wined3d: Load projected textures in fragment shaders.
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0b7a96e92b
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@ -642,8 +642,13 @@ void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
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else
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reg_sampler_code = src[1] & D3DSP_REGNUM_MASK;
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shader_addline(buffer, "TEX %s, %s, texture[%lu], 2D;\n",
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reg_dest, reg_coord, reg_sampler_code);
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if(This->wineD3DDevice->stateBlock->textureState[reg_sampler_code][D3DTSS_TEXTURETRANSFORMFLAGS] & D3DTTFF_PROJECTED) {
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shader_addline(buffer, "TXP %s, %s, texture[%lu], 2D;\n",
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reg_dest, reg_coord, reg_sampler_code);
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} else {
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shader_addline(buffer, "TEX %s, %s, texture[%lu], 2D;\n",
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reg_dest, reg_coord, reg_sampler_code);
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}
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}
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void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) {
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@ -1377,21 +1377,40 @@ void pshader_glsl_tex(SHADER_OPCODE_ARG* arg) {
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}
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sampler_type = arg->reg_maps->samplers[sampler_code] & WINED3DSP_TEXTURETYPE_MASK;
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switch(sampler_type) {
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if(This->wineD3DDevice->stateBlock->textureState[sampler_code][D3DTSS_TEXTURETRANSFORMFLAGS] & D3DTTFF_PROJECTED) {
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switch(sampler_type) {
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case WINED3DSTT_2D:
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shader_addline(buffer, "%s = texture2D(%s, %s.st);\n", dst_str, sampler_str, coord_reg);
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break;
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case WINED3DSTT_CUBE:
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shader_addline(buffer, "%s = textureCube(%s, %s.stp);\n", dst_str, sampler_str, coord_reg);
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break;
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case WINED3DSTT_VOLUME:
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shader_addline(buffer, "%s = texture3D(%s, %s.stp);\n", dst_str, sampler_str, coord_reg);
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break;
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default:
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shader_addline(buffer, "%s = unrecognized_stype(%s, %s.stp);\n", dst_str, sampler_str, coord_reg);
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FIXME("Unrecognized sampler type: %#lx;\n", sampler_type);
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break;
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case WINED3DSTT_2D:
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shader_addline(buffer, "%s = texture2DProj(%s, %s);\n", dst_str, sampler_str, coord_reg);
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break;
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case WINED3DSTT_CUBE:
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shader_addline(buffer, "%s = textureCubeProj(%s, %s);\n", dst_str, sampler_str, coord_reg);
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break;
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case WINED3DSTT_VOLUME:
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shader_addline(buffer, "%s = texture3DProj(%s, %s);\n", dst_str, sampler_str, coord_reg);
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break;
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default:
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shader_addline(buffer, "%s = unrecognized_stype(%s, %s.stp);\n", dst_str, sampler_str, coord_reg);
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FIXME("Unrecognized sampler type: %#lx;\n", sampler_type);
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break;
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}
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} else {
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switch(sampler_type) {
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case WINED3DSTT_2D:
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shader_addline(buffer, "%s = texture2D(%s, %s.st);\n", dst_str, sampler_str, coord_reg);
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break;
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case WINED3DSTT_CUBE:
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shader_addline(buffer, "%s = textureCube(%s, %s.stp);\n", dst_str, sampler_str, coord_reg);
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break;
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case WINED3DSTT_VOLUME:
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shader_addline(buffer, "%s = texture3D(%s, %s.stp);\n", dst_str, sampler_str, coord_reg);
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break;
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default:
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shader_addline(buffer, "%s = unrecognized_stype(%s, %s.stp);\n", dst_str, sampler_str, coord_reg);
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FIXME("Unrecognized sampler type: %#lx;\n", sampler_type);
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break;
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}
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}
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}
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