wined3d: Implement WINED3DSI_TEXLD_BIAS in arb.
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9531a10897
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c2c7b1df91
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@ -486,7 +486,7 @@ static void vshader_program_add_param(SHADER_OPCODE_ARG *arg, const DWORD param,
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}
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}
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static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const char *dst_str, const char *coord_reg, BOOL projected) {
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static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const char *dst_str, const char *coord_reg, BOOL projected, BOOL bias) {
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SHADER_BUFFER* buffer = arg->buffer;
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DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
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const char *tex_type;
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@ -513,7 +513,12 @@ static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const ch
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tex_type = "";
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}
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if (projected) {
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if (bias) {
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/* Shouldn't be possible, but let's check for it */
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if(projected) FIXME("Biased and Projected texture sampling\n");
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/* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
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shader_addline(buffer, "TXB %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
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} else if (projected) {
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shader_addline(buffer, "TXP %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
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} else {
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shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
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@ -965,7 +970,7 @@ void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
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DWORD* src = arg->src;
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SHADER_BUFFER* buffer = arg->buffer;
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DWORD hex_version = This->baseShader.hex_version;
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BOOL projected = FALSE;
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BOOL projected = FALSE, bias = FALSE;
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char reg_dest[40];
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char reg_coord[40];
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@ -1014,8 +1019,11 @@ void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
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if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
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projected = TRUE;
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}
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if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) {
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bias = TRUE;
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}
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}
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shader_hw_sample(arg, reg_sampler_code, reg_dest, reg_coord, projected);
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shader_hw_sample(arg, reg_sampler_code, reg_dest, reg_coord, projected, bias);
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}
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void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) {
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@ -1054,7 +1062,7 @@ void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) {
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shader_addline(buffer, "MOV TMP.r, T%u.a;\n", reg2);
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shader_addline(buffer, "MOV TMP.g, T%u.r;\n", reg2);
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flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
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shader_hw_sample(arg, reg1, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED);
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shader_hw_sample(arg, reg1, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
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}
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void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) {
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@ -1072,7 +1080,7 @@ void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) {
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shader_addline(buffer, "MOV TMP.r, T%u.g;\n", reg2);
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shader_addline(buffer, "MOV TMP.g, T%u.b;\n", reg2);
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flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
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shader_hw_sample(arg, reg1, dst_str, "TMP", FALSE);
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shader_hw_sample(arg, reg1, dst_str, "TMP", FALSE, FALSE);
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}
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void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
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@ -1110,7 +1118,7 @@ void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
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shader_addline(buffer, "ADD TMP.rg, TMP, %s;\n", reg_coord);
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}
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shader_hw_sample(arg, reg_dest_code, reg_coord, "TMP", FALSE);
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shader_hw_sample(arg, reg_dest_code, reg_coord, "TMP", FALSE, FALSE);
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} else {
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DWORD tf;
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if(reg_dest_code < MAX_TEXTURES) {
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@ -1119,7 +1127,7 @@ void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
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tf = 0;
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}
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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, tf & WINED3DTTFF_PROJECTED);
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shader_hw_sample(arg, reg_dest_code, reg_coord, reg_coord, tf & WINED3DTTFF_PROJECTED, FALSE);
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}
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}
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@ -1147,7 +1155,7 @@ void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) {
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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.y, T%u, %s;\n", reg, src0_name);
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flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
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shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED);
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shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
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}
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void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) {
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@ -1180,7 +1188,7 @@ void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) {
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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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flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
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shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED);
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shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
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current_state->current_row = 0;
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}
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@ -1216,7 +1224,7 @@ void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
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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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flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
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shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED);
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shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
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current_state->current_row = 0;
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}
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@ -1253,7 +1261,7 @@ void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) {
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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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flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
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shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED);
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shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
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current_state->current_row = 0;
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}
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@ -1297,7 +1305,7 @@ void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg) {
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shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", sampler_idx, src0);
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sprintf(dst_str, "T%u", sampler_idx);
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shader_hw_sample(arg, sampler_idx, dst_str, "TMP", FALSE /* Only one coord, can't be projected */);
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shader_hw_sample(arg, sampler_idx, dst_str, "TMP", FALSE /* Only one coord, can't be projected */, FALSE);
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}
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/** Process the WINED3DSIO_TEXDP3 instruction in ARB:
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