wined3d: Keep track of texture transformation states in compiled pixel shaders.

This commit is contained in:
Matteo Bruni 2010-09-30 12:16:16 +02:00 committed by Alexandre Julliard
parent 2510df000d
commit 20010235ad
4 changed files with 42 additions and 24 deletions

View File

@ -1884,8 +1884,7 @@ static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
{
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
ins->ctx->reg_maps->shader_version.minor);
@ -1927,8 +1926,8 @@ static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
{
DWORD flags = 0;
if (reg_sampler_code < MAX_TEXTURES)
flags = deviceImpl->stateBlock->state.texture_states[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
if (flags & WINED3DTTFF_PROJECTED)
flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
if (flags & WINED3D_PSARGS_PROJECTED)
myflags |= TEX_PROJ;
}
else if (shader_version < WINED3D_SHADER_VERSION(2,0))
@ -1977,9 +1976,7 @@ static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
{
struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
DWORD flags;
DWORD flags = 0;
DWORD reg1 = ins->dst[0].reg.idx;
char dst_str[50];
@ -1991,8 +1988,12 @@ static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
/* Move .x first in case src_str is "TA" */
shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->state.texture_states[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
if (reg1 < MAX_TEXTURES)
{
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
}
shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
}
static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
@ -2025,8 +2026,7 @@ static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
{
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
char reg_coord[40], dst_reg[50], src_reg[50];
@ -2058,8 +2058,8 @@ static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
/* with projective textures, texbem only divides the static texture coord, not the displacement,
* so we can't let the GL handle this.
*/
if (device->stateBlock->state.texture_states[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
& WINED3DTTFF_PROJECTED)
if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
& WINED3D_PSARGS_PROJECTED)
{
shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);

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@ -3031,13 +3031,15 @@ static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
if (shader_version < WINED3D_SHADER_VERSION(1,4))
{
DWORD flags = deviceImpl->stateBlock->state.texture_states[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
DWORD flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
& WINED3D_PSARGS_TEXTRANSFORM_MASK;
WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
/* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
if (flags & WINED3D_PSARGS_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
switch (flags & ~WINED3DTTFF_PROJECTED) {
switch (flags & ~WINED3D_PSARGS_PROJECTED) {
case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
@ -3467,8 +3469,7 @@ static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *in
*/
static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
{
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
glsl_sample_function_t sample_function;
glsl_src_param_t coord_param;
DWORD sampler_idx;
@ -3477,7 +3478,8 @@ static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
char coord_mask[6];
sampler_idx = ins->dst[0].reg.idx;
flags = deviceImpl->stateBlock->state.texture_states[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
& WINED3D_PSARGS_TEXTRANSFORM_MASK;
/* Dependent read, not valid with conditional NP2 */
shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
@ -3488,10 +3490,10 @@ static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
/* with projective textures, texbem only divides the static texture coord, not the displacement,
* so we can't let the GL handle this.
*/
if (flags & WINED3DTTFF_PROJECTED) {
if (flags & WINED3D_PSARGS_PROJECTED) {
DWORD div_mask=0;
char coord_div_mask[3];
switch (flags & ~WINED3DTTFF_PROJECTED) {
switch (flags & ~WINED3D_PSARGS_PROJECTED) {
case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;

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@ -2081,7 +2081,18 @@ void find_ps_compile_args(const struct wined3d_state *state,
if(rt->resource.format->Flags & WINED3DFMT_FLAG_SRGB_WRITE) args->srgb_correction = 1;
}
args->np2_fixup = 0;
if (shader->baseShader.reg_maps.shader_version.major == 1
&& shader->baseShader.reg_maps.shader_version.minor <= 3)
{
for (i = 0; i < 4; ++i)
{
DWORD flags = state->texture_states[i][WINED3DTSS_TEXTURETRANSFORMFLAGS];
DWORD tex_transform = flags & ~WINED3DTTFF_PROJECTED;
if (flags & WINED3DTTFF_PROJECTED)
tex_transform |= WINED3D_PSARGS_PROJECTED;
args->tex_transform |= tex_transform << i * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
}
}
for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
{

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@ -677,13 +677,18 @@ enum fogmode {
/* Stateblock dependent parameters which have to be hardcoded
* into the shader code
*/
#define WINED3D_PSARGS_PROJECTED (1 << 3)
#define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
#define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xf
struct ps_compile_args {
struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
enum vertexprocessing_mode vp_mode;
enum fogmode fog;
/* Projected textures(ps 1.0-1.3) */
WORD tex_transform; /* ps 1.0-1.3, 4 textures */
/* Texture types(2D, Cube, 3D) in ps 1.x */
BOOL srgb_correction;
WORD srgb_correction;
WORD np2_fixup;
/* Bitmap for NP2 texcoord fixups (16 samplers max currently).
D3D9 has a limit of 16 samplers and the fixup is superfluous