H. Verbeet : wined3d:
Rewrite pshader_glsl_texreg2rgb to properly take the write mask into
account .
Alexandre Julliard
julliard at wine.codeweavers.com
Tue Jan 16 10:07:40 CST 2007
Module: wine
Branch: master
Commit: 0fcb682af6e2b356283308b26348c1765b4787e5
URL: http://source.winehq.org/git/wine.git/?a=commit;h=0fcb682af6e2b356283308b26348c1765b4787e5
Author: H. Verbeet <hverbeet at gmail.com>
Date: Mon Jan 15 19:33:44 2007 +0100
wined3d: Rewrite pshader_glsl_texreg2rgb to properly take the write mask into account.
Use shader_glsl_get_sample_function() rather than having the instruction handler figure it out itself.
Get rid of shader_glsl_add_dst_old().
---
dlls/wined3d/glsl_shader.c | 59 +++++++++-----------------------------------
1 files changed, 12 insertions(+), 47 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 0d0b72c..82b750c 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -513,31 +513,6 @@ static const char * const shift_glsl_tab
"0.5 * " /* 15 (d2) */
};
-/** Print the beginning of the generated GLSL string. example: "reg_name.xyzw = vec4("
- * Will also change the reg_mask if necessary (not all register types are equal in DX vs GL) */
-static void shader_glsl_add_dst_old(DWORD param, const char* reg_name, char* reg_mask, char* outStr) {
-
- int shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
- char cast[6];
-
- if ((shader_get_regtype(param) == WINED3DSPR_RASTOUT)
- && ((param & WINED3DSP_REGNUM_MASK) != 0)) {
- /* gl_FogFragCoord or glPointSize - both floats */
- strcpy(cast, "float");
- strcpy(reg_mask, "");
-
- } else if (reg_name[0] == 'A') {
- /* Address register for vertex shaders (ivec4) */
- strcpy(cast, "ivec4");
-
- } else {
- /* Everything else should be a 4 component float vector */
- strcpy(cast, "vec4");
- }
-
- sprintf(outStr, "%s%s = %s%s(", reg_name, reg_mask, shift_glsl_tab[shift], cast);
-}
-
/* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
static void shader_glsl_gen_modifier (
const DWORD instr,
@@ -1843,30 +1818,20 @@ void pshader_glsl_texreg2gb(SHADER_OPCOD
/** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
* Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg) {
+ char src0_str[100];
+ char src0_reg[50];
+ char src0_mask[6];
+ char dst_mask[6];
+ DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
+ DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
+ glsl_sample_function_t sample_function;
- char tmpLine[255];
- char dst_str[100], src0_str[100];
- char dst_reg[50], src0_reg[50];
- char dst_mask[6], src0_mask[6];
- char dimensions[5];
- DWORD src0_regnum = arg->src[0] & WINED3DSP_REGNUM_MASK;
- DWORD stype = arg->reg_maps->samplers[src0_regnum] & WINED3DSP_TEXTURETYPE_MASK;
- 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_dst_param(arg, arg->dst, 0, dst_reg, dst_mask, dst_str);
- shader_glsl_add_src_param_old(arg, arg->src[0], arg->src_addr[0], src0_reg, src0_mask, src0_str);
+ shader_glsl_append_dst(arg->buffer, arg);
+ shader_glsl_get_write_mask(arg->dst, dst_mask);
+ shader_glsl_get_sample_function(sampler_type, FALSE, &sample_function);
+ shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, src0_reg, src0_mask, src0_str);
- shader_glsl_add_dst_old(arg->dst, dst_reg, dst_mask, tmpLine);
- shader_addline(arg->buffer, "%stexture%s(Psampler%u, %s.%s))%s;\n",
- tmpLine, dimensions, src0_regnum, dst_reg, (stype == WINED3DSTT_2D) ? "xy" : "xyz", dst_mask);
+ shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n", sample_function.name, sampler_idx, src0_str, dst_mask);
}
/** Process the WINED3DSIO_TEXKILL instruction in GLSL.
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