Module: wine Branch: master Commit: 739278baf1292dd670b10788ce8f9dc78f1f4a4d URL: http://source.winehq.org/git/wine.git/?a=commit;h=739278baf1292dd670b10788ce...
Author: Stefan Dösinger stefan@codeweavers.com Date: Sat Mar 1 17:26:49 2008 +0100
wined3d: Add a number to the ARB program shader bumpenvmat matrices.
---
dlls/wined3d/arb_program_shader.c | 26 ++++++++++++++++---------- 1 files changed, 16 insertions(+), 10 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index 75899e7..67f5b0d 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -276,12 +276,12 @@ void shader_generate_arb_declarations( */ if(max_constantsF < GL_LIMITS(pshader_constantsF)) { ((IWineD3DPixelShaderImpl *)This)->bumpenvmatconst = max_constantsF; - shader_addline(buffer, "PARAM bumpenvmat = program.env[%d];\n", ((IWineD3DPixelShaderImpl *)This)->bumpenvmatconst); + shader_addline(buffer, "PARAM bumpenvmat%d = program.env[%d];\n", reg_maps->bumpmat, ((IWineD3DPixelShaderImpl *)This)->bumpenvmatconst);
if(reg_maps->luminanceparams != -1 && max_constantsF +1 < GL_LIMITS(pshader_constantsF)) { extra_constants_needed += 1; ((IWineD3DPixelShaderImpl *)This)->luminanceconst = max_constantsF + 1; - shader_addline(buffer, "PARAM luminance = program.env[%d];\n", ((IWineD3DPixelShaderImpl *)This)->luminanceconst); + shader_addline(buffer, "PARAM luminance%d = program.env[%d];\n", reg_maps->luminanceparams, ((IWineD3DPixelShaderImpl *)This)->luminanceconst); } else if(reg_maps->luminanceparams != -1) { FIXME("No free constant to load the luminance parameters\n"); } @@ -890,6 +890,8 @@ void pshader_hw_bem(SHADER_OPCODE_ARG* arg) { char dst_name[50]; char src_name[2][50]; char dst_wmask[20]; + DWORD sampler_code = arg->dst & WINED3DSP_REGNUM_MASK; + BOOL has_bumpmat = (This->bumpenvmatconst != -1);
pshader_get_register_name(arg->shader, arg->dst, dst_name); shader_arb_get_write_mask(arg, arg->dst, dst_wmask); @@ -898,11 +900,11 @@ void pshader_hw_bem(SHADER_OPCODE_ARG* arg) { pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]); pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
- if(This->bumpenvmatconst != -1) { + if(has_bumpmat) { /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */ - shader_addline(buffer, "SWZ TMP2, bumpenvmat, x, z, 0, 0;\n"); + shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", sampler_code); shader_addline(buffer, "DP3 TMP.r, TMP2, %s;\n", src_name[1]); - shader_addline(buffer, "SWZ TMP2, bumpenvmat, y, w, 0, 0;\n"); + shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", sampler_code); shader_addline(buffer, "DP3 TMP.g, TMP2, %s;\n", src_name[1]);
shader_addline(buffer, "ADD %s, %s, TMP;\n", dst_name, src_name[0]); @@ -1232,6 +1234,9 @@ void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg) {
void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) { IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; + DWORD sampler_code = arg->dst & WINED3DSP_REGNUM_MASK; + BOOL has_bumpmat = (This->bumpenvmatconst != -1); + BOOL has_luminance = (This->luminanceconst != -1);
DWORD dst = arg->dst; DWORD src = arg->src[0] & WINED3DSP_REGNUM_MASK; @@ -1245,12 +1250,12 @@ void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) { /* Can directly use the name because texbem is only valid for <= 1.3 shaders */ pshader_get_register_name(arg->shader, dst, reg_coord);
- if(This->bumpenvmatconst != -1) { + if(has_bumpmat) { /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
- shader_addline(buffer, "SWZ TMP2, bumpenvmat, x, z, 0, 0;\n"); + shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", sampler_code); 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, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", sampler_code); shader_addline(buffer, "DP3 TMP.g, TMP2, T%u;\n", src);
/* with projective textures, texbem only divides the static texture coord, not the displacement, @@ -1267,8 +1272,9 @@ void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
shader_hw_sample(arg, reg_dest_code, reg_coord, "TMP", FALSE, FALSE);
- if(arg->opcode->opcode == WINED3DSIO_TEXBEML && This->luminanceconst != -1) { - shader_addline(buffer, "MAD TMP, T%u.z, luminance.x, luminance.y;\n", src); + if(arg->opcode->opcode == WINED3DSIO_TEXBEML && has_luminance) { + shader_addline(buffer, "MAD TMP, T%u.z, luminance%d.x, luminance%d.y;\n", + src, sampler_code, sampler_code); shader_addline(buffer, "MUL %s, %s, TMP;\n", reg_coord, reg_coord); }