diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 39ad693ec8a..b290f2f34a7 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -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; }