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wine
wine-winehq
Commits
c2c7b1df
Commit
c2c7b1df
authored
Sep 05, 2007
by
Stefan Dösinger
Committed by
Alexandre Julliard
Sep 25, 2007
Browse files
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Plain Diff
wined3d: Implement WINED3DSI_TEXLD_BIAS in arb.
parent
9531a108
Hide whitespace changes
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Side-by-side
Showing
1 changed file
with
21 additions
and
13 deletions
+21
-13
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+21
-13
No files found.
dlls/wined3d/arb_program_shader.c
View file @
c2c7b1df
...
...
@@ -486,7 +486,7 @@ static void vshader_program_add_param(SHADER_OPCODE_ARG *arg, const DWORD param,
}
}
static
void
shader_hw_sample
(
SHADER_OPCODE_ARG
*
arg
,
DWORD
sampler_idx
,
const
char
*
dst_str
,
const
char
*
coord_reg
,
BOOL
projected
)
{
static
void
shader_hw_sample
(
SHADER_OPCODE_ARG
*
arg
,
DWORD
sampler_idx
,
const
char
*
dst_str
,
const
char
*
coord_reg
,
BOOL
projected
,
BOOL
bias
)
{
SHADER_BUFFER
*
buffer
=
arg
->
buffer
;
DWORD
sampler_type
=
arg
->
reg_maps
->
samplers
[
sampler_idx
]
&
WINED3DSP_TEXTURETYPE_MASK
;
const
char
*
tex_type
;
...
...
@@ -513,7 +513,12 @@ static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const ch
tex_type
=
""
;
}
if
(
projected
)
{
if
(
bias
)
{
/* Shouldn't be possible, but let's check for it */
if
(
projected
)
FIXME
(
"Biased and Projected texture sampling
\n
"
);
/* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
shader_addline
(
buffer
,
"TXB %s, %s, texture[%u], %s;
\n
"
,
dst_str
,
coord_reg
,
sampler_idx
,
tex_type
);
}
else
if
(
projected
)
{
shader_addline
(
buffer
,
"TXP %s, %s, texture[%u], %s;
\n
"
,
dst_str
,
coord_reg
,
sampler_idx
,
tex_type
);
}
else
{
shader_addline
(
buffer
,
"TEX %s, %s, texture[%u], %s;
\n
"
,
dst_str
,
coord_reg
,
sampler_idx
,
tex_type
);
...
...
@@ -965,7 +970,7 @@ void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
DWORD
*
src
=
arg
->
src
;
SHADER_BUFFER
*
buffer
=
arg
->
buffer
;
DWORD
hex_version
=
This
->
baseShader
.
hex_version
;
BOOL
projected
=
FALSE
;
BOOL
projected
=
FALSE
,
bias
=
FALSE
;
char
reg_dest
[
40
];
char
reg_coord
[
40
];
...
...
@@ -1014,8 +1019,11 @@ void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
if
(
arg
->
opcode_token
&
WINED3DSI_TEXLD_PROJECT
)
{
projected
=
TRUE
;
}
if
(
arg
->
opcode_token
&
WINED3DSI_TEXLD_BIAS
)
{
bias
=
TRUE
;
}
}
shader_hw_sample
(
arg
,
reg_sampler_code
,
reg_dest
,
reg_coord
,
projected
);
shader_hw_sample
(
arg
,
reg_sampler_code
,
reg_dest
,
reg_coord
,
projected
,
bias
);
}
void
pshader_hw_texcoord
(
SHADER_OPCODE_ARG
*
arg
)
{
...
...
@@ -1054,7 +1062,7 @@ void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) {
shader_addline
(
buffer
,
"MOV TMP.r, T%u.a;
\n
"
,
reg2
);
shader_addline
(
buffer
,
"MOV TMP.g, T%u.r;
\n
"
,
reg2
);
flags
=
reg1
<
MAX_TEXTURES
?
deviceImpl
->
stateBlock
->
textureState
[
reg1
][
WINED3DTSS_TEXTURETRANSFORMFLAGS
]
:
0
;
shader_hw_sample
(
arg
,
reg1
,
dst_str
,
"TMP"
,
flags
&
WINED3DTTFF_PROJECTED
);
shader_hw_sample
(
arg
,
reg1
,
dst_str
,
"TMP"
,
flags
&
WINED3DTTFF_PROJECTED
,
FALSE
);
}
void
pshader_hw_texreg2gb
(
SHADER_OPCODE_ARG
*
arg
)
{
...
...
@@ -1072,7 +1080,7 @@ void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) {
shader_addline
(
buffer
,
"MOV TMP.r, T%u.g;
\n
"
,
reg2
);
shader_addline
(
buffer
,
"MOV TMP.g, T%u.b;
\n
"
,
reg2
);
flags
=
reg1
<
MAX_TEXTURES
?
deviceImpl
->
stateBlock
->
textureState
[
reg1
][
WINED3DTSS_TEXTURETRANSFORMFLAGS
]
:
0
;
shader_hw_sample
(
arg
,
reg1
,
dst_str
,
"TMP"
,
FALSE
);
shader_hw_sample
(
arg
,
reg1
,
dst_str
,
"TMP"
,
FALSE
,
FALSE
);
}
void
pshader_hw_texbem
(
SHADER_OPCODE_ARG
*
arg
)
{
...
...
@@ -1110,7 +1118,7 @@ void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
shader_addline
(
buffer
,
"ADD TMP.rg, TMP, %s;
\n
"
,
reg_coord
);
}
shader_hw_sample
(
arg
,
reg_dest_code
,
reg_coord
,
"TMP"
,
FALSE
);
shader_hw_sample
(
arg
,
reg_dest_code
,
reg_coord
,
"TMP"
,
FALSE
,
FALSE
);
}
else
{
DWORD
tf
;
if
(
reg_dest_code
<
MAX_TEXTURES
)
{
...
...
@@ -1119,7 +1127,7 @@ void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
tf
=
0
;
}
/* Without a bump matrix loaded, just sample with the unmodified coordinates */
shader_hw_sample
(
arg
,
reg_dest_code
,
reg_coord
,
reg_coord
,
tf
&
WINED3DTTFF_PROJECTED
);
shader_hw_sample
(
arg
,
reg_dest_code
,
reg_coord
,
reg_coord
,
tf
&
WINED3DTTFF_PROJECTED
,
FALSE
);
}
}
...
...
@@ -1147,7 +1155,7 @@ void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) {
pshader_gen_input_modifier_line
(
buffer
,
arg
->
src
[
0
],
0
,
src0_name
);
shader_addline
(
buffer
,
"DP3 TMP.y, T%u, %s;
\n
"
,
reg
,
src0_name
);
flags
=
reg
<
MAX_TEXTURES
?
deviceImpl
->
stateBlock
->
textureState
[
reg
][
WINED3DTSS_TEXTURETRANSFORMFLAGS
]
:
0
;
shader_hw_sample
(
arg
,
reg
,
dst_str
,
"TMP"
,
flags
&
WINED3DTTFF_PROJECTED
);
shader_hw_sample
(
arg
,
reg
,
dst_str
,
"TMP"
,
flags
&
WINED3DTTFF_PROJECTED
,
FALSE
);
}
void
pshader_hw_texm3x3pad
(
SHADER_OPCODE_ARG
*
arg
)
{
...
...
@@ -1180,7 +1188,7 @@ void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) {
/* Sample the texture using the calculated coordinates */
sprintf
(
dst_str
,
"T%u"
,
reg
);
flags
=
reg
<
MAX_TEXTURES
?
deviceImpl
->
stateBlock
->
textureState
[
reg
][
WINED3DTSS_TEXTURETRANSFORMFLAGS
]
:
0
;
shader_hw_sample
(
arg
,
reg
,
dst_str
,
"TMP"
,
flags
&
WINED3DTTFF_PROJECTED
);
shader_hw_sample
(
arg
,
reg
,
dst_str
,
"TMP"
,
flags
&
WINED3DTTFF_PROJECTED
,
FALSE
);
current_state
->
current_row
=
0
;
}
...
...
@@ -1216,7 +1224,7 @@ void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
/* Sample the texture using the calculated coordinates */
sprintf
(
dst_str
,
"T%u"
,
reg
);
flags
=
reg
<
MAX_TEXTURES
?
deviceImpl
->
stateBlock
->
textureState
[
reg
][
WINED3DTSS_TEXTURETRANSFORMFLAGS
]
:
0
;
shader_hw_sample
(
arg
,
reg
,
dst_str
,
"TMP"
,
flags
&
WINED3DTTFF_PROJECTED
);
shader_hw_sample
(
arg
,
reg
,
dst_str
,
"TMP"
,
flags
&
WINED3DTTFF_PROJECTED
,
FALSE
);
current_state
->
current_row
=
0
;
}
...
...
@@ -1253,7 +1261,7 @@ void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) {
/* Sample the texture using the calculated coordinates */
sprintf
(
dst_str
,
"T%u"
,
reg
);
flags
=
reg
<
MAX_TEXTURES
?
deviceImpl
->
stateBlock
->
textureState
[
reg
][
WINED3DTSS_TEXTURETRANSFORMFLAGS
]
:
0
;
shader_hw_sample
(
arg
,
reg
,
dst_str
,
"TMP"
,
flags
&
WINED3DTTFF_PROJECTED
);
shader_hw_sample
(
arg
,
reg
,
dst_str
,
"TMP"
,
flags
&
WINED3DTTFF_PROJECTED
,
FALSE
);
current_state
->
current_row
=
0
;
}
...
...
@@ -1297,7 +1305,7 @@ void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg) {
shader_addline
(
buffer
,
"DP3 TMP.x, T%u, %s;
\n
"
,
sampler_idx
,
src0
);
sprintf
(
dst_str
,
"T%u"
,
sampler_idx
);
shader_hw_sample
(
arg
,
sampler_idx
,
dst_str
,
"TMP"
,
FALSE
/* Only one coord, can't be projected */
);
shader_hw_sample
(
arg
,
sampler_idx
,
dst_str
,
"TMP"
,
FALSE
/* Only one coord, can't be projected */
,
FALSE
);
}
/** Process the WINED3DSIO_TEXDP3 instruction in ARB:
...
...
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