wined3d: Implement more GLSL instructions.
Implement D3DSIO_TEXREG2AR, TEXREG2GB, TEXREG2RGB, TEXM3X3TEX, TEXM3X3SPEC.
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index ea99f49..4aa8b5b 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1398,6 +1398,75 @@
shader_addline(buffer, "T%lu = texture2D(Psampler%lu, tmp0.st);\n", reg, reg);
}
+/** Process the D3DSIO_TEXM3X3TEX instruction in GLSL
+ * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculate coordinates */
+void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg) {
+
+ char src0_str[100];
+ char src0_name[50];
+ char src0_mask[6];
+ char dimensions[5];
+ DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
+ DWORD src0_regnum = arg->src[0] & D3DSP_REGNUM_MASK;
+ DWORD stype = arg->reg_maps->samplers[src0_regnum] & D3DSP_TEXTURETYPE_MASK;
+ IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
+ SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
+
+ switch (stype) {
+ case D3DSTT_2D: strcpy(dimensions, "2D"); break;
+ case D3DSTT_CUBE: strcpy(dimensions, "Cube"); break;
+ case D3DSTT_VOLUME: strcpy(dimensions, "3D"); break;
+ default:
+ strcpy(dimensions, ""); break;
+ FIXME("Unrecognized sampler type: %#lx\n", stype);
+ break;
+ }
+
+ shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_name, src0_mask, src0_str);
+ shader_addline(arg->buffer, "tmp0.z = dot(vec3(T%lu), vec3(%s));\n", reg, src0_str);
+ shader_addline(arg->buffer, "T%lu = texture%s(Psampler%lu, tmp0.%s);\n",
+ reg, dimensions, reg, (stype == D3DSTT_2D) ? "xy" : "xyz");
+ current_state->current_row = 0;
+}
+
+/** Process the D3DSIO_TEXM3X3SPEC instruction in GLSL
+ * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
+void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg) {
+
+ IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
+ DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
+ char dimensions[5];
+ char src0_str[100], src0_name[50], src0_mask[6];
+ char src1_str[100], src1_name[50], src1_mask[6];
+ SHADER_BUFFER* buffer = arg->buffer;
+ SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
+ DWORD stype = arg->reg_maps->samplers[reg] & D3DSP_TEXTURETYPE_MASK;
+
+ switch (stype) {
+ case D3DSTT_2D: strcpy(dimensions, "2D"); break;
+ case D3DSTT_CUBE: strcpy(dimensions, "Cube"); break;
+ case D3DSTT_VOLUME: strcpy(dimensions, "3D"); break;
+ default:
+ strcpy(dimensions, ""); break;
+ FIXME("Unrecognized sampler type: %#lx\n", stype);
+ break;
+ }
+
+ shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_name, src0_mask, src0_str);
+ shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_name, src1_mask, src1_str);
+
+ /* Perform the last matrix multiply operation */
+ shader_addline(buffer, "tmp0.z = dot(vec3(T%lu), vec3(%s));\n", reg, src0_str);
+
+ /* Calculate reflection vector */
+ shader_addline(buffer, "tmp0.xyz = reflect(-vec3(%s), vec3(tmp0));\n", src1_str);
+
+ /* Sample the texture */
+ shader_addline(buffer, "T%lu = texture%s(Psampler%lu, tmp0.%s);\n",
+ reg, dimensions, reg, (stype == D3DSTT_2D) ? "xy" : "xyz");
+ current_state->current_row = 0;
+}
+
/** Process the D3DSIO_TEXM3X3VSPEC instruction in GLSL
* Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
@@ -1447,6 +1516,71 @@
reg1, reg1, reg1, reg2);
}
+/** Process the D3DSIO_TEXREG2AR instruction in GLSL
+ * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
+void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg) {
+
+ char tmpLine[255];
+ char dst_str[100], src0_str[100];
+ char dst_reg[50], src0_reg[50];
+ char dst_mask[6], src0_mask[6];
+ DWORD src0_regnum = arg->src[0] & D3DSP_REGNUM_MASK;
+
+ 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_dst(arg->dst, dst_reg, dst_mask, tmpLine);
+ shader_addline(arg->buffer, "%stexture2D(Psampler%lu, %s.yz))%s;\n",
+ tmpLine, src0_regnum, dst_reg, dst_mask);
+}
+
+/** Process the D3DSIO_TEXREG2GB instruction in GLSL
+ * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
+void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg) {
+
+ char tmpLine[255];
+ char dst_str[100], src0_str[100];
+ char dst_reg[50], src0_reg[50];
+ char dst_mask[6], src0_mask[6];
+ DWORD src0_regnum = arg->src[0] & D3DSP_REGNUM_MASK;
+
+ 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_dst(arg->dst, dst_reg, dst_mask, tmpLine);
+ shader_addline(arg->buffer, "%stexture2D(Psampler%lu, %s.yz))%s;\n",
+ tmpLine, src0_regnum, dst_reg, dst_mask);
+}
+
+/** Process the D3DSIO_TEXREG2RGB instruction in GLSL
+ * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
+void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg) {
+
+ char tmpLine[255];
+ char dst_str[100], src0_str[100];
+ char dst_reg[50], src0_reg[50];
+ char dst_mask[6], src0_mask[6];
+ char dimensions[5];
+ DWORD src0_regnum = arg->src[0] & D3DSP_REGNUM_MASK;
+ DWORD stype = arg->reg_maps->samplers[src0_regnum] & D3DSP_TEXTURETYPE_MASK;
+ switch (stype) {
+ case D3DSTT_2D: strcpy(dimensions, "2D"); break;
+ case D3DSTT_CUBE: strcpy(dimensions, "Cube"); break;
+ case D3DSTT_VOLUME: strcpy(dimensions, "3D"); break;
+ default:
+ strcpy(dimensions, ""); break;
+ FIXME("Unrecognized sampler type: %#lx\n", stype);
+ break;
+ }
+
+ 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_dst(arg->dst, dst_reg, dst_mask, tmpLine);
+ shader_addline(arg->buffer, "%stexture%s(Psampler%lu, %s.%s))%s;\n",
+ tmpLine, dimensions, src0_regnum, dst_reg, (stype == D3DSTT_2D) ? "xy" : "xyz", dst_mask);
+}
+
/** Process the D3DSIO_TEXKILL instruction in GLSL.
* If any of the first 3 components are < 0, discard this pixel */
void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg) {
diff --git a/dlls/wined3d/pixelshader.c b/dlls/wined3d/pixelshader.c
index 4a24213..7e11c47 100644
--- a/dlls/wined3d/pixelshader.c
+++ b/dlls/wined3d/pixelshader.c
@@ -707,16 +707,16 @@
{D3DSIO_TEX, "texld", "undefined", 1, 3, pshader_texld, pshader_hw_tex, pshader_glsl_tex, D3DPS_VERSION(2,0), -1},
{D3DSIO_TEXBEM, "texbem", "undefined", 1, 2, pshader_texbem, pshader_hw_texbem, pshader_glsl_texbem, 0, D3DPS_VERSION(1,3)},
{D3DSIO_TEXBEML, "texbeml", GLNAME_REQUIRE_GLSL, 1, 2, pshader_texbeml, NULL, NULL, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)},
- {D3DSIO_TEXREG2AR,"texreg2ar","undefined", 1, 2, pshader_texreg2ar, pshader_hw_texreg2ar, NULL, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
- {D3DSIO_TEXREG2GB,"texreg2gb","undefined", 1, 2, pshader_texreg2gb, pshader_hw_texreg2gb, NULL, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
- {D3DSIO_TEXREG2RGB, "texreg2rgb", GLNAME_REQUIRE_GLSL, 1, 2, pshader_texreg2rgb, NULL, NULL, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
+ {D3DSIO_TEXREG2AR,"texreg2ar","undefined", 1, 2, pshader_texreg2ar, pshader_hw_texreg2ar, pshader_glsl_texreg2ar, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
+ {D3DSIO_TEXREG2GB,"texreg2gb","undefined", 1, 2, pshader_texreg2gb, pshader_hw_texreg2gb, pshader_glsl_texreg2gb, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
+ {D3DSIO_TEXREG2RGB, "texreg2rgb", GLNAME_REQUIRE_GLSL, 1, 2, pshader_texreg2rgb, NULL, pshader_glsl_texreg2rgb, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
{D3DSIO_TEXM3x2PAD, "texm3x2pad", "undefined", 1, 2, pshader_texm3x2pad, pshader_hw_texm3x2pad, pshader_glsl_texm3x2pad, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)},
{D3DSIO_TEXM3x2TEX, "texm3x2tex", "undefined", 1, 2, pshader_texm3x2tex, pshader_hw_texm3x2tex, pshader_glsl_texm3x2tex, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)},
{D3DSIO_TEXM3x3PAD, "texm3x3pad", "undefined", 1, 2, pshader_texm3x3pad, pshader_hw_texm3x3pad, pshader_glsl_texm3x3pad, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)},
{D3DSIO_TEXM3x3DIFF, "texm3x3diff", GLNAME_REQUIRE_GLSL, 1, 2, pshader_texm3x3diff, NULL, NULL, D3DPS_VERSION(0,0), D3DPS_VERSION(0,0)},
- {D3DSIO_TEXM3x3SPEC, "texm3x3spec", "undefined", 1, 3, pshader_texm3x3spec, pshader_hw_texm3x3spec, NULL, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)},
+ {D3DSIO_TEXM3x3SPEC, "texm3x3spec", "undefined", 1, 3, pshader_texm3x3spec, pshader_hw_texm3x3spec, pshader_glsl_texm3x3spec, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)},
{D3DSIO_TEXM3x3VSPEC, "texm3x3vspec", "undefined", 1, 2, pshader_texm3x3vspec, pshader_hw_texm3x3vspec, pshader_glsl_texm3x3vspec, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)},
- {D3DSIO_TEXM3x3TEX, "texm3x3tex", "undefined", 1, 2, pshader_texm3x3tex, pshader_hw_texm3x3tex, NULL, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)},
+ {D3DSIO_TEXM3x3TEX, "texm3x3tex", "undefined", 1, 2, pshader_texm3x3tex, pshader_hw_texm3x3tex, pshader_glsl_texm3x3tex, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)},
{D3DSIO_TEXDP3TEX, "texdp3tex", GLNAME_REQUIRE_GLSL, 1, 2, pshader_texdp3tex, NULL, NULL, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
{D3DSIO_TEXM3x2DEPTH, "texm3x2depth", GLNAME_REQUIRE_GLSL, 1, 2, pshader_texm3x2depth, NULL, NULL, D3DPS_VERSION(1,3), D3DPS_VERSION(1,3)},
{D3DSIO_TEXDP3, "texdp3", GLNAME_REQUIRE_GLSL, 1, 2, pshader_texdp3, NULL, NULL, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 1017c77..1f51e3b 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1510,9 +1510,14 @@
extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
+extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
+extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
+extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
+extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
+extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
extern void pshader_glsl_input_pack(
SHADER_BUFFER* buffer,