wined3d: Implement mova rounding in arb.
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@ -42,6 +42,13 @@ WINE_DECLARE_DEBUG_CHANNEL(d3d);
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#define GLINFO_LOCATION (*gl_info)
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/* GL locking for state handlers is done by the caller. */
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static BOOL need_mova_const(IWineD3DBaseShader *shader, const WineD3D_GL_Info *gl_info) {
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IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) shader;
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if(!This->baseShader.reg_maps.usesmova) return FALSE;
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/* TODO: ARR from GL_NV_vertex_program2_option */
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return TRUE;
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}
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static BOOL need_helper_const(const WineD3D_GL_Info *gl_info) {
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if(!GL_SUPPORT(NV_VERTEX_PROGRAM) || /* Need to init colors */
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gl_info->arb_vs_offset_limit || /* Have to init texcoords */
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@ -51,12 +58,14 @@ static BOOL need_helper_const(const WineD3D_GL_Info *gl_info) {
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return FALSE;
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}
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static unsigned int reserved_vs_const(const WineD3D_GL_Info *gl_info) {
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static unsigned int reserved_vs_const(IWineD3DBaseShader *shader, const WineD3D_GL_Info *gl_info) {
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unsigned int ret = 1;
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/* We use one PARAM for the pos fixup, and in some cases one to load
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* some immediate values into the shader
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*/
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if(need_helper_const(gl_info)) return 2;
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else return 1;
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if(need_helper_const(gl_info)) ret++;
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if(need_mova_const(shader, gl_info)) ret++;
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return ret;
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}
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/* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
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@ -328,7 +337,7 @@ static void shader_generate_arb_declarations(IWineD3DBaseShader *iface, const sh
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max_constantsF = GL_LIMITS(pshader_constantsF);
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} else {
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if(This->baseShader.reg_maps.usesrelconstF) {
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max_constantsF = GL_LIMITS(vshader_constantsF) - reserved_vs_const(gl_info);
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max_constantsF = GL_LIMITS(vshader_constantsF) - reserved_vs_const(iface, gl_info);
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} else {
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max_constantsF = GL_LIMITS(vshader_constantsF) - 1;
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}
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@ -998,17 +1007,35 @@ static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
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{
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IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
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if ((ins->ctx->reg_maps->shader_version.major == 1
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&& !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
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&& ins->dst[0].reg.type == WINED3DSPR_ADDR)
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|| ins->handler_idx == WINED3DSIH_MOVA)
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{
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SHADER_BUFFER *buffer = ins->ctx->buffer;
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char src0_param[256];
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if (ins->handler_idx == WINED3DSIH_MOVA)
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FIXME("mova should round\n");
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if(ins->handler_idx == WINED3DSIH_MOVA) {
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struct wined3d_shader_src_param tmp_src = ins->src[0];
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tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
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shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
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/* This implements the mova formula used in GLSL. The first two instructions
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* prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
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* in this case:
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* mova A0.x, 0.0
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*
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* A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
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*
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* TODO: ARR from GL_NV_vertex_program2_option
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*/
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shader_addline(buffer, "SGE TA.y, %s, mova_const.y;\n", src0_param);
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shader_addline(buffer, "MAD TA.y, TA.y, mova_const.z, -mova_const.w;\n");
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shader_addline(buffer, "ABS TA.x, %s;\n", src0_param);
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shader_addline(buffer, "ADD TA.x, TA.x, mova_const.x;\n");
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shader_addline(buffer, "FLR TA.x, TA.x;\n");
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shader_addline(buffer, "MUL TA.x, TA.x, TA.y;\n");
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shader_addline(buffer, "ARL A0.x, TA.x;\n");
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} else if (ins->ctx->reg_maps->shader_version.major == 1
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&& !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
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&& ins->dst[0].reg.type == WINED3DSPR_ADDR)
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{
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src0_param[0] = '\0';
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if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
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{
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@ -2010,6 +2037,9 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShader *iface,
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if(need_helper_const(gl_info)) {
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shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
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}
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if(need_mova_const((IWineD3DBaseShader *) iface, gl_info)) {
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shader_addline(buffer, "PARAM mova_const = { 0.5, 0.0, 2.0, 1.0 };\n");
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}
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/* Mesa supports only 95 constants */
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if (GL_VEND(MESA) || GL_VEND(WINE))
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@ -611,6 +611,10 @@ HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3
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{
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reg_maps->usestexldd = 1;
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}
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else if(ins.handler_idx == WINED3DSIH_MOVA)
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{
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reg_maps->usesmova = 1;
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}
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limit = ins.src_count + (ins.predicate ? 1 : 0);
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for (i = 0; i < limit; ++i)
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@ -632,7 +632,7 @@ typedef struct shader_reg_maps
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WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
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BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
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char usesnrm, vpos, usesdsy, usestexldd;
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char usesnrm, vpos, usesdsy, usestexldd, usesmova;
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char usesrelconstF;
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/* Whether or not loops are used in this shader, and nesting depth */
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