wined3d: Pass the correct mask to shader_glsl_add_src_param() in pshader_glsl_texm3x3spec().

Use shader_glsl_get_sample_function().
This commit is contained in:
H. Verbeet 2007-01-15 19:35:36 +01:00 committed by Alexandre Julliard
parent ba1740909e
commit f0fb61daed
1 changed files with 15 additions and 19 deletions

View File

@ -1724,36 +1724,32 @@ void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg) {
IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader; IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
char dimensions[5];
char dst_str[8];
char src0_str[100], src0_name[50], src0_mask[6]; char src0_str[100], src0_name[50], src0_mask[6];
char src1_str[100], src1_name[50], src1_mask[6]; char src1_str[100], src1_name[50], src1_mask[6];
char dst_mask[6];
SHADER_BUFFER* buffer = arg->buffer; SHADER_BUFFER* buffer = arg->buffer;
SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state; SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
DWORD stype = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK; DWORD stype = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
glsl_sample_function_t sample_function;
switch (stype) { shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, src0_name, src0_mask, src0_str);
case WINED3DSTT_2D: strcpy(dimensions, "2D"); break; shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, src1_name, src1_mask, src1_str);
case WINED3DSTT_CUBE: strcpy(dimensions, "Cube"); break;
case WINED3DSTT_VOLUME: strcpy(dimensions, "3D"); break;
default:
strcpy(dimensions, "");
FIXME("Unrecognized sampler type: %#x\n", stype);
break;
}
shader_glsl_add_src_param_old(arg, arg->src[0], arg->src_addr[0], src0_name, src0_mask, src0_str);
shader_glsl_add_src_param_old(arg, arg->src[1], arg->src_addr[1], src1_name, src1_mask, src1_str);
/* Perform the last matrix multiply operation */ /* Perform the last matrix multiply operation */
shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_str); shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_str);
/* Calculate reflection vector */ /* Calculate reflection vector, 2*(tmp0.src1)*tmp0-src1
shader_addline(buffer, "tmp0.xyz = reflect(-vec3(%s), vec3(tmp0));\n", src1_str); * This is equavalent to reflect(-src1, tmp0); */
shader_addline(buffer, "tmp0.xyz = reflect(-(%s), tmp0.xyz);\n", src1_str);
shader_glsl_append_dst(buffer, arg);
shader_glsl_get_write_mask(arg->dst, dst_mask);
shader_glsl_get_sample_function(stype, FALSE, &sample_function);
/* Sample the texture */ /* Sample the texture */
sprintf(dst_str, "T%u", reg); shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
shader_glsl_sample(arg, reg, dst_str, "tmp0");
current_state->current_row = 0; current_state->current_row = 0;
} }