wined3d: Fix pshader_glsl_tex() and pshader_glsl_texcoord().
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@ -487,12 +487,6 @@ void shader_generate_glsl_declarations(
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static void shader_glsl_add_src_param(SHADER_OPCODE_ARG* arg, const DWORD param,
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const DWORD addr_token, DWORD mask, char *reg_name, char *swizzle, char *out_str);
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/* FIXME: This should be removed */
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static void shader_glsl_add_src_param_old(SHADER_OPCODE_ARG* arg, const DWORD param,
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const DWORD addr_token, char *reg_name, char *swizzle, char *out_str) {
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shader_glsl_add_src_param(arg, param, addr_token, 0, reg_name, swizzle, out_str);
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}
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/** Used for opcode modifiers - They multiply the result by the specified amount */
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static const char * const shift_glsl_tab[] = {
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"", /* 0 (none) */
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@ -526,6 +520,8 @@ static void shader_glsl_gen_modifier (
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return;
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switch (instr & WINED3DSP_SRCMOD_MASK) {
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case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
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case WINED3DSPSM_DW:
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case WINED3DSPSM_NONE:
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sprintf(out_str, "%s%s", in_reg, in_regswizzle);
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break;
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@ -556,12 +552,6 @@ static void shader_glsl_gen_modifier (
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case WINED3DSPSM_X2NEG:
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sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
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break;
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case WINED3DSPSM_DZ: /* reg1_db = { reg1.r/b, reg1.g/b, ...} The g & a components are undefined, so we'll leave them alone */
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sprintf(out_str, "vec4(%s.r / %s.b, %s.g / %s.b, %s.b, %s.a)", in_reg, in_reg, in_reg, in_reg, in_reg, in_reg);
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break;
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case WINED3DSPSM_DW:
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sprintf(out_str, "vec4(%s.r / %s.a, %s.g / %s.a, %s.b, %s.a)", in_reg, in_reg, in_reg, in_reg, in_reg, in_reg);
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break;
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case WINED3DSPSM_ABS:
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sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
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break;
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@ -754,29 +744,11 @@ static void shader_glsl_get_swizzle(const DWORD param, BOOL fixup, DWORD mask, c
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DWORD swizzle_z = (swizzle >> 4) & 0x03;
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DWORD swizzle_w = (swizzle >> 6) & 0x03;
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/* FIXME: This is here to keep shader_glsl_add_src_param_old happy.
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* As soon as that is removed, this needs to go as well. */
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if (!mask) {
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/* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
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* generate a swizzle string. Unless we need to our own swizzling. */
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if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) != swizzle || fixup) {
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*ptr++ = '.';
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if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
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*ptr++ = swizzle_chars[swizzle_x];
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} else {
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*ptr++ = swizzle_chars[swizzle_x];
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*ptr++ = swizzle_chars[swizzle_y];
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*ptr++ = swizzle_chars[swizzle_z];
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*ptr++ = swizzle_chars[swizzle_w];
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}
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}
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} else {
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*ptr++ = '.';
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if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = swizzle_chars[swizzle_x];
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if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = swizzle_chars[swizzle_y];
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if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = swizzle_chars[swizzle_z];
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if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = swizzle_chars[swizzle_w];
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}
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*ptr++ = '.';
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if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = swizzle_chars[swizzle_x];
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if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = swizzle_chars[swizzle_y];
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if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = swizzle_chars[swizzle_z];
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if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = swizzle_chars[swizzle_w];
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*ptr = '\0';
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}
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@ -893,27 +865,6 @@ static void shader_glsl_get_sample_function(DWORD sampler_type, BOOL projected,
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}
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}
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static void shader_glsl_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const char *dst_str, const char *coord_reg) {
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IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
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IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
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DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
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const char sampler_prefix = shader_is_pshader_version(This->baseShader.hex_version) ? 'P' : 'V';
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SHADER_BUFFER* buffer = arg->buffer;
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glsl_sample_function_t sample_function;
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if(deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED) {
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shader_glsl_get_sample_function(sampler_type, TRUE, &sample_function);
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shader_addline(buffer, "%s = %s(%csampler%u, %s);\n", dst_str, sample_function.name, sampler_prefix, sampler_idx, coord_reg);
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} else {
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char coord_swizzle[6];
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shader_glsl_get_sample_function(sampler_type, FALSE, &sample_function);
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shader_glsl_get_write_mask(sample_function.coord_mask, coord_swizzle);
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shader_addline(buffer, "%s = %s(%csampler%u, %s%s);\n", dst_str, sample_function.name, sampler_prefix, sampler_idx, coord_reg, coord_swizzle);
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}
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}
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/*****************************************************************************
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*
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@ -1501,30 +1452,79 @@ void shader_glsl_callnz(SHADER_OPCODE_ARG* arg) {
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********************************************/
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void pshader_glsl_tex(SHADER_OPCODE_ARG* arg) {
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IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
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DWORD hex_version = This->baseShader.hex_version;
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char dst_str[100], dst_reg[50], dst_mask[6];
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char coord_str[100], coord_reg[50], coord_mask[6];
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char dst_swizzle[6];
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glsl_sample_function_t sample_function;
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DWORD sampler_type;
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DWORD sampler_idx;
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BOOL projected;
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DWORD mask = 0;
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/* All versions have a destination register */
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shader_glsl_add_dst_param(arg, arg->dst, 0, dst_reg, dst_mask, dst_str);
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/* 1.0-1.3: Use destination register as coordinate source.
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1.4+: Use provided coordinate source register. */
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if (hex_version < WINED3DPS_VERSION(1,4))
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strcpy(coord_reg, dst_reg);
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else
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shader_glsl_add_src_param_old(arg, arg->src[0], arg->src_addr[0], coord_reg, coord_mask, coord_str);
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shader_glsl_append_dst(arg->buffer, arg);
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/* 1.0-1.4: Use destination register as sampler source.
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* 2.0+: Use provided sampler source. */
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if (hex_version < WINED3DPS_VERSION(2,0)) {
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shader_glsl_sample(arg, arg->dst & WINED3DSP_REGNUM_MASK, dst_str, coord_reg);
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if (hex_version < WINED3DPS_VERSION(1,4)) {
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IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
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DWORD flags;
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sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
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flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
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if (flags & WINED3DTTFF_PROJECTED) {
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projected = TRUE;
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switch (flags & ~WINED3DTTFF_PROJECTED) {
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case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
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case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
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case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
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case WINED3DTTFF_COUNT4:
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case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
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}
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} else {
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projected = FALSE;
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}
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} else if (hex_version < WINED3DPS_VERSION(2,0)) {
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DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
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sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
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if (src_mod == WINED3DSPSM_DZ) {
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projected = TRUE;
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mask = WINED3DSP_WRITEMASK_2;
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} else if (src_mod == WINED3DSPSM_DW) {
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projected = TRUE;
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mask = WINED3DSP_WRITEMASK_3;
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} else {
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projected = FALSE;
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}
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} else {
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shader_glsl_sample(arg, arg->src[1] & WINED3DSP_REGNUM_MASK, dst_str, coord_reg);
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sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
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/* TODO: Handle D3DSI_TEXLD_PROJECTED... */
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projected = FALSE;
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}
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sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
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shader_glsl_get_sample_function(sampler_type, projected, &sample_function);
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mask |= sample_function.coord_mask;
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if (hex_version < WINED3DPS_VERSION(2,0)) {
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shader_glsl_get_write_mask(arg->dst, dst_swizzle);
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} else {
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shader_glsl_get_swizzle(arg->src[1], FALSE, arg->dst, dst_swizzle);
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}
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/* 1.0-1.3: Use destination register as coordinate source.
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1.4+: Use provided coordinate source register. */
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if (hex_version < WINED3DPS_VERSION(1,4)) {
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shader_glsl_get_write_mask(mask, coord_mask);
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shader_addline(arg->buffer, "%s(Psampler%u, T%u%s)%s);\n",
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sample_function.name, sampler_idx, sampler_idx, coord_mask, dst_swizzle);
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} else {
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shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], mask, coord_reg, coord_mask, coord_str);
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shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n",
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sample_function.name, sampler_idx, coord_str, dst_swizzle);
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}
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}
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void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg) {
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@ -1534,21 +1534,46 @@ void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg) {
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IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
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SHADER_BUFFER* buffer = arg->buffer;
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DWORD hex_version = This->baseShader.hex_version;
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DWORD write_mask;
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char dst_mask[6];
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char tmpStr[100];
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char tmpReg[50];
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char tmpMask[6];
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tmpReg[0] = 0;
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shader_glsl_add_dst_param(arg, arg->dst, 0, tmpReg, tmpMask, tmpStr);
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write_mask = shader_glsl_append_dst(arg->buffer, arg);
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shader_glsl_get_write_mask(write_mask, dst_mask);
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if (hex_version != WINED3DPS_VERSION(1,4)) {
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DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
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shader_addline(buffer, "%s = clamp(gl_TexCoord[%u], 0.0, 1.0);\n", tmpReg, reg);
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shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg, dst_mask);
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} else {
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DWORD reg2 = arg->src[0] & WINED3DSP_REGNUM_MASK;
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shader_addline(buffer, "%s = gl_TexCoord[%u]%s;\n", tmpStr, reg2, tmpMask);
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}
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DWORD reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
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DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
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char dst_swizzle[6];
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shader_glsl_get_swizzle(arg->src[0], FALSE, write_mask, dst_swizzle);
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if (src_mod == WINED3DSPSM_DZ) {
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char div_str[100], div_reg[50], div_mask[6];
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size_t mask_size = shader_glsl_get_write_mask_size(write_mask);
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shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, div_reg, div_mask, div_str);
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if (mask_size > 1) {
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shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_str);
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} else {
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shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_str);
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}
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} else if (src_mod == WINED3DSPSM_DW) {
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char div_str[100], div_reg[50], div_mask[6];
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size_t mask_size = shader_glsl_get_write_mask_size(write_mask);
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shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, div_reg, div_mask, div_str);
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if (mask_size > 1) {
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shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_str);
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} else {
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shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_str);
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}
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} else {
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shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
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}
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}
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}
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/** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
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