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wine
wine-winehq
Commits
ab74030e
Commit
ab74030e
authored
Aug 27, 2008
by
Stefan Dösinger
Committed by
Alexandre Julliard
Sep 02, 2008
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wined3d: Optimize the projected bump map handling.
parent
ddec94bf
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1 changed file
with
7 additions
and
10 deletions
+7
-10
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+7
-10
No files found.
dlls/wined3d/arb_program_shader.c
View file @
ab74030e
...
@@ -2790,25 +2790,22 @@ static GLuint gen_arbfp_ffp_shader(struct ffp_settings *settings, IWineD3DStateB
...
@@ -2790,25 +2790,22 @@ static GLuint gen_arbfp_ffp_shader(struct ffp_settings *settings, IWineD3DStateB
shader_addline
(
&
buffer
,
"DP3 ret.g, arg1, tex%u;
\n
"
,
stage
-
1
);
shader_addline
(
&
buffer
,
"DP3 ret.g, arg1, tex%u;
\n
"
,
stage
-
1
);
/* with projective textures, texbem only divides the static texture coord, not the displacement,
/* with projective textures, texbem only divides the static texture coord, not the displacement,
* so
we can't let the GL handle this.
* so
multiply the displacement with the dividing parameter before passing it to TXP
*/
*/
if
(
settings
->
op
[
stage
].
projected
!=
proj_none
)
{
if
(
settings
->
op
[
stage
].
projected
!=
proj_none
)
{
/* Note: Currently always divide by .a because the vertex pipeline moves the correct value
* into the 4th component
*/
if
(
settings
->
op
[
stage
].
projected
==
proj_count4
)
{
if
(
settings
->
op
[
stage
].
projected
==
proj_count4
)
{
shader_addline
(
&
buffer
,
"RCP arg1.a, fragment.texcoord[%u].a;
\n
"
,
stage
);
shader_addline
(
&
buffer
,
"MOV ret.a, fragment.texcoord[%u].a;
\n
"
,
stage
);
shader_addline
(
&
buffer
,
"MUL ret.rgb, ret, fragment.texcoord[%u].a, fragment.texcoord[%u];
\n
"
,
stage
,
stage
);
}
else
{
}
else
{
shader_addline
(
&
buffer
,
"RCP arg1.a, fragment.texcoord[%u].b;
\n
"
,
stage
);
shader_addline
(
&
buffer
,
"MOV ret.a, fragment.texcoord[%u].b;
\n
"
,
stage
);
shader_addline
(
&
buffer
,
"MAD ret.rgb, ret, fragment.texcoord[%u].b, fragment.texcoord[%u];
\n
"
,
stage
,
stage
);
}
}
shader_addline
(
&
buffer
,
"MUL arg1.rg, fragment.texcoord[%u], arg1.a;
\n
"
,
stage
);
shader_addline
(
&
buffer
,
"ADD ret, ret, arg1;
\n
"
);
}
else
{
}
else
{
shader_addline
(
&
buffer
,
"ADD ret, ret, fragment.texcoord[%u];
\n
"
,
stage
);
shader_addline
(
&
buffer
,
"ADD ret, ret, fragment.texcoord[%u];
\n
"
,
stage
);
}
}
shader_addline
(
&
buffer
,
"
TEX
%s tex%u, ret, texture[%u], %s;
\n
"
,
shader_addline
(
&
buffer
,
"
%s
%s tex%u, ret, texture[%u], %s;
\n
"
,
sat
,
stage
,
stage
,
textype
);
instr
,
sat
,
stage
,
stage
,
textype
);
if
(
settings
->
op
[
stage
-
1
].
cop
==
WINED3DTOP_BUMPENVMAPLUMINANCE
)
{
if
(
settings
->
op
[
stage
-
1
].
cop
==
WINED3DTOP_BUMPENVMAPLUMINANCE
)
{
shader_addline
(
&
buffer
,
"MAD_SAT ret.r, tex%u.b, luminance%u.r, luminance%u.g;
\n
"
,
shader_addline
(
&
buffer
,
"MAD_SAT ret.r, tex%u.b, luminance%u.r, luminance%u.g;
\n
"
,
stage
-
1
,
stage
-
1
,
stage
-
1
);
stage
-
1
,
stage
-
1
,
stage
-
1
);
...
...
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