Stefan Dösinger : wined3d: Optimize the projected bump map handling.
Alexandre Julliard
julliard at winehq.org
Tue Sep 2 08:33:32 CDT 2008
Module: wine
Branch: master
Commit: ab74030ec5bc22637da0f99b15855a8b5bbc8155
URL: http://source.winehq.org/git/wine.git/?a=commit;h=ab74030ec5bc22637da0f99b15855a8b5bbc8155
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Wed Aug 27 14:39:29 2008 -0500
wined3d: Optimize the projected bump map handling.
---
dlls/wined3d/arb_program_shader.c | 17 +++++++----------
1 files changed, 7 insertions(+), 10 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 335e54b..ca65e3e 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -2790,25 +2790,22 @@ static GLuint gen_arbfp_ffp_shader(struct ffp_settings *settings, IWineD3DStateB
shader_addline(&buffer, "DP3 ret.g, arg1, tex%u;\n", stage - 1);
/* with projective textures, texbem only divides the static texture coord, not the displacement,
- * so we can't let the GL handle this.
+ * so multiply the displacement with the dividing parameter before passing it to TXP
*/
if (settings->op[stage].projected != proj_none) {
- /* Note: Currently always divide by .a because the vertex pipeline moves the correct value
- * into the 4th component
- */
if(settings->op[stage].projected == proj_count4) {
- shader_addline(&buffer, "RCP arg1.a, fragment.texcoord[%u].a;\n", stage);
+ shader_addline(&buffer, "MOV ret.a, fragment.texcoord[%u].a;\n", stage);
+ shader_addline(&buffer, "MUL ret.rgb, ret, fragment.texcoord[%u].a, fragment.texcoord[%u];\n", stage, stage);
} else {
- shader_addline(&buffer, "RCP arg1.a, fragment.texcoord[%u].b;\n", stage);
+ shader_addline(&buffer, "MOV ret.a, fragment.texcoord[%u].b;\n", stage);
+ shader_addline(&buffer, "MAD ret.rgb, ret, fragment.texcoord[%u].b, fragment.texcoord[%u];\n", stage, stage);
}
- shader_addline(&buffer, "MUL arg1.rg, fragment.texcoord[%u], arg1.a;\n", stage);
- shader_addline(&buffer, "ADD ret, ret, arg1;\n");
} else {
shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
}
- shader_addline(&buffer, "TEX%s tex%u, ret, texture[%u], %s;\n",
- sat, stage, stage, textype);
+ shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
+ instr, sat, stage, stage, textype);
if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
shader_addline(&buffer, "MAD_SAT ret.r, tex%u.b, luminance%u.r, luminance%u.g;\n",
stage - 1, stage - 1, stage - 1);
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