Module: wine Branch: master Commit: de534a41a41319cb9363733ac31ae5a2cf4662f4 URL: http://source.winehq.org/git/wine.git/?a=commit;h=de534a41a41319cb9363733ac3...
Author: Stefan Dösinger stefan@codeweavers.com Date: Tue Sep 4 17:47:05 2007 +0200
wined3d: Improve projected texture handling in arb.
---
dlls/wined3d/arb_program_shader.c | 77 ++++++++++++++++++++++++++++++------ 1 files changed, 64 insertions(+), 13 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index 3ceffe7..d534bb5 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -486,10 +486,7 @@ 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, BOOL projective) { - IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; - IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; - +static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const char *dst_str, const char *coord_reg, BOOL projected) { SHADER_BUFFER* buffer = arg->buffer; DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK; const char *tex_type; @@ -516,7 +513,7 @@ static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const ch tex_type = ""; }
- if (projective && deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED) { + if (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); @@ -962,11 +959,13 @@ void pshader_hw_texkill(SHADER_OPCODE_ARG* arg) {
void pshader_hw_tex(SHADER_OPCODE_ARG* arg) { IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; + IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD dst = arg->dst; DWORD* src = arg->src; SHADER_BUFFER* buffer = arg->buffer; DWORD hex_version = This->baseShader.hex_version; + BOOL projected = FALSE;
char reg_dest[40]; char reg_coord[40]; @@ -991,7 +990,32 @@ 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, TRUE); + /* projection flag: + * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS + * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0] + * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode + */ + if(hex_version < WINED3DPS_VERSION(1,4)) { + DWORD flags = 0; + if(reg_sampler_code < MAX_TEXTURES) { + flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]; + } + if (flags & WINED3DTTFF_PROJECTED) { + projected = TRUE; + } + } else if(hex_version < WINED3DPS_VERSION(2,0)) { + DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK; + if (src_mod == WINED3DSPSM_DZ) { + projected = TRUE; + } else if(src_mod == WINED3DSPSM_DW) { + projected = TRUE; + } + } else { + if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) { + projected = TRUE; + } + } + shader_hw_sample(arg, reg_sampler_code, reg_dest, reg_coord, projected); }
void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) { @@ -1018,6 +1042,9 @@ void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) { void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) {
SHADER_BUFFER* buffer = arg->buffer; + IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; + IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; + DWORD flags;
DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK; DWORD reg2 = arg->src[0] & WINED3DSP_REGNUM_MASK; @@ -1026,12 +1053,16 @@ 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", TRUE); + flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0; + shader_hw_sample(arg, reg1, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED); }
void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) {
SHADER_BUFFER* buffer = arg->buffer; + IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; + IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; + DWORD flags;
DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK; DWORD reg2 = arg->src[0] & WINED3DSP_REGNUM_MASK; @@ -1040,7 +1071,8 @@ 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", TRUE); + flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0; + shader_hw_sample(arg, reg1, dst_str, "TMP", FALSE); }
void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) { @@ -1080,8 +1112,14 @@ void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
shader_hw_sample(arg, reg_dest_code, reg_coord, "TMP", FALSE); } else { + DWORD tf; + if(reg_dest_code < MAX_TEXTURES) { + tf = ((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]; + } else { + tf = 0; + } /* Without a bump matrix loaded, just sample with the unmodified coordinates */ - shader_hw_sample(arg, reg_dest_code, reg_coord, reg_coord, TRUE); + shader_hw_sample(arg, reg_dest_code, reg_coord, reg_coord, tf & WINED3DTTFF_PROJECTED); } }
@@ -1097,6 +1135,9 @@ void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg) {
void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) {
+ IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; + IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; + DWORD flags; DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; char dst_str[8]; @@ -1105,7 +1146,8 @@ 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", TRUE); + flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0; + shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED); }
void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) { @@ -1124,6 +1166,8 @@ void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) { void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) {
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; + IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; + DWORD flags; DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state; @@ -1135,13 +1179,16 @@ 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", TRUE); + flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0; + shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED); current_state->current_row = 0; }
void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; + IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; + DWORD flags; DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state; @@ -1168,13 +1215,16 @@ 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", TRUE); + flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0; + shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED); current_state->current_row = 0; }
void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) {
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; + IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; + DWORD flags; DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; DWORD reg3 = arg->src[1] & WINED3DSP_REGNUM_MASK; SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state; @@ -1202,7 +1252,8 @@ 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", TRUE); + flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0; + shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED); current_state->current_row = 0; }