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wine
wine-winehq
Commits
533dcbf1
Commit
533dcbf1
authored
Nov 27, 2006
by
H. Verbeet
Committed by
Alexandre Julliard
Nov 28, 2006
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wined3d: Use the texture sampling function in a few more instructions (GLSL).
parent
f035df9a
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Showing
1 changed file
with
12 additions
and
14 deletions
+12
-14
glsl_shader.c
dlls/wined3d/glsl_shader.c
+12
-14
No files found.
dlls/wined3d/glsl_shader.c
View file @
533dcbf1
...
...
@@ -1545,9 +1545,7 @@ void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg) {
}
void
pshader_glsl_texm3x2tex
(
SHADER_OPCODE_ARG
*
arg
)
{
/* FIXME: Make this work for more than just 2D textures */
char
dst_str
[
8
];
DWORD
reg
=
arg
->
dst
&
WINED3DSP_REGNUM_MASK
;
SHADER_BUFFER
*
buffer
=
arg
->
buffer
;
char
src0_str
[
100
];
...
...
@@ -1556,7 +1554,10 @@ void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg) {
shader_glsl_add_param
(
arg
,
arg
->
src
[
0
],
arg
->
src_addr
[
0
],
TRUE
,
src0_name
,
src0_mask
,
src0_str
);
shader_addline
(
buffer
,
"tmp0.y = dot(vec3(T%u), vec3(%s));
\n
"
,
reg
,
src0_str
);
shader_addline
(
buffer
,
"T%u = texture2D(Psampler%u, tmp0.st);
\n
"
,
reg
,
reg
);
/* Sample the texture using the calculated coordinates */
sprintf
(
dst_str
,
"T%u"
,
reg
);
shader_glsl_sample
(
arg
,
reg
,
dst_str
,
"tmp0"
);
}
/** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
...
...
@@ -1604,6 +1605,7 @@ void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg) {
IWineD3DPixelShaderImpl
*
shader
=
(
IWineD3DPixelShaderImpl
*
)
arg
->
shader
;
DWORD
reg
=
arg
->
dst
&
WINED3DSP_REGNUM_MASK
;
char
dimensions
[
5
];
char
dst_str
[
8
];
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
;
...
...
@@ -1630,8 +1632,8 @@ void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg) {
shader_addline
(
buffer
,
"tmp0.xyz = reflect(-vec3(%s), vec3(tmp0));
\n
"
,
src1_str
);
/* Sample the texture */
s
hader_addline
(
buffer
,
"T%u = texture%s(Psampler%u, tmp0.%s);
\n
"
,
reg
,
dimensions
,
reg
,
(
stype
==
WINED3DSTT_2D
)
?
"xy"
:
"xyz
"
);
s
printf
(
dst_str
,
"T%u"
,
reg
);
shader_glsl_sample
(
arg
,
reg
,
dst_str
,
"tmp0
"
);
current_state
->
current_row
=
0
;
}
...
...
@@ -1643,6 +1645,7 @@ void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
DWORD
reg
=
arg
->
dst
&
WINED3DSP_REGNUM_MASK
;
SHADER_BUFFER
*
buffer
=
arg
->
buffer
;
SHADER_PARSE_STATE
*
current_state
=
&
shader
->
baseShader
.
parse_state
;
char
dst_str
[
8
];
char
src0_str
[
100
],
src0_name
[
50
],
src0_mask
[
6
];
shader_glsl_add_param
(
arg
,
arg
->
src
[
0
],
arg
->
src_addr
[
0
],
TRUE
,
src0_name
,
src0_mask
,
src0_str
);
...
...
@@ -1660,14 +1663,9 @@ void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
shader_addline
(
buffer
,
"tmp0 = tmp0.w * tmp0;
\n
"
);
shader_addline
(
buffer
,
"tmp0 = (2.0 * tmp0) - tmp1;
\n
"
);
/* FIXME:
* We don't really know if a Cube or a Volume texture is being sampled, but since Cube textures
* are used more commonly, we'll default to that.
* We probably need to push back the pixel shader generation code until drawPrimitive() for
* shader versions < 2.0, since that's the only time we can guarantee that we're sampling
* the correct type of texture because we can lookup what textures are bound at that point.
*/
shader_addline
(
buffer
,
"T%u = textureCube(Psampler%u, tmp0.xyz);
\n
"
,
reg
,
reg
);
/* Sample the texture using the calculated coordinates */
sprintf
(
dst_str
,
"T%u"
,
reg
);
shader_glsl_sample
(
arg
,
reg
,
dst_str
,
"tmp0"
);
current_state
->
current_row
=
0
;
}
...
...
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