wined3d: Implement texbem in arb, improve it in glsl.
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49a49fcfec
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@ -119,6 +119,15 @@ void shader_arb_load_constants(
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GL_LIMITS(pshader_constantsF),
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GL_LIMITS(pshader_constantsF),
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stateBlock->pixelShaderConstantF,
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stateBlock->pixelShaderConstantF,
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&stateBlock->set_pconstantsF);
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&stateBlock->set_pconstantsF);
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if(((IWineD3DPixelShaderImpl *) pshader)->bumpenvmatconst) {
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/* needsbumpmat stores the stage number from where to load the matrix. bumpenvmatconst stores the
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* number of the constant to load the matrix into.
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* The state manager takes care that this function is always called if the bump env matrix changes
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*/
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IWineD3DPixelShaderImpl *psi = (IWineD3DPixelShaderImpl *) pshader;
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float *data = (float *) &stateBlock->textureState[(int) psi->needsbumpmat][WINED3DTSS_BUMPENVMAT00];
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GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->bumpenvmatconst, data));
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}
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}
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}
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}
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}
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@ -159,6 +168,19 @@ void shader_generate_arb_declarations(
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shader_addline(buffer, "MOV T%u, fragment.texcoord[%u];\n", i, i);
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shader_addline(buffer, "MOV T%u, fragment.texcoord[%u];\n", i, i);
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}
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}
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if(reg_maps->bumpmat /* Only a pshader can use texbem */) {
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/* If the shader does not use all available constants, use the next free constant to load the bump mapping environment matrix from
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* the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying
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* bump mapping.
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*/
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if(max_constantsF < GL_LIMITS(pshader_constantsF)) {
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((IWineD3DPixelShaderImpl *)This)->bumpenvmatconst = max_constantsF;
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shader_addline(buffer, "PARAM bumpenvmat = program.env[%d];\n", ((IWineD3DPixelShaderImpl *)This)->bumpenvmatconst);
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} else {
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FIXME("No free constant found to load environemnt bump mapping matrix into the shader. texbem instruction will not apply bump mapping\n");
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}
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}
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/* Need to PARAM the environment parameters (constants) so we can use relative addressing */
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/* Need to PARAM the environment parameters (constants) so we can use relative addressing */
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shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
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shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
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max_constantsF, max_constantsF - 1);
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max_constantsF, max_constantsF - 1);
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@ -662,7 +684,7 @@ void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) {
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}
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}
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void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
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void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
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#if 0
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SHADER_BUFFER* buffer = arg->buffer;
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SHADER_BUFFER* buffer = arg->buffer;
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DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
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DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
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DWORD reg2 = arg->src[0] & WINED3DSP_REGNUM_MASK;
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DWORD reg2 = arg->src[0] & WINED3DSP_REGNUM_MASK;
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@ -672,6 +694,35 @@ void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
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sprintf(dst_str, "T%u", reg1);
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sprintf(dst_str, "T%u", reg1);
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shader_addline(buffer, "ADD TMP.rg, fragment.texcoord[%u], T%u;\n", reg1, reg2);
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shader_addline(buffer, "ADD TMP.rg, fragment.texcoord[%u], T%u;\n", reg1, reg2);
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shader_hw_sample(arg, reg1, dst_str, "TMP");
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shader_hw_sample(arg, reg1, dst_str, "TMP");
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#endif
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IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
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DWORD dst = arg->dst;
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DWORD src = arg->src[0] & WINED3DSP_REGNUM_MASK;
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SHADER_BUFFER* buffer = arg->buffer;
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char reg_coord[40];
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DWORD reg_dest_code;
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/* All versions have a destination register */
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reg_dest_code = dst & WINED3DSP_REGNUM_MASK;
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/* Can directly use the name because texbem is only valid for <= 1.3 shaders */
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pshader_get_register_name(dst, reg_coord);
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if(This->bumpenvmatconst) {
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/*shader_addline(buffer, "MOV T%u, fragment.texcoord[%u];\n", 1, 1); Not needed - done already */
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shader_addline(buffer, "SWZ TMP2, bumpenvmat, x, z, 0, 0;\n");
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shader_addline(buffer, "DP3 TMP.r, TMP2, T%u;\n", src);
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shader_addline(buffer, "SWZ TMP2, bumpenvmat, y, w, 0, 0;\n");
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shader_addline(buffer, "DP3 TMP.g, TMP2, T%u;\n", src);
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shader_addline(buffer, "ADD TMP.rg, TMP, %s;\n", reg_coord);
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/* Not sure about this, but hl2 needs it. It uses a projected texture with texbem and depends on the 4th coordinate */
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shader_addline(buffer, "MOV TMP.a, %s;\n", reg_coord);
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shader_hw_sample(arg, reg_dest_code, reg_coord, "TMP");
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} else {
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/* Without a bump matrix loaded, just sample with the unmodified coordinates */
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shader_hw_sample(arg, reg_dest_code, reg_coord, reg_coord);
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}
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}
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}
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void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg) {
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void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg) {
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@ -1767,15 +1767,50 @@ void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
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/** Process the WINED3DSIO_TEXBEM instruction in GLSL.
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/** Process the WINED3DSIO_TEXBEM instruction in GLSL.
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* Apply a fake bump map transform.
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* Apply a fake bump map transform.
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* FIXME: Should apply the BUMPMAPENV matrix. For now, just sample the texture */
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* texbem is pshader <= 1.3 only, this saves a few version checks
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*/
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void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg) {
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void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg) {
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IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
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IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
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char dst_swizzle[6];
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glsl_sample_function_t sample_function;
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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 flags;
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char coord_mask[6];
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DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
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/* All versions have a destination register */
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DWORD reg2 = arg->src[0] & WINED3DSP_REGNUM_MASK;
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shader_glsl_append_dst(arg->buffer, arg);
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FIXME("Not applying the BUMPMAPENV matrix for pixel shader instruction texbem.\n");
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sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
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shader_addline(arg->buffer, "T%u = texture2D(Psampler%u, gl_TexCoord[%u].xy + T%u.xy);\n",
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flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
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reg1, reg1, reg1, reg2);
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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_write_mask(arg->dst, dst_swizzle);
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shader_glsl_get_write_mask(mask, coord_mask);
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FIXME("Bump map transform not handled yet\n");
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shader_addline(arg->buffer, "%s(Psampler%u, T%u%s)%s);\n",
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sample_function.name, sampler_idx, sampler_idx, coord_mask, dst_swizzle);
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}
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}
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/** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
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/** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
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