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wine
wine-winehq
Commits
e617c91f
Commit
e617c91f
authored
Mar 22, 2007
by
Fabian Bieler
Committed by
Alexandre Julliard
Mar 23, 2007
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Plain Diff
wined3d: Fix arb texbem instruction for projective textures.
parent
97967d36
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Showing
1 changed file
with
24 additions
and
14 deletions
+24
-14
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+24
-14
No files found.
dlls/wined3d/arb_program_shader.c
View file @
e617c91f
...
...
@@ -379,7 +379,7 @@ 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
)
{
static
void
shader_hw_sample
(
SHADER_OPCODE_ARG
*
arg
,
DWORD
sampler_idx
,
const
char
*
dst_str
,
const
char
*
coord_reg
,
BOOL
projective
)
{
IWineD3DPixelShaderImpl
*
This
=
(
IWineD3DPixelShaderImpl
*
)
arg
->
shader
;
IWineD3DDeviceImpl
*
deviceImpl
=
(
IWineD3DDeviceImpl
*
)
This
->
baseShader
.
device
;
IWineD3DBaseTextureImpl
*
texture
=
(
IWineD3DBaseTextureImpl
*
)
deviceImpl
->
stateBlock
->
textures
[
sampler_idx
];
...
...
@@ -411,7 +411,7 @@ static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const ch
tex_type
=
""
;
}
if
(
deviceImpl
->
stateBlock
->
textureState
[
sampler_idx
][
WINED3DTSS_TEXTURETRANSFORMFLAGS
]
&
WINED3DTTFF_PROJECTED
)
{
if
(
projective
&&
deviceImpl
->
stateBlock
->
textureState
[
sampler_idx
][
WINED3DTSS_TEXTURETRANSFORMFLAGS
]
&
WINED3DTTFF_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
);
...
...
@@ -656,7 +656,7 @@ void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
else
reg_sampler_code
=
src
[
1
]
&
WINED3DSP_REGNUM_MASK
;
shader_hw_sample
(
arg
,
reg_sampler_code
,
reg_dest
,
reg_coord
);
shader_hw_sample
(
arg
,
reg_sampler_code
,
reg_dest
,
reg_coord
,
TRUE
);
}
void
pshader_hw_texcoord
(
SHADER_OPCODE_ARG
*
arg
)
{
...
...
@@ -690,7 +690,7 @@ void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) {
sprintf
(
dst_str
,
"T%u"
,
reg1
);
shader_addline
(
buffer
,
"MOV TMP.r, T%u.a;
\n
"
,
reg2
);
shader_addline
(
buffer
,
"MOV TMP.g, T%u.r;
\n
"
,
reg2
);
shader_hw_sample
(
arg
,
reg1
,
dst_str
,
"TMP"
);
shader_hw_sample
(
arg
,
reg1
,
dst_str
,
"TMP"
,
TRUE
);
}
void
pshader_hw_texreg2gb
(
SHADER_OPCODE_ARG
*
arg
)
{
...
...
@@ -704,7 +704,7 @@ void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) {
sprintf
(
dst_str
,
"T%u"
,
reg1
);
shader_addline
(
buffer
,
"MOV TMP.r, T%u.g;
\n
"
,
reg2
);
shader_addline
(
buffer
,
"MOV TMP.g, T%u.b;
\n
"
,
reg2
);
shader_hw_sample
(
arg
,
reg1
,
dst_str
,
"TMP"
);
shader_hw_sample
(
arg
,
reg1
,
dst_str
,
"TMP"
,
TRUE
);
}
void
pshader_hw_texbem
(
SHADER_OPCODE_ARG
*
arg
)
{
...
...
@@ -729,13 +729,23 @@ void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
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
,
"DP3 TMP.g, TMP2, T%u;
\n
"
,
src
);
shader_addline
(
buffer
,
"ADD TMP.rg, TMP, %s;
\n
"
,
reg_coord
);
/* Not sure about this, but hl2 needs it. It uses a projected texture with texbem and depends on the 4th coordinate */
shader_addline
(
buffer
,
"MOV TMP.a, %s;
\n
"
,
reg_coord
);
shader_hw_sample
(
arg
,
reg_dest_code
,
reg_coord
,
"TMP"
);
/* with projective textures, texbem only divides the static texture coord, not the displacement,
* so we can't let the GL handle this.
*/
if
(((
IWineD3DDeviceImpl
*
)
This
->
baseShader
.
device
)
->
stateBlock
->
textureState
[
reg_dest_code
][
WINED3DTSS_TEXTURETRANSFORMFLAGS
]
&
WINED3DTTFF_PROJECTED
)
{
shader_addline
(
buffer
,
"RCP TMP2.a, %s.a;
\n
"
,
reg_coord
);
shader_addline
(
buffer
,
"MUL TMP2.rg, %s, TMP2.a;
\n
"
,
reg_coord
);
shader_addline
(
buffer
,
"ADD TMP.rg, TMP, TMP2;
\n
"
);
}
else
{
shader_addline
(
buffer
,
"ADD TMP.rg, TMP, %s;
\n
"
,
reg_coord
);
}
shader_hw_sample
(
arg
,
reg_dest_code
,
reg_coord
,
"TMP"
,
FALSE
);
}
else
{
/* Without a bump matrix loaded, just sample with the unmodified coordinates */
shader_hw_sample
(
arg
,
reg_dest_code
,
reg_coord
,
reg_coord
);
shader_hw_sample
(
arg
,
reg_dest_code
,
reg_coord
,
reg_coord
,
TRUE
);
}
}
...
...
@@ -759,7 +769,7 @@ void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) {
sprintf
(
dst_str
,
"T%u"
,
reg
);
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
);
shader_hw_sample
(
arg
,
reg
,
dst_str
,
"TMP"
);
shader_hw_sample
(
arg
,
reg
,
dst_str
,
"TMP"
,
TRUE
);
}
void
pshader_hw_texm3x3pad
(
SHADER_OPCODE_ARG
*
arg
)
{
...
...
@@ -789,7 +799,7 @@ void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) {
/* Sample the texture using the calculated coordinates */
sprintf
(
dst_str
,
"T%u"
,
reg
);
shader_hw_sample
(
arg
,
reg
,
dst_str
,
"TMP"
);
shader_hw_sample
(
arg
,
reg
,
dst_str
,
"TMP"
,
TRUE
);
current_state
->
current_row
=
0
;
}
...
...
@@ -817,7 +827,7 @@ void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
/* Sample the texture using the calculated coordinates */
sprintf
(
dst_str
,
"T%u"
,
reg
);
shader_hw_sample
(
arg
,
reg
,
dst_str
,
"TMP"
);
shader_hw_sample
(
arg
,
reg
,
dst_str
,
"TMP"
,
TRUE
);
current_state
->
current_row
=
0
;
}
...
...
@@ -841,7 +851,7 @@ void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) {
/* Sample the texture using the calculated coordinates */
sprintf
(
dst_str
,
"T%u"
,
reg
);
shader_hw_sample
(
arg
,
reg
,
dst_str
,
"TMP"
);
shader_hw_sample
(
arg
,
reg
,
dst_str
,
"TMP"
,
TRUE
);
current_state
->
current_row
=
0
;
}
...
...
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