
+ | |- | ||
+ | |0x02 | ||
+ | |PS_TEXTUREMODES_PROJECT3D | ||
+ | |tex | ||
+ | |TEXTURE_3D | ||
+ | |{{yes}} | ||
+ | |{{yes}} | ||
+ | |{{yes}} | ||
+ | |{{yes}} | ||
+ | | | ||
+ | |- | ||
+ | |0x03 | ||
+ | |PS_TEXTUREMODES_CUBEMAP | ||
+ | |tex | ||
+ | |TEXTURE_CUBE_MAP_ARB | ||
+ | |{{yes}} | ||
+ | |{{yes}} | ||
+ | |{{yes}} | ||
+ | |{{yes}} | ||
+ | | | ||
+ | |- | ||
+ | |0x04 | ||
+ | |PS_TEXTUREMODES_PASSTHRU | ||
+ | |texcoord | ||
+ | |PASS_THROUGH_NV | ||
+ | |{{yes}} | ||
+ | |{{yes}} | ||
+ | |{{yes}} | ||
+ | |{{yes}} | ||
+ | | | ||
+ | |- | ||
+ | |0x05 | ||
+ | |PS_TEXTUREMODES_CLIPPLANE | ||
+ | |texkill | ||
+ | |CULL_FRAGMENT_NV | ||
+ | |{{yes}} | ||
+ | |{{yes}} | ||
+ | |{{yes}} | ||
+ | |{{yes}} | ||
+ | | | ||
+ | |- | ||
+ | |0x06 | ||
+ | |PS_TEXTUREMODES_BUMPENVMAP | ||
+ | |texbem | ||
+ | |OFFSET_TEXTURE_2D_NV | ||
+ | |{{no}} | ||
+ | |{{yes}} | ||
+ | |{{yes}} | ||
+ | |{{yes}} | ||
+ | | | ||
+ | |- | ||
+ | |0x07 | ||
+ | |PS_TEXTUREMODES_BUMPENVMAP_LUM | ||
+ | |texbeml | ||
+ | |OFFSET_TEXTURE_2D_SCALE_NV | ||
+ | |{{no}} | ||
+ | |{{yes}} | ||
+ | |{{yes}} | ||
+ | |{{yes}} | ||
+ | | | ||
+ | |- | ||
+ | |0x08 | ||
+ | |PS_TEXTUREMODES_BRDF | ||
+ | |texbrdf | ||
+ | | | ||
+ | |{{no}} | ||
+ | |{{no}} | ||
+ | |{{yes}} | ||
+ | |{{yes}} | ||
+ | | | ||
+ | |- | ||
+ | |0x09 | ||
+ | |PS_TEXTUREMODES_DOT_ST | ||
+ | |texm3x2tex?{{citation needed}} | ||
+ | |DOT_PRODUCT_NV{{citation needed}} | ||
+ | |{{no}} | ||
+ | |{{no}} | ||
+ | |{{yes}} | ||
+ | |{{yes}} | ||
+ | | | ||
+ | |- | ||
+ | |0x0A | ||
+ | |PS_TEXTUREMODES_DOT_ZW | ||
+ | |texm3x2tex?{{citation needed}} | ||
+ | |DOT_PRODUCT_NV{{citation needed}} | ||
+ | |{{no}} | ||
+ | |{{no}} | ||
+ | |{{yes}} | ||
+ | |{{yes}} | ||
+ | | | ||
+ | |- | ||
+ | |0x0B | ||
+ | |PS_TEXTUREMODES_DOT_RFLCT_DIFF | ||
+ | |texm3x3diff | ||
+ | |DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV{{citation needed}} | ||
+ | |{{no}} | ||
+ | |{{no}} | ||
+ | |{{yes}} | ||
+ | |{{no}} | ||
+ | | | ||
+ | |- | ||
+ | |0x0C | ||
+ | |PS_TEXTUREMODES_DOT_RFLCT_SPEC | ||
+ | |texm3x3spec | ||
+ | |DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV{{citation needed}} | ||
+ | |{{no}} | ||
+ | |{{no}} | ||
+ | |{{no}} | ||
+ | |{{yes}} | ||
+ | | | ||
+ | |- | ||
+ | |0x0D | ||
+ | |PS_TEXTUREMODES_DOT_STR_3D | ||
+ | |texm3x3tex | ||
+ | |DOT_PRODUCT_TEXTURE_3D_NV | ||
+ | |{{no}} | ||
+ | |{{no}} | ||
+ | |{{no}} | ||
+ | |{{yes}} | ||
+ | | | ||
+ | |- | ||
+ | |0x0E | ||
+ | |PS_TEXTUREMODES_DOT_STR_CUBE | ||
+ | |texm3x3vspec | ||
+ | |DOT_PRODUCT_REFLECT_CUBE_MAP_NV | ||
+ | |{{no}} | ||
+ | |{{no}} | ||
+ | |{{no}} | ||
+ | |{{yes}} | ||
+ | | | ||
+ | |- | ||
+ | |0x0F | ||
+ | |PS_TEXTUREMODES_DPNDNT_AR | ||
+ | |texreg2ar | ||
+ | |DEPENDENT_AR_TEXTURE_2D_NV | ||
+ | |{{no}} | ||
+ | |{{yes}} | ||
+ | |{{yes}} | ||
+ | |{{yes}} | ||
+ | | | ||
+ | |- | ||
+ | |0x10 | ||
+ | |PS_TEXTUREMODES_DPNDNT_GB | ||
+ | |texreg2gb | ||
+ | |DEPENDENT_GB_TEXTURE_2D_NV | ||
+ | |{{no}} | ||
+ | |{{yes}} | ||
+ | |{{yes}} | ||
+ | |{{yes}} | ||
+ | | | ||
+ | |- | ||
+ | |0x11 | ||
+ | |PS_TEXTUREMODES_DOTPRODUCT | ||
+ | |texm3x3pad<br>texm3x2pad | ||
+ | |DOT_PRODUCT_NV | ||
+ | |{{no}} | ||
+ | |{{yes}} | ||
+ | |{{yes}} | ||
+ | |{{no}} | ||
+ | | | ||
+ | |- | ||
+ | |0x12 | ||
+ | |PS_TEXTUREMODES_DOT_RFLCT_SPEC_CONST | ||
+ | |texm3x3spec | ||
+ | |DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV | ||
+ | |{{no}} | ||
+ | |{{no}} | ||
+ | |{{no}} | ||
+ | |{{yes}} | ||
+ | | | ||
+ | |} | ||
+ | |||
== Debugging == | == Debugging == | ||
PIX from the Microsoft XDK provides great debugging capabilities. | PIX from the Microsoft XDK provides great debugging capabilities. | ||
+ | |||
+ | == References and links == | ||
+ | |||
+ | * http://developer.download.nvidia.com/assets/gamedev/docs/GDC2K1_DX8_Pixel_Shaders.pdf | ||
+ | * http://developer.download.nvidia.com/assets/gamedev/docs/ProgrammableTextureBlending.pdf | ||
+ | |||
+ | [[Category:NV2A]] |
Revision as of 15:58, 29 December 2018
The NV2A implements at least parts of the following OpenGL extensions:
- NV_texture_shader
- NV_texture_shader2
- NV_texture_shader3[citation needed]
- NV_register_combiners
- NV_register_combiners2
Data types
NV_texture_shader suggests that: "The 8-bit and 16-bit signed fixed-point types are used for signed internal texture formats, while the 9-bit signed fixed-point type is used for register combiners computations." Here is a table from the GL extension:
floating-point | 8-bit fixed-point | 9-bit fixed-point | 16-bit fixed-point |
---|---|---|---|
1.0 | n/a | 255 | n/a |
0.99996... | n/a | n/a | 32767 |
0.99218... | 127 | n/a | n/a |
0.0 | 0 | 0 | 0 |
-1.0 | -128 | -255 | -32768 |
-1.00392... | n/a | -256 | n/a |
This means:
- 8-bit fixed-point: [-128, 127] → [-128/128, 127/128] → [-1.0, 0.99218...]
- 9-bit fixed-point: [-256, 255] → [-256/255, 255/255] → [-1.00392..., 1.0]
- 16-bit fixed-point: [-32768, 32767] → [-32768/32768, 32767/32768] → [-1.0, 0.99996...]
It is not known if the NV2A really implements these 3 datatypes. It is also not yet known how exactly conversion or negation of these types would work.
Texturing modes
ID | Name | D3D name | GL Name | Stage 1 | Stage 2 | Stage 3 | Stage 4 | Notes |
---|---|---|---|---|---|---|---|---|
0x00 | PS_TEXTUREMODES_NONE | NONE | ✔ | ✔ | ✔ | ✔ | ||
0x01 | PS_TEXTUREMODES_PROJECT2D | tex | TEXTURE_2D | ✔ | ✔ | ✔ | ✔ | |
0x02 | PS_TEXTUREMODES_PROJECT3D | tex | TEXTURE_3D | ✔ | ✔ | ✔ | ✔ | |
0x03 | PS_TEXTUREMODES_CUBEMAP | tex | TEXTURE_CUBE_MAP_ARB | ✔ | ✔ | ✔ | ✔ | |
0x04 | PS_TEXTUREMODES_PASSTHRU | texcoord | PASS_THROUGH_NV | ✔ | ✔ | ✔ | ✔ | |
0x05 | PS_TEXTUREMODES_CLIPPLANE | texkill | CULL_FRAGMENT_NV | ✔ | ✔ | ✔ | ✔ | |
0x06 | PS_TEXTUREMODES_BUMPENVMAP | texbem | OFFSET_TEXTURE_2D_NV | ✗ | ✔ | ✔ | ✔ | |
0x07 | PS_TEXTUREMODES_BUMPENVMAP_LUM | texbeml | OFFSET_TEXTURE_2D_SCALE_NV | ✗ | ✔ | ✔ | ✔ | |
0x08 | PS_TEXTUREMODES_BRDF | texbrdf | ✗ | ✗ | ✔ | ✔ | ||
0x09 | PS_TEXTUREMODES_DOT_ST | texm3x2tex?[citation needed] | DOT_PRODUCT_NV[citation needed] | ✗ | ✗ | ✔ | ✔ | |
0x0A | PS_TEXTUREMODES_DOT_ZW | texm3x2tex?[citation needed] | DOT_PRODUCT_NV[citation needed] | ✗ | ✗ | ✔ | ✔ | |
0x0B | PS_TEXTUREMODES_DOT_RFLCT_DIFF | texm3x3diff | DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV[citation needed] | ✗ | ✗ | ✔ | ✗ | |
0x0C | PS_TEXTUREMODES_DOT_RFLCT_SPEC | texm3x3spec | DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV[citation needed] | ✗ | ✗ | ✗ | ✔ | |
0x0D | PS_TEXTUREMODES_DOT_STR_3D | texm3x3tex | DOT_PRODUCT_TEXTURE_3D_NV | ✗ | ✗ | ✗ | ✔ | |
0x0E | PS_TEXTUREMODES_DOT_STR_CUBE | texm3x3vspec | DOT_PRODUCT_REFLECT_CUBE_MAP_NV | ✗ | ✗ | ✗ | ✔ | |
0x0F | PS_TEXTUREMODES_DPNDNT_AR | texreg2ar | DEPENDENT_AR_TEXTURE_2D_NV | ✗ | ✔ | ✔ | ✔ | |
0x10 | PS_TEXTUREMODES_DPNDNT_GB | texreg2gb | DEPENDENT_GB_TEXTURE_2D_NV | ✗ | ✔ | ✔ | ✔ | |
0x11 | PS_TEXTUREMODES_DOTPRODUCT | texm3x3pad texm3x2pad |
DOT_PRODUCT_NV | ✗ | ✔ | ✔ | ✗ | |
0x12 | PS_TEXTUREMODES_DOT_RFLCT_SPEC_CONST | texm3x3spec | DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV | ✗ | ✗ | ✗ | ✔ |
Debugging
PIX from the Microsoft XDK provides great debugging capabilities.