cmp instruction in GLSL - problems

Ivan Gyurdiev ivg231 at gmail.com
Tue Jul 11 02:54:33 CDT 2006


This patch is causing trouble for me. The current GLSL cmp 
implementation is wrong - here's 4 reasons why, only the first of which 
is mentioned in the source:

- it ignores destination write mask
- it ignores source swizzle
- it ignores other source modifiers.
- it works incorrectly src0 = 0

So, I replaced it with something that's supposed to fix all the issues 
above - based on per-component lessThan operation followed by a mix(), 
which blends the two things we're selecting between, but the blend 
factor is always 0 or 1 exactly, so it's always a select operation, not 
a blend.

Patch improved: Hair, TransparentShadowMapping
Patch broke: 3Dc, PhongLighting, ASCII, SelfShadowBump

I still think it's correct - tested behavior separately, and it seems to 
work... but it breaks other demos. Any suggestions?
All the demos above can be found on http://www.humus.ca/index.php?page=3D.
They require UsingGLSL to be enabled in the registry, and a GLSL-capable 
card.

=========
Note that all of the above demos used replicate swizzle in at least one 
argument, which the previous implementation did not take into account.
A lot of them did this:

cmp r1.a, r1.a, 0, 1
mad r0,  r0, r1.a, something_else

So, that looks like z-buffer test. Note that with the previous 
implementation, the comparison line would ignore the write mask and 
write to all 4 channels, which should cause a result that's too bright 
in all channels. I think that's exactly what happened in a number of 
these demos, PhongLighting in particular. If I use the new code, and 
simply swap the two arguments in the cmp test, the demo will work for 
the most part, a lot more is shown than black screen, and the color 
balance looks much closer to what's shown in the picture online.

...but.. I shouldn't have to swap the two arguments in cmp, they are 
correct as is, imho, and the previous implementation worked by accident.

-------------- next part --------------
---
 dlls/wined3d/glsl_shader.c |   11 +++++------
 1 files changed, 5 insertions(+), 6 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 223a8e0..23f944c 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -987,20 +987,19 @@ void shader_glsl_compare(SHADER_OPCODE_A
 /** Process CMP instruction in GLSL (dst = src0.x > 0.0 ? src1.x : src2.x), per channel */
 void shader_glsl_cmp(SHADER_OPCODE_ARG* arg) {
 
+    char tmpLine[256];
     char dst_str[100], src0_str[100], src1_str[100], src2_str[100];
     char dst_reg[50], src0_reg[50], src1_reg[50], src2_reg[50];
     char dst_mask[6], src0_mask[6], src1_mask[6], src2_mask[6];
-    
+   
     shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
     shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
     shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str);
     shader_glsl_add_param(arg, arg->src[2], arg->src_addr[2], TRUE, src2_reg, src2_mask, src2_str);
 
-    /* FIXME: This isn't correct - doesn't take the dst's swizzle into account. */
-    shader_addline(arg->buffer, "%s.x = (%s.x > 0.0) ? %s.x : %s.x;\n", dst_reg, src0_reg, src1_reg, src2_reg);
-    shader_addline(arg->buffer, "%s.y = (%s.y > 0.0) ? %s.y : %s.y;\n", dst_reg, src0_reg, src1_reg, src2_reg);
-    shader_addline(arg->buffer, "%s.z = (%s.z > 0.0) ? %s.z : %s.z;\n", dst_reg, src0_reg, src1_reg, src2_reg);
-    shader_addline(arg->buffer, "%s.w = (%s.w > 0.0) ? %s.w : %s.w;\n", dst_reg, src0_reg, src1_reg, src2_reg);
+    shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
+    shader_addline(arg->buffer, "%smix(vec4(%s), vec4(%s), vec4(lessThan(vec4(%s), vec4(0.0)))))%s;\n",
+        tmpLine, src1_str, src2_str, src0_str, dst_mask);
 }
 
 /** Process the CND opcode in GLSL (dst = (src0 < 0.5) ? src1 : src2) */
-- 
1.4.0



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