Stefan Dösinger : wined3d: Implement WINED3DSI_TEXLD_BIAS in arb.

Alexandre Julliard julliard at winehq.org
Tue Sep 25 07:50:51 CDT 2007


Module: wine
Branch: master
Commit: c2c7b1df914dcb56114887f78ce6cf62f373ffd7
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=c2c7b1df914dcb56114887f78ce6cf62f373ffd7

Author: Stefan Dösinger <stefan at codeweavers.com>
Date:   Wed Sep  5 16:18:54 2007 +0200

wined3d: Implement WINED3DSI_TEXLD_BIAS in arb.

---

 dlls/wined3d/arb_program_shader.c |   34 +++++++++++++++++++++-------------
 1 files changed, 21 insertions(+), 13 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index fc543d6..6a19c73 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -486,7 +486,7 @@ static void vshader_program_add_param(SHADER_OPCODE_ARG *arg, const DWORD param,
   }
 }
 
-static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const char *dst_str, const char *coord_reg, BOOL projected) {
+static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const char *dst_str, const char *coord_reg, BOOL projected, BOOL bias) {
     SHADER_BUFFER* buffer = arg->buffer;
     DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
     const char *tex_type;
@@ -513,7 +513,12 @@ static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const ch
             tex_type = "";
     }
 
-    if (projected) {
+    if (bias) {
+        /* Shouldn't be possible, but let's check for it */
+        if(projected) FIXME("Biased and Projected texture sampling\n");
+        /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
+        shader_addline(buffer, "TXB %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
+    } else if (projected) {
         shader_addline(buffer, "TXP %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
     } else {
         shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
@@ -965,7 +970,7 @@ void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
     DWORD* src = arg->src;
     SHADER_BUFFER* buffer = arg->buffer;
     DWORD hex_version = This->baseShader.hex_version;
-    BOOL projected = FALSE;
+    BOOL projected = FALSE, bias = FALSE;
 
     char reg_dest[40];
     char reg_coord[40];
@@ -1014,8 +1019,11 @@ void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
       if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
           projected = TRUE;
       }
+      if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) {
+          bias = TRUE;
+      }
   }
-  shader_hw_sample(arg, reg_sampler_code, reg_dest, reg_coord, projected);
+  shader_hw_sample(arg, reg_sampler_code, reg_dest, reg_coord, projected, bias);
 }
 
 void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) {
@@ -1054,7 +1062,7 @@ void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) {
      shader_addline(buffer, "MOV TMP.r, T%u.a;\n", reg2);
      shader_addline(buffer, "MOV TMP.g, T%u.r;\n", reg2);
      flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
-     shader_hw_sample(arg, reg1, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED);
+     shader_hw_sample(arg, reg1, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
 }
 
 void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) {
@@ -1072,7 +1080,7 @@ void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) {
      shader_addline(buffer, "MOV TMP.r, T%u.g;\n", reg2);
      shader_addline(buffer, "MOV TMP.g, T%u.b;\n", reg2);
      flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
-     shader_hw_sample(arg, reg1, dst_str, "TMP", FALSE);
+     shader_hw_sample(arg, reg1, dst_str, "TMP", FALSE, FALSE);
 }
 
 void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
@@ -1110,7 +1118,7 @@ void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
             shader_addline(buffer, "ADD TMP.rg, TMP, %s;\n", reg_coord);
         }
 
-        shader_hw_sample(arg, reg_dest_code, reg_coord, "TMP", FALSE);
+        shader_hw_sample(arg, reg_dest_code, reg_coord, "TMP", FALSE, FALSE);
     } else {
         DWORD tf;
         if(reg_dest_code < MAX_TEXTURES) {
@@ -1119,7 +1127,7 @@ void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
             tf = 0;
         }
         /* Without a bump matrix loaded, just sample with the unmodified coordinates */
-        shader_hw_sample(arg, reg_dest_code, reg_coord, reg_coord, tf & WINED3DTTFF_PROJECTED);
+        shader_hw_sample(arg, reg_dest_code, reg_coord, reg_coord, tf & WINED3DTTFF_PROJECTED, FALSE);
     }
 }
 
@@ -1147,7 +1155,7 @@ void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) {
     pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
     shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", reg, src0_name);
     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
-    shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED);
+    shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
 }
 
 void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) {
@@ -1180,7 +1188,7 @@ void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) {
     /* Sample the texture using the calculated coordinates */
     sprintf(dst_str, "T%u", reg);
     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
-    shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED);
+    shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
     current_state->current_row = 0;
 }
 
@@ -1216,7 +1224,7 @@ void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
     /* Sample the texture using the calculated coordinates */
     sprintf(dst_str, "T%u", reg);
     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
-    shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED);
+    shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
     current_state->current_row = 0;
 }
 
@@ -1253,7 +1261,7 @@ void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) {
     /* Sample the texture using the calculated coordinates */
     sprintf(dst_str, "T%u", reg);
     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
-    shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED);
+    shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
     current_state->current_row = 0;
 }
 
@@ -1297,7 +1305,7 @@ void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg) {
     shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", sampler_idx, src0);
 
     sprintf(dst_str, "T%u", sampler_idx);
-    shader_hw_sample(arg, sampler_idx, dst_str, "TMP", FALSE /* Only one coord, can't be projected */);
+    shader_hw_sample(arg, sampler_idx, dst_str, "TMP", FALSE /* Only one coord, can't be projected */, FALSE);
 }
 
 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:




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