wined3d: Add dp2add support to arb shaders.

This commit is contained in:
Stefan Dösinger 2007-09-05 16:46:12 +02:00 committed by Alexandre Julliard
parent 09fa208d7a
commit 1407bdb2cf
3 changed files with 29 additions and 2 deletions

View File

@ -878,6 +878,33 @@ void pshader_hw_cmp(SHADER_OPCODE_ARG* arg) {
pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
}
/** Process the WINED3DSIO_DP2ADD instruction in ARB.
* dst = dot2(src0, src1) + src2 */
void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg) {
SHADER_BUFFER* buffer = arg->buffer;
char dst_wmask[20];
char dst_name[50];
char src_name[3][50];
DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
pshader_get_register_name(arg->dst, dst_name);
shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name[0]);
pshader_gen_input_modifier_line(buffer, arg->src[1], 1, src_name[1]);
pshader_gen_input_modifier_line(buffer, arg->src[2], 2, src_name[2]);
/* Emulate a DP2 with a DP3 and 0.0 */
shader_addline(buffer, "MOV TMP, %s;\n", src_name[0]);
shader_addline(buffer, "MOV TMP.z, 0.0;\n");
shader_addline(buffer, "DP3 TMP2, TMP, %s;\n", src_name[1]);
shader_addline(buffer, "ADD%s %s%s, TMP2, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[2]);
if (shift != 0)
pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
}
/* Map the opcode 1-to-1 to the GL code */
void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {

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@ -189,8 +189,7 @@ CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = {
{WINED3DSIO_NRM, "nrm", NULL, 1, 2, NULL, shader_glsl_map2gl, 0, 0},
{WINED3DSIO_SINCOS, "sincos", NULL, 1, 4, NULL, shader_glsl_sincos, WINED3DPS_VERSION(2,0), WINED3DPS_VERSION(2,1)},
{WINED3DSIO_SINCOS, "sincos", NULL, 1, 2, NULL, shader_glsl_sincos, WINED3DPS_VERSION(3,0), -1},
/* TODO: dp2add can be made out of multiple instuctions */
{WINED3DSIO_DP2ADD, "dp2add", GLNAME_REQUIRE_GLSL, 1, 4, NULL, pshader_glsl_dp2add, WINED3DPS_VERSION(2,0), -1},
{WINED3DSIO_DP2ADD, "dp2add", NULL, 1, 4, pshader_hw_dp2add, pshader_glsl_dp2add, WINED3DPS_VERSION(2,0), -1},
/* Matrix */
{WINED3DSIO_M4x4, "m4x4", "undefined", 1, 3, NULL, shader_glsl_mnxn, 0, 0},
{WINED3DSIO_M4x3, "m4x3", "undefined", 1, 3, NULL, shader_glsl_mnxn, 0, 0},

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@ -1786,6 +1786,7 @@ extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg);
extern void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg);
extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg);
extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg);
extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
/* ARB vertex shader prototypes */
extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);