Am 11.02.2019 um 14:48 schrieb Daniel Ansorregui mailszeros@gmail.com:
@@ -9879,6 +9883,7 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv * case WINED3D_GL_RES_TYPE_TEX_1D: texture_function = "texture1D"; coord_mask = "x";
fetch4 = FALSE; break; case WINED3D_GL_RES_TYPE_TEX_2D: texture_function = "texture2D";
@@ -9887,6 +9892,9 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv * case WINED3D_GL_RES_TYPE_TEX_3D: texture_function = "texture3D"; coord_mask = "xyz";
if (fetch4)
FIXME("Unsupported Fetch4 and texture3D sampling");
fetch4 = FALSE; break; case WINED3D_GL_RES_TYPE_TEX_CUBE: texture_function = "textureCube";
@@ -9901,11 +9909,24 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv * texture_function = ""; coord_mask = "xyzw"; proj = FALSE;
fetch4 = FALSE;
I think this is dead code, now that you are filtering for WINED3D_GL_RES_TYPE_TEX_2D or WINED3D_GL_RES_TYPE_TEX_RECT in gen_ffp_frag_op?
else if (settings->op[stage].projected == WINED3D_PROJECTION_COUNT3) {
shader_addline(buffer, "tex%u = %s%s(ps_sampler%u, ffp_texcoord[%u].xyz);\n",
stage, texture_function, proj ? "Proj" : "", stage, stage);
shader_addline(buffer, "tex%u = %s%s(ps_sampler%u, ffp_texcoord[%u].xyz%s);\n", stage,
texture_function, proj ? "Proj" : "", stage, stage, offset.buffer); } else {
shader_addline(buffer, "tex%u = %s%s(ps_sampler%u, ffp_texcoord[%u].%s%s);\n",
stage, texture_function, proj ? "Proj" : "", stage, stage, coord_mask, proj ? "w" : "");
shader_addline(buffer, "tex%u = %s%s(ps_sampler%u, ffp_texcoord[%u].%s%s", stage,
texture_function, proj ? "Proj" : "", stage, stage, coord_mask, proj ? "w" : "");
if (fetch4_proj)
shader_addline(buffer, " / ffp_texcoord[%u].w", stage);
shader_addline(buffer, "%s);\n", offset.buffer);
Why don't you have to do the manual divide in the WINED3D_PROJECTION_COUNT3 case too? (in that case, divide by /z)? Your code may be right, I am not 100% sure about it.