Fabian Bieler : wined3d:
Fix glsl texbem instruction for projective textures.
Alexandre Julliard
julliard at wine.codeweavers.com
Fri Mar 23 08:36:24 CDT 2007
Module: wine
Branch: master
Commit: 97967d367112c80caadf820a9332a64b44e80ebc
URL: http://source.winehq.org/git/wine.git/?a=commit;h=97967d367112c80caadf820a9332a64b44e80ebc
Author: Fabian Bieler <der.fabe at gmx.net>
Date: Thu Mar 22 17:42:41 2007 +0100
wined3d: Fix glsl texbem instruction for projective textures.
---
dlls/wined3d/glsl_shader.c | 39 ++++++++++++++++++++-------------------
1 files changed, 20 insertions(+), 19 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 5771ae5..598f589 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1786,38 +1786,39 @@ void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg) {
glsl_src_param_t coord_param;
DWORD sampler_type;
DWORD sampler_idx;
- BOOL projected;
- DWORD mask = 0;
+ DWORD mask;
DWORD flags;
char coord_mask[6];
- /* All versions have a destination register */
- shader_glsl_append_dst(arg->buffer, arg);
-
sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
- /* TODO: Does texbem even support projected textures? half-life 2 uses it */
+ sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
+ shader_glsl_get_sample_function(sampler_type, FALSE, &sample_function);
+ mask = sample_function.coord_mask;
+
+ shader_glsl_get_write_mask(arg->dst, dst_swizzle);
+
+ shader_glsl_get_write_mask(mask, coord_mask);
+
+ /* with projective textures, texbem only divides the static texture coord, not the displacement,
+ * so we can't let the GL handle this.
+ */
if (flags & WINED3DTTFF_PROJECTED) {
- projected = TRUE;
+ DWORD div_mask=0;
+ char coord_div_mask[3];
switch (flags & ~WINED3DTTFF_PROJECTED) {
case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
- case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
- case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
+ case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
+ case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
case WINED3DTTFF_COUNT4:
- case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
+ case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
}
- } else {
- projected = FALSE;
+ shader_glsl_get_write_mask(div_mask, coord_div_mask);
+ shader_addline(arg->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
}
- sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
- shader_glsl_get_sample_function(sampler_type, projected, &sample_function);
- mask |= sample_function.coord_mask;
-
- shader_glsl_get_write_mask(arg->dst, dst_swizzle);
-
- shader_glsl_get_write_mask(mask, coord_mask);
+ shader_glsl_append_dst(arg->buffer, arg);
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &coord_param);
shader_addline(arg->buffer, "%s(Psampler%u, T%u%s + vec4(bumpenvmat * %s, 0.0, 0.0)%s )%s);\n",
sample_function.name, sampler_idx, sampler_idx, coord_mask, coord_param.param_str, coord_mask, dst_swizzle);
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