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wine
wine-winehq
Commits
703ef0de
Commit
703ef0de
authored
Mar 04, 2009
by
Henri Verbeet
Committed by
Alexandre Julliard
Mar 04, 2009
Browse files
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Plain Diff
wined3d: Use flags for shader_glsl_get_sample_function().
Having three BOOL parameters looks a bit awkward.
parent
7d35ba64
Hide whitespace changes
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Showing
1 changed file
with
31 additions
and
28 deletions
+31
-28
glsl_shader.c
dlls/wined3d/glsl_shader.c
+31
-28
No files found.
dlls/wined3d/glsl_shader.c
View file @
703ef0de
...
...
@@ -40,6 +40,10 @@ WINE_DECLARE_DEBUG_CHANNEL(d3d);
#define GLINFO_LOCATION (*gl_info)
#define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
#define WINED3D_GLSL_SAMPLE_RECT 0x2
#define WINED3D_GLSL_SAMPLE_LOD 0x4
typedef
struct
{
char
reg_name
[
150
];
char
mask_str
[
6
];
...
...
@@ -1300,7 +1304,12 @@ static inline const char* shader_get_comp_op(
}
}
static
void
shader_glsl_get_sample_function
(
DWORD
sampler_type
,
BOOL
projected
,
BOOL
texrect
,
BOOL
lod
,
glsl_sample_function_t
*
sample_function
)
{
static
void
shader_glsl_get_sample_function
(
DWORD
sampler_type
,
DWORD
flags
,
glsl_sample_function_t
*
sample_function
)
{
BOOL
projected
=
flags
&
WINED3D_GLSL_SAMPLE_PROJECTED
;
BOOL
texrect
=
flags
&
WINED3D_GLSL_SAMPLE_RECT
;
BOOL
lod
=
flags
&
WINED3D_GLSL_SAMPLE_LOD
;
/* Note that there's no such thing as a projected cube texture. */
switch
(
sampler_type
)
{
case
WINED3DSTT_1D
:
...
...
@@ -2308,9 +2317,9 @@ static void pshader_glsl_tex(const SHADER_OPCODE_ARG *arg)
IWineD3DDeviceImpl
*
deviceImpl
=
(
IWineD3DDeviceImpl
*
)
This
->
baseShader
.
device
;
DWORD
shader_version
=
arg
->
reg_maps
->
shader_version
;
glsl_sample_function_t
sample_function
;
DWORD
sample_flags
=
0
;
DWORD
sampler_type
;
DWORD
sampler_idx
;
BOOL
projected
,
texrect
=
FALSE
;
DWORD
mask
=
0
,
swizzle
;
/* 1.0-1.4: Use destination register as sampler source.
...
...
@@ -2325,7 +2334,7 @@ static void pshader_glsl_tex(const SHADER_OPCODE_ARG *arg)
/* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
if
(
flags
&
WINED3DTTFF_PROJECTED
&&
sampler_type
!=
WINED3DSTT_CUBE
)
{
projected
=
TRUE
;
sample_flags
|=
WINED3D_GLSL_SAMPLE_PROJECTED
;
switch
(
flags
&
~
WINED3DTTFF_PROJECTED
)
{
case
WINED3DTTFF_COUNT1
:
FIXME
(
"WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?
\n
"
);
break
;
case
WINED3DTTFF_COUNT2
:
mask
=
WINED3DSP_WRITEMASK_1
;
break
;
...
...
@@ -2333,8 +2342,6 @@ static void pshader_glsl_tex(const SHADER_OPCODE_ARG *arg)
case
WINED3DTTFF_COUNT4
:
case
WINED3DTTFF_DISABLE
:
mask
=
WINED3DSP_WRITEMASK_3
;
break
;
}
}
else
{
projected
=
FALSE
;
}
}
else
if
(
shader_version
<
WINED3DPS_VERSION
(
2
,
0
))
...
...
@@ -2342,30 +2349,26 @@ static void pshader_glsl_tex(const SHADER_OPCODE_ARG *arg)
DWORD
src_mod
=
arg
->
src
[
0
]
&
WINED3DSP_SRCMOD_MASK
;
if
(
src_mod
==
WINED3DSPSM_DZ
)
{
projected
=
TRUE
;
sample_flags
|=
WINED3D_GLSL_SAMPLE_PROJECTED
;
mask
=
WINED3DSP_WRITEMASK_2
;
}
else
if
(
src_mod
==
WINED3DSPSM_DW
)
{
projected
=
TRUE
;
sample_flags
|=
WINED3D_GLSL_SAMPLE_PROJECTED
;
mask
=
WINED3DSP_WRITEMASK_3
;
}
else
{
projected
=
FALSE
;
}
}
else
{
if
(
arg
->
opcode_token
&
WINED3DSI_TEXLD_PROJECT
)
{
/* ps 2.0 texldp instruction always divides by the fourth component. */
projected
=
TRUE
;
mask
=
WINED3DSP_WRITEMASK_3
;
}
else
{
projected
=
FALSE
;
/* ps 2.0 texldp instruction always divides by the fourth component. */
sample_flags
|=
WINED3D_GLSL_SAMPLE_PROJECTED
;
mask
=
WINED3DSP_WRITEMASK_3
;
}
}
if
(
deviceImpl
->
stateBlock
->
textures
[
sampler_idx
]
&&
IWineD3DBaseTexture_GetTextureDimensions
(
deviceImpl
->
stateBlock
->
textures
[
sampler_idx
])
==
GL_TEXTURE_RECTANGLE_ARB
)
{
texrect
=
TRUE
;
sample_flags
|=
WINED3D_GLSL_SAMPLE_RECT
;
}
shader_glsl_get_sample_function
(
sampler_type
,
projected
,
texrect
,
FALSE
,
&
sample_function
);
shader_glsl_get_sample_function
(
sampler_type
,
sample_flags
,
&
sample_function
);
mask
|=
sample_function
.
coord_mask
;
if
(
shader_version
<
WINED3DPS_VERSION
(
2
,
0
))
swizzle
=
WINED3DVS_NOSWIZZLE
;
...
...
@@ -2400,9 +2403,9 @@ static void shader_glsl_texldl(const SHADER_OPCODE_ARG *arg)
IWineD3DDeviceImpl
*
deviceImpl
=
(
IWineD3DDeviceImpl
*
)
This
->
baseShader
.
device
;
glsl_sample_function_t
sample_function
;
glsl_src_param_t
coord_param
,
lod_param
;
DWORD
sample_flags
=
WINED3D_GLSL_SAMPLE_LOD
;
DWORD
sampler_type
;
DWORD
sampler_idx
;
BOOL
texrect
=
FALSE
;
DWORD
swizzle
=
arg
->
src
[
1
]
&
WINED3DSP_SWIZZLE_MASK
;
shader_glsl_append_dst
(
arg
->
buffer
,
arg
);
...
...
@@ -2411,9 +2414,9 @@ static void shader_glsl_texldl(const SHADER_OPCODE_ARG *arg)
sampler_type
=
arg
->
reg_maps
->
samplers
[
sampler_idx
]
&
WINED3DSP_TEXTURETYPE_MASK
;
if
(
deviceImpl
->
stateBlock
->
textures
[
sampler_idx
]
&&
IWineD3DBaseTexture_GetTextureDimensions
(
deviceImpl
->
stateBlock
->
textures
[
sampler_idx
])
==
GL_TEXTURE_RECTANGLE_ARB
)
{
texrect
=
TRUE
;
sample_flags
|=
WINED3D_GLSL_SAMPLE_RECT
;
}
shader_glsl_get_sample_function
(
sampler_type
,
FALSE
,
texrect
,
TRUE
,
&
sample_function
);
shader_glsl_get_sample_function
(
sampler_type
,
sample_flags
,
&
sample_function
);
shader_glsl_add_src_param
(
arg
,
arg
->
src
[
0
],
arg
->
src_addr
[
0
],
sample_function
.
coord_mask
,
&
coord_param
);
shader_glsl_add_src_param
(
arg
,
arg
->
src
[
0
],
arg
->
src_addr
[
0
],
WINED3DSP_WRITEMASK_3
,
&
lod_param
);
...
...
@@ -2495,7 +2498,7 @@ static void pshader_glsl_texdp3tex(const SHADER_OPCODE_ARG *arg)
*
* It is a dependent read - not valid with conditional NP2 textures
*/
shader_glsl_get_sample_function
(
sampler_type
,
FALSE
,
FALSE
,
FALSE
,
&
sample_function
);
shader_glsl_get_sample_function
(
sampler_type
,
0
,
&
sample_function
);
switch
(
count_bits
(
sample_function
.
coord_mask
))
{
case
1
:
...
...
@@ -2616,7 +2619,7 @@ static void pshader_glsl_texm3x2tex(const SHADER_OPCODE_ARG *arg)
shader_glsl_add_src_param
(
arg
,
arg
->
src
[
0
],
arg
->
src_addr
[
0
],
src_mask
,
&
src0_param
);
shader_addline
(
buffer
,
"tmp0.y = dot(T%u.xyz, %s);
\n
"
,
reg
,
src0_param
.
param_str
);
shader_glsl_get_sample_function
(
sampler_type
,
FALSE
,
FALSE
,
FALSE
,
&
sample_function
);
shader_glsl_get_sample_function
(
sampler_type
,
0
,
&
sample_function
);
/* Sample the texture using the calculated coordinates */
shader_glsl_gen_sample_code
(
arg
,
reg
,
"tmp0.xy"
,
...
...
@@ -2640,7 +2643,7 @@ static void pshader_glsl_texm3x3tex(const SHADER_OPCODE_ARG *arg)
shader_addline
(
arg
->
buffer
,
"tmp0.z = dot(T%u.xyz, %s);
\n
"
,
reg
,
src0_param
.
param_str
);
/* Dependent read, not valid with conditional NP2 */
shader_glsl_get_sample_function
(
sampler_type
,
FALSE
,
FALSE
,
FALSE
,
&
sample_function
);
shader_glsl_get_sample_function
(
sampler_type
,
0
,
&
sample_function
);
/* Sample the texture using the calculated coordinates */
shader_glsl_gen_sample_code
(
arg
,
reg
,
"tmp0.xyz"
,
...
...
@@ -2693,7 +2696,7 @@ static void pshader_glsl_texm3x3spec(const SHADER_OPCODE_ARG *arg)
shader_addline
(
buffer
,
"tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));
\n
"
,
src1_param
.
param_str
);
/* Dependent read, not valid with conditional NP2 */
shader_glsl_get_sample_function
(
stype
,
FALSE
,
FALSE
,
FALSE
,
&
sample_function
);
shader_glsl_get_sample_function
(
stype
,
0
,
&
sample_function
);
/* Sample the texture */
shader_glsl_gen_sample_code
(
arg
,
reg
,
"tmp0.xyz"
,
...
...
@@ -2727,7 +2730,7 @@ static void pshader_glsl_texm3x3vspec(const SHADER_OPCODE_ARG *arg)
shader_addline
(
buffer
,
"tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));
\n
"
);
/* Dependent read, not valid with conditional NP2 */
shader_glsl_get_sample_function
(
sampler_type
,
FALSE
,
FALSE
,
FALSE
,
&
sample_function
);
shader_glsl_get_sample_function
(
sampler_type
,
0
,
&
sample_function
);
/* Sample the texture using the calculated coordinates */
shader_glsl_gen_sample_code
(
arg
,
reg
,
"tmp0.xyz"
,
...
...
@@ -2759,7 +2762,7 @@ static void pshader_glsl_texbem(const SHADER_OPCODE_ARG *arg)
sampler_type
=
arg
->
reg_maps
->
samplers
[
sampler_idx
]
&
WINED3DSP_TEXTURETYPE_MASK
;
/* Dependent read, not valid with conditional NP2 */
shader_glsl_get_sample_function
(
sampler_type
,
FALSE
,
FALSE
,
FALSE
,
&
sample_function
);
shader_glsl_get_sample_function
(
sampler_type
,
0
,
&
sample_function
);
mask
=
sample_function
.
coord_mask
;
shader_glsl_get_write_mask
(
mask
,
coord_mask
);
...
...
@@ -2827,7 +2830,7 @@ static void pshader_glsl_texreg2ar(const SHADER_OPCODE_ARG *arg)
shader_glsl_add_src_param
(
arg
,
arg
->
src
[
0
],
arg
->
src_addr
[
0
],
WINED3DSP_WRITEMASK_ALL
,
&
src0_param
);
shader_glsl_get_sample_function
(
sampler_type
,
FALSE
,
FALSE
,
FALSE
,
&
sample_function
);
shader_glsl_get_sample_function
(
sampler_type
,
0
,
&
sample_function
);
sprintf
(
src
,
"%s.wx"
,
src0_param
.
reg_name
);
shader_glsl_gen_sample_code
(
arg
,
sampler_idx
,
src
,
&
sample_function
,
WINED3DVS_NOSWIZZLE
,
...
...
@@ -2846,7 +2849,7 @@ static void pshader_glsl_texreg2gb(const SHADER_OPCODE_ARG *arg)
shader_glsl_add_src_param
(
arg
,
arg
->
src
[
0
],
arg
->
src_addr
[
0
],
WINED3DSP_WRITEMASK_ALL
,
&
src0_param
);
shader_glsl_get_sample_function
(
sampler_type
,
FALSE
,
FALSE
,
FALSE
,
&
sample_function
);
shader_glsl_get_sample_function
(
sampler_type
,
0
,
&
sample_function
);
sprintf
(
src
,
"%s.yz"
,
src0_param
.
reg_name
);
shader_glsl_gen_sample_code
(
arg
,
sampler_idx
,
src
,
&
sample_function
,
WINED3DVS_NOSWIZZLE
,
...
...
@@ -2863,7 +2866,7 @@ static void pshader_glsl_texreg2rgb(const SHADER_OPCODE_ARG *arg)
glsl_sample_function_t
sample_function
;
/* Dependent read, not valid with conditional NP2 */
shader_glsl_get_sample_function
(
sampler_type
,
FALSE
,
FALSE
,
FALSE
,
&
sample_function
);
shader_glsl_get_sample_function
(
sampler_type
,
0
,
&
sample_function
);
shader_glsl_add_src_param
(
arg
,
arg
->
src
[
0
],
arg
->
src_addr
[
0
],
sample_function
.
coord_mask
,
&
src0_param
);
shader_glsl_gen_sample_code
(
arg
,
sampler_idx
,
src0_param
.
param_str
,
...
...
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