wined3d: Fix glsl texbem instruction for projective textures.

This commit is contained in:
Fabian Bieler 2007-03-22 17:42:41 +01:00 committed by Alexandre Julliard
parent 4b3ac837aa
commit 97967d3671
1 changed files with 22 additions and 21 deletions

View File

@ -1786,38 +1786,39 @@ void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg) {
glsl_src_param_t coord_param;
DWORD sampler_type;
DWORD sampler_idx;
BOOL projected;
DWORD mask = 0;
DWORD mask;
DWORD flags;
char coord_mask[6];
/* All versions have a destination register */
shader_glsl_append_dst(arg->buffer, arg);
sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
/* TODO: Does texbem even support projected textures? half-life 2 uses it */
if (flags & WINED3DTTFF_PROJECTED) {
projected = TRUE;
switch (flags & ~WINED3DTTFF_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;
case WINED3DTTFF_COUNT4:
case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
}
} else {
projected = FALSE;
}
sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
shader_glsl_get_sample_function(sampler_type, projected, &sample_function);
mask |= sample_function.coord_mask;
shader_glsl_get_sample_function(sampler_type, FALSE, &sample_function);
mask = sample_function.coord_mask;
shader_glsl_get_write_mask(arg->dst, dst_swizzle);
shader_glsl_get_write_mask(mask, coord_mask);
/* 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) {
DWORD div_mask=0;
char coord_div_mask[3];
switch (flags & ~WINED3DTTFF_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;
case WINED3DTTFF_COUNT4:
case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
}
shader_glsl_get_write_mask(div_mask, coord_div_mask);
shader_addline(arg->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
}
shader_glsl_append_dst(arg->buffer, arg);
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &coord_param);
shader_addline(arg->buffer, "%s(Psampler%u, T%u%s + vec4(bumpenvmat * %s, 0.0, 0.0)%s )%s);\n",
sample_function.name, sampler_idx, sampler_idx, coord_mask, coord_param.param_str, coord_mask, dst_swizzle);