From f0fb61daedf330f4807c884a112c3b344dcd4f27 Mon Sep 17 00:00:00 2001 From: "H. Verbeet" Date: Mon, 15 Jan 2007 19:35:36 +0100 Subject: [PATCH] wined3d: Pass the correct mask to shader_glsl_add_src_param() in pshader_glsl_texm3x3spec(). Use shader_glsl_get_sample_function(). --- dlls/wined3d/glsl_shader.c | 34 +++++++++++++++------------------- 1 file changed, 15 insertions(+), 19 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 47a49f86ae7..7334ab34089 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -1724,36 +1724,32 @@ void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg) { IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader; DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; - char dimensions[5]; - char dst_str[8]; char src0_str[100], src0_name[50], src0_mask[6]; char src1_str[100], src1_name[50], src1_mask[6]; + char dst_mask[6]; SHADER_BUFFER* buffer = arg->buffer; SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state; DWORD stype = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK; + DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; + glsl_sample_function_t sample_function; - switch (stype) { - case WINED3DSTT_2D: strcpy(dimensions, "2D"); break; - case WINED3DSTT_CUBE: strcpy(dimensions, "Cube"); break; - case WINED3DSTT_VOLUME: strcpy(dimensions, "3D"); break; - default: - strcpy(dimensions, ""); - FIXME("Unrecognized sampler type: %#x\n", stype); - break; - } - - shader_glsl_add_src_param_old(arg, arg->src[0], arg->src_addr[0], src0_name, src0_mask, src0_str); - shader_glsl_add_src_param_old(arg, arg->src[1], arg->src_addr[1], src1_name, src1_mask, src1_str); + shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, src0_name, src0_mask, src0_str); + shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, src1_name, src1_mask, src1_str); /* Perform the last matrix multiply operation */ - shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_str); + shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_str); - /* Calculate reflection vector */ - shader_addline(buffer, "tmp0.xyz = reflect(-vec3(%s), vec3(tmp0));\n", src1_str); + /* Calculate reflection vector, 2*(tmp0.src1)*tmp0-src1 + * This is equavalent to reflect(-src1, tmp0); */ + shader_addline(buffer, "tmp0.xyz = reflect(-(%s), tmp0.xyz);\n", src1_str); + + shader_glsl_append_dst(buffer, arg); + shader_glsl_get_write_mask(arg->dst, dst_mask); + shader_glsl_get_sample_function(stype, FALSE, &sample_function); /* Sample the texture */ - sprintf(dst_str, "T%u", reg); - shader_glsl_sample(arg, reg, dst_str, "tmp0"); + shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask); + current_state->current_row = 0; } -- 2.11.4.GIT