Difference between revisions of "NV2A/Pixel Combiner"

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(Attempted to add D3D names)
(Texturing modes)
Line 6: Line 6:
 
!ID
 
!ID
 
!Name
 
!Name
 +
!GL Name
 
!Stage 1
 
!Stage 1
 
!Stage 2
 
!Stage 2
Line 14: Line 15:
 
|0x00
 
|0x00
 
|PS_TEXTUREMODES_NONE<br>texcoord?{{citation needed}}
 
|PS_TEXTUREMODES_NONE<br>texcoord?{{citation needed}}
 +
|NONE
 
|*
 
|*
 
|*
 
|*
Line 22: Line 24:
 
|0x01
 
|0x01
 
|PS_TEXTUREMODES_PROJECT2D<br>tex
 
|PS_TEXTUREMODES_PROJECT2D<br>tex
 +
|TEXTURE_2D
 
|*
 
|*
 
|*
 
|*
Line 30: Line 33:
 
|0x02
 
|0x02
 
|PS_TEXTUREMODES_PROJECT3D
 
|PS_TEXTUREMODES_PROJECT3D
 +
|TEXTURE_3D
 
|*
 
|*
 
|*
 
|*
Line 38: Line 42:
 
|0x03
 
|0x03
 
|PS_TEXTUREMODES_CUBEMAP
 
|PS_TEXTUREMODES_CUBEMAP
 +
|TEXTURE_CUBE_MAP_ARB
 
|*
 
|*
 
|*
 
|*
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|0x04
 
|0x04
 
|PS_TEXTUREMODES_PASSTHRU<br>texcoord?{{citation needed}}
 
|PS_TEXTUREMODES_PASSTHRU<br>texcoord?{{citation needed}}
 +
|PASS_THROUGH_NV
 
|*
 
|*
 
|*
 
|*
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|0x05
 
|0x05
 
|PS_TEXTUREMODES_CLIPPLANE<br>texkill
 
|PS_TEXTUREMODES_CLIPPLANE<br>texkill
 +
|CULL_FRAGMENT_NV
 
|*
 
|*
 
|*
 
|*
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|0x06
 
|0x06
 
|PS_TEXTUREMODES_BUMPENVMAP<br>texbem
 
|PS_TEXTUREMODES_BUMPENVMAP<br>texbem
 +
|OFFSET_TEXTURE_2D_NV
 
|
 
|
 
|*
 
|*
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|0x07
 
|0x07
 
|PS_TEXTUREMODES_BUMPENVMAP_LUM<br>texbeml
 
|PS_TEXTUREMODES_BUMPENVMAP_LUM<br>texbeml
 +
|OFFSET_TEXTURE_2D_SCALE_NV
 
|
 
|
 
|*
 
|*
Line 78: Line 87:
 
|0x08
 
|0x08
 
|PS_TEXTUREMODES_BRDF<br>texm3x2tex
 
|PS_TEXTUREMODES_BRDF<br>texm3x2tex
 +
|
 
|
 
|
 
|
 
|
Line 86: Line 96:
 
|0x09
 
|0x09
 
|PS_TEXTUREMODES_DOT_ST<br>texm3x2pad?{{citation needed}}
 
|PS_TEXTUREMODES_DOT_ST<br>texm3x2pad?{{citation needed}}
 +
|DOT_PRODUCT_NV{{citation needed}}
 
|
 
|
 
|
 
|
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|0x0A
 
|0x0A
 
|PS_TEXTUREMODES_DOT_ZW<br>texm3x2tex?{{citation needed}}
 
|PS_TEXTUREMODES_DOT_ZW<br>texm3x2tex?{{citation needed}}
 +
|DOT_PRODUCT_NV{{citation needed}}
 
|
 
|
 
|
 
|
Line 102: Line 114:
 
|0x0B
 
|0x0B
 
|PS_TEXTUREMODES_DOT_RFLCT_DIFF
 
|PS_TEXTUREMODES_DOT_RFLCT_DIFF
 +
|DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV{{citation needed}}
 
|
 
|
 
|
 
|
Line 110: Line 123:
 
|0x0C
 
|0x0C
 
|PS_TEXTUREMODES_DOT_RFLCT_SPEC
 
|PS_TEXTUREMODES_DOT_RFLCT_SPEC
 +
|DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV{{citation needed}}
 
|
 
|
 
|
 
|
Line 118: Line 132:
 
|0x0D
 
|0x0D
 
|PS_TEXTUREMODES_DOT_STR_3D
 
|PS_TEXTUREMODES_DOT_STR_3D
 +
|DOT_PRODUCT_TEXTURE_3D_NV
 
|
 
|
 
|
 
|
Line 126: Line 141:
 
|0x0E
 
|0x0E
 
|PS_TEXTUREMODES_DOT_STR_CUBE
 
|PS_TEXTUREMODES_DOT_STR_CUBE
 +
|DOT_PRODUCT_REFLECT_CUBE_MAP_NV
 
|
 
|
 
|
 
|
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|0x0F
 
|0x0F
 
|PS_TEXTUREMODES_DPNDNT_AR<br>texreg2ar
 
|PS_TEXTUREMODES_DPNDNT_AR<br>texreg2ar
 +
|DEPENDENT_AR_TEXTURE_2D_NV
 
|
 
|
 
|*
 
|*
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|0x10
 
|0x10
 
|PS_TEXTUREMODES_DPNDNT_GB<br>texreg2gb
 
|PS_TEXTUREMODES_DPNDNT_GB<br>texreg2gb
 +
|DEPENDENT_GB_TEXTURE_2D_NV
 
|
 
|
 
|*
 
|*
Line 150: Line 168:
 
|0x11
 
|0x11
 
|PS_TEXTUREMODES_DOTPRODUCT
 
|PS_TEXTUREMODES_DOTPRODUCT
 +
|DOT_PRODUCT_NV
 
|
 
|
 
|*
 
|*
Line 158: Line 177:
 
|0x12
 
|0x12
 
|PS_TEXTUREMODES_DOT_RFLCT_SPEC_CONST
 
|PS_TEXTUREMODES_DOT_RFLCT_SPEC_CONST
 +
|DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV
 
|
 
|
 
|
 
|

Revision as of 16:43, 25 May 2017

The NV2A implements NV_register_combiners (and NV_register_combiners2?)

Texturing modes

ID Name GL Name Stage 1 Stage 2 Stage 3 Stage 4 Notes
0x00 PS_TEXTUREMODES_NONE
texcoord?[citation needed]
NONE * * * *
0x01 PS_TEXTUREMODES_PROJECT2D
tex
TEXTURE_2D * * * *
0x02 PS_TEXTUREMODES_PROJECT3D TEXTURE_3D * * * *
0x03 PS_TEXTUREMODES_CUBEMAP TEXTURE_CUBE_MAP_ARB * * * *
0x04 PS_TEXTUREMODES_PASSTHRU
texcoord?[citation needed]
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
texm3x2tex
* *
0x09 PS_TEXTUREMODES_DOT_ST
texm3x2pad?[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 DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV[citation needed] *
0x0C PS_TEXTUREMODES_DOT_RFLCT_SPEC DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV[citation needed] *
0x0D PS_TEXTUREMODES_DOT_STR_3D DOT_PRODUCT_TEXTURE_3D_NV *
0x0E PS_TEXTUREMODES_DOT_STR_CUBE 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 DOT_PRODUCT_NV * *
0x12 PS_TEXTUREMODES_DOT_RFLCT_SPEC_CONST DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV *

Also known from nvidia docs:

  • texm3x3pad [stage 1, stage 2]
  • texm3x3spec [stage 3]
  • texm3x3vspec [stage 3]
  • texm3x3tex [stage 3]

Debugging

PIX from the Microsoft XDK provides great debugging capabilities.

References and links