Module: wine Branch: master Commit: c2c7b1df914dcb56114887f78ce6cf62f373ffd7 URL: http://source.winehq.org/git/wine.git/?a=commit;h=c2c7b1df914dcb56114887f78c...
Author: Stefan Dösinger stefan@codeweavers.com Date: Wed Sep 5 16:18:54 2007 +0200
wined3d: Implement WINED3DSI_TEXLD_BIAS in arb.
---
dlls/wined3d/arb_program_shader.c | 34 +++++++++++++++++++++------------- 1 files changed, 21 insertions(+), 13 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index fc543d6..6a19c73 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -486,7 +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 projected) { +static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const char *dst_str, const char *coord_reg, BOOL projected, BOOL bias) { SHADER_BUFFER* buffer = arg->buffer; DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK; const char *tex_type; @@ -513,7 +513,12 @@ static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const ch tex_type = ""; }
- if (projected) { + if (bias) { + /* Shouldn't be possible, but let's check for it */ + if(projected) FIXME("Biased and Projected texture sampling\n"); + /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */ + shader_addline(buffer, "TXB %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type); + } else 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); @@ -965,7 +970,7 @@ void pshader_hw_tex(SHADER_OPCODE_ARG* arg) { DWORD* src = arg->src; SHADER_BUFFER* buffer = arg->buffer; DWORD hex_version = This->baseShader.hex_version; - BOOL projected = FALSE; + BOOL projected = FALSE, bias = FALSE;
char reg_dest[40]; char reg_coord[40]; @@ -1014,8 +1019,11 @@ void pshader_hw_tex(SHADER_OPCODE_ARG* arg) { if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) { projected = TRUE; } + if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) { + bias = TRUE; + } } - shader_hw_sample(arg, reg_sampler_code, reg_dest, reg_coord, projected); + shader_hw_sample(arg, reg_sampler_code, reg_dest, reg_coord, projected, bias); }
void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) { @@ -1054,7 +1062,7 @@ void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) { shader_addline(buffer, "MOV TMP.r, T%u.a;\n", reg2); shader_addline(buffer, "MOV TMP.g, T%u.r;\n", reg2); flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0; - shader_hw_sample(arg, reg1, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED); + shader_hw_sample(arg, reg1, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE); }
void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) { @@ -1072,7 +1080,7 @@ void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) { shader_addline(buffer, "MOV TMP.r, T%u.g;\n", reg2); shader_addline(buffer, "MOV TMP.g, T%u.b;\n", reg2); flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0; - shader_hw_sample(arg, reg1, dst_str, "TMP", FALSE); + shader_hw_sample(arg, reg1, dst_str, "TMP", FALSE, FALSE); }
void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) { @@ -1110,7 +1118,7 @@ void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) { shader_addline(buffer, "ADD TMP.rg, TMP, %s;\n", reg_coord); }
- shader_hw_sample(arg, reg_dest_code, reg_coord, "TMP", FALSE); + shader_hw_sample(arg, reg_dest_code, reg_coord, "TMP", FALSE, FALSE); } else { DWORD tf; if(reg_dest_code < MAX_TEXTURES) { @@ -1119,7 +1127,7 @@ void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) { tf = 0; } /* Without a bump matrix loaded, just sample with the unmodified coordinates */ - shader_hw_sample(arg, reg_dest_code, reg_coord, reg_coord, tf & WINED3DTTFF_PROJECTED); + shader_hw_sample(arg, reg_dest_code, reg_coord, reg_coord, tf & WINED3DTTFF_PROJECTED, FALSE); } }
@@ -1147,7 +1155,7 @@ void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) { 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); flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0; - shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED); + shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE); }
void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) { @@ -1180,7 +1188,7 @@ void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) { /* Sample the texture using the calculated coordinates */ sprintf(dst_str, "T%u", reg); flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0; - shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED); + shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE); current_state->current_row = 0; }
@@ -1216,7 +1224,7 @@ void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) { /* Sample the texture using the calculated coordinates */ sprintf(dst_str, "T%u", reg); flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0; - shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED); + shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE); current_state->current_row = 0; }
@@ -1253,7 +1261,7 @@ void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) { /* Sample the texture using the calculated coordinates */ sprintf(dst_str, "T%u", reg); flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0; - shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED); + shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE); current_state->current_row = 0; }
@@ -1297,7 +1305,7 @@ void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg) { shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", sampler_idx, src0);
sprintf(dst_str, "T%u", sampler_idx); - shader_hw_sample(arg, sampler_idx, dst_str, "TMP", FALSE /* Only one coord, can't be projected */); + shader_hw_sample(arg, sampler_idx, dst_str, "TMP", FALSE /* Only one coord, can't be projected */, FALSE); }
/** Process the WINED3DSIO_TEXDP3 instruction in ARB: