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wined3d: Implement more GLSL instructions.
Implement D3DSIO_TEXREG2AR, TEXREG2GB, TEXREG2RGB, TEXM3X3TEX, TEXM3X3SPEC.
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4ab109e507
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7e90aba97b
3 changed files with 144 additions and 5 deletions
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@ -1398,6 +1398,75 @@ void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg) {
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shader_addline(buffer, "T%lu = texture2D(Psampler%lu, tmp0.st);\n", reg, reg);
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}
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/** Process the D3DSIO_TEXM3X3TEX instruction in GLSL
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* Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculate coordinates */
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void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg) {
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char src0_str[100];
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char src0_name[50];
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char src0_mask[6];
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char dimensions[5];
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DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
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DWORD src0_regnum = arg->src[0] & D3DSP_REGNUM_MASK;
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DWORD stype = arg->reg_maps->samplers[src0_regnum] & D3DSP_TEXTURETYPE_MASK;
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IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
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SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
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switch (stype) {
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case D3DSTT_2D: strcpy(dimensions, "2D"); break;
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case D3DSTT_CUBE: strcpy(dimensions, "Cube"); break;
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case D3DSTT_VOLUME: strcpy(dimensions, "3D"); break;
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default:
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strcpy(dimensions, ""); break;
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FIXME("Unrecognized sampler type: %#lx\n", stype);
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break;
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}
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shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_name, src0_mask, src0_str);
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shader_addline(arg->buffer, "tmp0.z = dot(vec3(T%lu), vec3(%s));\n", reg, src0_str);
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shader_addline(arg->buffer, "T%lu = texture%s(Psampler%lu, tmp0.%s);\n",
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reg, dimensions, reg, (stype == D3DSTT_2D) ? "xy" : "xyz");
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current_state->current_row = 0;
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}
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/** Process the D3DSIO_TEXM3X3SPEC instruction in GLSL
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* Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
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void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg) {
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IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
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DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
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char dimensions[5];
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char src0_str[100], src0_name[50], src0_mask[6];
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char src1_str[100], src1_name[50], src1_mask[6];
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SHADER_BUFFER* buffer = arg->buffer;
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SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
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DWORD stype = arg->reg_maps->samplers[reg] & D3DSP_TEXTURETYPE_MASK;
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switch (stype) {
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case D3DSTT_2D: strcpy(dimensions, "2D"); break;
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case D3DSTT_CUBE: strcpy(dimensions, "Cube"); break;
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case D3DSTT_VOLUME: strcpy(dimensions, "3D"); break;
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default:
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strcpy(dimensions, ""); break;
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FIXME("Unrecognized sampler type: %#lx\n", stype);
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break;
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}
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shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_name, src0_mask, src0_str);
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shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_name, src1_mask, src1_str);
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/* Perform the last matrix multiply operation */
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shader_addline(buffer, "tmp0.z = dot(vec3(T%lu), vec3(%s));\n", reg, src0_str);
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/* Calculate reflection vector */
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shader_addline(buffer, "tmp0.xyz = reflect(-vec3(%s), vec3(tmp0));\n", src1_str);
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/* Sample the texture */
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shader_addline(buffer, "T%lu = texture%s(Psampler%lu, tmp0.%s);\n",
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reg, dimensions, reg, (stype == D3DSTT_2D) ? "xy" : "xyz");
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current_state->current_row = 0;
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}
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/** Process the D3DSIO_TEXM3X3VSPEC instruction in GLSL
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* Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
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void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
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@ -1447,6 +1516,71 @@ void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg) {
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reg1, reg1, reg1, reg2);
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}
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/** Process the D3DSIO_TEXREG2AR instruction in GLSL
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* Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
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void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg) {
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char tmpLine[255];
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char dst_str[100], src0_str[100];
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char dst_reg[50], src0_reg[50];
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char dst_mask[6], src0_mask[6];
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DWORD src0_regnum = arg->src[0] & D3DSP_REGNUM_MASK;
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shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
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shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
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shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
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shader_addline(arg->buffer, "%stexture2D(Psampler%lu, %s.yz))%s;\n",
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tmpLine, src0_regnum, dst_reg, dst_mask);
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}
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/** Process the D3DSIO_TEXREG2GB instruction in GLSL
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* Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
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void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg) {
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char tmpLine[255];
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char dst_str[100], src0_str[100];
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char dst_reg[50], src0_reg[50];
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char dst_mask[6], src0_mask[6];
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DWORD src0_regnum = arg->src[0] & D3DSP_REGNUM_MASK;
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shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
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shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
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shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
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shader_addline(arg->buffer, "%stexture2D(Psampler%lu, %s.yz))%s;\n",
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tmpLine, src0_regnum, dst_reg, dst_mask);
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}
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/** Process the D3DSIO_TEXREG2RGB instruction in GLSL
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* Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
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void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg) {
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char tmpLine[255];
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char dst_str[100], src0_str[100];
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char dst_reg[50], src0_reg[50];
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char dst_mask[6], src0_mask[6];
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char dimensions[5];
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DWORD src0_regnum = arg->src[0] & D3DSP_REGNUM_MASK;
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DWORD stype = arg->reg_maps->samplers[src0_regnum] & D3DSP_TEXTURETYPE_MASK;
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switch (stype) {
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case D3DSTT_2D: strcpy(dimensions, "2D"); break;
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case D3DSTT_CUBE: strcpy(dimensions, "Cube"); break;
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case D3DSTT_VOLUME: strcpy(dimensions, "3D"); break;
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default:
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strcpy(dimensions, ""); break;
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FIXME("Unrecognized sampler type: %#lx\n", stype);
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break;
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}
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shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
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shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
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shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
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shader_addline(arg->buffer, "%stexture%s(Psampler%lu, %s.%s))%s;\n",
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tmpLine, dimensions, src0_regnum, dst_reg, (stype == D3DSTT_2D) ? "xy" : "xyz", dst_mask);
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}
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/** Process the D3DSIO_TEXKILL instruction in GLSL.
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* If any of the first 3 components are < 0, discard this pixel */
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void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg) {
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@ -707,16 +707,16 @@ CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = {
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{D3DSIO_TEX, "texld", "undefined", 1, 3, pshader_texld, pshader_hw_tex, pshader_glsl_tex, D3DPS_VERSION(2,0), -1},
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{D3DSIO_TEXBEM, "texbem", "undefined", 1, 2, pshader_texbem, pshader_hw_texbem, pshader_glsl_texbem, 0, D3DPS_VERSION(1,3)},
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{D3DSIO_TEXBEML, "texbeml", GLNAME_REQUIRE_GLSL, 1, 2, pshader_texbeml, NULL, NULL, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)},
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{D3DSIO_TEXREG2AR,"texreg2ar","undefined", 1, 2, pshader_texreg2ar, pshader_hw_texreg2ar, NULL, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
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{D3DSIO_TEXREG2GB,"texreg2gb","undefined", 1, 2, pshader_texreg2gb, pshader_hw_texreg2gb, NULL, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
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{D3DSIO_TEXREG2RGB, "texreg2rgb", GLNAME_REQUIRE_GLSL, 1, 2, pshader_texreg2rgb, NULL, NULL, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
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{D3DSIO_TEXREG2AR,"texreg2ar","undefined", 1, 2, pshader_texreg2ar, pshader_hw_texreg2ar, pshader_glsl_texreg2ar, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
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{D3DSIO_TEXREG2GB,"texreg2gb","undefined", 1, 2, pshader_texreg2gb, pshader_hw_texreg2gb, pshader_glsl_texreg2gb, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
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{D3DSIO_TEXREG2RGB, "texreg2rgb", GLNAME_REQUIRE_GLSL, 1, 2, pshader_texreg2rgb, NULL, pshader_glsl_texreg2rgb, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
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{D3DSIO_TEXM3x2PAD, "texm3x2pad", "undefined", 1, 2, pshader_texm3x2pad, pshader_hw_texm3x2pad, pshader_glsl_texm3x2pad, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)},
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{D3DSIO_TEXM3x2TEX, "texm3x2tex", "undefined", 1, 2, pshader_texm3x2tex, pshader_hw_texm3x2tex, pshader_glsl_texm3x2tex, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)},
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{D3DSIO_TEXM3x3PAD, "texm3x3pad", "undefined", 1, 2, pshader_texm3x3pad, pshader_hw_texm3x3pad, pshader_glsl_texm3x3pad, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)},
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{D3DSIO_TEXM3x3DIFF, "texm3x3diff", GLNAME_REQUIRE_GLSL, 1, 2, pshader_texm3x3diff, NULL, NULL, D3DPS_VERSION(0,0), D3DPS_VERSION(0,0)},
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{D3DSIO_TEXM3x3SPEC, "texm3x3spec", "undefined", 1, 3, pshader_texm3x3spec, pshader_hw_texm3x3spec, NULL, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)},
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{D3DSIO_TEXM3x3SPEC, "texm3x3spec", "undefined", 1, 3, pshader_texm3x3spec, pshader_hw_texm3x3spec, pshader_glsl_texm3x3spec, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)},
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{D3DSIO_TEXM3x3VSPEC, "texm3x3vspec", "undefined", 1, 2, pshader_texm3x3vspec, pshader_hw_texm3x3vspec, pshader_glsl_texm3x3vspec, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)},
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{D3DSIO_TEXM3x3TEX, "texm3x3tex", "undefined", 1, 2, pshader_texm3x3tex, pshader_hw_texm3x3tex, NULL, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)},
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{D3DSIO_TEXM3x3TEX, "texm3x3tex", "undefined", 1, 2, pshader_texm3x3tex, pshader_hw_texm3x3tex, pshader_glsl_texm3x3tex, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)},
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{D3DSIO_TEXDP3TEX, "texdp3tex", GLNAME_REQUIRE_GLSL, 1, 2, pshader_texdp3tex, NULL, NULL, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
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{D3DSIO_TEXM3x2DEPTH, "texm3x2depth", GLNAME_REQUIRE_GLSL, 1, 2, pshader_texm3x2depth, NULL, NULL, D3DPS_VERSION(1,3), D3DPS_VERSION(1,3)},
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{D3DSIO_TEXDP3, "texdp3", GLNAME_REQUIRE_GLSL, 1, 2, pshader_texdp3, NULL, NULL, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
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@ -1510,9 +1510,14 @@ extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
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extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
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extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
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extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
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extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
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extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
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extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
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extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
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extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
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extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
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extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
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extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
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extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
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extern void pshader_glsl_input_pack(
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SHADER_BUFFER* buffer,
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