From 0fcb682af6e2b356283308b26348c1765b4787e5 Mon Sep 17 00:00:00 2001 From: "H. Verbeet" Date: Mon, 15 Jan 2007 19:33:44 +0100 Subject: [PATCH] wined3d: Rewrite pshader_glsl_texreg2rgb to properly take the write mask into account. Use shader_glsl_get_sample_function() rather than having the instruction handler figure it out itself. Get rid of shader_glsl_add_dst_old(). --- dlls/wined3d/glsl_shader.c | 59 ++++++++------------------------------ 1 file changed, 12 insertions(+), 47 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 0d0b72c801b..82b750c5d53 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -513,31 +513,6 @@ static const char * const shift_glsl_tab[] = { "0.5 * " /* 15 (d2) */ }; -/** Print the beginning of the generated GLSL string. example: "reg_name.xyzw = vec4(" - * Will also change the reg_mask if necessary (not all register types are equal in DX vs GL) */ -static void shader_glsl_add_dst_old(DWORD param, const char* reg_name, char* reg_mask, char* outStr) { - - int shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT; - char cast[6]; - - if ((shader_get_regtype(param) == WINED3DSPR_RASTOUT) - && ((param & WINED3DSP_REGNUM_MASK) != 0)) { - /* gl_FogFragCoord or glPointSize - both floats */ - strcpy(cast, "float"); - strcpy(reg_mask, ""); - - } else if (reg_name[0] == 'A') { - /* Address register for vertex shaders (ivec4) */ - strcpy(cast, "ivec4"); - - } else { - /* Everything else should be a 4 component float vector */ - strcpy(cast, "vec4"); - } - - sprintf(outStr, "%s%s = %s%s(", reg_name, reg_mask, shift_glsl_tab[shift], cast); -} - /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */ static void shader_glsl_gen_modifier ( const DWORD instr, @@ -1843,30 +1818,20 @@ void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg) { /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */ void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg) { + char src0_str[100]; + char src0_reg[50]; + char src0_mask[6]; + char dst_mask[6]; + DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; + DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK; + glsl_sample_function_t sample_function; - char tmpLine[255]; - char dst_str[100], src0_str[100]; - char dst_reg[50], src0_reg[50]; - char dst_mask[6], src0_mask[6]; - char dimensions[5]; - DWORD src0_regnum = arg->src[0] & WINED3DSP_REGNUM_MASK; - DWORD stype = arg->reg_maps->samplers[src0_regnum] & WINED3DSP_TEXTURETYPE_MASK; - switch (stype) { - case WINED3DSTT_2D: strcpy(dimensions, "2D"); break; - case WINED3DSTT_CUBE: strcpy(dimensions, "Cube"); break; - case WINED3DSTT_VOLUME: strcpy(dimensions, "3D"); break; - default: - strcpy(dimensions, ""); - FIXME("Unrecognized sampler type: %#x\n", stype); - break; - } + shader_glsl_append_dst(arg->buffer, arg); + shader_glsl_get_write_mask(arg->dst, dst_mask); + shader_glsl_get_sample_function(sampler_type, FALSE, &sample_function); + shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, src0_reg, src0_mask, src0_str); - shader_glsl_add_dst_param(arg, arg->dst, 0, dst_reg, dst_mask, dst_str); - shader_glsl_add_src_param_old(arg, arg->src[0], arg->src_addr[0], src0_reg, src0_mask, src0_str); - - shader_glsl_add_dst_old(arg->dst, dst_reg, dst_mask, tmpLine); - shader_addline(arg->buffer, "%stexture%s(Psampler%u, %s.%s))%s;\n", - tmpLine, dimensions, src0_regnum, dst_reg, (stype == WINED3DSTT_2D) ? "xy" : "xyz", dst_mask); + shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n", sample_function.name, sampler_idx, src0_str, dst_mask); } /** Process the WINED3DSIO_TEXKILL instruction in GLSL.