Commit f035df9a authored by H. Verbeet's avatar H. Verbeet Committed by Alexandre Julliard

wined3d: Use the texture sampling function in a few more instructions (ARB asm shaders).

parent ac651a70
......@@ -714,9 +714,12 @@ void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) {
DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
DWORD reg2 = arg->src[0] & WINED3DSP_REGNUM_MASK;
char dst_str[8];
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_addline(buffer, "TEX T%u, TMP, texture[%u], 2D;\n", reg1, reg1);
shader_hw_sample(arg, reg1, dst_str, "TMP");
}
void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) {
......@@ -725,9 +728,12 @@ void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) {
DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
DWORD reg2 = arg->src[0] & WINED3DSP_REGNUM_MASK;
char dst_str[8];
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_addline(buffer, "TEX T%u, TMP, texture[%u], 2D;\n", reg1, reg1);
shader_hw_sample(arg, reg1, dst_str, "TMP");
}
void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
......@@ -735,10 +741,12 @@ void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
SHADER_BUFFER* buffer = arg->buffer;
DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
DWORD reg2 = arg->src[0] & WINED3DSP_REGNUM_MASK;
char dst_str[8];
/* FIXME: Should apply the BUMPMAPENV matrix */
sprintf(dst_str, "T%u", reg1);
shader_addline(buffer, "ADD TMP.rg, fragment.texcoord[%u], T%u;\n", reg1, reg2);
shader_addline(buffer, "TEX T%u, TMP, texture[%u], 2D;\n", reg1, reg1);
shader_hw_sample(arg, reg1, dst_str, "TMP");
}
void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg) {
......@@ -755,11 +763,13 @@ void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) {
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER* buffer = arg->buffer;
char dst_str[8];
char src0_name[50];
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_addline(buffer, "TEX T%u, TMP, texture[%u], 2D;\n", reg, reg);
shader_hw_sample(arg, reg, dst_str, "TMP");
}
void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) {
......@@ -799,6 +809,7 @@ void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER* buffer = arg->buffer;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
char dst_str[8];
char src0_name[50];
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
......@@ -814,8 +825,9 @@ void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
/* Cubemap textures will be more used than 3D ones. */
shader_addline(buffer, "TEX T%u, TMP, texture[%u], CUBE;\n", reg, reg);
/* Sample the texture using the calculated coordinates */
sprintf(dst_str, "T%u", reg);
shader_hw_sample(arg, reg, dst_str, "TMP");
current_state->current_row = 0;
}
......@@ -826,6 +838,7 @@ void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) {
DWORD reg3 = arg->src[1] & WINED3DSP_REGNUM_MASK;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
SHADER_BUFFER* buffer = arg->buffer;
char dst_str[8];
char src0_name[50];
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
......@@ -836,8 +849,9 @@ void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) {
shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -C[%u];\n", reg3);
/* Cubemap textures will be more used than 3D ones. */
shader_addline(buffer, "TEX T%u, TMP, texture[%u], CUBE;\n", reg, reg);
/* Sample the texture using the calculated coordinates */
sprintf(dst_str, "T%u", reg);
shader_hw_sample(arg, reg, dst_str, "TMP");
current_state->current_row = 0;
}
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment