wined3d: Use the ARB fog option in ARB_fragment_program shaders.
This is the "replacement" for the fog coord optimization removed in the previous patch.
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@ -1924,14 +1924,30 @@ static GLuint shader_arb_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUF
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const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
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const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
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CONST DWORD *function = This->baseShader.function;
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CONST DWORD *function = This->baseShader.function;
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DWORD shader_version = reg_maps->shader_version;
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DWORD shader_version = reg_maps->shader_version;
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const char *fragcolor;
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const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
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const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
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const local_constant *lconst;
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const local_constant *lconst;
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GLuint retval;
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GLuint retval;
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const char *fragcolor;
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/* Create the hw ARB shader */
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/* Create the hw ARB shader */
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shader_addline(buffer, "!!ARBfp1.0\n");
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shader_addline(buffer, "!!ARBfp1.0\n");
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if (shader_version < WINED3DPS_VERSION(3,0)) {
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switch(args->fog) {
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case FOG_OFF:
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break;
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case FOG_LINEAR:
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shader_addline(buffer, "OPTION ARB_fog_linear;\n");
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break;
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case FOG_EXP:
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shader_addline(buffer, "OPTION ARB_fog_exp;\n");
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break;
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case FOG_EXP2:
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shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
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break;
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}
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}
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shader_addline(buffer, "TEMP TMP;\n"); /* Used in matrix ops */
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shader_addline(buffer, "TEMP TMP;\n"); /* Used in matrix ops */
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shader_addline(buffer, "TEMP TMP2;\n"); /* Used in matrix ops */
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shader_addline(buffer, "TEMP TMP2;\n"); /* Used in matrix ops */
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shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
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shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
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@ -1941,52 +1957,23 @@ static GLuint shader_arb_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUF
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shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
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shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
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shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
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shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
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if (shader_version < WINED3DPS_VERSION(2,0)) {
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fragcolor = "R0";
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} else {
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shader_addline(buffer, "TEMP TMP_COLOR;\n");
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fragcolor = "TMP_COLOR";
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}
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/* Base Declarations */
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/* Base Declarations */
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shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
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shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
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/* We need two variables for fog blending */
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if(args->fog != FOG_OFF) shader_addline(buffer, "TEMP TMP_FOG;\n");
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if (shader_version >= WINED3DPS_VERSION(2,0)) shader_addline(buffer, "TEMP TMP_COLOR;\n");
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/* Base Shader Body */
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/* Base Shader Body */
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shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
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shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
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if (shader_version < WINED3DPS_VERSION(2,0)) {
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fragcolor = "R0";
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} else {
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fragcolor = "TMP_COLOR";
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}
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if(args->srgb_correction) {
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if(args->srgb_correction) {
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arbfp_add_sRGB_correction(buffer, fragcolor, "TMP", "TMP2", "TA", "TB");
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arbfp_add_sRGB_correction(buffer, fragcolor, "TMP", "TMP2", "TA", "TB");
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}
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}
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if (shader_version < WINED3DPS_VERSION(3,0)) {
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/* calculate fog and blend it
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* NOTE: state.fog.params.y and state.fog.params.z don't hold fog start s and end e but
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* -1/(e-s) and e/(e-s) respectively.
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*/
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switch(args->fog) {
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case FOG_OFF:
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shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
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shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
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break;
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case FOG_LINEAR:
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shader_addline(buffer, "SUB TMP_FOG.x, state.fog.params.z, state.fog.params.y;\n");
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shader_addline(buffer, "RCP TMP_FOG, -TMP_FOG.x;\n");
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shader_addline(buffer, "MUL TMP_FOG.y, -TMP_FOG.y, state.fog.params.z;\n");
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shader_addline(buffer, "MAD_SAT TMP_FOG, fragment.fogcoord, TMP_FOG.x, TMP_FOG.y;\n");
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shader_addline(buffer, "LRP result.color.rgb, TMP_FOG.x, %s, state.fog.color;\n", fragcolor);
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shader_addline(buffer, "MOV result.color.a, %s.a;\n", fragcolor);
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break;
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case FOG_EXP:
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FIXME("Implement EXP fog in ARB\n");
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shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
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break;
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case FOG_EXP2:
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FIXME("Implement EXP2 fog in ARB\n");
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shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
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break;
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}
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}
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shader_addline(buffer, "END\n");
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shader_addline(buffer, "END\n");
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/* TODO: change to resource.glObjectHandle or something like that */
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/* TODO: change to resource.glObjectHandle or something like that */
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