Stefan Dösinger : wined3d: Add sincos support to arb shaders.

Alexandre Julliard julliard at winehq.org
Thu Sep 27 09:27:27 CDT 2007


Module: wine
Branch: master
Commit: 20872abc9cc702ac264a8bd45132a9ab47f1af08
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=20872abc9cc702ac264a8bd45132a9ab47f1af08

Author: Stefan Dösinger <stefan at codeweavers.com>
Date:   Wed Sep 26 22:09:59 2007 +0200

wined3d: Add sincos support to arb shaders.

---

 dlls/wined3d/arb_program_shader.c |   24 ++++++++++++++++++++++++
 dlls/wined3d/pixelshader.c        |    4 ++--
 dlls/wined3d/vertexshader.c       |    4 ++--
 dlls/wined3d/wined3d_private.h    |    1 +
 4 files changed, 29 insertions(+), 4 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 8bc458f..62b5c74 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -1499,6 +1499,30 @@ void shader_hw_nrm(SHADER_OPCODE_ARG* arg) {
         pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
 }
 
+void shader_hw_sincos(SHADER_OPCODE_ARG* arg) {
+    /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
+     * must contain fixed constants. So we need a separate functin to filter those constants and
+     * can't use map2gl
+     */
+    SHADER_BUFFER* buffer = arg->buffer;
+    char dst_name[50];
+    char src_name[50];
+    char dst_wmask[20];
+    DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
+    BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
+
+    pshader_get_register_name(arg->dst, dst_name);
+    shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
+
+    pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name);
+    shader_addline(buffer, "SCS%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
+                   src_name);
+
+    if (shift != 0)
+        pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
+
+}
+
 /* TODO: merge with pixel shader */
 /* Map the opcode 1-to-1 to the GL code */
 void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
diff --git a/dlls/wined3d/pixelshader.c b/dlls/wined3d/pixelshader.c
index 0c18b26..ad9b11d 100644
--- a/dlls/wined3d/pixelshader.c
+++ b/dlls/wined3d/pixelshader.c
@@ -178,8 +178,8 @@ CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = {
     {WINED3DSIO_POW,  "pow",  "POW", 1, 3, pshader_hw_map2gl, shader_glsl_pow, 0, 0},
     {WINED3DSIO_CRS,  "crs",  "XPD", 1, 3, pshader_hw_map2gl, shader_glsl_cross, 0, 0},
     {WINED3DSIO_NRM,      "nrm",      NULL, 1, 2, shader_hw_nrm, shader_glsl_map2gl, 0, 0},
-    {WINED3DSIO_SINCOS,   "sincos",   NULL, 1, 4, NULL, shader_glsl_sincos, WINED3DPS_VERSION(2,0), WINED3DPS_VERSION(2,1)},
-    {WINED3DSIO_SINCOS,   "sincos",   NULL, 1, 2, NULL, shader_glsl_sincos, WINED3DPS_VERSION(3,0), -1},
+    {WINED3DSIO_SINCOS,   "sincos",   NULL, 1, 4, shader_hw_sincos, shader_glsl_sincos, WINED3DPS_VERSION(2,0), WINED3DPS_VERSION(2,1)},
+    {WINED3DSIO_SINCOS,   "sincos",   "SCS", 1, 2, shader_hw_sincos, shader_glsl_sincos, WINED3DPS_VERSION(3,0), -1},
     {WINED3DSIO_DP2ADD,   "dp2add",   NULL, 1, 4, pshader_hw_dp2add, pshader_glsl_dp2add, WINED3DPS_VERSION(2,0), -1},
     /* Matrix */
     {WINED3DSIO_M4x4, "m4x4", "undefined", 1, 3, NULL, shader_glsl_mnxn, 0, 0},
diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c
index 8564c06..e4b8088 100644
--- a/dlls/wined3d/vertexshader.c
+++ b/dlls/wined3d/vertexshader.c
@@ -115,8 +115,8 @@ CONST SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[] = {
         MUL out, tmp, vec*/
     {WINED3DSIO_SGN,  "sgn",  NULL,  1, 2, NULL,                shader_glsl_map2gl, 0, 0},
     {WINED3DSIO_NRM,    "nrm",      NULL, 1, 2, shader_hw_nrm, shader_glsl_map2gl, 0, 0},
-    {WINED3DSIO_SINCOS, "sincos",   NULL, 1, 4, NULL, shader_glsl_sincos, WINED3DVS_VERSION(2,0), WINED3DVS_VERSION(2,1)},
-    {WINED3DSIO_SINCOS, "sincos",   NULL, 1, 2, NULL, shader_glsl_sincos, WINED3DVS_VERSION(3,0), -1},
+    {WINED3DSIO_SINCOS, "sincos",   NULL, 1, 4, shader_hw_sincos, shader_glsl_sincos, WINED3DVS_VERSION(2,0), WINED3DVS_VERSION(2,1)},
+    {WINED3DSIO_SINCOS, "sincos",  "SCS", 1, 2, shader_hw_sincos, shader_glsl_sincos, WINED3DVS_VERSION(3,0), -1},
     /* Matrix */
     {WINED3DSIO_M4x4,   "m4x4", "undefined", 1, 3, vshader_hw_mnxn, shader_glsl_mnxn, 0, 0},
     {WINED3DSIO_M4x3,   "m4x3", "undefined", 1, 3, vshader_hw_mnxn, shader_glsl_mnxn, 0, 0},
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index a5aa8e3..68fc646 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1791,6 +1791,7 @@ extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
 
 /* ARB vertex / pixel shader common prototypes */
 extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
+extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
 
 /* ARB vertex shader prototypes */
 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);




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