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wine
wine-cw
Commits
7e90aba9
Commit
7e90aba9
authored
Jul 24, 2006
by
Jason Green
Committed by
Alexandre Julliard
Jul 25, 2006
Browse files
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Plain Diff
wined3d: Implement more GLSL instructions.
Implement D3DSIO_TEXREG2AR, TEXREG2GB, TEXREG2RGB, TEXM3X3TEX, TEXM3X3SPEC.
parent
4ab109e5
Hide whitespace changes
Inline
Side-by-side
Showing
3 changed files
with
144 additions
and
5 deletions
+144
-5
glsl_shader.c
dlls/wined3d/glsl_shader.c
+134
-0
pixelshader.c
dlls/wined3d/pixelshader.c
+5
-5
wined3d_private.h
dlls/wined3d/wined3d_private.h
+5
-0
No files found.
dlls/wined3d/glsl_shader.c
View file @
7e90aba9
...
...
@@ -1398,6 +1398,75 @@ void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg) {
shader_addline
(
buffer
,
"T%lu = texture2D(Psampler%lu, tmp0.st);
\n
"
,
reg
,
reg
);
}
/** Process the D3DSIO_TEXM3X3TEX instruction in GLSL
* Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculate coordinates */
void
pshader_glsl_texm3x3tex
(
SHADER_OPCODE_ARG
*
arg
)
{
char
src0_str
[
100
];
char
src0_name
[
50
];
char
src0_mask
[
6
];
char
dimensions
[
5
];
DWORD
reg
=
arg
->
dst
&
D3DSP_REGNUM_MASK
;
DWORD
src0_regnum
=
arg
->
src
[
0
]
&
D3DSP_REGNUM_MASK
;
DWORD
stype
=
arg
->
reg_maps
->
samplers
[
src0_regnum
]
&
D3DSP_TEXTURETYPE_MASK
;
IWineD3DPixelShaderImpl
*
This
=
(
IWineD3DPixelShaderImpl
*
)
arg
->
shader
;
SHADER_PARSE_STATE
*
current_state
=
&
This
->
baseShader
.
parse_state
;
switch
(
stype
)
{
case
D3DSTT_2D
:
strcpy
(
dimensions
,
"2D"
);
break
;
case
D3DSTT_CUBE
:
strcpy
(
dimensions
,
"Cube"
);
break
;
case
D3DSTT_VOLUME
:
strcpy
(
dimensions
,
"3D"
);
break
;
default:
strcpy
(
dimensions
,
""
);
break
;
FIXME
(
"Unrecognized sampler type: %#lx
\n
"
,
stype
);
break
;
}
shader_glsl_add_param
(
arg
,
arg
->
src
[
0
],
arg
->
src_addr
[
0
],
TRUE
,
src0_name
,
src0_mask
,
src0_str
);
shader_addline
(
arg
->
buffer
,
"tmp0.z = dot(vec3(T%lu), vec3(%s));
\n
"
,
reg
,
src0_str
);
shader_addline
(
arg
->
buffer
,
"T%lu = texture%s(Psampler%lu, tmp0.%s);
\n
"
,
reg
,
dimensions
,
reg
,
(
stype
==
D3DSTT_2D
)
?
"xy"
:
"xyz"
);
current_state
->
current_row
=
0
;
}
/** Process the D3DSIO_TEXM3X3SPEC instruction in GLSL
* Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
void
pshader_glsl_texm3x3spec
(
SHADER_OPCODE_ARG
*
arg
)
{
IWineD3DPixelShaderImpl
*
shader
=
(
IWineD3DPixelShaderImpl
*
)
arg
->
shader
;
DWORD
reg
=
arg
->
dst
&
D3DSP_REGNUM_MASK
;
char
dimensions
[
5
];
char
src0_str
[
100
],
src0_name
[
50
],
src0_mask
[
6
];
char
src1_str
[
100
],
src1_name
[
50
],
src1_mask
[
6
];
SHADER_BUFFER
*
buffer
=
arg
->
buffer
;
SHADER_PARSE_STATE
*
current_state
=
&
shader
->
baseShader
.
parse_state
;
DWORD
stype
=
arg
->
reg_maps
->
samplers
[
reg
]
&
D3DSP_TEXTURETYPE_MASK
;
switch
(
stype
)
{
case
D3DSTT_2D
:
strcpy
(
dimensions
,
"2D"
);
break
;
case
D3DSTT_CUBE
:
strcpy
(
dimensions
,
"Cube"
);
break
;
case
D3DSTT_VOLUME
:
strcpy
(
dimensions
,
"3D"
);
break
;
default:
strcpy
(
dimensions
,
""
);
break
;
FIXME
(
"Unrecognized sampler type: %#lx
\n
"
,
stype
);
break
;
}
shader_glsl_add_param
(
arg
,
arg
->
src
[
0
],
arg
->
src_addr
[
0
],
TRUE
,
src0_name
,
src0_mask
,
src0_str
);
shader_glsl_add_param
(
arg
,
arg
->
src
[
1
],
arg
->
src_addr
[
1
],
TRUE
,
src1_name
,
src1_mask
,
src1_str
);
/* Perform the last matrix multiply operation */
shader_addline
(
buffer
,
"tmp0.z = dot(vec3(T%lu), vec3(%s));
\n
"
,
reg
,
src0_str
);
/* Calculate reflection vector */
shader_addline
(
buffer
,
"tmp0.xyz = reflect(-vec3(%s), vec3(tmp0));
\n
"
,
src1_str
);
/* Sample the texture */
shader_addline
(
buffer
,
"T%lu = texture%s(Psampler%lu, tmp0.%s);
\n
"
,
reg
,
dimensions
,
reg
,
(
stype
==
D3DSTT_2D
)
?
"xy"
:
"xyz"
);
current_state
->
current_row
=
0
;
}
/** Process the D3DSIO_TEXM3X3VSPEC instruction in GLSL
* Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
void
pshader_glsl_texm3x3vspec
(
SHADER_OPCODE_ARG
*
arg
)
{
...
...
@@ -1447,6 +1516,71 @@ void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg) {
reg1
,
reg1
,
reg1
,
reg2
);
}
/** Process the D3DSIO_TEXREG2AR instruction in GLSL
* Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
void
pshader_glsl_texreg2ar
(
SHADER_OPCODE_ARG
*
arg
)
{
char
tmpLine
[
255
];
char
dst_str
[
100
],
src0_str
[
100
];
char
dst_reg
[
50
],
src0_reg
[
50
];
char
dst_mask
[
6
],
src0_mask
[
6
];
DWORD
src0_regnum
=
arg
->
src
[
0
]
&
D3DSP_REGNUM_MASK
;
shader_glsl_add_param
(
arg
,
arg
->
dst
,
0
,
FALSE
,
dst_reg
,
dst_mask
,
dst_str
);
shader_glsl_add_param
(
arg
,
arg
->
src
[
0
],
arg
->
src_addr
[
0
],
TRUE
,
src0_reg
,
src0_mask
,
src0_str
);
shader_glsl_add_dst
(
arg
->
dst
,
dst_reg
,
dst_mask
,
tmpLine
);
shader_addline
(
arg
->
buffer
,
"%stexture2D(Psampler%lu, %s.yz))%s;
\n
"
,
tmpLine
,
src0_regnum
,
dst_reg
,
dst_mask
);
}
/** Process the D3DSIO_TEXREG2GB instruction in GLSL
* Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
void
pshader_glsl_texreg2gb
(
SHADER_OPCODE_ARG
*
arg
)
{
char
tmpLine
[
255
];
char
dst_str
[
100
],
src0_str
[
100
];
char
dst_reg
[
50
],
src0_reg
[
50
];
char
dst_mask
[
6
],
src0_mask
[
6
];
DWORD
src0_regnum
=
arg
->
src
[
0
]
&
D3DSP_REGNUM_MASK
;
shader_glsl_add_param
(
arg
,
arg
->
dst
,
0
,
FALSE
,
dst_reg
,
dst_mask
,
dst_str
);
shader_glsl_add_param
(
arg
,
arg
->
src
[
0
],
arg
->
src_addr
[
0
],
TRUE
,
src0_reg
,
src0_mask
,
src0_str
);
shader_glsl_add_dst
(
arg
->
dst
,
dst_reg
,
dst_mask
,
tmpLine
);
shader_addline
(
arg
->
buffer
,
"%stexture2D(Psampler%lu, %s.yz))%s;
\n
"
,
tmpLine
,
src0_regnum
,
dst_reg
,
dst_mask
);
}
/** Process the D3DSIO_TEXREG2RGB instruction in GLSL
* Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
void
pshader_glsl_texreg2rgb
(
SHADER_OPCODE_ARG
*
arg
)
{
char
tmpLine
[
255
];
char
dst_str
[
100
],
src0_str
[
100
];
char
dst_reg
[
50
],
src0_reg
[
50
];
char
dst_mask
[
6
],
src0_mask
[
6
];
char
dimensions
[
5
];
DWORD
src0_regnum
=
arg
->
src
[
0
]
&
D3DSP_REGNUM_MASK
;
DWORD
stype
=
arg
->
reg_maps
->
samplers
[
src0_regnum
]
&
D3DSP_TEXTURETYPE_MASK
;
switch
(
stype
)
{
case
D3DSTT_2D
:
strcpy
(
dimensions
,
"2D"
);
break
;
case
D3DSTT_CUBE
:
strcpy
(
dimensions
,
"Cube"
);
break
;
case
D3DSTT_VOLUME
:
strcpy
(
dimensions
,
"3D"
);
break
;
default:
strcpy
(
dimensions
,
""
);
break
;
FIXME
(
"Unrecognized sampler type: %#lx
\n
"
,
stype
);
break
;
}
shader_glsl_add_param
(
arg
,
arg
->
dst
,
0
,
FALSE
,
dst_reg
,
dst_mask
,
dst_str
);
shader_glsl_add_param
(
arg
,
arg
->
src
[
0
],
arg
->
src_addr
[
0
],
TRUE
,
src0_reg
,
src0_mask
,
src0_str
);
shader_glsl_add_dst
(
arg
->
dst
,
dst_reg
,
dst_mask
,
tmpLine
);
shader_addline
(
arg
->
buffer
,
"%stexture%s(Psampler%lu, %s.%s))%s;
\n
"
,
tmpLine
,
dimensions
,
src0_regnum
,
dst_reg
,
(
stype
==
D3DSTT_2D
)
?
"xy"
:
"xyz"
,
dst_mask
);
}
/** Process the D3DSIO_TEXKILL instruction in GLSL.
* If any of the first 3 components are < 0, discard this pixel */
void
pshader_glsl_texkill
(
SHADER_OPCODE_ARG
*
arg
)
{
...
...
dlls/wined3d/pixelshader.c
View file @
7e90aba9
...
...
@@ -707,16 +707,16 @@ CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = {
{
D3DSIO_TEX
,
"texld"
,
"undefined"
,
1
,
3
,
pshader_texld
,
pshader_hw_tex
,
pshader_glsl_tex
,
D3DPS_VERSION
(
2
,
0
),
-
1
},
{
D3DSIO_TEXBEM
,
"texbem"
,
"undefined"
,
1
,
2
,
pshader_texbem
,
pshader_hw_texbem
,
pshader_glsl_texbem
,
0
,
D3DPS_VERSION
(
1
,
3
)},
{
D3DSIO_TEXBEML
,
"texbeml"
,
GLNAME_REQUIRE_GLSL
,
1
,
2
,
pshader_texbeml
,
NULL
,
NULL
,
D3DPS_VERSION
(
1
,
0
),
D3DPS_VERSION
(
1
,
3
)},
{
D3DSIO_TEXREG2AR
,
"texreg2ar"
,
"undefined"
,
1
,
2
,
pshader_texreg2ar
,
pshader_hw_texreg2ar
,
NULL
,
D3DPS_VERSION
(
1
,
1
),
D3DPS_VERSION
(
1
,
3
)},
{
D3DSIO_TEXREG2GB
,
"texreg2gb"
,
"undefined"
,
1
,
2
,
pshader_texreg2gb
,
pshader_hw_texreg2gb
,
NULL
,
D3DPS_VERSION
(
1
,
1
),
D3DPS_VERSION
(
1
,
3
)},
{
D3DSIO_TEXREG2RGB
,
"texreg2rgb"
,
GLNAME_REQUIRE_GLSL
,
1
,
2
,
pshader_texreg2rgb
,
NULL
,
NULL
,
D3DPS_VERSION
(
1
,
2
),
D3DPS_VERSION
(
1
,
3
)},
{
D3DSIO_TEXREG2AR
,
"texreg2ar"
,
"undefined"
,
1
,
2
,
pshader_texreg2ar
,
pshader_hw_texreg2ar
,
pshader_glsl_texreg2ar
,
D3DPS_VERSION
(
1
,
1
),
D3DPS_VERSION
(
1
,
3
)},
{
D3DSIO_TEXREG2GB
,
"texreg2gb"
,
"undefined"
,
1
,
2
,
pshader_texreg2gb
,
pshader_hw_texreg2gb
,
pshader_glsl_texreg2gb
,
D3DPS_VERSION
(
1
,
1
),
D3DPS_VERSION
(
1
,
3
)},
{
D3DSIO_TEXREG2RGB
,
"texreg2rgb"
,
GLNAME_REQUIRE_GLSL
,
1
,
2
,
pshader_texreg2rgb
,
NULL
,
pshader_glsl_texreg2rgb
,
D3DPS_VERSION
(
1
,
2
),
D3DPS_VERSION
(
1
,
3
)},
{
D3DSIO_TEXM3x2PAD
,
"texm3x2pad"
,
"undefined"
,
1
,
2
,
pshader_texm3x2pad
,
pshader_hw_texm3x2pad
,
pshader_glsl_texm3x2pad
,
D3DPS_VERSION
(
1
,
0
),
D3DPS_VERSION
(
1
,
3
)},
{
D3DSIO_TEXM3x2TEX
,
"texm3x2tex"
,
"undefined"
,
1
,
2
,
pshader_texm3x2tex
,
pshader_hw_texm3x2tex
,
pshader_glsl_texm3x2tex
,
D3DPS_VERSION
(
1
,
0
),
D3DPS_VERSION
(
1
,
3
)},
{
D3DSIO_TEXM3x3PAD
,
"texm3x3pad"
,
"undefined"
,
1
,
2
,
pshader_texm3x3pad
,
pshader_hw_texm3x3pad
,
pshader_glsl_texm3x3pad
,
D3DPS_VERSION
(
1
,
0
),
D3DPS_VERSION
(
1
,
3
)},
{
D3DSIO_TEXM3x3DIFF
,
"texm3x3diff"
,
GLNAME_REQUIRE_GLSL
,
1
,
2
,
pshader_texm3x3diff
,
NULL
,
NULL
,
D3DPS_VERSION
(
0
,
0
),
D3DPS_VERSION
(
0
,
0
)},
{
D3DSIO_TEXM3x3SPEC
,
"texm3x3spec"
,
"undefined"
,
1
,
3
,
pshader_texm3x3spec
,
pshader_hw_texm3x3spec
,
NULL
,
D3DPS_VERSION
(
1
,
0
),
D3DPS_VERSION
(
1
,
3
)},
{
D3DSIO_TEXM3x3SPEC
,
"texm3x3spec"
,
"undefined"
,
1
,
3
,
pshader_texm3x3spec
,
pshader_hw_texm3x3spec
,
pshader_glsl_texm3x3spec
,
D3DPS_VERSION
(
1
,
0
),
D3DPS_VERSION
(
1
,
3
)},
{
D3DSIO_TEXM3x3VSPEC
,
"texm3x3vspec"
,
"undefined"
,
1
,
2
,
pshader_texm3x3vspec
,
pshader_hw_texm3x3vspec
,
pshader_glsl_texm3x3vspec
,
D3DPS_VERSION
(
1
,
0
),
D3DPS_VERSION
(
1
,
3
)},
{
D3DSIO_TEXM3x3TEX
,
"texm3x3tex"
,
"undefined"
,
1
,
2
,
pshader_texm3x3tex
,
pshader_hw_texm3x3tex
,
NULL
,
D3DPS_VERSION
(
1
,
0
),
D3DPS_VERSION
(
1
,
3
)},
{
D3DSIO_TEXM3x3TEX
,
"texm3x3tex"
,
"undefined"
,
1
,
2
,
pshader_texm3x3tex
,
pshader_hw_texm3x3tex
,
pshader_glsl_texm3x3tex
,
D3DPS_VERSION
(
1
,
0
),
D3DPS_VERSION
(
1
,
3
)},
{
D3DSIO_TEXDP3TEX
,
"texdp3tex"
,
GLNAME_REQUIRE_GLSL
,
1
,
2
,
pshader_texdp3tex
,
NULL
,
NULL
,
D3DPS_VERSION
(
1
,
2
),
D3DPS_VERSION
(
1
,
3
)},
{
D3DSIO_TEXM3x2DEPTH
,
"texm3x2depth"
,
GLNAME_REQUIRE_GLSL
,
1
,
2
,
pshader_texm3x2depth
,
NULL
,
NULL
,
D3DPS_VERSION
(
1
,
3
),
D3DPS_VERSION
(
1
,
3
)},
{
D3DSIO_TEXDP3
,
"texdp3"
,
GLNAME_REQUIRE_GLSL
,
1
,
2
,
pshader_texdp3
,
NULL
,
NULL
,
D3DPS_VERSION
(
1
,
2
),
D3DPS_VERSION
(
1
,
3
)},
...
...
dlls/wined3d/wined3d_private.h
View file @
7e90aba9
...
...
@@ -1510,9 +1510,14 @@ extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
extern
void
pshader_glsl_texm3x2pad
(
SHADER_OPCODE_ARG
*
arg
);
extern
void
pshader_glsl_texm3x2tex
(
SHADER_OPCODE_ARG
*
arg
);
extern
void
pshader_glsl_texm3x3pad
(
SHADER_OPCODE_ARG
*
arg
);
extern
void
pshader_glsl_texm3x3tex
(
SHADER_OPCODE_ARG
*
arg
);
extern
void
pshader_glsl_texm3x3spec
(
SHADER_OPCODE_ARG
*
arg
);
extern
void
pshader_glsl_texm3x3vspec
(
SHADER_OPCODE_ARG
*
arg
);
extern
void
pshader_glsl_texkill
(
SHADER_OPCODE_ARG
*
arg
);
extern
void
pshader_glsl_texbem
(
SHADER_OPCODE_ARG
*
arg
);
extern
void
pshader_glsl_texreg2ar
(
SHADER_OPCODE_ARG
*
arg
);
extern
void
pshader_glsl_texreg2gb
(
SHADER_OPCODE_ARG
*
arg
);
extern
void
pshader_glsl_texreg2rgb
(
SHADER_OPCODE_ARG
*
arg
);
extern
void
pshader_glsl_dp2add
(
SHADER_OPCODE_ARG
*
arg
);
extern
void
pshader_glsl_input_pack
(
SHADER_BUFFER
*
buffer
,
...
...
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