Module: wine Branch: master Commit: f035df9ac5fc7fe5113bb474fde8297cc4119e91 URL: http://source.winehq.org/git/wine.git/?a=commit;h=f035df9ac5fc7fe5113bb474fd...
Author: H. Verbeet hverbeet@gmail.com Date: Mon Nov 27 20:50:57 2006 +0100
wined3d: Use the texture sampling function in a few more instructions (ARB asm shaders).
---
dlls/wined3d/arb_program_shader.c | 30 ++++++++++++++++++++++-------- 1 files changed, 22 insertions(+), 8 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index 7c73fd4..75c22f5 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -714,9 +714,12 @@ void pshader_hw_texreg2ar(SHADER_OPCODE_
DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK; DWORD reg2 = arg->src[0] & WINED3DSP_REGNUM_MASK; + char dst_str[8]; + + 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_addline(buffer, "TEX T%u, TMP, texture[%u], 2D;\n", reg1, reg1); + shader_hw_sample(arg, reg1, dst_str, "TMP"); }
void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) { @@ -725,9 +728,12 @@ void pshader_hw_texreg2gb(SHADER_OPCODE_
DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK; DWORD reg2 = arg->src[0] & WINED3DSP_REGNUM_MASK; + char dst_str[8]; + + 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_addline(buffer, "TEX T%u, TMP, texture[%u], 2D;\n", reg1, reg1); + shader_hw_sample(arg, reg1, dst_str, "TMP"); }
void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) { @@ -735,10 +741,12 @@ void pshader_hw_texbem(SHADER_OPCODE_ARG SHADER_BUFFER* buffer = arg->buffer; DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK; DWORD reg2 = arg->src[0] & WINED3DSP_REGNUM_MASK; + char dst_str[8];
/* FIXME: Should apply the BUMPMAPENV matrix */ + sprintf(dst_str, "T%u", reg1); shader_addline(buffer, "ADD TMP.rg, fragment.texcoord[%u], T%u;\n", reg1, reg2); - shader_addline(buffer, "TEX T%u, TMP, texture[%u], 2D;\n", reg1, reg1); + shader_hw_sample(arg, reg1, dst_str, "TMP"); }
void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg) { @@ -755,11 +763,13 @@ void pshader_hw_texm3x2tex(SHADER_OPCODE
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; + char dst_str[8]; char src0_name[50];
+ 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_addline(buffer, "TEX T%u, TMP, texture[%u], 2D;\n", reg, reg); + shader_hw_sample(arg, reg, dst_str, "TMP"); }
void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) { @@ -799,6 +809,7 @@ void pshader_hw_texm3x3vspec(SHADER_OPCO DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state; + char dst_str[8]; char src0_name[50];
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name); @@ -814,8 +825,9 @@ void pshader_hw_texm3x3vspec(SHADER_OPCO shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n"); shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
- /* Cubemap textures will be more used than 3D ones. */ - shader_addline(buffer, "TEX T%u, TMP, texture[%u], CUBE;\n", reg, reg); + /* Sample the texture using the calculated coordinates */ + sprintf(dst_str, "T%u", reg); + shader_hw_sample(arg, reg, dst_str, "TMP"); current_state->current_row = 0; }
@@ -826,6 +838,7 @@ void pshader_hw_texm3x3spec(SHADER_OPCOD DWORD reg3 = arg->src[1] & WINED3DSP_REGNUM_MASK; SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state; SHADER_BUFFER* buffer = arg->buffer; + char dst_str[8]; char src0_name[50];
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name); @@ -836,8 +849,9 @@ void pshader_hw_texm3x3spec(SHADER_OPCOD shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n"); shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -C[%u];\n", reg3);
- /* Cubemap textures will be more used than 3D ones. */ - shader_addline(buffer, "TEX T%u, TMP, texture[%u], CUBE;\n", reg, reg); + /* Sample the texture using the calculated coordinates */ + sprintf(dst_str, "T%u", reg); + shader_hw_sample(arg, reg, dst_str, "TMP"); current_state->current_row = 0; }