Stefan Dösinger : wined3d: mov to a0.x does a floor(), not a round to nearest.
Alexandre Julliard
julliard at winehq.org
Mon Dec 3 09:17:49 CST 2007
Module: wine
Branch: master
Commit: 0f39b29da0d8c6ce56bae2222cd4da982df6537d
URL: http://source.winehq.org/git/wine.git/?a=commit;h=0f39b29da0d8c6ce56bae2222cd4da982df6537d
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Fri Nov 30 16:20:22 2007 +0100
wined3d: mov to a0.x does a floor(), not a round to nearest.
---
dlls/d3d9/tests/visual.c | 102 +++++++++++++++++++++++++++++---------------
dlls/wined3d/glsl_shader.c | 11 ++++-
2 files changed, 77 insertions(+), 36 deletions(-)
diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c
index 545f441..c624962 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -323,13 +323,13 @@ typedef struct {
} test_data_t;
/*
- * c7 rounded ARGB
- * -2.4 -2 0x00ffff00
- * -1.6 -2 0x00ffff00
- * -0.4 0 0x0000ffff
- * 0.4 0 0x0000ffff
- * 1.6 2 0x00ff00ff
- * 2.4 2 0x00ff00ff
+ * c7 mova ARGB mov ARGB
+ * -2.4 -2 0x00ffff00 -3 0x00ff0000
+ * -1.6 -2 0x00ffff00 -2 0x00ffff00
+ * -0.4 0 0x0000ffff -1 0x0000ff00
+ * 0.4 0 0x0000ffff 0 0x0000ffff
+ * 1.6 2 0x00ff00ff 1 0x000000ff
+ * 2.4 2 0x00ff00ff 2 0x00ff00ff
*/
static void test_mova(IDirect3DDevice9 *device)
{
@@ -348,14 +348,39 @@ static void test_mova(IDirect3DDevice9 *device)
0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x0000ffff /* END */
};
+ static const DWORD mov_test[] = {
+ 0xfffe0101, /* vs_1_1 */
+ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
+ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 1.0, 0.0, 0.0, 1.0 */
+ 0x00000051, 0xa00f0001, 0x3f800000, 0x3f800000, 0x00000000, 0x3f800000, /* def c1, 1.0, 1.0, 0.0, 1.0 */
+ 0x00000051, 0xa00f0002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, /* def c2, 0.0, 1.0, 0.0, 1.0 */
+ 0x00000051, 0xa00f0003, 0x00000000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c3, 0.0, 1.0, 1.0, 1.0 */
+ 0x00000051, 0xa00f0004, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, /* def c4, 0.0, 0.0, 1.0, 1.0 */
+ 0x00000051, 0xa00f0005, 0x3f800000, 0x00000000, 0x3f800000, 0x3f800000, /* def c5, 1.0, 0.0, 1.0, 1.0 */
+ 0x00000051, 0xa00f0006, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c6, 1.0, 1.0, 1.0, 1.0 */
+ 0x00000001, 0xb0010000, 0xa0000007, /* mov a0.x, c7.x */
+ 0x00000001, 0xd00f0000, 0xa0e42003, /* mov oD0, c[a0.x + 3] */
+ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
+ 0x0000ffff /* END */
+ };
- static const test_data_t test_data[] = {
- {{-2.4f, 0.0f, 0.0f, 0.0f}, 0x00ffff00},
- {{-1.6f, 0.0f, 0.0f, 0.0f}, 0x00ffff00},
- {{-0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff},
- {{ 0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff},
- {{ 1.6f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff},
- {{ 2.4f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff}
+ static const test_data_t test_data[2][6] = {
+ {
+ {{-2.4f, 0.0f, 0.0f, 0.0f}, 0x00ff0000},
+ {{-1.6f, 0.0f, 0.0f, 0.0f}, 0x00ffff00},
+ {{-0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ff00},
+ {{ 0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff},
+ {{ 1.6f, 0.0f, 0.0f, 0.0f}, 0x000000ff},
+ {{ 2.4f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff}
+ },
+ {
+ {{-2.4f, 0.0f, 0.0f, 0.0f}, 0x00ffff00},
+ {{-1.6f, 0.0f, 0.0f, 0.0f}, 0x00ffff00},
+ {{-0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff},
+ {{ 0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff},
+ {{ 1.6f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff},
+ {{ 2.4f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff}
+ }
};
static const float quad[][3] = {
@@ -372,43 +397,51 @@ static void test_mova(IDirect3DDevice9 *device)
IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
IDirect3DVertexShader9 *mova_shader = NULL;
+ IDirect3DVertexShader9 *mov_shader = NULL;
HRESULT hr;
- int i;
+ int i, j;
hr = IDirect3DDevice9_CreateVertexShader(device, mova_test, &mova_shader);
ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
- hr = IDirect3DDevice9_SetVertexShader(device, mova_shader);
- ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
-
+ hr = IDirect3DDevice9_CreateVertexShader(device, mov_test, &mov_shader);
+ ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration);
ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr);
- for (i = 0; i < (sizeof(test_data) / sizeof(test_data_t)); ++i)
+ hr = IDirect3DDevice9_SetVertexShader(device, mov_shader);
+ ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
+ for(j = 0; j < 2; ++j)
{
- DWORD color;
+ for (i = 0; i < (sizeof(test_data[0]) / sizeof(test_data_t)); ++i)
+ {
+ DWORD color;
- hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 7, test_data[i].in, 1);
- ok(SUCCEEDED(hr), "SetVertexShaderConstantF failed (%08x)\n", hr);
+ hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 7, test_data[j][i].in, 1);
+ ok(SUCCEEDED(hr), "SetVertexShaderConstantF failed (%08x)\n", hr);
- hr = IDirect3DDevice9_BeginScene(device);
- ok(SUCCEEDED(hr), "BeginScene failed (%08x)\n", hr);
+ hr = IDirect3DDevice9_BeginScene(device);
+ ok(SUCCEEDED(hr), "BeginScene failed (%08x)\n", hr);
- hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float));
- ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
+ hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float));
+ ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
- hr = IDirect3DDevice9_EndScene(device);
- ok(SUCCEEDED(hr), "EndScene failed (%08x)\n", hr);
+ hr = IDirect3DDevice9_EndScene(device);
+ ok(SUCCEEDED(hr), "EndScene failed (%08x)\n", hr);
- hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
- ok(SUCCEEDED(hr), "Present failed (%08x)\n", hr);
+ hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
+ ok(SUCCEEDED(hr), "Present failed (%08x)\n", hr);
- color = getPixelColor(device, 320, 240);
- ok(color == test_data[i].out, "Expected color %08x, got %08x (for input %f)\n", test_data[i].out, color, test_data[i].in[0]);
+ color = getPixelColor(device, 320, 240);
+ ok(color == test_data[j][i].out, "Expected color %08x, got %08x (for input %f, instruction %s)\n",
+ test_data[j][i].out, color, test_data[j][i].in[0], j == 0 ? "mov" : "mova");
- hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0);
- ok(SUCCEEDED(hr), "Clear failed (%08x)\n", hr);
+ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0);
+ ok(SUCCEEDED(hr), "Clear failed (%08x)\n", hr);
+ }
+ hr = IDirect3DDevice9_SetVertexShader(device, mova_shader);
+ ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
}
hr = IDirect3DDevice9_SetVertexShader(device, NULL);
@@ -416,6 +449,7 @@ static void test_mova(IDirect3DDevice9 *device)
IDirect3DVertexDeclaration9_Release(vertex_declaration);
IDirect3DVertexShader9_Release(mova_shader);
+ IDirect3DVertexShader9_Release(mov_shader);
}
struct sVertex {
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index dd18709..0b68c78 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1322,8 +1322,15 @@ void shader_glsl_mov(SHADER_OPCODE_ARG* arg) {
* shader versions WINED3DSIO_MOVA is used for this. */
if ((WINED3DSHADER_VERSION_MAJOR(shader->baseShader.hex_version) == 1 &&
!shader_is_pshader_version(shader->baseShader.hex_version) &&
- shader_get_regtype(arg->dst) == WINED3DSPR_ADDR) ||
- arg->opcode->opcode == WINED3DSIO_MOVA) {
+ shader_get_regtype(arg->dst) == WINED3DSPR_ADDR)) {
+ /* This is a simple floor() */
+ size_t mask_size = shader_glsl_get_write_mask_size(write_mask);
+ if (mask_size > 1) {
+ shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
+ } else {
+ shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
+ }
+ } else if(arg->opcode->opcode == WINED3DSIO_MOVA) {
/* We need to *round* to the nearest int here. */
size_t mask_size = shader_glsl_get_write_mask_size(write_mask);
if (mask_size > 1) {
More information about the wine-cvs
mailing list