Commit 4f96f4f4 authored by Matteo Bruni's avatar Matteo Bruni Committed by Alexandre Julliard

wined3d: Fix pow handling with special values in ARB backend.

parent bfda69d0
......@@ -340,6 +340,7 @@ static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
if (reg_maps->usesnrm) return TRUE; /* 0.0 */
if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
return FALSE;
}
......@@ -2773,6 +2774,8 @@ static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
char src0[50], src1[50], dst[50];
struct wined3d_shader_src_param src0_copy = ins->src[0];
BOOL need_abs = FALSE;
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
/* POW operates on the absolute value of the input */
src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
......@@ -2782,13 +2785,28 @@ static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
if (need_abs)
{
shader_addline(buffer, "ABS TA.x, %s;\n", src0);
shader_addline(buffer, "POW%s %s, TA.x, %s;\n", shader_arb_get_modifier(ins), dst, src1);
else
shader_addline(buffer, "MOV TA.x, %s;\n", src0);
if (priv->target_version >= NV2)
{
shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
}
else
{
shader_addline(buffer, "POW%s %s, %s, %s;\n", shader_arb_get_modifier(ins), dst, src0, src1);
const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
shader_addline(buffer, "ABS TA.y, %s;\n", src1);
shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
/* Possibly add flt_eps to avoid getting float special values */
shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
}
}
......
......@@ -788,6 +788,7 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
else if (ins.handler_idx == WINED3DSIH_MOVA) reg_maps->usesmova = 1;
else if (ins.handler_idx == WINED3DSIH_IFC) reg_maps->usesifc = 1;
else if (ins.handler_idx == WINED3DSIH_CALL) reg_maps->usescall = 1;
else if (ins.handler_idx == WINED3DSIH_POW) reg_maps->usespow = 1;
limit = ins.src_count + (ins.predicate ? 1 : 0);
for (i = 0; i < limit; ++i)
......
......@@ -558,7 +558,8 @@ struct wined3d_shader_reg_maps
WORD usestexldl : 1;
WORD usesifc : 1;
WORD usescall : 1;
WORD padding : 4;
WORD usespow : 1;
WORD padding : 3;
/* Whether or not loops are used in this shader, and nesting depth */
unsigned loop_depth;
......
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