wined3d: Use the texture sampling function in a few more instructions (GLSL).

This commit is contained in:
H. Verbeet 2006-11-27 20:51:01 +01:00 committed by Alexandre Julliard
parent f035df9ac5
commit 533dcbf170
1 changed files with 12 additions and 14 deletions

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@ -1545,9 +1545,7 @@ void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg) {
}
void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg) {
/* FIXME: Make this work for more than just 2D textures */
char dst_str[8];
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER* buffer = arg->buffer;
char src0_str[100];
@ -1556,7 +1554,10 @@ void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg) {
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_name, src0_mask, src0_str);
shader_addline(buffer, "tmp0.y = dot(vec3(T%u), vec3(%s));\n", reg, src0_str);
shader_addline(buffer, "T%u = texture2D(Psampler%u, tmp0.st);\n", reg, reg);
/* Sample the texture using the calculated coordinates */
sprintf(dst_str, "T%u", reg);
shader_glsl_sample(arg, reg, dst_str, "tmp0");
}
/** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
@ -1604,6 +1605,7 @@ void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg) {
IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
char dimensions[5];
char dst_str[8];
char src0_str[100], src0_name[50], src0_mask[6];
char src1_str[100], src1_name[50], src1_mask[6];
SHADER_BUFFER* buffer = arg->buffer;
@ -1630,8 +1632,8 @@ void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg) {
shader_addline(buffer, "tmp0.xyz = reflect(-vec3(%s), vec3(tmp0));\n", src1_str);
/* Sample the texture */
shader_addline(buffer, "T%u = texture%s(Psampler%u, tmp0.%s);\n",
reg, dimensions, reg, (stype == WINED3DSTT_2D) ? "xy" : "xyz");
sprintf(dst_str, "T%u", reg);
shader_glsl_sample(arg, reg, dst_str, "tmp0");
current_state->current_row = 0;
}
@ -1643,6 +1645,7 @@ void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER* buffer = arg->buffer;
SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
char dst_str[8];
char src0_str[100], src0_name[50], src0_mask[6];
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_name, src0_mask, src0_str);
@ -1660,14 +1663,9 @@ void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
shader_addline(buffer, "tmp0 = tmp0.w * tmp0;\n");
shader_addline(buffer, "tmp0 = (2.0 * tmp0) - tmp1;\n");
/* FIXME:
* We don't really know if a Cube or a Volume texture is being sampled, but since Cube textures
* are used more commonly, we'll default to that.
* We probably need to push back the pixel shader generation code until drawPrimitive() for
* shader versions < 2.0, since that's the only time we can guarantee that we're sampling
* the correct type of texture because we can lookup what textures are bound at that point.
*/
shader_addline(buffer, "T%u = textureCube(Psampler%u, tmp0.xyz);\n", reg, reg);
/* Sample the texture using the calculated coordinates */
sprintf(dst_str, "T%u", reg);
shader_glsl_sample(arg, reg, dst_str, "tmp0");
current_state->current_row = 0;
}