Difference between revisions of "NV2A/Pixel Combiner"
From xboxdevwiki
(Some corrections based on https://github.com/XboxDev/nxdk/blob/master/tools/fp20compiler/ps1.0_program.cpp#L227) |
|||
Line 143: | Line 143: | ||
|0x09 | |0x09 | ||
|PS_TEXTUREMODES_DOT_ST | |PS_TEXTUREMODES_DOT_ST | ||
− | |texm3x2tex | + | |texm3x2tex |
− | | | + | |DOT_PRODUCT_TEXTURE_2D_NV |
|{{no}} | |{{no}} | ||
|{{no}} | |{{no}} | ||
Line 153: | Line 153: | ||
|0x0A | |0x0A | ||
|PS_TEXTUREMODES_DOT_ZW | |PS_TEXTUREMODES_DOT_ZW | ||
− | | | + | |texm3x2depth |
− | | | + | | |
|{{no}} | |{{no}} | ||
|{{no}} | |{{no}} | ||
Line 173: | Line 173: | ||
|0x0C | |0x0C | ||
|PS_TEXTUREMODES_DOT_RFLCT_SPEC | |PS_TEXTUREMODES_DOT_RFLCT_SPEC | ||
− | | | + | |texm3x3vspec |
− | |DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV | + | |DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV |
|{{no}} | |{{no}} | ||
|{{no}} | |{{no}} | ||
Line 248: | Line 248: | ||
== References and links == | == References and links == | ||
+ | * [http://developer.download.nvidia.com/assets/gamedev/docs/ProgrammableTextureBlending.pdf Overview about programmable fragment shading] <!-- Mirror: https://www.nvidia.com/object/programmable_texture_blending.html --> | ||
+ | * [https://github.com/XboxDev/nxdk/blob/77b5de45f0c64e70f2ff68248873448d5edccc71/tools/fp20compiler/ps1.0_program.cpp#L227 Code from nvparse (NVIDIA SDK 9.52) in nxdk, which handles shader to OpenGL conversion] | ||
* http://developer.download.nvidia.com/assets/gamedev/docs/GDC2K1_DX8_Pixel_Shaders.pdf | * http://developer.download.nvidia.com/assets/gamedev/docs/GDC2K1_DX8_Pixel_Shaders.pdf | ||
− | |||
[[Category:NV2A]] | [[Category:NV2A]] |
Revision as of 22:03, 25 June 2019
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 | DOT_PRODUCT_TEXTURE_2D_NV | ✗ | ✗ | ✔ | ✔ | |
0x0A | PS_TEXTUREMODES_DOT_ZW | texm3x2depth | ✗ | ✗ | ✔ | ✔ | ||
0x0B | PS_TEXTUREMODES_DOT_RFLCT_DIFF | texm3x3diff | DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV[citation needed] | ✗ | ✗ | ✔ | ✗ | |
0x0C | PS_TEXTUREMODES_DOT_RFLCT_SPEC | texm3x3vspec | DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV | ✗ | ✗ | ✗ | ✔ | |
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.