Commit 8e259d9f authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: A small atifs bump map improvement.

Thanks to Roland Scheidegger from Tungsten Graphics for the suggestion to replace the 2 movs + dp2add with two MADs, where one can conveniently be coissued with the other dp2add.
parent 258d99d2
......@@ -423,13 +423,6 @@ static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], con
GL_EXTCALL(glPassTexCoordATI(GL_REG_0_ATI + stage + 1,
GL_TEXTURE0_ARB + stage + 1,
swizzle));
/* We need GL_REG_5_ATI as a temporary register to swizzle the bump matrix. So we run into
* issues if we're bump mapping on stage 4 or 5
*/
if(stage >= 4) {
FIXME("Bump mapping in stage %d\n", stage);
}
}
/* Pass 2: Generate perturbation calculations */
......@@ -460,22 +453,24 @@ static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], con
ATI_FFP_CONST_BUMPMAT(stage), GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
GL_REG_0_ATI + stage + 1, GL_RED, GL_NONE);
/* FIXME: How can I make GL_DOT2_ADD_ATI read the factors from blue and alpha? It defaults to red and green,
* and it is fairly easy to make it read GL_BLUE or BL_ALPHA, but I can't get an R * B + G * A. So we're wasting
* one register and two instructions in this pass for a simple swizzling operation.
* For starters it might be good enough to merge the two movs into one, but even that isn't possible :-(
/* Don't use GL_DOT2_ADD_ATI here because we cannot configure it to read the blue and alpha
* component of the bump matrix. Instead do this with two MADs:
*
* coord.a = tex.r * bump.b + coord.g
* coord.g = tex.g * bump.a + coord.a
*
* NOTE: GL_BLUE | GL_ALPHA is not possible. It doesn't throw a compilation error, but an OR operation on the
* constants doesn't make sense, considering their values.
* The first instruction writes to alpha so it can be coissued with the above DOT2_ADD.
* coord.a is unused. If the perturbed texture is projected, this was already handled
* in the glPassTexCoordATI above.
*/
wrap_op1(gl_info, GL_MOV_ATI, GL_REG_5_ATI, GL_RED_BIT_ATI, GL_NONE,
ATI_FFP_CONST_BUMPMAT(stage), GL_BLUE, GL_NONE);
wrap_op1(gl_info, GL_MOV_ATI, GL_REG_5_ATI, GL_GREEN_BIT_ATI, GL_NONE,
ATI_FFP_CONST_BUMPMAT(stage), GL_ALPHA, GL_NONE);
wrap_op3(gl_info, GL_DOT2_ADD_ATI, GL_REG_0_ATI + stage + 1, GL_GREEN_BIT_ATI, GL_NONE,
GL_REG_0_ATI + stage, GL_NONE, argmodextra_y,
GL_REG_5_ATI, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
wrap_op3(gl_info, GL_MAD_ATI, GL_REG_0_ATI + stage + 1, GL_ALPHA, GL_NONE,
GL_REG_0_ATI + stage, GL_RED, argmodextra_y,
ATI_FFP_CONST_BUMPMAT(stage), GL_BLUE, GL_NONE,
GL_REG_0_ATI + stage + 1, GL_GREEN, GL_NONE);
wrap_op3(gl_info, GL_MAD_ATI, GL_REG_0_ATI + stage + 1, GL_GREEN_BIT_ATI, GL_NONE,
GL_REG_0_ATI + stage, GL_GREEN, argmodextra_y,
ATI_FFP_CONST_BUMPMAT(stage), GL_ALPHA, GL_NONE,
GL_REG_0_ATI + stage + 1, GL_ALPHA, GL_NONE);
}
/* Pass 3: Generate sampling instructions for regular textures */
......
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