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wined3d: Implement the nrm instruction in arb.
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1407bdb2cf
commit
daf2290ea4
@ -1477,6 +1477,28 @@ void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg) {
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shader_addline(buffer, "%s;\n", tmpLine);
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}
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void shader_hw_nrm(SHADER_OPCODE_ARG* arg) {
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SHADER_BUFFER* buffer = arg->buffer;
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char dst_name[50];
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char src_name[50];
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char dst_wmask[20];
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DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
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BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
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pshader_get_register_name(arg->dst, dst_name);
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shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
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pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name);
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shader_addline(buffer, "DP3 TMP, %s, %s;\n", src_name, src_name);
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shader_addline(buffer, "RSQ TMP, TMP.x;\n");
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/* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
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shader_addline(buffer, "MUL%s %s%s, %s, TMP;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
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src_name);
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if (shift != 0)
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pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
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}
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/* TODO: merge with pixel shader */
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/* Map the opcode 1-to-1 to the GL code */
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void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
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@ -381,6 +381,9 @@ HRESULT shader_get_registers_used(
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}
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}
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}
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if(WINED3DSIO_NRM == curOpcode->opcode) {
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reg_maps->usesnrm = 1;
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}
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/* This will loop over all the registers and try to
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* make a bitmask of the ones we're interested in.
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@ -416,7 +419,7 @@ HRESULT shader_get_registers_used(
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else if (WINED3DSPR_RASTOUT == regtype && reg == 1)
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reg_maps->fog = 1;
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}
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}
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}
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}
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@ -177,16 +177,7 @@ CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = {
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{WINED3DSIO_CMP, "cmp", NULL, 1, 4, pshader_hw_cmp, shader_glsl_cmp, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(3,0)},
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{WINED3DSIO_POW, "pow", "POW", 1, 3, pshader_hw_map2gl, shader_glsl_pow, 0, 0},
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{WINED3DSIO_CRS, "crs", "XPD", 1, 3, pshader_hw_map2gl, shader_glsl_cross, 0, 0},
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/* TODO: xyz normalise can be performed as VS_ARB using one temporary register,
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DP3 tmp , vec, vec;
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RSQ tmp, tmp.x;
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MUL vec.xyz, vec, tmp;
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but I think this is better because it accounts for w properly.
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DP3 tmp , vec, vec;
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RSQ tmp, tmp.x;
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MUL vec, vec, tmp;
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*/
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{WINED3DSIO_NRM, "nrm", NULL, 1, 2, NULL, shader_glsl_map2gl, 0, 0},
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{WINED3DSIO_NRM, "nrm", NULL, 1, 2, shader_hw_nrm, shader_glsl_map2gl, 0, 0},
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{WINED3DSIO_SINCOS, "sincos", NULL, 1, 4, NULL, shader_glsl_sincos, WINED3DPS_VERSION(2,0), WINED3DPS_VERSION(2,1)},
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{WINED3DSIO_SINCOS, "sincos", NULL, 1, 2, NULL, shader_glsl_sincos, WINED3DPS_VERSION(3,0), -1},
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{WINED3DSIO_DP2ADD, "dp2add", NULL, 1, 4, pshader_hw_dp2add, pshader_glsl_dp2add, WINED3DPS_VERSION(2,0), -1},
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@ -114,16 +114,7 @@ CONST SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[] = {
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RCP tmp, vec
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MUL out, tmp, vec*/
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{WINED3DSIO_SGN, "sgn", NULL, 1, 2, NULL, shader_glsl_map2gl, 0, 0},
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/* TODO: xyz normalise can be performed as VS_ARB using one temporary register,
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DP3 tmp , vec, vec;
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RSQ tmp, tmp.x;
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MUL vec.xyz, vec, tmp;
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but I think this is better because it accounts for w properly.
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DP3 tmp , vec, vec;
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RSQ tmp, tmp.x;
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MUL vec, vec, tmp;
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*/
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{WINED3DSIO_NRM, "nrm", NULL, 1, 2, NULL, shader_glsl_map2gl, 0, 0},
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{WINED3DSIO_NRM, "nrm", NULL, 1, 2, shader_hw_nrm, shader_glsl_map2gl, 0, 0},
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{WINED3DSIO_SINCOS, "sincos", NULL, 1, 4, NULL, shader_glsl_sincos, WINED3DVS_VERSION(2,0), WINED3DVS_VERSION(2,1)},
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{WINED3DSIO_SINCOS, "sincos", NULL, 1, 2, NULL, shader_glsl_sincos, WINED3DVS_VERSION(3,0), -1},
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/* Matrix */
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@ -382,6 +373,11 @@ static VOID IWineD3DVertexShaderImpl_GenerateShader(
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This->baseShader.limits.constant_float =
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min(95, This->baseShader.limits.constant_float);
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/* Some instructions need a temporary register. Add it if needed, but only if it is really needed */
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if(reg_maps->usesnrm) {
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shader_addline(&buffer, "TEMP TMP;\n");
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}
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/* Base Declarations */
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shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, &buffer, &GLINFO_LOCATION);
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@ -1652,6 +1652,7 @@ typedef struct shader_reg_maps {
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* Use 0 as default (bit 31 is always 1 on a valid token) */
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DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
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char bumpmat, luminanceparams;
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char usesnrm;
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/* Whether or not a loop is used in this shader */
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char loop;
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@ -1788,6 +1789,9 @@ extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg);
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extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg);
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extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
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/* ARB vertex / pixel shader common prototypes */
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extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
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/* ARB vertex shader prototypes */
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extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
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extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
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