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wine
wine-cw
Commits
a1f83aae
Commit
a1f83aae
authored
Jul 02, 2007
by
Stefan Dösinger
Committed by
Alexandre Julliard
Jul 03, 2007
Browse files
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Plain Diff
wined3d: rsq and rcp use the .w component if no swizzle is given.
parent
ac82f20b
Hide whitespace changes
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Side-by-side
Showing
6 changed files
with
153 additions
and
6 deletions
+153
-6
visual.c
dlls/d3d8/tests/visual.c
+127
-0
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+4
-2
glsl_shader.c
dlls/wined3d/glsl_shader.c
+19
-2
pixelshader.c
dlls/wined3d/pixelshader.c
+1
-1
vertexshader.c
dlls/wined3d/vertexshader.c
+1
-1
wined3d_private.h
dlls/wined3d/wined3d_private.h
+1
-0
No files found.
dlls/d3d8/tests/visual.c
View file @
a1f83aae
...
...
@@ -495,11 +495,127 @@ static void present_test(IDirect3DDevice8 *device)
ok
(
color
==
0x00ff0000
,
"Present failed: Got color 0x%08x, expected 0x00ff0000.
\n
"
,
color
);
}
static
void
test_rcp_rsq
(
IDirect3DDevice8
*
device
)
{
HRESULT
hr
;
DWORD
shader
;
DWORD
color
;
unsigned
char
c1
,
c2
,
c3
;
float
constant
[
4
]
=
{
1
.
0
,
1
.
0
,
1
.
0
,
2
.
0
};
static
const
float
quad
[][
3
]
=
{
{
-
1
.
0
f
,
-
1
.
0
f
,
0
.
0
f
},
{
-
1
.
0
f
,
1
.
0
f
,
0
.
0
f
},
{
1
.
0
f
,
-
1
.
0
f
,
0
.
0
f
},
{
1
.
0
f
,
1
.
0
f
,
0
.
0
f
},
};
const
DWORD
rcp_test
[]
=
{
0xfffe0101
,
/* vs.1.1 */
0x0009fffe
,
0x30303030
,
0x30303030
,
/* Shaders have to have a minimal size. */
0x30303030
,
0x30303030
,
0x30303030
,
/* Add a filler comment. Usually D3DX8's*/
0x30303030
,
0x30303030
,
0x30303030
,
/* version comment makes the shader big */
0x00303030
,
/* enough to make windows happy */
0x00000001
,
0xc00f0000
,
0x90e40000
,
/* mov oPos, v0 */
0x00000006
,
0xd00f0000
,
0xa0e40000
,
/* rcp oD0, c0 */
0x0000ffff
/* END */
};
const
DWORD
rsq_test
[]
=
{
0xfffe0101
,
/* vs.1.1 */
0x0009fffe
,
0x30303030
,
0x30303030
,
/* Shaders have to have a minimal size. */
0x30303030
,
0x30303030
,
0x30303030
,
/* Add a filler comment. Usually D3DX8's*/
0x30303030
,
0x30303030
,
0x30303030
,
/* version comment makes the shader big */
0x00303030
,
/* enough to make windows happy */
0x00000001
,
0xc00f0000
,
0x90e40000
,
/* mov oPos, v0 */
0x00000007
,
0xd00f0000
,
0xa0e40000
,
/* rsq oD0, c0 */
0x0000ffff
/* END */
};
DWORD
decl
[]
=
{
D3DVSD_STREAM
(
0
),
D3DVSD_REG
(
D3DVSDE_POSITION
,
D3DVSDT_FLOAT3
),
/* D3DVSDE_POSITION, Register v0 */
D3DVSD_END
()
};
hr
=
IDirect3DDevice8_Clear
(
device
,
0
,
NULL
,
D3DCLEAR_TARGET
|
D3DCLEAR_ZBUFFER
,
0xff800080
,
0
.
0
,
0
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_Clear failed with %08x
\n
"
,
hr
);
hr
=
IDirect3DDevice8_CreateVertexShader
(
device
,
decl
,
rcp_test
,
&
shader
,
0
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_CreateVertexShader returned with %08x
\n
"
,
hr
);
IDirect3DDevice8_SetVertexShader
(
device
,
shader
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_SetVertexShader returned %08x
\n
"
,
hr
);
IDirect3DDevice8_SetVertexShaderConstant
(
device
,
0
,
constant
,
1
);
hr
=
IDirect3DDevice8_BeginScene
(
device
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_BeginScene returned %08x
\n
"
,
hr
);
if
(
SUCCEEDED
(
hr
))
{
hr
=
IDirect3DDevice8_DrawPrimitiveUP
(
device
,
D3DPT_TRIANGLESTRIP
,
2
,
&
quad
[
0
],
3
*
sizeof
(
float
));
ok
(
SUCCEEDED
(
hr
),
"DrawPrimitiveUP failed (%08x)
\n
"
,
hr
);
hr
=
IDirect3DDevice8_EndScene
(
device
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_EndScene returned %08x
\n
"
,
hr
);
}
hr
=
IDirect3DDevice8_Present
(
device
,
NULL
,
NULL
,
NULL
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"Present failed (%08x)
\n
"
,
hr
);
color
=
getPixelColor
(
device
,
320
,
240
);
c1
=
(
color
&
0x00ff0000
)
>>
16
;
c2
=
(
color
&
0x0000ff00
)
>>
8
;
c3
=
(
color
&
0x000000ff
)
>>
0
;
ok
(
c1
==
c2
&&
c2
==
c3
,
"Color components differ: c1 = %02x, c2 = %02x, c3 = %02x
\n
"
,
c1
,
c2
,
c3
);
ok
(
c1
>=
0x7c
&&
c1
<=
0x84
,
"Color component value is %02x
\n
"
,
c1
);
IDirect3DDevice8_SetVertexShader
(
device
,
0
);
IDirect3DDevice8_DeleteVertexShader
(
device
,
shader
);
hr
=
IDirect3DDevice8_Clear
(
device
,
0
,
NULL
,
D3DCLEAR_TARGET
|
D3DCLEAR_ZBUFFER
,
0xff800080
,
0
.
0
,
0
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_Clear failed with %08x
\n
"
,
hr
);
hr
=
IDirect3DDevice8_CreateVertexShader
(
device
,
decl
,
rsq_test
,
&
shader
,
0
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_CreateVertexShader returned with %08x
\n
"
,
hr
);
IDirect3DDevice8_SetVertexShader
(
device
,
shader
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_SetVertexShader returned %08x
\n
"
,
hr
);
IDirect3DDevice8_SetVertexShaderConstant
(
device
,
0
,
constant
,
1
);
hr
=
IDirect3DDevice8_BeginScene
(
device
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_BeginScene returned %08x
\n
"
,
hr
);
if
(
SUCCEEDED
(
hr
))
{
hr
=
IDirect3DDevice8_DrawPrimitiveUP
(
device
,
D3DPT_TRIANGLESTRIP
,
2
,
&
quad
[
0
],
3
*
sizeof
(
float
));
ok
(
SUCCEEDED
(
hr
),
"DrawPrimitiveUP failed (%08x)
\n
"
,
hr
);
hr
=
IDirect3DDevice8_EndScene
(
device
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_EndScene returned %08x
\n
"
,
hr
);
}
hr
=
IDirect3DDevice8_Present
(
device
,
NULL
,
NULL
,
NULL
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"Present failed (%08x)
\n
"
,
hr
);
color
=
getPixelColor
(
device
,
320
,
240
);
c1
=
(
color
&
0x00ff0000
)
>>
16
;
c2
=
(
color
&
0x0000ff00
)
>>
8
;
c3
=
(
color
&
0x000000ff
)
>>
0
;
ok
(
c1
==
c2
&&
c2
==
c3
,
"Color components differ: c1 = %02x, c2 = %02x, c3 = %02x
\n
"
,
c1
,
c2
,
c3
);
ok
(
c1
>=
0xb0
&&
c1
<=
0xb8
,
"Color component value is %02x
\n
"
,
c1
);
IDirect3DDevice8_SetVertexShader
(
device
,
0
);
IDirect3DDevice8_DeleteVertexShader
(
device
,
shader
);
}
START_TEST
(
visual
)
{
IDirect3DDevice8
*
device_ptr
;
HRESULT
hr
;
DWORD
color
;
D3DCAPS8
caps
;
d3d8_handle
=
LoadLibraryA
(
"d3d8.dll"
);
if
(
!
d3d8_handle
)
...
...
@@ -511,6 +627,8 @@ START_TEST(visual)
device_ptr
=
init_d3d8
();
if
(
!
device_ptr
)
return
;
IDirect3DDevice8_GetDeviceCaps
(
device_ptr
,
&
caps
);
/* Check for the reliability of the returned data */
hr
=
IDirect3DDevice8_Clear
(
device_ptr
,
0
,
NULL
,
D3DCLEAR_TARGET
,
0xffff0000
,
0
.
0
,
0
);
if
(
FAILED
(
hr
))
...
...
@@ -548,6 +666,15 @@ START_TEST(visual)
fog_test
(
device_ptr
);
present_test
(
device_ptr
);
if
(
caps
.
VertexShaderVersion
>=
D3DVS_VERSION
(
1
,
1
))
{
test_rcp_rsq
(
device_ptr
);
}
else
{
skip
(
"No vs.1.1 support
\n
"
);
}
cleanup
:
if
(
device_ptr
)
IDirect3DDevice8_Release
(
device_ptr
);
}
dlls/wined3d/arb_program_shader.c
View file @
a1f83aae
...
...
@@ -948,8 +948,10 @@ void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg) {
strcat
(
tmpLine
,
","
);
vshader_program_add_param
(
arg
,
src
,
TRUE
,
tmpLine
);
if
((
WINED3DSP_NOSWIZZLE
>>
WINED3DSP_SWIZZLE_SHIFT
)
==
swizzle
)
{
/* Dx sdk says .x is used if no swizzle is given */
strcat
(
tmpLine
,
".x"
);
/* Dx sdk says .x is used if no swizzle is given, but our test shows that
* .w is used
*/
strcat
(
tmpLine
,
".w"
);
}
shader_addline
(
buffer
,
"%s;
\n
"
,
tmpLine
);
...
...
dlls/wined3d/glsl_shader.c
View file @
a1f83aae
...
...
@@ -1054,7 +1054,6 @@ void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg) {
switch
(
curOpcode
->
opcode
)
{
case
WINED3DSIO_MIN
:
instruction
=
"min"
;
break
;
case
WINED3DSIO_MAX
:
instruction
=
"max"
;
break
;
case
WINED3DSIO_RSQ
:
instruction
=
"inversesqrt"
;
break
;
case
WINED3DSIO_ABS
:
instruction
=
"abs"
;
break
;
case
WINED3DSIO_FRC
:
instruction
=
"fract"
;
break
;
case
WINED3DSIO_NRM
:
instruction
=
"normalize"
;
break
;
...
...
@@ -1132,7 +1131,7 @@ void shader_glsl_rcp(SHADER_OPCODE_ARG* arg) {
write_mask
=
shader_glsl_append_dst
(
arg
->
buffer
,
arg
);
mask_size
=
shader_glsl_get_write_mask_size
(
write_mask
);
shader_glsl_add_src_param
(
arg
,
arg
->
src
[
0
],
arg
->
src_addr
[
0
],
WINED3DSP_WRITEMASK_
0
,
&
src_param
);
shader_glsl_add_src_param
(
arg
,
arg
->
src
[
0
],
arg
->
src_addr
[
0
],
WINED3DSP_WRITEMASK_
3
,
&
src_param
);
if
(
mask_size
>
1
)
{
shader_addline
(
arg
->
buffer
,
"vec%d(1.0 / %s));
\n
"
,
mask_size
,
src_param
.
param_str
);
...
...
@@ -1141,6 +1140,24 @@ void shader_glsl_rcp(SHADER_OPCODE_ARG* arg) {
}
}
void
shader_glsl_rsq
(
SHADER_OPCODE_ARG
*
arg
)
{
SHADER_BUFFER
*
buffer
=
arg
->
buffer
;
glsl_src_param_t
src_param
;
DWORD
write_mask
;
size_t
mask_size
;
write_mask
=
shader_glsl_append_dst
(
buffer
,
arg
);
mask_size
=
shader_glsl_get_write_mask_size
(
write_mask
);
shader_glsl_add_src_param
(
arg
,
arg
->
src
[
0
],
arg
->
src_addr
[
0
],
WINED3DSP_WRITEMASK_3
,
&
src_param
);
if
(
mask_size
>
1
)
{
shader_addline
(
buffer
,
"vec%d(inversesqrt(%s)));
\n
"
,
mask_size
,
src_param
.
param_str
);
}
else
{
shader_addline
(
buffer
,
"inversesqrt(%s));
\n
"
,
src_param
.
param_str
);
}
}
/** Process signed comparison opcodes in GLSL. */
void
shader_glsl_compare
(
SHADER_OPCODE_ARG
*
arg
)
{
glsl_src_param_t
src0_param
;
...
...
dlls/wined3d/pixelshader.c
View file @
a1f83aae
...
...
@@ -166,7 +166,7 @@ CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = {
{
WINED3DSIO_MAD
,
"mad"
,
"MAD"
,
1
,
4
,
pshader_hw_map2gl
,
shader_glsl_mad
,
0
,
0
},
{
WINED3DSIO_MUL
,
"mul"
,
"MUL"
,
1
,
3
,
pshader_hw_map2gl
,
shader_glsl_arith
,
0
,
0
},
{
WINED3DSIO_RCP
,
"rcp"
,
"RCP"
,
1
,
2
,
pshader_hw_map2gl
,
shader_glsl_rcp
,
0
,
0
},
{
WINED3DSIO_RSQ
,
"rsq"
,
"RSQ"
,
1
,
2
,
pshader_hw_map2gl
,
shader_glsl_
map2gl
,
0
,
0
},
{
WINED3DSIO_RSQ
,
"rsq"
,
"RSQ"
,
1
,
2
,
pshader_hw_map2gl
,
shader_glsl_
rsq
,
0
,
0
},
{
WINED3DSIO_DP3
,
"dp3"
,
"DP3"
,
1
,
3
,
pshader_hw_map2gl
,
shader_glsl_dot
,
0
,
0
},
{
WINED3DSIO_DP4
,
"dp4"
,
"DP4"
,
1
,
3
,
pshader_hw_map2gl
,
shader_glsl_dot
,
0
,
0
},
{
WINED3DSIO_MIN
,
"min"
,
"MIN"
,
1
,
3
,
pshader_hw_map2gl
,
shader_glsl_map2gl
,
0
,
0
},
...
...
dlls/wined3d/vertexshader.c
View file @
a1f83aae
...
...
@@ -92,7 +92,7 @@ CONST SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[] = {
{
WINED3DSIO_MAD
,
"mad"
,
"MAD"
,
1
,
4
,
vshader_hw_map2gl
,
shader_glsl_mad
,
0
,
0
},
{
WINED3DSIO_MUL
,
"mul"
,
"MUL"
,
1
,
3
,
vshader_hw_map2gl
,
shader_glsl_arith
,
0
,
0
},
{
WINED3DSIO_RCP
,
"rcp"
,
"RCP"
,
1
,
2
,
vshader_hw_rsq_rcp
,
shader_glsl_rcp
,
0
,
0
},
{
WINED3DSIO_RSQ
,
"rsq"
,
"RSQ"
,
1
,
2
,
vshader_hw_rsq_rcp
,
shader_glsl_
map2gl
,
0
,
0
},
{
WINED3DSIO_RSQ
,
"rsq"
,
"RSQ"
,
1
,
2
,
vshader_hw_rsq_rcp
,
shader_glsl_
rsq
,
0
,
0
},
{
WINED3DSIO_DP3
,
"dp3"
,
"DP3"
,
1
,
3
,
vshader_hw_map2gl
,
shader_glsl_dot
,
0
,
0
},
{
WINED3DSIO_DP4
,
"dp4"
,
"DP4"
,
1
,
3
,
vshader_hw_map2gl
,
shader_glsl_dot
,
0
,
0
},
{
WINED3DSIO_MIN
,
"min"
,
"MIN"
,
1
,
3
,
vshader_hw_map2gl
,
shader_glsl_map2gl
,
0
,
0
},
...
...
dlls/wined3d/wined3d_private.h
View file @
a1f83aae
...
...
@@ -1714,6 +1714,7 @@ extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
extern
void
shader_glsl_lrp
(
SHADER_OPCODE_ARG
*
arg
);
extern
void
shader_glsl_dot
(
SHADER_OPCODE_ARG
*
arg
);
extern
void
shader_glsl_rcp
(
SHADER_OPCODE_ARG
*
arg
);
extern
void
shader_glsl_rsq
(
SHADER_OPCODE_ARG
*
arg
);
extern
void
shader_glsl_cnd
(
SHADER_OPCODE_ARG
*
arg
);
extern
void
shader_glsl_compare
(
SHADER_OPCODE_ARG
*
arg
);
extern
void
shader_glsl_def
(
SHADER_OPCODE_ARG
*
arg
);
...
...
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