[6/8] wined3d: Use the texture sampling function in a few more
instructions (GLSL)
H. Verbeet
hverbeet at gmail.com
Mon Nov 27 13:51:01 CST 2006
Changelog:
- Use the texture sampling function in a few more instructions
-------------- next part --------------
---
dlls/wined3d/glsl_shader.c | 26 ++++++++++++--------------
1 files changed, 12 insertions(+), 14 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 39ad693..b290f2f 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1545,9 +1545,7 @@ void pshader_glsl_texm3x3pad(SHADER_OPCO
}
void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg) {
-
- /* FIXME: Make this work for more than just 2D textures */
-
+ char dst_str[8];
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER* buffer = arg->buffer;
char src0_str[100];
@@ -1556,7 +1554,10 @@ void pshader_glsl_texm3x2tex(SHADER_OPCO
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_name, src0_mask, src0_str);
shader_addline(buffer, "tmp0.y = dot(vec3(T%u), vec3(%s));\n", reg, src0_str);
- shader_addline(buffer, "T%u = texture2D(Psampler%u, tmp0.st);\n", reg, reg);
+
+ /* Sample the texture using the calculated coordinates */
+ sprintf(dst_str, "T%u", reg);
+ shader_glsl_sample(arg, reg, dst_str, "tmp0");
}
/** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
@@ -1604,6 +1605,7 @@ void pshader_glsl_texm3x3spec(SHADER_OPC
IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
char dimensions[5];
+ char dst_str[8];
char src0_str[100], src0_name[50], src0_mask[6];
char src1_str[100], src1_name[50], src1_mask[6];
SHADER_BUFFER* buffer = arg->buffer;
@@ -1630,8 +1632,8 @@ void pshader_glsl_texm3x3spec(SHADER_OPC
shader_addline(buffer, "tmp0.xyz = reflect(-vec3(%s), vec3(tmp0));\n", src1_str);
/* Sample the texture */
- shader_addline(buffer, "T%u = texture%s(Psampler%u, tmp0.%s);\n",
- reg, dimensions, reg, (stype == WINED3DSTT_2D) ? "xy" : "xyz");
+ sprintf(dst_str, "T%u", reg);
+ shader_glsl_sample(arg, reg, dst_str, "tmp0");
current_state->current_row = 0;
}
@@ -1643,6 +1645,7 @@ void pshader_glsl_texm3x3vspec(SHADER_OP
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER* buffer = arg->buffer;
SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
+ char dst_str[8];
char src0_str[100], src0_name[50], src0_mask[6];
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_name, src0_mask, src0_str);
@@ -1660,14 +1663,9 @@ void pshader_glsl_texm3x3vspec(SHADER_OP
shader_addline(buffer, "tmp0 = tmp0.w * tmp0;\n");
shader_addline(buffer, "tmp0 = (2.0 * tmp0) - tmp1;\n");
- /* FIXME:
- * 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.
- */
- shader_addline(buffer, "T%u = textureCube(Psampler%u, tmp0.xyz);\n", reg, reg);
+ /* Sample the texture using the calculated coordinates */
+ sprintf(dst_str, "T%u", reg);
+ shader_glsl_sample(arg, reg, dst_str, "tmp0");
current_state->current_row = 0;
}
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