Stefan Dösinger : wined3d: Fix texdp3tex in glsl.
Alexandre Julliard
julliard at winehq.org
Fri Sep 14 10:15:59 CDT 2007
Module: wine
Branch: master
Commit: 8273cfdf019179970d34b279f10726c517f538f6
URL: http://source.winehq.org/git/wine.git/?a=commit;h=8273cfdf019179970d34b279f10726c517f538f6
Author: Stefan Dösinger <stefandoesinger at gmx.at>
Date: Thu Sep 13 12:25:29 2007 +0200
wined3d: Fix texdp3tex in glsl.
---
dlls/wined3d/glsl_shader.c | 28 ++++++++++++++++++++++++++--
dlls/wined3d/wined3d_private.h | 1 +
2 files changed, 27 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 1b79f4d..f36884c 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1762,15 +1762,39 @@ void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg) {
void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg) {
glsl_src_param_t src0_param;
char dst_mask[6];
+ glsl_sample_function_t sample_function;
DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
+ DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
shader_glsl_append_dst(arg->buffer, arg);
shader_glsl_get_write_mask(arg->dst, dst_mask);
- shader_addline(arg->buffer, "texture2D(Psampler%u, vec2(dot(gl_TexCoord[%u].xyz, %s), 0.5))%s);\n",
- sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
+
+ /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
+ * scalar, and projected sampling would require 4
+ */
+ shader_glsl_get_sample_function(sampler_type, FALSE, &sample_function);
+
+ switch(count_bits(sample_function.coord_mask)) {
+ case 1:
+ shader_addline(arg->buffer, "%s(Psampler%u, dot(gl_TexCoord[%u].xyz, %s))%s);\n",
+ sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
+ break;
+
+ case 2:
+ shader_addline(arg->buffer, "%s(Psampler%u, vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0))%s);\n",
+ sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
+ break;
+
+ case 3:
+ shader_addline(arg->buffer, "%s(Psampler%u, vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0))%s);\n",
+ sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
+ break;
+ default:
+ FIXME("Unexpected mask bitcount %d\n", count_bits(sample_function.coord_mask));
+ }
}
/** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index b6f4bee..86b11de 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1554,6 +1554,7 @@ BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize
/* Math utils */
void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
+unsigned int count_bits(unsigned int mask);
/*****************************************************************************
* To enable calling of inherited functions, requires prototypes
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