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wine
wine-winehq
Commits
5ab9d85c
Commit
5ab9d85c
authored
Sep 01, 2007
by
Stefan Dösinger
Committed by
Alexandre Julliard
Sep 12, 2007
Browse files
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Plain Diff
wined3d: Implement texbeml.
parent
0ed81b20
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Inline
Side-by-side
Showing
6 changed files
with
80 additions
and
22 deletions
+80
-22
baseshader.c
dlls/wined3d/baseshader.c
+6
-1
glsl_shader.c
dlls/wined3d/glsl_shader.c
+33
-2
pixelshader.c
dlls/wined3d/pixelshader.c
+1
-1
state.c
dlls/wined3d/state.c
+36
-14
wined3d_private.h
dlls/wined3d/wined3d_private.h
+1
-1
wined3d_gl.h
include/wine/wined3d_gl.h
+3
-3
No files found.
dlls/wined3d/baseshader.c
View file @
5ab9d85c
...
...
@@ -198,6 +198,7 @@ HRESULT shader_get_registers_used(
char
pshader
=
shader_is_pshader_version
(
This
->
baseShader
.
hex_version
);
reg_maps
->
bumpmat
=
-
1
;
reg_maps
->
luminanceparams
=
-
1
;
if
(
pToken
==
NULL
)
return
WINED3D_OK
;
...
...
@@ -354,11 +355,15 @@ HRESULT shader_get_registers_used(
}
/* texbem is only valid with < 1.4 pixel shaders */
if
(
WINED3DSIO_TEXBEM
==
curOpcode
->
opcode
)
{
if
(
WINED3DSIO_TEXBEM
==
curOpcode
->
opcode
||
WINED3DSIO_TEXBEML
==
curOpcode
->
opcode
)
{
if
(
reg_maps
->
bumpmat
!=
-
1
&&
reg_maps
->
bumpmat
!=
sampler_code
)
{
FIXME
(
"Pixel shader uses texbem instruction on more than 1 sampler
\n
"
);
}
else
{
reg_maps
->
bumpmat
=
sampler_code
;
if
(
WINED3DSIO_TEXBEML
==
curOpcode
->
opcode
)
{
reg_maps
->
luminanceparams
=
sampler_code
;
}
}
}
}
...
...
dlls/wined3d/glsl_shader.c
View file @
5ab9d85c
...
...
@@ -389,7 +389,25 @@ void shader_glsl_load_constants(
pos
=
GL_EXTCALL
(
glGetUniformLocationARB
(
programId
,
"bumpenvmat"
));
checkGLcall
(
"glGetUniformLocationARB"
);
GL_EXTCALL
(
glUniformMatrix2fvARB
(
pos
,
1
,
0
,
data
));
checkGLcall
(
"glUniform4fvARB"
);
checkGLcall
(
"glUniformMatrix2fvARB"
);
/* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
* is set too, so we can check that in the needsbumpmat check
*/
if
(((
IWineD3DPixelShaderImpl
*
)
pshader
)
->
baseShader
.
reg_maps
.
luminanceparams
!=
-
1
)
{
int
stage
=
((
IWineD3DPixelShaderImpl
*
)
pshader
)
->
baseShader
.
reg_maps
.
luminanceparams
;
GLfloat
*
scale
=
(
GLfloat
*
)
&
stateBlock
->
textureState
[
stage
][
WINED3DTSS_BUMPENVLSCALE
];
GLfloat
*
offset
=
(
GLfloat
*
)
&
stateBlock
->
textureState
[
stage
][
WINED3DTSS_BUMPENVLOFFSET
];
pos
=
GL_EXTCALL
(
glGetUniformLocationARB
(
programId
,
"luminancescale"
));
checkGLcall
(
"glGetUniformLocationARB"
);
GL_EXTCALL
(
glUniform1fvARB
(
pos
,
1
,
scale
));
checkGLcall
(
"glUniform1fvARB"
);
pos
=
GL_EXTCALL
(
glGetUniformLocationARB
(
programId
,
"luminanceoffset"
));
checkGLcall
(
"glGetUniformLocationARB"
);
GL_EXTCALL
(
glUniform1fvARB
(
pos
,
1
,
offset
));
checkGLcall
(
"glUniform1fvARB"
);
}
}
}
}
...
...
@@ -429,8 +447,13 @@ void shader_generate_glsl_declarations(
if
(
!
pshader
)
shader_addline
(
buffer
,
"uniform vec4 posFixup;
\n
"
);
else
if
(
reg_maps
->
bumpmat
!=
-
1
)
else
if
(
reg_maps
->
bumpmat
!=
-
1
)
{
shader_addline
(
buffer
,
"uniform mat2 bumpenvmat;
\n
"
);
if
(
reg_maps
->
luminanceparams
)
{
shader_addline
(
buffer
,
"uniform float luminancescale;
\n
"
);
shader_addline
(
buffer
,
"uniform float luminanceoffset;
\n
"
);
}
}
/* Declare texture samplers */
for
(
i
=
0
;
i
<
This
->
baseShader
.
limits
.
sampler
;
i
++
)
{
...
...
@@ -1974,8 +1997,16 @@ void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg) {
shader_glsl_append_dst
(
arg
->
buffer
,
arg
);
shader_glsl_add_src_param
(
arg
,
arg
->
src
[
0
],
arg
->
src_addr
[
0
],
WINED3DSP_WRITEMASK_0
|
WINED3DSP_WRITEMASK_1
,
&
coord_param
);
if
(
arg
->
opcode
->
opcode
==
WINED3DSIO_TEXBEML
)
{
glsl_src_param_t
luminance_param
;
shader_glsl_add_src_param
(
arg
,
arg
->
src
[
0
],
arg
->
src_addr
[
0
],
WINED3DSP_WRITEMASK_2
,
&
luminance_param
);
shader_addline
(
arg
->
buffer
,
"(%s(Psampler%u, T%u%s + vec4(bumpenvmat * %s, 0.0, 0.0)%s )*(%s * luminancescale + luminanceoffset))%s);
\n
"
,
sample_function
.
name
,
sampler_idx
,
sampler_idx
,
coord_mask
,
coord_param
.
param_str
,
coord_mask
,
luminance_param
.
param_str
,
dst_swizzle
);
}
else
{
shader_addline
(
arg
->
buffer
,
"%s(Psampler%u, T%u%s + vec4(bumpenvmat * %s, 0.0, 0.0)%s )%s);
\n
"
,
sample_function
.
name
,
sampler_idx
,
sampler_idx
,
coord_mask
,
coord_param
.
param_str
,
coord_mask
,
dst_swizzle
);
}
}
void
pshader_glsl_bem
(
SHADER_OPCODE_ARG
*
arg
)
{
...
...
dlls/wined3d/pixelshader.c
View file @
5ab9d85c
...
...
@@ -223,7 +223,7 @@ CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = {
{
WINED3DSIO_TEX
,
"texld"
,
"undefined"
,
1
,
2
,
pshader_hw_tex
,
pshader_glsl_tex
,
WINED3DPS_VERSION
(
1
,
4
),
WINED3DPS_VERSION
(
1
,
4
)},
{
WINED3DSIO_TEX
,
"texld"
,
"undefined"
,
1
,
3
,
pshader_hw_tex
,
pshader_glsl_tex
,
WINED3DPS_VERSION
(
2
,
0
),
-
1
},
{
WINED3DSIO_TEXBEM
,
"texbem"
,
"undefined"
,
1
,
2
,
pshader_hw_texbem
,
pshader_glsl_texbem
,
0
,
WINED3DPS_VERSION
(
1
,
3
)},
{
WINED3DSIO_TEXBEML
,
"texbeml"
,
GLNAME_REQUIRE_GLSL
,
1
,
2
,
NULL
,
NULL
,
WINED3DPS_VERSION
(
1
,
0
),
WINED3DPS_VERSION
(
1
,
3
)},
{
WINED3DSIO_TEXBEML
,
"texbeml"
,
GLNAME_REQUIRE_GLSL
,
1
,
2
,
pshader_hw_texbem
,
pshader_glsl_texbem
,
WINED3DPS_VERSION
(
1
,
0
),
WINED3DPS_VERSION
(
1
,
3
)},
{
WINED3DSIO_TEXREG2AR
,
"texreg2ar"
,
"undefined"
,
1
,
2
,
pshader_hw_texreg2ar
,
pshader_glsl_texreg2ar
,
WINED3DPS_VERSION
(
1
,
0
),
WINED3DPS_VERSION
(
1
,
3
)},
{
WINED3DSIO_TEXREG2GB
,
"texreg2gb"
,
"undefined"
,
1
,
2
,
pshader_hw_texreg2gb
,
pshader_glsl_texreg2gb
,
WINED3DPS_VERSION
(
1
,
0
),
WINED3DPS_VERSION
(
1
,
3
)},
{
WINED3DSIO_TEXREG2RGB
,
"texreg2rgb"
,
GLNAME_REQUIRE_GLSL
,
1
,
2
,
NULL
,
pshader_glsl_texreg2rgb
,
WINED3DPS_VERSION
(
1
,
2
),
WINED3DPS_VERSION
(
1
,
3
)},
...
...
dlls/wined3d/state.c
View file @
5ab9d85c
...
...
@@ -2139,6 +2139,20 @@ static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
}
}
static
void
shaderconstant
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
WineD3DContext
*
context
)
{
IWineD3DDeviceImpl
*
device
=
stateblock
->
wineD3DDevice
;
/* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
* has an update pending
*/
if
(
isStateDirty
(
context
,
STATE_VDECL
)
||
isStateDirty
(
context
,
STATE_PIXELSHADER
))
{
return
;
}
device
->
shader_backend
->
shader_load_constants
((
IWineD3DDevice
*
)
device
,
use_ps
(
device
),
use_vs
(
device
));
}
static
void
tex_bumpenvlscale
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
WineD3DContext
*
context
)
{
DWORD
stage
=
(
state
-
STATE_TEXTURESTAGE
(
0
,
0
))
/
WINED3D_HIGHEST_TEXTURE_STATE
;
union
{
...
...
@@ -2146,6 +2160,17 @@ static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, W
float
f
;
}
tmpvalue
;
if
(
stateblock
->
pixelShader
&&
stage
!=
0
&&
((
IWineD3DPixelShaderImpl
*
)
stateblock
->
pixelShader
)
->
baseShader
.
reg_maps
.
luminanceparams
==
stage
)
{
/* The pixel shader has to know the luminance scale. Do a constants update if it
* isn't scheduled anyway
*/
if
(
!
isStateDirty
(
context
,
STATE_PIXELSHADERCONSTANT
)
&&
!
isStateDirty
(
context
,
STATE_PIXELSHADER
))
{
shaderconstant
(
STATE_PIXELSHADERCONSTANT
,
stateblock
,
context
);
}
}
tmpvalue
.
d
=
stateblock
->
textureState
[
stage
][
WINED3DTSS_BUMPENVLSCALE
];
if
(
tmpvalue
.
f
!=
0
.
0
)
{
FIXME
(
"WINED3DTSS_BUMPENVLSCALE not supported yet
\n
"
);
...
...
@@ -2159,6 +2184,17 @@ static void tex_bumpenvloffset(DWORD state, IWineD3DStateBlockImpl *stateblock,
float
f
;
}
tmpvalue
;
if
(
stateblock
->
pixelShader
&&
stage
!=
0
&&
((
IWineD3DPixelShaderImpl
*
)
stateblock
->
pixelShader
)
->
baseShader
.
reg_maps
.
luminanceparams
==
stage
)
{
/* The pixel shader has to know the luminance offset. Do a constants update if it
* isn't scheduled anyway
*/
if
(
!
isStateDirty
(
context
,
STATE_PIXELSHADERCONSTANT
)
&&
!
isStateDirty
(
context
,
STATE_PIXELSHADER
))
{
shaderconstant
(
STATE_PIXELSHADERCONSTANT
,
stateblock
,
context
);
}
}
tmpvalue
.
d
=
stateblock
->
textureState
[
stage
][
WINED3DTSS_BUMPENVLOFFSET
];
if
(
tmpvalue
.
f
!=
0
.
0
)
{
FIXME
(
"WINED3DTSS_BUMPENVLOFFSET not supported yet
\n
"
);
...
...
@@ -2278,20 +2314,6 @@ static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCont
}
}
static
void
shaderconstant
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
WineD3DContext
*
context
)
{
IWineD3DDeviceImpl
*
device
=
stateblock
->
wineD3DDevice
;
/* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
* has an update pending
*/
if
(
isStateDirty
(
context
,
STATE_VDECL
)
||
isStateDirty
(
context
,
STATE_PIXELSHADER
))
{
return
;
}
device
->
shader_backend
->
shader_load_constants
((
IWineD3DDevice
*
)
device
,
use_ps
(
device
),
use_vs
(
device
));
}
static
void
pixelshader
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
WineD3DContext
*
context
)
{
IWineD3DDeviceImpl
*
device
=
stateblock
->
wineD3DDevice
;
BOOL
use_pshader
=
use_ps
(
device
);
...
...
dlls/wined3d/wined3d_private.h
View file @
5ab9d85c
...
...
@@ -1657,7 +1657,7 @@ typedef struct shader_reg_maps {
/* Sampler usage tokens
* Use 0 as default (bit 31 is always 1 on a valid token) */
DWORD
samplers
[
max
(
MAX_FRAGMENT_SAMPLERS
,
MAX_VERTEX_SAMPLERS
)];
char
bumpmat
;
char
bumpmat
,
luminanceparams
;
/* Whether or not a loop is used in this shader */
char
loop
;
...
...
include/wine/wined3d_gl.h
View file @
5ab9d85c
...
...
@@ -3346,9 +3346,9 @@ typedef enum _GL_SupportedExt {
USE_GL_FUNC(WINED3D_PFNGLUNIFORM2FARBPROC, glUniform2fARB); \
USE_GL_FUNC(WINED3D_PFNGLUNIFORM3FARBPROC, glUniform3fARB); \
USE_GL_FUNC(WINED3D_PFNGLUNIFORM4FARBPROC, glUniform4fARB); \
USE_GL_FUNC(WINED3D_PFNGLUNIFORM1
I
VARBPROC, glUniform1fvARB); \
USE_GL_FUNC(WINED3D_PFNGLUNIFORM2
I
VARBPROC, glUniform2fvARB); \
USE_GL_FUNC(WINED3D_PFNGLUNIFORM3
I
VARBPROC, glUniform3fvARB); \
USE_GL_FUNC(WINED3D_PFNGLUNIFORM1
F
VARBPROC, glUniform1fvARB); \
USE_GL_FUNC(WINED3D_PFNGLUNIFORM2
F
VARBPROC, glUniform2fvARB); \
USE_GL_FUNC(WINED3D_PFNGLUNIFORM3
F
VARBPROC, glUniform3fvARB); \
USE_GL_FUNC(WINED3D_PFNGLUNIFORM4FVARBPROC, glUniform4fvARB); \
USE_GL_FUNC(WINED3D_PFNGLUNIFORM1IVARBPROC, glUniform1ivARB); \
USE_GL_FUNC(WINED3D_PFNGLUNIFORM2IVARBPROC, glUniform2ivARB); \
...
...
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