Jason Green : wined3d: Fix a few GLSL shader instruction translations.

Alexandre Julliard julliard at wine.codeweavers.com
Thu Jun 29 08:32:04 CDT 2006


Module: wine
Branch: refs/heads/master
Commit: 4fbe97e5e70a1cee5789d4b8adc872fad13f34c1
URL:    http://source.winehq.org/git/?p=wine.git;a=commit;h=4fbe97e5e70a1cee5789d4b8adc872fad13f34c1

Author: Jason Green <jave27 at gmail.com>
Date:   Wed Jun 28 18:32:47 2006 -0400

wined3d: Fix a few GLSL shader instruction translations.

This fixes the translations for a few instructions in GLSL and allows
Cubemap sampling in pixel shaders < 2.0.  It makes some of the
lighting on textures in Half Life 2 look better, including some of the
water effects.  It's not perfect yet, but much closer now.

---

 dlls/wined3d/baseshader.c  |   15 ++++++++++++---
 dlls/wined3d/glsl_shader.c |   15 +++++++--------
 2 files changed, 19 insertions(+), 11 deletions(-)

diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c
index 36c0497..e9e3097 100644
--- a/dlls/wined3d/baseshader.c
+++ b/dlls/wined3d/baseshader.c
@@ -377,13 +377,22 @@ void shader_get_registers_used(
                 (D3DSIO_TEX == curOpcode->opcode ||
                  D3DSIO_TEXBEM == curOpcode->opcode ||
                  D3DSIO_TEXM3x2TEX == curOpcode->opcode ||
-                 D3DSIO_TEXM3x3TEX == curOpcode->opcode ||
-                 D3DSIO_TEXM3x3SPEC == curOpcode->opcode ||
-                 D3DSIO_TEXM3x3VSPEC == curOpcode->opcode)) {
+                 D3DSIO_TEXM3x3TEX == curOpcode->opcode)) {
 
                 /* Fake sampler usage, only set reserved bit and ttype */
                 DWORD sampler_code = *pToken & D3DSP_REGNUM_MASK;
                 reg_maps->samplers[sampler_code] = (0x1 << 31) | D3DSTT_2D;
+                
+            } else if (D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 &&
+                (D3DSIO_TEXM3x3SPEC == curOpcode->opcode ||
+                 D3DSIO_TEXM3x3VSPEC == curOpcode->opcode)) {
+
+                /* 3D sampler usage, only set reserved bit and ttype
+                 * FIXME: This could be either Cube or Volume, but we wouldn't know unless
+                 * we waited to generate the shader until the textures were all bound.
+                 * For now, use Cube textures because they are more common. */
+                DWORD sampler_code = *pToken & D3DSP_REGNUM_MASK;
+                reg_maps->samplers[sampler_code] = (0x1 << 31) | D3DSTT_CUBE;
             }
 
             /* This will loop over all the registers and try to
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 1cc6609..94871c0 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1049,8 +1049,8 @@ void shader_glsl_lrp(SHADER_OPCODE_ARG* 
 
     shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
     
-    shader_addline(arg->buffer, "%s(%s * (%s - %s) + %s))%s;\n", 
-                   tmpLine, src2_str, src1_str, src0_str, src0_str, dst_mask);
+    shader_addline(arg->buffer, "%s%s + %s * (%s - %s))%s;\n",
+                   tmpLine, src2_str, src0_str, src1_str, src2_str, dst_mask);
 }
 
 /** Process the D3DSIO_DEF opcode into a GLSL string - creates a local vec4
@@ -1292,7 +1292,7 @@ void pshader_glsl_texm3x3pad(SHADER_OPCO
     char src0_mask[6];
 
     shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_name, src0_mask, src0_str);
-    shader_addline(buffer, "tmp%i.x = dot(vec3(T%lu), vec3(%s));\n", current_state->current_row, reg, src0_str);
+    shader_addline(buffer, "tmp0.%c = dot(vec3(T%lu), vec3(%s));\n", 'x' + current_state->current_row, reg, src0_str);
     current_state->texcoord_w[current_state->current_row++] = reg;
 }
 
@@ -1328,7 +1328,7 @@ void pshader_glsl_texm3x3vspec(SHADER_OP
 
     /* Construct the eye-ray vector from w coordinates */
     shader_addline(buffer, "tmp1.x = gl_TexCoord[%lu].w;\n", current_state->texcoord_w[0]);
-    shader_addline(buffer, "tmp1.x = gl_TexCoord[%lu].w;\n", current_state->texcoord_w[1]);
+    shader_addline(buffer, "tmp1.y = gl_TexCoord[%lu].w;\n", current_state->texcoord_w[1]);
     shader_addline(buffer, "tmp1.z = gl_TexCoord[%lu].w;\n", reg);
 
     /* Calculate reflection vector (Assume normal is normalized): RF = 2*(N.E)*N -E */
@@ -1337,14 +1337,13 @@ void pshader_glsl_texm3x3vspec(SHADER_OP
     shader_addline(buffer, "tmp0 = (2.0 * tmp0) - tmp1;\n");
 
     /* FIXME:
-     * The ARB_fragment_program implementation uses Cube texture lookups here, but that is just a guess.
+     * We don't really know if a Cube or a Volume texture is being sampled, but since Cube textures
+     * are used more commonly, we'll default to that.
      * We probably need to push back the pixel shader generation code until drawPrimitive() for 
      * shader versions < 2.0, since that's the only time we can guarantee that we're sampling
      * the correct type of texture because we can lookup what textures are bound at that point.
-     * For now, just sample the texture as if it's 2D.
      */
-    FIXME("Incorrect dimensionality for pixel shader texm3x3vspec instruction.\n");
-    shader_addline(buffer, "T%lu = texture2D(Psampler%lu, tmp0.xy);\n", reg, reg);
+    shader_addline(buffer, "T%lu = textureCube(Psampler%lu, tmp0.xyz);\n", reg, reg);
     current_state->current_row = 0;
 }
 




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