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authorAxel Davy <axel.davy@ens.fr>2016-03-07 23:36:44 +0100
committerAxel Davy <axel.davy@ens.fr>2016-05-18 23:37:14 +0200
commit2e149a2bf0a525edfc3f705eace3ecb7c132dcce (patch)
tree18811d63ce1a81ddfe074a4df29b62ac03d33198
parentc4e85202cbdde001d0ca0e607797a9b7a1d772c4 (diff)
st/nine: Implement BumpEnvMap for ff
Signed-off-by: Axel Davy <axel.davy@ens.fr>
-rw-r--r--src/gallium/state_trackers/nine/nine_ff.c78
1 files changed, 54 insertions, 24 deletions
diff --git a/src/gallium/state_trackers/nine/nine_ff.c b/src/gallium/state_trackers/nine/nine_ff.c
index 3bd92eff981..899e54e4bc3 100644
--- a/src/gallium/state_trackers/nine/nine_ff.c
+++ b/src/gallium/state_trackers/nine/nine_ff.c
@@ -1309,6 +1309,8 @@ nine_ff_build_ps(struct NineDevice9 *device, struct nine_ff_ps_key *key)
if (!ureg_src_is_undef(ps.s[s])) {
unsigned target;
+ struct ureg_src texture_coord = ps.vT[s];
+ struct ureg_dst delta;
switch (key->ts[s].textarget) {
case 0: target = TGSI_TEXTURE_1D; break;
case 1: target = TGSI_TEXTURE_2D; break;
@@ -1317,37 +1319,61 @@ nine_ff_build_ps(struct NineDevice9 *device, struct nine_ff_ps_key *key)
/* this is a 2 bit bitfield, do I really need a default case ? */
}
- /* sample the texture */
- if (key->ts[s].colorop == D3DTOP_BUMPENVMAP ||
- key->ts[s].colorop == D3DTOP_BUMPENVMAPLUMINANCE) {
+ /* Modify coordinates */
+ if (s >= 1 &&
+ (key->ts[s-1].colorop == D3DTOP_BUMPENVMAP ||
+ key->ts[s-1].colorop == D3DTOP_BUMPENVMAPLUMINANCE)) {
+ delta = ureg_DECL_temporary(ureg);
+ /* Du' = D3DTSS_BUMPENVMAT00(stage s-1)*t(s-1)R + D3DTSS_BUMPENVMAT10(stage s-1)*t(s-1)G */
+ ureg_MUL(ureg, ureg_writemask(delta, TGSI_WRITEMASK_X), _X(ps.rTex), _XXXX(_CONST(8 + s - 1)));
+ ureg_MAD(ureg, ureg_writemask(delta, TGSI_WRITEMASK_X), _Y(ps.rTex), _ZZZZ(_CONST(8 + s - 1)), ureg_src(delta));
+ /* Dv' = D3DTSS_BUMPENVMAT01(stage s-1)*t(s-1)R + D3DTSS_BUMPENVMAT11(stage s-1)*t(s-1)G */
+ ureg_MUL(ureg, ureg_writemask(delta, TGSI_WRITEMASK_Y), _X(ps.rTex), _YYYY(_CONST(8 + s - 1)));
+ ureg_MAD(ureg, ureg_writemask(delta, TGSI_WRITEMASK_Y), _Y(ps.rTex), _WWWW(_CONST(8 + s - 1)), ureg_src(delta));
+ texture_coord = ureg_src(ureg_DECL_temporary(ureg));
+ ureg_MOV(ureg, ureg_writemask(ureg_dst(texture_coord), ureg_dst(ps.vT[s]).WriteMask), ps.vT[s]);
+ ureg_ADD(ureg, ureg_writemask(ureg_dst(texture_coord), TGSI_WRITEMASK_XY), texture_coord, ureg_src(delta));
+ /* Prepare luminance multiplier
+ * t(s)RGBA = t(s)RGBA * clamp[(t(s-1)B * D3DTSS_BUMPENVLSCALE(stage s-1)) + D3DTSS_BUMPENVLOFFSET(stage s-1)] */
+ if (key->ts[s-1].colorop == D3DTOP_BUMPENVMAPLUMINANCE) {
+ struct ureg_src bumpenvlscale = ((s-1) & 1) ? _ZZZZ(_CONST(16 + (s-1) / 2)) : _XXXX(_CONST(16 + (s-1) / 2));
+ struct ureg_src bumpenvloffset = ((s-1) & 1) ? _WWWW(_CONST(16 + (s-1) / 2)) : _YYYY(_CONST(16 + (s-1) / 2));
+
+ ureg_MAD(ureg, ureg_saturate(ureg_writemask(delta, TGSI_WRITEMASK_X)), _Z(ps.rTex), bumpenvlscale, bumpenvloffset);
+ }
}
if (key->projected & (3 << (s *2))) {
unsigned dim = 1 + ((key->projected >> (2 * s)) & 3);
if (dim == 4)
- ureg_TXP(ureg, ps.rTex, target, ps.vT[s], ps.s[s]);
+ ureg_TXP(ureg, ps.rTex, target, texture_coord, ps.s[s]);
else {
- ureg_RCP(ureg, ureg_writemask(ps.rTmp, TGSI_WRITEMASK_X), ureg_scalar(ps.vT[s], dim-1));
- ureg_MUL(ureg, ps.rTmp, _XXXX(ps.rTmpSrc), ps.vT[s]);
+ ureg_RCP(ureg, ureg_writemask(ps.rTmp, TGSI_WRITEMASK_X), ureg_scalar(texture_coord, dim-1));
+ ureg_MUL(ureg, ps.rTmp, _XXXX(ps.rTmpSrc), texture_coord);
ureg_TEX(ureg, ps.rTex, target, ps.rTmpSrc, ps.s[s]);
}
} else {
- ureg_TEX(ureg, ps.rTex, target, ps.vT[s], ps.s[s]);
+ ureg_TEX(ureg, ps.rTex, target, texture_coord, ps.s[s]);
}
+ if (s >= 1 && key->ts[s-1].colorop == D3DTOP_BUMPENVMAPLUMINANCE)
+ ureg_MUL(ureg, ps.rTex, ureg_src(ps.rTex), _X(delta));
}
- if (s == 0 &&
- (key->ts[0].resultarg != 0 /* not current */ ||
- key->ts[0].colorop == D3DTOP_DISABLE ||
- key->ts[0].alphaop == D3DTOP_DISABLE ||
- key->ts[0].colorop == D3DTOP_BLENDCURRENTALPHA ||
- key->ts[0].alphaop == D3DTOP_BLENDCURRENTALPHA ||
- key->ts[0].colorarg0 == D3DTA_CURRENT ||
- key->ts[0].colorarg1 == D3DTA_CURRENT ||
- key->ts[0].colorarg2 == D3DTA_CURRENT ||
- key->ts[0].alphaarg0 == D3DTA_CURRENT ||
- key->ts[0].alphaarg1 == D3DTA_CURRENT ||
- key->ts[0].alphaarg2 == D3DTA_CURRENT)
- ) {
+ if (((s == 0 && key->ts[0].colorop != D3DTOP_BUMPENVMAP &&
+ key->ts[0].colorop != D3DTOP_BUMPENVMAPLUMINANCE) ||
+ (s == 1 &&
+ (key->ts[0].colorop == D3DTOP_BUMPENVMAP ||
+ key->ts[0].colorop == D3DTOP_BUMPENVMAPLUMINANCE)))&&
+ (key->ts[s].resultarg != 0 /* not current */ ||
+ key->ts[s].colorop == D3DTOP_DISABLE ||
+ key->ts[s].alphaop == D3DTOP_DISABLE ||
+ key->ts[s].colorop == D3DTOP_BLENDCURRENTALPHA ||
+ key->ts[s].alphaop == D3DTOP_BLENDCURRENTALPHA ||
+ key->ts[s].colorarg0 == D3DTA_CURRENT ||
+ key->ts[s].colorarg1 == D3DTA_CURRENT ||
+ key->ts[s].colorarg2 == D3DTA_CURRENT ||
+ key->ts[s].alphaarg0 == D3DTA_CURRENT ||
+ key->ts[s].alphaarg1 == D3DTA_CURRENT ||
+ key->ts[s].alphaarg2 == D3DTA_CURRENT)) {
/* Initialize D3DTA_CURRENT.
* (Yes we can do this before the loop but not until
* NVE4 has an instruction scheduling pass.)
@@ -1355,6 +1381,10 @@ nine_ff_build_ps(struct NineDevice9 *device, struct nine_ff_ps_key *key)
ureg_MOV(ureg, ps.rCur, ps.vC[0]);
}
+ if (key->ts[s].colorop == D3DTOP_BUMPENVMAP ||
+ key->ts[s].colorop == D3DTOP_BUMPENVMAPLUMINANCE)
+ continue;
+
dst = ps_get_ts_dst(&ps, key->ts[s].resultarg ? D3DTA_TEMP : D3DTA_CURRENT);
if (ps.stage.index_pre_mod == ps.stage.index) {
@@ -1816,11 +1846,11 @@ nine_ff_load_ps_params(struct NineDevice9 *device)
dst[8 + s].z = asfloat(state->ff.tex_stage[s][D3DTSS_BUMPENVMAT10]);
dst[8 + s].w = asfloat(state->ff.tex_stage[s][D3DTSS_BUMPENVMAT11]);
if (s & 1) {
- dst[8 + s / 2].z = asfloat(state->ff.tex_stage[s][D3DTSS_BUMPENVLSCALE]);
- dst[8 + s / 2].w = asfloat(state->ff.tex_stage[s][D3DTSS_BUMPENVLOFFSET]);
+ dst[16 + s / 2].z = asfloat(state->ff.tex_stage[s][D3DTSS_BUMPENVLSCALE]);
+ dst[16 + s / 2].w = asfloat(state->ff.tex_stage[s][D3DTSS_BUMPENVLOFFSET]);
} else {
- dst[8 + s / 2].x = asfloat(state->ff.tex_stage[s][D3DTSS_BUMPENVLSCALE]);
- dst[8 + s / 2].y = asfloat(state->ff.tex_stage[s][D3DTSS_BUMPENVLOFFSET]);
+ dst[16 + s / 2].x = asfloat(state->ff.tex_stage[s][D3DTSS_BUMPENVLSCALE]);
+ dst[16 + s / 2].y = asfloat(state->ff.tex_stage[s][D3DTSS_BUMPENVLOFFSET]);
}
}