From e617c91f2294cb8882f08f72777fc9a7d26c48ab Mon Sep 17 00:00:00 2001 From: Fabian Bieler Date: Thu, 22 Mar 2007 17:43:50 +0100 Subject: [PATCH] wined3d: Fix arb texbem instruction for projective textures. --- dlls/wined3d/arb_program_shader.c | 38 +++++++++++++++++++------------ 1 file changed, 24 insertions(+), 14 deletions(-) diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index bffc2a4f420..21854558e07 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -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; }