wined3d: Fix arb texbem instruction for projective textures.

This commit is contained in:
Fabian Bieler 2007-03-22 17:43:50 +01:00 committed by Alexandre Julliard
parent 97967d3671
commit e617c91f22
1 changed files with 24 additions and 14 deletions

View File

@ -379,7 +379,7 @@ 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) {
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;
IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler_idx];
@ -411,7 +411,7 @@ static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const ch
tex_type = "";
}
if (deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED) {
if (projective && deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_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);
@ -656,7 +656,7 @@ 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);
shader_hw_sample(arg, reg_sampler_code, reg_dest, reg_coord, TRUE);
}
void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) {
@ -690,7 +690,7 @@ 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");
shader_hw_sample(arg, reg1, dst_str, "TMP", TRUE);
}
void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) {
@ -704,7 +704,7 @@ 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");
shader_hw_sample(arg, reg1, dst_str, "TMP", TRUE);
}
void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
@ -729,13 +729,23 @@ void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
shader_addline(buffer, "DP3 TMP.r, TMP2, T%u;\n", src);
shader_addline(buffer, "SWZ TMP2, bumpenvmat, y, w, 0, 0;\n");
shader_addline(buffer, "DP3 TMP.g, TMP2, T%u;\n", src);
shader_addline(buffer, "ADD TMP.rg, TMP, %s;\n", reg_coord);
/* Not sure about this, but hl2 needs it. It uses a projected texture with texbem and depends on the 4th coordinate */
shader_addline(buffer, "MOV TMP.a, %s;\n", reg_coord);
shader_hw_sample(arg, reg_dest_code, reg_coord, "TMP");
/* with projective textures, texbem only divides the static texture coord, not the displacement,
* so we can't let the GL handle this.
*/
if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
& WINED3DTTFF_PROJECTED) {
shader_addline(buffer, "RCP TMP2.a, %s.a;\n", reg_coord);
shader_addline(buffer, "MUL TMP2.rg, %s, TMP2.a;\n", reg_coord);
shader_addline(buffer, "ADD TMP.rg, TMP, TMP2;\n");
} else {
shader_addline(buffer, "ADD TMP.rg, TMP, %s;\n", reg_coord);
}
shader_hw_sample(arg, reg_dest_code, reg_coord, "TMP", FALSE);
} else {
/* Without a bump matrix loaded, just sample with the unmodified coordinates */
shader_hw_sample(arg, reg_dest_code, reg_coord, reg_coord);
shader_hw_sample(arg, reg_dest_code, reg_coord, reg_coord, TRUE);
}
}
@ -759,7 +769,7 @@ 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");
shader_hw_sample(arg, reg, dst_str, "TMP", TRUE);
}
void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) {
@ -789,7 +799,7 @@ 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");
shader_hw_sample(arg, reg, dst_str, "TMP", TRUE);
current_state->current_row = 0;
}
@ -817,7 +827,7 @@ 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");
shader_hw_sample(arg, reg, dst_str, "TMP", TRUE);
current_state->current_row = 0;
}
@ -841,7 +851,7 @@ 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");
shader_hw_sample(arg, reg, dst_str, "TMP", TRUE);
current_state->current_row = 0;
}