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().
This commit is contained in:
H. Verbeet 2007-01-15 19:33:44 +01:00 committed by Alexandre Julliard
parent 67e203215f
commit 0fcb682af6
1 changed files with 12 additions and 47 deletions

View File

@ -513,31 +513,6 @@ static const char * const shift_glsl_tab[] = {
"0.5 * " /* 15 (d2) */ "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 */ /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
static void shader_glsl_gen_modifier ( static void shader_glsl_gen_modifier (
const DWORD instr, const DWORD instr,
@ -1843,30 +1818,20 @@ void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg) {
/** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
* Sample texture at dst using the rgb (xyz) components of src as texture coordinates */ * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg) { 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]; shader_glsl_append_dst(arg->buffer, arg);
char dst_str[100], src0_str[100]; shader_glsl_get_write_mask(arg->dst, dst_mask);
char dst_reg[50], src0_reg[50]; shader_glsl_get_sample_function(sampler_type, FALSE, &sample_function);
char dst_mask[6], src0_mask[6]; shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, src0_reg, src0_mask, src0_str);
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_add_dst_param(arg, arg->dst, 0, dst_reg, dst_mask, dst_str); shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n", sample_function.name, sampler_idx, src0_str, dst_mask);
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);
} }
/** Process the WINED3DSIO_TEXKILL instruction in GLSL. /** Process the WINED3DSIO_TEXKILL instruction in GLSL.