wined3d: Fix the texm3x3tex instruction to sample properly.
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@ -781,13 +781,15 @@ void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) {
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DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
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SHADER_BUFFER* buffer = arg->buffer;
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SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
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char dst_str[8];
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char src0_name[50];
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pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
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shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
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/* Cubemap textures will be more used than 3D ones. */
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shader_addline(buffer, "TEX T%u, TMP, texture[%u], CUBE;\n", reg, reg);
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/* Sample the texture using the calculated coordinates */
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sprintf(dst_str, "T%u", reg);
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shader_hw_sample(arg, reg, dst_str, "TMP");
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current_state->current_row = 0;
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}
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@ -1560,33 +1560,22 @@ void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg) {
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}
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/** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
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* Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculate coordinates */
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* Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
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void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg) {
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char dst_str[8];
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char src0_str[100];
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char src0_name[50];
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char src0_mask[6];
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char dimensions[5];
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DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
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DWORD src0_regnum = arg->src[0] & WINED3DSP_REGNUM_MASK;
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DWORD stype = arg->reg_maps->samplers[src0_regnum] & WINED3DSP_TEXTURETYPE_MASK;
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IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
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SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
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switch (stype) {
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case WINED3DSTT_2D: strcpy(dimensions, "2D"); break;
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case WINED3DSTT_CUBE: strcpy(dimensions, "Cube"); break;
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case WINED3DSTT_VOLUME: strcpy(dimensions, "3D"); break;
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default:
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strcpy(dimensions, "");
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FIXME("Unrecognized sampler type: %#x\n", stype);
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break;
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}
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shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_name, src0_mask, src0_str);
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shader_addline(arg->buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_str);
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shader_addline(arg->buffer, "T%u = texture%s(Psampler%u, tmp0.%s);\n",
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reg, dimensions, reg, (stype == WINED3DSTT_2D) ? "xy" : "xyz");
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/* Sample the texture using the calculated coordinates */
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sprintf(dst_str, "T%u", reg);
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shader_glsl_sample(arg, reg, dst_str, "tmp0");
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current_state->current_row = 0;
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}
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