Commit 016efe7d authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Clamp results in the arbfp pipeline replacement.

Fixed function processing can only deal with values between 0 and 1 generally. Clamp the results of instructions that could produce bigger or smaller values.
parent 228f2cf3
...@@ -2462,16 +2462,16 @@ static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color, ...@@ -2462,16 +2462,16 @@ static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color,
shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2); shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
arg2 = "arg2"; arg2 = "arg2";
case WINED3DTOP_ADD: case WINED3DTOP_ADD:
shader_addline(buffer, "ADD %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2); shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
break; break;
case WINED3DTOP_SUBTRACT: case WINED3DTOP_SUBTRACT:
shader_addline(buffer, "SUB %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2); shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
break; break;
case WINED3DTOP_ADDSMOOTH: case WINED3DTOP_ADDSMOOTH:
shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1); shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
shader_addline(buffer, "MAD %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1); shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
break; break;
case WINED3DTOP_BLENDCURRENTALPHA: case WINED3DTOP_BLENDCURRENTALPHA:
...@@ -2493,24 +2493,24 @@ static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color, ...@@ -2493,24 +2493,24 @@ static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color,
case WINED3DTOP_BLENDTEXTUREALPHAPM: case WINED3DTOP_BLENDTEXTUREALPHAPM:
shader_addline(buffer, "SUB arg0.a, const.x, %s;\n", arg1); shader_addline(buffer, "SUB arg0.a, const.x, %s;\n", arg1);
shader_addline(buffer, "MAD %s%s, %s, arg0.a, %s;\n", dstreg, dstmask, arg2, arg1); shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.a, %s;\n", dstreg, dstmask, arg2, arg1);
break; break;
/* D3DTOP_PREMODULATE ???? */ /* D3DTOP_PREMODULATE ???? */
case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR: case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
shader_addline(buffer, "SUB arg0.a, const.x, %s;\n", arg1); shader_addline(buffer, "SUB arg0.a, const.x, %s;\n", arg1);
shader_addline(buffer, "MAD %s%s, arg0.a, %s, %s;\n", dstreg, dstmask, arg2, arg1); shader_addline(buffer, "MAD_SAT %s%s, arg0.a, %s, %s;\n", dstreg, dstmask, arg2, arg1);
break; break;
case WINED3DTOP_MODULATEALPHA_ADDCOLOR: case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
shader_addline(buffer, "MAD %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1); shader_addline(buffer, "MAD_SAT %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
break; break;
case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA: case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1); shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
shader_addline(buffer, "MAD %s%s, arg0, %s, %s.a;\n", dstreg, dstmask, arg2, arg1); shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.a;\n", dstreg, dstmask, arg2, arg1);
break; break;
case WINED3DTOP_MODULATECOLOR_ADDALPHA: case WINED3DTOP_MODULATECOLOR_ADDALPHA:
shader_addline(buffer, "MAD %s%s, %s, %s, %s.a;\n", dstreg, dstmask, arg1, arg2, arg1); shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.a;\n", dstreg, dstmask, arg1, arg2, arg1);
break; break;
case WINED3DTOP_DOTPRODUCT3: case WINED3DTOP_DOTPRODUCT3:
...@@ -2521,11 +2521,11 @@ static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color, ...@@ -2521,11 +2521,11 @@ static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color,
} }
shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1); shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2); shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
shader_addline(buffer, "DP3 %s%s, arg1, arg2;\n", dstreg, dstmask); shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
break; break;
case WINED3DTOP_MULTIPLYADD: case WINED3DTOP_MULTIPLYADD:
shader_addline(buffer, "MAD %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0); shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
break; break;
case WINED3DTOP_LERP: case WINED3DTOP_LERP:
...@@ -2556,7 +2556,7 @@ static GLuint gen_arbfp_ffp_shader(struct ffp_settings *settings, IWineD3DStateB ...@@ -2556,7 +2556,7 @@ static GLuint gen_arbfp_ffp_shader(struct ffp_settings *settings, IWineD3DStateB
BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE}; BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE}; BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
const char *textype; const char *textype;
const char *instr; const char *instr, *sat;
char colorcor_dst[8]; char colorcor_dst[8];
GLuint ret; GLuint ret;
DWORD arg0, arg1, arg2; DWORD arg0, arg1, arg2;
...@@ -2653,6 +2653,13 @@ static GLuint gen_arbfp_ffp_shader(struct ffp_settings *settings, IWineD3DStateB ...@@ -2653,6 +2653,13 @@ static GLuint gen_arbfp_ffp_shader(struct ffp_settings *settings, IWineD3DStateB
default: textype = "unexpected_textype"; break; default: textype = "unexpected_textype"; break;
} }
if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
sat = "";
} else {
sat = "_SAT";
}
if(settings->op[stage].projected == proj_none) { if(settings->op[stage].projected == proj_none) {
instr = "TEX"; instr = "TEX";
} else if(settings->op[stage].projected == proj_count4) { } else if(settings->op[stage].projected == proj_count4) {
...@@ -2670,11 +2677,11 @@ static GLuint gen_arbfp_ffp_shader(struct ffp_settings *settings, IWineD3DStateB ...@@ -2670,11 +2677,11 @@ static GLuint gen_arbfp_ffp_shader(struct ffp_settings *settings, IWineD3DStateB
shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1); shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
shader_addline(&buffer, "DP3 ret.g, arg1, tex%u;\n", stage - 1); shader_addline(&buffer, "DP3 ret.g, arg1, tex%u;\n", stage - 1);
shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage); shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n", shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
instr, stage, stage, textype); instr, sat, stage, stage, textype);
} else { } else {
shader_addline(&buffer, "%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n", shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
instr, stage, stage, stage, textype); instr, sat, stage, stage, stage, textype);
} }
sprintf(colorcor_dst, "tex%u", stage); sprintf(colorcor_dst, "tex%u", stage);
......
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