From ac651a70589956d5d145728ec9de0fe1879c9451 Mon Sep 17 00:00:00 2001 From: "H. Verbeet" Date: Mon, 27 Nov 2006 20:50:51 +0100 Subject: [PATCH] wined3d: Fix the texm3x3tex instruction to sample properly. --- dlls/wined3d/arb_program_shader.c | 6 ++++-- dlls/wined3d/glsl_shader.c | 23 ++++++----------------- 2 files changed, 10 insertions(+), 19 deletions(-) diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index 9f2be9bbf53..7c73fd4a543 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -781,13 +781,15 @@ void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) { DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state; + char dst_str[8]; char src0_name[50]; pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name); shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name); - /* Cubemap textures will be more used than 3D ones. */ - shader_addline(buffer, "TEX T%u, TMP, texture[%u], CUBE;\n", reg, reg); + /* Sample the texture using the calculated coordinates */ + sprintf(dst_str, "T%u", reg); + shader_hw_sample(arg, reg, dst_str, "TMP"); current_state->current_row = 0; } diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 6be71bb0377..39ad693ec8a 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -1560,33 +1560,22 @@ void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg) { } /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL - * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculate coordinates */ + * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */ void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg) { - + char dst_str[8]; char src0_str[100]; char src0_name[50]; char src0_mask[6]; - char dimensions[5]; DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; - DWORD src0_regnum = arg->src[0] & WINED3DSP_REGNUM_MASK; - DWORD stype = arg->reg_maps->samplers[src0_regnum] & WINED3DSP_TEXTURETYPE_MASK; IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state; - - switch (stype) { - case WINED3DSTT_2D: strcpy(dimensions, "2D"); break; - case WINED3DSTT_CUBE: strcpy(dimensions, "Cube"); break; - case WINED3DSTT_VOLUME: strcpy(dimensions, "3D"); break; - default: - strcpy(dimensions, ""); - FIXME("Unrecognized sampler type: %#x\n", stype); - break; - } shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_name, src0_mask, src0_str); shader_addline(arg->buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_str); - shader_addline(arg->buffer, "T%u = texture%s(Psampler%u, tmp0.%s);\n", - reg, dimensions, reg, (stype == WINED3DSTT_2D) ? "xy" : "xyz"); + + /* Sample the texture using the calculated coordinates */ + sprintf(dst_str, "T%u", reg); + shader_glsl_sample(arg, reg, dst_str, "tmp0"); current_state->current_row = 0; }