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wined3d: Clamp results in the arbfp pipeline replacement.
Fixed function processing can only deal with values between 0 and 1 generally. Clamp the results of instructions that could produce bigger or smaller values.
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228f2cf3c2
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016efe7d94
@ -2462,16 +2462,16 @@ static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color,
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shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
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arg2 = "arg2";
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case WINED3DTOP_ADD:
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shader_addline(buffer, "ADD %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
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shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
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break;
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case WINED3DTOP_SUBTRACT:
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shader_addline(buffer, "SUB %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
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shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
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break;
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case WINED3DTOP_ADDSMOOTH:
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shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
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shader_addline(buffer, "MAD %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
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shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
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break;
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case WINED3DTOP_BLENDCURRENTALPHA:
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@ -2493,24 +2493,24 @@ static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color,
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case WINED3DTOP_BLENDTEXTUREALPHAPM:
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shader_addline(buffer, "SUB arg0.a, const.x, %s;\n", arg1);
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shader_addline(buffer, "MAD %s%s, %s, arg0.a, %s;\n", dstreg, dstmask, arg2, arg1);
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shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.a, %s;\n", dstreg, dstmask, arg2, arg1);
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break;
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/* D3DTOP_PREMODULATE ???? */
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case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
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shader_addline(buffer, "SUB arg0.a, const.x, %s;\n", arg1);
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shader_addline(buffer, "MAD %s%s, arg0.a, %s, %s;\n", dstreg, dstmask, arg2, arg1);
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shader_addline(buffer, "MAD_SAT %s%s, arg0.a, %s, %s;\n", dstreg, dstmask, arg2, arg1);
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break;
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case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
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shader_addline(buffer, "MAD %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
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shader_addline(buffer, "MAD_SAT %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
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break;
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case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
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shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
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shader_addline(buffer, "MAD %s%s, arg0, %s, %s.a;\n", dstreg, dstmask, arg2, arg1);
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shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.a;\n", dstreg, dstmask, arg2, arg1);
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break;
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case WINED3DTOP_MODULATECOLOR_ADDALPHA:
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shader_addline(buffer, "MAD %s%s, %s, %s, %s.a;\n", dstreg, dstmask, arg1, arg2, arg1);
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shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.a;\n", dstreg, dstmask, arg1, arg2, arg1);
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break;
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case WINED3DTOP_DOTPRODUCT3:
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@ -2521,11 +2521,11 @@ static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color,
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}
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shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
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shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
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shader_addline(buffer, "DP3 %s%s, arg1, arg2;\n", dstreg, dstmask);
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shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
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break;
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case WINED3DTOP_MULTIPLYADD:
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shader_addline(buffer, "MAD %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
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shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
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break;
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case WINED3DTOP_LERP:
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@ -2556,7 +2556,7 @@ static GLuint gen_arbfp_ffp_shader(struct ffp_settings *settings, IWineD3DStateB
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BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
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BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
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const char *textype;
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const char *instr;
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const char *instr, *sat;
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char colorcor_dst[8];
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GLuint ret;
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DWORD arg0, arg1, arg2;
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@ -2653,6 +2653,13 @@ static GLuint gen_arbfp_ffp_shader(struct ffp_settings *settings, IWineD3DStateB
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default: textype = "unexpected_textype"; break;
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}
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if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
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settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
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sat = "";
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} else {
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sat = "_SAT";
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}
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if(settings->op[stage].projected == proj_none) {
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instr = "TEX";
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} else if(settings->op[stage].projected == proj_count4) {
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@ -2670,11 +2677,11 @@ static GLuint gen_arbfp_ffp_shader(struct ffp_settings *settings, IWineD3DStateB
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shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
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shader_addline(&buffer, "DP3 ret.g, arg1, tex%u;\n", stage - 1);
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shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
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shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
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instr, stage, stage, textype);
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shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
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instr, sat, stage, stage, textype);
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} else {
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shader_addline(&buffer, "%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
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instr, stage, stage, stage, textype);
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shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
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instr, sat, stage, stage, stage, textype);
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}
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sprintf(colorcor_dst, "tex%u", stage);
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