wined3d: Improve projected texture handling in arb.

This commit is contained in:
Stefan Dösinger 2007-09-04 17:47:05 +02:00 committed by Alexandre Julliard
parent bf9cc30aac
commit de534a41a4
1 changed files with 64 additions and 13 deletions

View File

@ -486,10 +486,7 @@ static void vshader_program_add_param(SHADER_OPCODE_ARG *arg, const DWORD param,
}
}
static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const char *dst_str, const char *coord_reg, BOOL projective) {
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const char *dst_str, const char *coord_reg, BOOL projected) {
SHADER_BUFFER* buffer = arg->buffer;
DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
const char *tex_type;
@ -516,7 +513,7 @@ static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const ch
tex_type = "";
}
if (projective && deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED) {
if (projected) {
shader_addline(buffer, "TXP %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
} else {
shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
@ -962,11 +959,13 @@ void pshader_hw_texkill(SHADER_OPCODE_ARG* arg) {
void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD dst = arg->dst;
DWORD* src = arg->src;
SHADER_BUFFER* buffer = arg->buffer;
DWORD hex_version = This->baseShader.hex_version;
BOOL projected = FALSE;
char reg_dest[40];
char reg_coord[40];
@ -991,7 +990,32 @@ void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
else
reg_sampler_code = src[1] & WINED3DSP_REGNUM_MASK;
shader_hw_sample(arg, reg_sampler_code, reg_dest, reg_coord, TRUE);
/* projection flag:
* 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
* 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
* 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
*/
if(hex_version < WINED3DPS_VERSION(1,4)) {
DWORD flags = 0;
if(reg_sampler_code < MAX_TEXTURES) {
flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
}
if (flags & WINED3DTTFF_PROJECTED) {
projected = TRUE;
}
} else if(hex_version < WINED3DPS_VERSION(2,0)) {
DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
if (src_mod == WINED3DSPSM_DZ) {
projected = TRUE;
} else if(src_mod == WINED3DSPSM_DW) {
projected = TRUE;
}
} else {
if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
projected = TRUE;
}
}
shader_hw_sample(arg, reg_sampler_code, reg_dest, reg_coord, projected);
}
void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) {
@ -1018,6 +1042,9 @@ void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) {
void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) {
SHADER_BUFFER* buffer = arg->buffer;
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD flags;
DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
DWORD reg2 = arg->src[0] & WINED3DSP_REGNUM_MASK;
@ -1026,12 +1053,16 @@ void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) {
sprintf(dst_str, "T%u", reg1);
shader_addline(buffer, "MOV TMP.r, T%u.a;\n", reg2);
shader_addline(buffer, "MOV TMP.g, T%u.r;\n", reg2);
shader_hw_sample(arg, reg1, dst_str, "TMP", TRUE);
flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
shader_hw_sample(arg, reg1, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED);
}
void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) {
SHADER_BUFFER* buffer = arg->buffer;
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD flags;
DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
DWORD reg2 = arg->src[0] & WINED3DSP_REGNUM_MASK;
@ -1040,7 +1071,8 @@ void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) {
sprintf(dst_str, "T%u", reg1);
shader_addline(buffer, "MOV TMP.r, T%u.g;\n", reg2);
shader_addline(buffer, "MOV TMP.g, T%u.b;\n", reg2);
shader_hw_sample(arg, reg1, dst_str, "TMP", TRUE);
flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
shader_hw_sample(arg, reg1, dst_str, "TMP", FALSE);
}
void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
@ -1080,8 +1112,14 @@ void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
shader_hw_sample(arg, reg_dest_code, reg_coord, "TMP", FALSE);
} else {
DWORD tf;
if(reg_dest_code < MAX_TEXTURES) {
tf = ((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
} else {
tf = 0;
}
/* Without a bump matrix loaded, just sample with the unmodified coordinates */
shader_hw_sample(arg, reg_dest_code, reg_coord, reg_coord, TRUE);
shader_hw_sample(arg, reg_dest_code, reg_coord, reg_coord, tf & WINED3DTTFF_PROJECTED);
}
}
@ -1097,6 +1135,9 @@ void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg) {
void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) {
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD flags;
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER* buffer = arg->buffer;
char dst_str[8];
@ -1105,7 +1146,8 @@ void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) {
sprintf(dst_str, "T%u", reg);
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", reg, src0_name);
shader_hw_sample(arg, reg, dst_str, "TMP", TRUE);
flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED);
}
void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) {
@ -1124,6 +1166,8 @@ void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) {
void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) {
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD flags;
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER* buffer = arg->buffer;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
@ -1135,13 +1179,16 @@ void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) {
/* Sample the texture using the calculated coordinates */
sprintf(dst_str, "T%u", reg);
shader_hw_sample(arg, reg, dst_str, "TMP", TRUE);
flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED);
current_state->current_row = 0;
}
void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD flags;
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER* buffer = arg->buffer;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
@ -1168,13 +1215,16 @@ void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
/* Sample the texture using the calculated coordinates */
sprintf(dst_str, "T%u", reg);
shader_hw_sample(arg, reg, dst_str, "TMP", TRUE);
flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED);
current_state->current_row = 0;
}
void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) {
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD flags;
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
DWORD reg3 = arg->src[1] & WINED3DSP_REGNUM_MASK;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
@ -1202,7 +1252,8 @@ void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) {
/* Sample the texture using the calculated coordinates */
sprintf(dst_str, "T%u", reg);
shader_hw_sample(arg, reg, dst_str, "TMP", TRUE);
flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED);
current_state->current_row = 0;
}