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;
else if (settings->op[stage].projected == WINED3D_PROJECTION_COUNT3)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.
{
- 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);