Stefan Dösinger : wined3d: Load projected textures in fragment shaders.
Alexandre Julliard
julliard at wine.codeweavers.com
Fri Aug 25 05:26:49 CDT 2006
Module: wine
Branch: master
Commit: d4a88724dd7d3bc81bc12f623b2f31e143f85719
URL: http://source.winehq.org/git/?p=wine.git;a=commit;h=d4a88724dd7d3bc81bc12f623b2f31e143f85719
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Thu Aug 24 23:57:46 2006 +0200
wined3d: Load projected textures in fragment shaders.
---
dlls/wined3d/arb_program_shader.c | 9 +++++--
dlls/wined3d/glsl_shader.c | 49 ++++++++++++++++++++++++++-----------
2 files changed, 41 insertions(+), 17 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 7a3fb70..e3c21e3 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -642,8 +642,13 @@ void pshader_hw_tex(SHADER_OPCODE_ARG* a
else
reg_sampler_code = src[1] & D3DSP_REGNUM_MASK;
- shader_addline(buffer, "TEX %s, %s, texture[%lu], 2D;\n",
- reg_dest, reg_coord, reg_sampler_code);
+ if(This->wineD3DDevice->stateBlock->textureState[reg_sampler_code][D3DTSS_TEXTURETRANSFORMFLAGS] & D3DTTFF_PROJECTED) {
+ shader_addline(buffer, "TXP %s, %s, texture[%lu], 2D;\n",
+ reg_dest, reg_coord, reg_sampler_code);
+ } else {
+ shader_addline(buffer, "TEX %s, %s, texture[%lu], 2D;\n",
+ reg_dest, reg_coord, reg_sampler_code);
+ }
}
void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) {
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 2ff147c..257b9e5 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1377,21 +1377,40 @@ void pshader_glsl_tex(SHADER_OPCODE_ARG*
}
sampler_type = arg->reg_maps->samplers[sampler_code] & WINED3DSP_TEXTURETYPE_MASK;
- switch(sampler_type) {
-
- case WINED3DSTT_2D:
- shader_addline(buffer, "%s = texture2D(%s, %s.st);\n", dst_str, sampler_str, coord_reg);
- break;
- case WINED3DSTT_CUBE:
- shader_addline(buffer, "%s = textureCube(%s, %s.stp);\n", dst_str, sampler_str, coord_reg);
- break;
- case WINED3DSTT_VOLUME:
- shader_addline(buffer, "%s = texture3D(%s, %s.stp);\n", dst_str, sampler_str, coord_reg);
- break;
- default:
- shader_addline(buffer, "%s = unrecognized_stype(%s, %s.stp);\n", dst_str, sampler_str, coord_reg);
- FIXME("Unrecognized sampler type: %#lx;\n", sampler_type);
- break;
+ if(This->wineD3DDevice->stateBlock->textureState[sampler_code][D3DTSS_TEXTURETRANSFORMFLAGS] & D3DTTFF_PROJECTED) {
+ switch(sampler_type) {
+
+ case WINED3DSTT_2D:
+ shader_addline(buffer, "%s = texture2DProj(%s, %s);\n", dst_str, sampler_str, coord_reg);
+ break;
+ case WINED3DSTT_CUBE:
+ shader_addline(buffer, "%s = textureCubeProj(%s, %s);\n", dst_str, sampler_str, coord_reg);
+ break;
+ case WINED3DSTT_VOLUME:
+ shader_addline(buffer, "%s = texture3DProj(%s, %s);\n", dst_str, sampler_str, coord_reg);
+ break;
+ default:
+ shader_addline(buffer, "%s = unrecognized_stype(%s, %s.stp);\n", dst_str, sampler_str, coord_reg);
+ FIXME("Unrecognized sampler type: %#lx;\n", sampler_type);
+ break;
+ }
+ } else {
+ switch(sampler_type) {
+
+ case WINED3DSTT_2D:
+ shader_addline(buffer, "%s = texture2D(%s, %s.st);\n", dst_str, sampler_str, coord_reg);
+ break;
+ case WINED3DSTT_CUBE:
+ shader_addline(buffer, "%s = textureCube(%s, %s.stp);\n", dst_str, sampler_str, coord_reg);
+ break;
+ case WINED3DSTT_VOLUME:
+ shader_addline(buffer, "%s = texture3D(%s, %s.stp);\n", dst_str, sampler_str, coord_reg);
+ break;
+ default:
+ shader_addline(buffer, "%s = unrecognized_stype(%s, %s.stp);\n", dst_str, sampler_str, coord_reg);
+ FIXME("Unrecognized sampler type: %#lx;\n", sampler_type);
+ break;
+ }
}
}
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