wined3d: Add NP2 fixup code to shader_hw_sample (ARB).

This commit is contained in:
Tobias Jakobi 2009-07-01 18:36:48 +02:00 committed by Alexandre Julliard
parent 034fa4268c
commit e29babbf6d

View file

@ -1142,6 +1142,7 @@ static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD
SHADER_BUFFER *buffer = ins->ctx->buffer;
DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
const char *tex_type;
BOOL np2_fixup = FALSE;
IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
@ -1165,9 +1166,10 @@ static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD
}
if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
{
if(priv->cur_ps_args->super.np2_fixup & (1 << sampler_idx))
if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
{
FIXME("NP2 texcoord fixup is currently not implemented in ARB mode (use GLSL instead).\n");
if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
else np2_fixup = TRUE;
}
}
break;
@ -1224,7 +1226,16 @@ static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD
}
else
{
shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
if (np2_fixup)
{
const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
(idx % 2) ? "zwxy" : "xyzw", coord_reg);
shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
}
else
shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
}
if (pshader)