wined3d: Implement texbeml in arb shaders.
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@ -161,13 +161,23 @@ void shader_arb_load_constants(
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GL_LIMITS(pshader_constantsF),
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stateBlock->pixelShaderConstantF,
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&stateBlock->set_pconstantsF);
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if(((IWineD3DPixelShaderImpl *) pshader)->bumpenvmatconst) {
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if(((IWineD3DPixelShaderImpl *) pshader)->bumpenvmatconst != -1) {
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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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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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if(((IWineD3DPixelShaderImpl *) pshader)->luminanceconst != -1) {
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/* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
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* point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
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* don't care about them. The pointers are valid for sure because the stateblock is bigger.
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* (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
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*/
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float *scale = (float *) &stateBlock->textureState[(int) psi->needsbumpmat][WINED3DTSS_BUMPENVLSCALE];
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GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->luminanceconst, scale));
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}
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}
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if(((IWineD3DPixelShaderImpl *) pshader)->srgb_enabled &&
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!((IWineD3DPixelShaderImpl *) pshader)->srgb_mode_hardcoded) {
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@ -233,6 +243,8 @@ 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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}
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((IWineD3DPixelShaderImpl *)This)->bumpenvmatconst = -1;
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((IWineD3DPixelShaderImpl *)This)->luminanceconst = -1;
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if(reg_maps->bumpmat != -1 /* 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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@ -241,6 +253,14 @@ void shader_generate_arb_declarations(
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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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if(reg_maps->luminanceparams != -1 && max_constantsF +1 < GL_LIMITS(pshader_constantsF)) {
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extra_constants_needed += 1;
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((IWineD3DPixelShaderImpl *)This)->luminanceconst = max_constantsF + 1;
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shader_addline(buffer, "PARAM luminance = program.env[%d];\n", ((IWineD3DPixelShaderImpl *)This)->luminanceconst);
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} else if(reg_maps->luminanceparams != -1) {
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FIXME("No free constant to load the luminance parameters\n");
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}
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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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@ -1172,6 +1192,12 @@ void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
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}
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shader_hw_sample(arg, reg_dest_code, reg_coord, "TMP", FALSE, FALSE);
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if(arg->opcode->opcode == WINED3DSIO_TEXBEML && This->luminanceconst != -1) {
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shader_addline(buffer, "MAD TMP, T%u.z, luminance.x, luminance.y;\n", src);
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shader_addline(buffer, "MUL %s, %s, TMP;\n", reg_coord, reg_coord);
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}
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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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@ -2078,6 +2078,7 @@ typedef struct IWineD3DPixelShaderImpl {
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/* Some information about the shader behavior */
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char needsbumpmat;
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UINT bumpenvmatconst;
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UINT luminanceconst;
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char srgb_enabled;
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char srgb_mode_hardcoded;
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UINT srgb_low_const;
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