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wine
wine-winehq
Commits
739278ba
Commit
739278ba
authored
Mar 01, 2008
by
Stefan Dösinger
Committed by
Alexandre Julliard
Mar 05, 2008
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Plain Diff
wined3d: Add a number to the ARB program shader bumpenvmat matrices.
parent
b383690f
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Side-by-side
Showing
1 changed file
with
16 additions
and
10 deletions
+16
-10
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+16
-10
No files found.
dlls/wined3d/arb_program_shader.c
View file @
739278ba
...
...
@@ -276,12 +276,12 @@ void shader_generate_arb_declarations(
*/
if
(
max_constantsF
<
GL_LIMITS
(
pshader_constantsF
))
{
((
IWineD3DPixelShaderImpl
*
)
This
)
->
bumpenvmatconst
=
max_constantsF
;
shader_addline
(
buffer
,
"PARAM bumpenvmat
= program.env[%d];
\n
"
,
((
IWineD3DPixelShaderImpl
*
)
This
)
->
bumpenvmatconst
);
shader_addline
(
buffer
,
"PARAM bumpenvmat
%d = program.env[%d];
\n
"
,
reg_maps
->
bumpmat
,
((
IWineD3DPixelShaderImpl
*
)
This
)
->
bumpenvmatconst
);
if
(
reg_maps
->
luminanceparams
!=
-
1
&&
max_constantsF
+
1
<
GL_LIMITS
(
pshader_constantsF
))
{
extra_constants_needed
+=
1
;
((
IWineD3DPixelShaderImpl
*
)
This
)
->
luminanceconst
=
max_constantsF
+
1
;
shader_addline
(
buffer
,
"PARAM luminance
= program.env[%d];
\n
"
,
((
IWineD3DPixelShaderImpl
*
)
This
)
->
luminanceconst
);
shader_addline
(
buffer
,
"PARAM luminance
%d = program.env[%d];
\n
"
,
reg_maps
->
luminanceparams
,
((
IWineD3DPixelShaderImpl
*
)
This
)
->
luminanceconst
);
}
else
if
(
reg_maps
->
luminanceparams
!=
-
1
)
{
FIXME
(
"No free constant to load the luminance parameters
\n
"
);
}
...
...
@@ -890,6 +890,8 @@ void pshader_hw_bem(SHADER_OPCODE_ARG* arg) {
char
dst_name
[
50
];
char
src_name
[
2
][
50
];
char
dst_wmask
[
20
];
DWORD
sampler_code
=
arg
->
dst
&
WINED3DSP_REGNUM_MASK
;
BOOL
has_bumpmat
=
(
This
->
bumpenvmatconst
!=
-
1
);
pshader_get_register_name
(
arg
->
shader
,
arg
->
dst
,
dst_name
);
shader_arb_get_write_mask
(
arg
,
arg
->
dst
,
dst_wmask
);
...
...
@@ -898,11 +900,11 @@ void pshader_hw_bem(SHADER_OPCODE_ARG* arg) {
pshader_gen_input_modifier_line
(
arg
->
shader
,
buffer
,
arg
->
src
[
0
],
0
,
src_name
[
0
]);
pshader_gen_input_modifier_line
(
arg
->
shader
,
buffer
,
arg
->
src
[
1
],
1
,
src_name
[
1
]);
if
(
This
->
bumpenvmatconst
!=
-
1
)
{
if
(
has_bumpmat
)
{
/* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
shader_addline
(
buffer
,
"SWZ TMP2, bumpenvmat
, x, z, 0, 0;
\n
"
);
shader_addline
(
buffer
,
"SWZ TMP2, bumpenvmat
%d, x, z, 0, 0;
\n
"
,
sampler_code
);
shader_addline
(
buffer
,
"DP3 TMP.r, TMP2, %s;
\n
"
,
src_name
[
1
]);
shader_addline
(
buffer
,
"SWZ TMP2, bumpenvmat
, y, w, 0, 0;
\n
"
);
shader_addline
(
buffer
,
"SWZ TMP2, bumpenvmat
%d, y, w, 0, 0;
\n
"
,
sampler_code
);
shader_addline
(
buffer
,
"DP3 TMP.g, TMP2, %s;
\n
"
,
src_name
[
1
]);
shader_addline
(
buffer
,
"ADD %s, %s, TMP;
\n
"
,
dst_name
,
src_name
[
0
]);
...
...
@@ -1232,6 +1234,9 @@ void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg) {
void
pshader_hw_texbem
(
SHADER_OPCODE_ARG
*
arg
)
{
IWineD3DPixelShaderImpl
*
This
=
(
IWineD3DPixelShaderImpl
*
)
arg
->
shader
;
DWORD
sampler_code
=
arg
->
dst
&
WINED3DSP_REGNUM_MASK
;
BOOL
has_bumpmat
=
(
This
->
bumpenvmatconst
!=
-
1
);
BOOL
has_luminance
=
(
This
->
luminanceconst
!=
-
1
);
DWORD
dst
=
arg
->
dst
;
DWORD
src
=
arg
->
src
[
0
]
&
WINED3DSP_REGNUM_MASK
;
...
...
@@ -1245,12 +1250,12 @@ void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
/* Can directly use the name because texbem is only valid for <= 1.3 shaders */
pshader_get_register_name
(
arg
->
shader
,
dst
,
reg_coord
);
if
(
This
->
bumpenvmatconst
!=
-
1
)
{
if
(
has_bumpmat
)
{
/* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
shader_addline
(
buffer
,
"SWZ TMP2, bumpenvmat
, x, z, 0, 0;
\n
"
);
shader_addline
(
buffer
,
"SWZ TMP2, bumpenvmat
%d, x, z, 0, 0;
\n
"
,
sampler_code
);
shader_addline
(
buffer
,
"DP3 TMP.r, TMP2, T%u;
\n
"
,
src
);
shader_addline
(
buffer
,
"SWZ TMP2, bumpenvmat
, y, w, 0, 0;
\n
"
);
shader_addline
(
buffer
,
"SWZ TMP2, bumpenvmat
%d, y, w, 0, 0;
\n
"
,
sampler_code
);
shader_addline
(
buffer
,
"DP3 TMP.g, TMP2, T%u;
\n
"
,
src
);
/* with projective textures, texbem only divides the static texture coord, not the displacement,
...
...
@@ -1267,8 +1272,9 @@ void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
shader_hw_sample
(
arg
,
reg_dest_code
,
reg_coord
,
"TMP"
,
FALSE
,
FALSE
);
if
(
arg
->
opcode
->
opcode
==
WINED3DSIO_TEXBEML
&&
This
->
luminanceconst
!=
-
1
)
{
shader_addline
(
buffer
,
"MAD TMP, T%u.z, luminance.x, luminance.y;
\n
"
,
src
);
if
(
arg
->
opcode
->
opcode
==
WINED3DSIO_TEXBEML
&&
has_luminance
)
{
shader_addline
(
buffer
,
"MAD TMP, T%u.z, luminance%d.x, luminance%d.y;
\n
"
,
src
,
sampler_code
,
sampler_code
);
shader_addline
(
buffer
,
"MUL %s, %s, TMP;
\n
"
,
reg_coord
,
reg_coord
);
}
...
...
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