H. Verbeet : wined3d: Pass the correct mask to
shader_glsl_add_src_param() in pshader_glsl_texm3x3vspec().
Alexandre Julliard
julliard at wine.codeweavers.com
Tue Jan 16 10:07:47 CST 2007
Module: wine
Branch: master
Commit: cf1a3cc81a5696607a41242cf6fcca7c9cc93286
URL: http://source.winehq.org/git/wine.git/?a=commit;h=cf1a3cc81a5696607a41242cf6fcca7c9cc93286
Author: H. Verbeet <hverbeet at gmail.com>
Date: Mon Jan 15 19:35:48 2007 +0100
wined3d: Pass the correct mask to shader_glsl_add_src_param() in pshader_glsl_texm3x3vspec().
Use shader_glsl_get_sample_function().
Use the GLSL builtin reflect() function.
---
dlls/wined3d/glsl_shader.c | 28 ++++++++++++++++------------
1 files changed, 16 insertions(+), 12 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 7334ab3..97cb950 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1761,27 +1761,31 @@ 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];
+ char src0_str[100], src0_name[50], src0_mask[6], dst_mask[6];
+ DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
+ DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
+ glsl_sample_function_t sample_function;
- shader_glsl_add_src_param_old(arg, arg->src[0], arg->src_addr[0], src0_name, src0_mask, src0_str);
+ shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, src0_name, src0_mask, src0_str);
/* Perform the last matrix multiply operation */
shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_str);
/* Construct the eye-ray vector from w coordinates */
- shader_addline(buffer, "tmp1.x = gl_TexCoord[%u].w;\n", current_state->texcoord_w[0]);
- shader_addline(buffer, "tmp1.y = gl_TexCoord[%u].w;\n", current_state->texcoord_w[1]);
- shader_addline(buffer, "tmp1.z = gl_TexCoord[%u].w;\n", reg);
+ shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
+ current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
- /* Calculate reflection vector (Assume normal is normalized): RF = 2*(N.E)*N -E */
- shader_addline(buffer, "tmp0.x = dot(vec3(tmp0), vec3(tmp1));\n");
- shader_addline(buffer, "tmp0 = tmp0.w * tmp0;\n");
- shader_addline(buffer, "tmp0 = (2.0 * tmp0) - tmp1;\n");
+ /* Calculate reflection vector (Assume normal is normalized): RF = 2*(tmp0.tmp1)*tmp0-tmp1
+ * This is equavalent to reflect(-tmp1, tmp0); */
+ shader_addline(buffer, "tmp0.xyz = reflect(-tmp1.xyz, tmp0.xyz);\n");
+
+ shader_glsl_append_dst(buffer, arg);
+ shader_glsl_get_write_mask(arg->dst, dst_mask);
+ shader_glsl_get_sample_function(sampler_type, FALSE, &sample_function);
/* Sample the texture using the calculated coordinates */
- sprintf(dst_str, "T%u", reg);
- shader_glsl_sample(arg, reg, dst_str, "tmp0");
+ shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
+
current_state->current_row = 0;
}
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