wined3d: Fix texdp3tex in glsl.

This commit is contained in:
Stefan Dösinger 2007-09-13 12:25:29 +02:00 committed by Alexandre Julliard
parent c96236ff3e
commit 8273cfdf01
2 changed files with 27 additions and 2 deletions

View File

@ -1762,15 +1762,39 @@ void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg) {
void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg) {
glsl_src_param_t src0_param;
char dst_mask[6];
glsl_sample_function_t sample_function;
DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
shader_glsl_append_dst(arg->buffer, arg);
shader_glsl_get_write_mask(arg->dst, dst_mask);
shader_addline(arg->buffer, "texture2D(Psampler%u, vec2(dot(gl_TexCoord[%u].xyz, %s), 0.5))%s);\n",
sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
/* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
* scalar, and projected sampling would require 4
*/
shader_glsl_get_sample_function(sampler_type, FALSE, &sample_function);
switch(count_bits(sample_function.coord_mask)) {
case 1:
shader_addline(arg->buffer, "%s(Psampler%u, dot(gl_TexCoord[%u].xyz, %s))%s);\n",
sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
break;
case 2:
shader_addline(arg->buffer, "%s(Psampler%u, vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0))%s);\n",
sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
break;
case 3:
shader_addline(arg->buffer, "%s(Psampler%u, vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0))%s);\n",
sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
break;
default:
FIXME("Unexpected mask bitcount %d\n", count_bits(sample_function.coord_mask));
}
}
/** Process the WINED3DSIO_TEXDP3 instruction in GLSL:

View File

@ -1554,6 +1554,7 @@ BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize
/* Math utils */
void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
unsigned int count_bits(unsigned int mask);
/*****************************************************************************
* To enable calling of inherited functions, requires prototypes