wined3d: Fix glsl texbem instruction for projective textures.
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@ -1786,38 +1786,39 @@ void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg) {
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glsl_src_param_t coord_param;
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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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DWORD mask;
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DWORD flags;
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char coord_mask[6];
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/* All versions have a destination register */
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shader_glsl_append_dst(arg->buffer, arg);
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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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/* TODO: Does texbem even support projected textures? half-life 2 uses it */
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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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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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shader_glsl_get_sample_function(sampler_type, FALSE, &sample_function);
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mask = sample_function.coord_mask;
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shader_glsl_get_write_mask(arg->dst, dst_swizzle);
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shader_glsl_get_write_mask(mask, coord_mask);
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/* with projective textures, texbem only divides the static texture coord, not the displacement,
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* so we can't let the GL handle this.
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*/
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if (flags & WINED3DTTFF_PROJECTED) {
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DWORD div_mask=0;
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char coord_div_mask[3];
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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: div_mask = WINED3DSP_WRITEMASK_1; break;
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case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
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case WINED3DTTFF_COUNT4:
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case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
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}
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shader_glsl_get_write_mask(div_mask, coord_div_mask);
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shader_addline(arg->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
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}
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shader_glsl_append_dst(arg->buffer, arg);
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shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &coord_param);
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shader_addline(arg->buffer, "%s(Psampler%u, T%u%s + vec4(bumpenvmat * %s, 0.0, 0.0)%s )%s);\n",
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sample_function.name, sampler_idx, sampler_idx, coord_mask, coord_param.param_str, coord_mask, dst_swizzle);
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