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wine
wine-cw
Commits
9f41a359
Commit
9f41a359
authored
Nov 09, 2007
by
Stefan Dösinger
Committed by
Alexandre Julliard
Nov 14, 2007
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Plain Diff
wined3d: Partially revert "Get rid of the conditionals in shader_glsl".
parent
ed7e5209
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Side-by-side
Showing
2 changed files
with
146 additions
and
1 deletion
+146
-1
visual.c
dlls/d3d9/tests/visual.c
+137
-0
glsl_shader.c
dlls/wined3d/glsl_shader.c
+9
-1
No files found.
dlls/d3d9/tests/visual.c
View file @
9f41a359
...
@@ -4303,6 +4303,142 @@ static void pshader_version_varying_test(IDirect3DDevice9 *device) {
...
@@ -4303,6 +4303,142 @@ static void pshader_version_varying_test(IDirect3DDevice9 *device) {
if
(
texture
)
IDirect3DTexture9_Release
(
texture
);
if
(
texture
)
IDirect3DTexture9_Release
(
texture
);
}
}
void
test_compare_instructions
(
IDirect3DDevice9
*
device
)
{
DWORD
shader_sge_vec_code
[]
=
{
0xfffe0101
,
/* vs_1_1 */
0x0000001f
,
0x80000000
,
0x900f0000
,
/* dcl_position v0 */
0x00000001
,
0xc00f0000
,
0x90e40000
,
/* mov oPos, v0 */
0x00000001
,
0x800f0000
,
0xa0e40000
,
/* mov r0, c0 */
0x0000000d
,
0xd00f0000
,
0x80e40000
,
0xa0e40001
,
/* sge oD0, r0, c1 */
0x0000ffff
/* end */
};
DWORD
shader_slt_vec_code
[]
=
{
0xfffe0101
,
/* vs_1_1 */
0x0000001f
,
0x80000000
,
0x900f0000
,
/* dcl_position v0 */
0x00000001
,
0xc00f0000
,
0x90e40000
,
/* mov oPos, v0 */
0x00000001
,
0x800f0000
,
0xa0e40000
,
/* mov r0, c0 */
0x0000000c
,
0xd00f0000
,
0x80e40000
,
0xa0e40001
,
/* slt oD0, r0, c1 */
0x0000ffff
/* end */
};
DWORD
shader_sge_scalar_code
[]
=
{
0xfffe0101
,
/* vs_1_1 */
0x0000001f
,
0x80000000
,
0x900f0000
,
/* dcl_position v0 */
0x00000001
,
0xc00f0000
,
0x90e40000
,
/* mov oPos, v0 */
0x00000001
,
0x800f0000
,
0xa0e40000
,
/* mov r0, c0 */
0x0000000d
,
0xd0010000
,
0x80000000
,
0xa0550001
,
/* slt oD0.r, r0.r, c1.b */
0x0000000d
,
0xd0020000
,
0x80550000
,
0xa0aa0001
,
/* slt oD0.g, r0.g, c1.r */
0x0000000d
,
0xd0040000
,
0x80aa0000
,
0xa0000001
,
/* slt oD0.b, r0.b, c1.g */
0x0000ffff
/* end */
};
DWORD
shader_slt_scalar_code
[]
=
{
0xfffe0101
,
/* vs_1_1 */
0x0000001f
,
0x80000000
,
0x900f0000
,
/* dcl_position v0 */
0x00000001
,
0xc00f0000
,
0x90e40000
,
/* mov oPos, v0 */
0x00000001
,
0x800f0000
,
0xa0e40000
,
/* mov r0, c0 */
0x0000000c
,
0xd0010000
,
0x80000000
,
0xa0aa0001
,
/* slt oD0.r, r0.r, c1.b */
0x0000000c
,
0xd0020000
,
0x80550000
,
0xa0000001
,
/* slt oD0.g, r0.g, c1.r */
0x0000000c
,
0xd0040000
,
0x80aa0000
,
0xa0550001
,
/* slt oD0.b, r0.b, c1.g */
0x0000ffff
/* end */
};
IDirect3DVertexShader9
*
shader_sge_vec
;
IDirect3DVertexShader9
*
shader_slt_vec
;
IDirect3DVertexShader9
*
shader_sge_scalar
;
IDirect3DVertexShader9
*
shader_slt_scalar
;
HRESULT
hr
,
color
;
float
quad1
[]
=
{
-
1
.
0
,
-
1
.
0
,
0
.
1
,
0
.
0
,
-
1
.
0
,
0
.
1
,
-
1
.
0
,
0
.
0
,
0
.
1
,
0
.
0
,
0
.
0
,
0
.
1
};
float
quad2
[]
=
{
0
.
0
,
-
1
.
0
,
0
.
1
,
1
.
0
,
-
1
.
0
,
0
.
1
,
0
.
0
,
0
.
0
,
0
.
1
,
1
.
0
,
0
.
0
,
0
.
1
};
float
quad3
[]
=
{
-
1
.
0
,
0
.
0
,
0
.
1
,
0
.
0
,
0
.
0
,
0
.
1
,
-
1
.
0
,
1
.
0
,
0
.
1
,
0
.
0
,
1
.
0
,
0
.
1
};
float
quad4
[]
=
{
0
.
0
,
0
.
0
,
0
.
1
,
1
.
0
,
0
.
0
,
0
.
1
,
0
.
0
,
1
.
0
,
0
.
1
,
1
.
0
,
1
.
0
,
0
.
1
};
const
float
const0
[
4
]
=
{
0
.
8
,
0
.
2
,
0
.
2
,
0
.
2
};
const
float
const1
[
4
]
=
{
0
.
2
,
0
.
8
,
0
.
2
,
0
.
2
};
hr
=
IDirect3DDevice9_Clear
(
device
,
0
,
NULL
,
D3DCLEAR_TARGET
,
0xffffffff
,
0
.
0
,
0
);
hr
=
IDirect3DDevice9_CreateVertexShader
(
device
,
shader_sge_vec_code
,
&
shader_sge_vec
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_CreateVertexShader returned %s
\n
"
,
DXGetErrorString9
(
hr
));
hr
=
IDirect3DDevice9_CreateVertexShader
(
device
,
shader_slt_vec_code
,
&
shader_slt_vec
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_CreateVertexShader returned %s
\n
"
,
DXGetErrorString9
(
hr
));
hr
=
IDirect3DDevice9_CreateVertexShader
(
device
,
shader_sge_scalar_code
,
&
shader_sge_scalar
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_CreateVertexShader returned %s
\n
"
,
DXGetErrorString9
(
hr
));
hr
=
IDirect3DDevice9_CreateVertexShader
(
device
,
shader_slt_scalar_code
,
&
shader_slt_scalar
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_CreateVertexShader returned %s
\n
"
,
DXGetErrorString9
(
hr
));
hr
=
IDirect3DDevice9_SetVertexShaderConstantF
(
device
,
0
,
const0
,
1
);
ok
(
SUCCEEDED
(
hr
),
"SetVertexShaderConstantF failed (%08x)
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetVertexShaderConstantF
(
device
,
1
,
const1
,
1
);
ok
(
SUCCEEDED
(
hr
),
"SetVertexShaderConstantF failed (%08x)
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetFVF
(
device
,
D3DFVF_XYZ
);
ok
(
SUCCEEDED
(
hr
),
"IDirect3DDevice9_SetFVF failed (%08x)
\n
"
,
hr
);
hr
=
IDirect3DDevice9_BeginScene
(
device
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_BeginScene returned %s
\n
"
,
DXGetErrorString9
(
hr
));
if
(
SUCCEEDED
(
hr
))
{
hr
=
IDirect3DDevice9_SetVertexShader
(
device
,
shader_sge_vec
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_SetVertexShader returned %s
\n
"
,
DXGetErrorString9
(
hr
));
hr
=
IDirect3DDevice9_DrawPrimitiveUP
(
device
,
D3DPT_TRIANGLESTRIP
,
2
,
quad1
,
sizeof
(
float
)
*
3
);
ok
(
hr
==
D3D_OK
,
"DrawPrimitiveUP failed (%08x)
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetVertexShader
(
device
,
shader_slt_vec
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_SetVertexShader returned %s
\n
"
,
DXGetErrorString9
(
hr
));
hr
=
IDirect3DDevice9_DrawPrimitiveUP
(
device
,
D3DPT_TRIANGLESTRIP
,
2
,
quad2
,
sizeof
(
float
)
*
3
);
ok
(
hr
==
D3D_OK
,
"DrawPrimitiveUP failed (%08x)
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetVertexShader
(
device
,
shader_sge_scalar
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_SetVertexShader returned %s
\n
"
,
DXGetErrorString9
(
hr
));
hr
=
IDirect3DDevice9_DrawPrimitiveUP
(
device
,
D3DPT_TRIANGLESTRIP
,
2
,
quad3
,
sizeof
(
float
)
*
3
);
ok
(
hr
==
D3D_OK
,
"DrawPrimitiveUP failed (%08x)
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetVertexShaderConstantF
(
device
,
0
,
const0
,
1
);
ok
(
SUCCEEDED
(
hr
),
"SetVertexShaderConstantF failed (%08x)
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetVertexShader
(
device
,
shader_slt_scalar
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_SetVertexShader returned %s
\n
"
,
DXGetErrorString9
(
hr
));
hr
=
IDirect3DDevice9_DrawPrimitiveUP
(
device
,
D3DPT_TRIANGLESTRIP
,
2
,
quad4
,
sizeof
(
float
)
*
3
);
ok
(
hr
==
D3D_OK
,
"DrawPrimitiveUP failed (%08x)
\n
"
,
hr
);
hr
=
IDirect3DDevice9_EndScene
(
device
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_EndScene returned %s
\n
"
,
DXGetErrorString9
(
hr
));
}
hr
=
IDirect3DDevice9_Present
(
device
,
NULL
,
NULL
,
NULL
,
NULL
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_Present failed with %s
\n
"
,
DXGetErrorString9
(
hr
));
color
=
getPixelColor
(
device
,
160
,
360
);
ok
(
color
==
0x00FF00FF
,
"Compare test: Quad 1(sge vec) returned color 0x%08x, expected 0x00FF00FFn"
,
color
);
color
=
getPixelColor
(
device
,
480
,
360
);
ok
(
color
==
0x0000FF00
,
"Compare test: Quad 2(slt vec) returned color 0x%08x, expected 0x0000FF00
\n
"
,
color
);
color
=
getPixelColor
(
device
,
160
,
120
);
ok
(
color
==
0x00FFFFFF
,
"Compare test: Quad 3(sge scalar) returned color 0x%08x, expected 0x00FFFFFF
\n
"
,
color
);
color
=
getPixelColor
(
device
,
480
,
160
);
ok
(
color
==
0x000000ff
,
"Compare test: Quad 4(slt scalar) returned color 0x%08x, expected 0x000000ff
\n
"
,
color
);
IDirect3DVertexShader9_Release
(
shader_sge_vec
);
IDirect3DVertexShader9_Release
(
shader_slt_vec
);
IDirect3DVertexShader9_Release
(
shader_sge_scalar
);
IDirect3DVertexShader9_Release
(
shader_slt_scalar
);
}
START_TEST
(
visual
)
START_TEST
(
visual
)
{
{
IDirect3DDevice9
*
device_ptr
;
IDirect3DDevice9
*
device_ptr
;
...
@@ -4385,6 +4521,7 @@ START_TEST(visual)
...
@@ -4385,6 +4521,7 @@ START_TEST(visual)
if
(
caps
.
VertexShaderVersion
>=
D3DVS_VERSION
(
1
,
1
))
if
(
caps
.
VertexShaderVersion
>=
D3DVS_VERSION
(
1
,
1
))
{
{
test_constant_clamp_vs
(
device_ptr
);
test_constant_clamp_vs
(
device_ptr
);
test_compare_instructions
(
device_ptr
);
}
}
else
skip
(
"No vs_1_1 support
\n
"
);
else
skip
(
"No vs_1_1 support
\n
"
);
...
...
dlls/wined3d/glsl_shader.c
View file @
9f41a359
...
@@ -1563,9 +1563,17 @@ void shader_glsl_compare(SHADER_OPCODE_ARG* arg) {
...
@@ -1563,9 +1563,17 @@ void shader_glsl_compare(SHADER_OPCODE_ARG* arg) {
}
else
{
}
else
{
switch
(
arg
->
opcode
->
opcode
)
{
switch
(
arg
->
opcode
->
opcode
)
{
case
WINED3DSIO_SLT
:
case
WINED3DSIO_SLT
:
shader_addline
(
arg
->
buffer
,
"step(%s, %s));
\n
"
,
src0_param
.
param_str
,
src1_param
.
param_str
);
/* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
* to return 0.0 but step returns 1.0 because step is not < x
* An alternative is a bvec compare padded with an unused secound component.
* step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
* issue. Playing with not() is not possible either because not() does not accept
* a scalar.
*/
shader_addline
(
arg
->
buffer
,
"(%s < %s) ? 1.0 : 0.0);
\n
"
,
src0_param
.
param_str
,
src1_param
.
param_str
);
break
;
break
;
case
WINED3DSIO_SGE
:
case
WINED3DSIO_SGE
:
/* Here we can use the step() function and safe a conditional */
shader_addline
(
arg
->
buffer
,
"step(%s, %s));
\n
"
,
src1_param
.
param_str
,
src0_param
.
param_str
);
shader_addline
(
arg
->
buffer
,
"step(%s, %s));
\n
"
,
src1_param
.
param_str
,
src0_param
.
param_str
);
break
;
break
;
default:
default:
...
...
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