H. Verbeet : wined3d: Fix the texm3x3tex instruction to sample
properly.
Alexandre Julliard
julliard at wine.codeweavers.com
Tue Nov 28 06:02:35 CST 2006
Module: wine
Branch: master
Commit: ac651a70589956d5d145728ec9de0fe1879c9451
URL: http://source.winehq.org/git/wine.git/?a=commit;h=ac651a70589956d5d145728ec9de0fe1879c9451
Author: H. Verbeet <hverbeet at gmail.com>
Date: Mon Nov 27 20:50:51 2006 +0100
wined3d: Fix the texm3x3tex instruction to sample properly.
---
dlls/wined3d/arb_program_shader.c | 6 ++++--
dlls/wined3d/glsl_shader.c | 23 ++++++-----------------
2 files changed, 10 insertions(+), 19 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 9f2be9b..7c73fd4 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -781,13 +781,15 @@ void pshader_hw_texm3x3tex(SHADER_OPCODE
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER* buffer = arg->buffer;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
+ char dst_str[8];
char src0_name[50];
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
- /* Cubemap textures will be more used than 3D ones. */
- shader_addline(buffer, "TEX T%u, TMP, texture[%u], CUBE;\n", reg, reg);
+ /* Sample the texture using the calculated coordinates */
+ sprintf(dst_str, "T%u", reg);
+ shader_hw_sample(arg, reg, dst_str, "TMP");
current_state->current_row = 0;
}
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 6be71bb..39ad693 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1560,33 +1560,22 @@ void pshader_glsl_texm3x2tex(SHADER_OPCO
}
/** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
- * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculate coordinates */
+ * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg) {
-
+ char dst_str[8];
char src0_str[100];
char src0_name[50];
char src0_mask[6];
- char dimensions[5];
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
- DWORD src0_regnum = arg->src[0] & WINED3DSP_REGNUM_MASK;
- DWORD stype = arg->reg_maps->samplers[src0_regnum] & WINED3DSP_TEXTURETYPE_MASK;
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
-
- switch (stype) {
- case WINED3DSTT_2D: strcpy(dimensions, "2D"); break;
- case WINED3DSTT_CUBE: strcpy(dimensions, "Cube"); break;
- case WINED3DSTT_VOLUME: strcpy(dimensions, "3D"); break;
- default:
- strcpy(dimensions, "");
- FIXME("Unrecognized sampler type: %#x\n", stype);
- break;
- }
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_name, src0_mask, src0_str);
shader_addline(arg->buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_str);
- shader_addline(arg->buffer, "T%u = texture%s(Psampler%u, tmp0.%s);\n",
- reg, dimensions, reg, (stype == WINED3DSTT_2D) ? "xy" : "xyz");
+
+ /* 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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