Commit da7abd29 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Pass a wined3d_ffp_texture_type enum to blit shader functions.

parent 844c4efb
......@@ -6908,7 +6908,7 @@ static void arbfp_blit_free(struct wined3d_device *device)
}
static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum complex_fixup fixup,
GLenum textype, char *luminance)
enum wined3d_gl_resource_type res_type, char *luminance)
{
char chroma;
const char *tex, *texinstr;
......@@ -6920,9 +6920,19 @@ static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum compl
chroma = 'w';
*luminance = 'x';
}
switch(textype) {
case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
switch(res_type)
{
case WINED3D_GL_RES_TYPE_TEX_2D:
tex = "2D";
texinstr = "TXP";
break;
case WINED3D_GL_RES_TYPE_TEX_RECT:
tex = "RECT";
texinstr = "TEX";
break;
default:
/* This is more tricky than just replacing the texture type - we have to navigate
* properly in the texture to find the correct chroma values
......@@ -6943,10 +6953,13 @@ static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum compl
*
* So we have to get the sampling x position in non-normalized coordinates in integers
*/
if(textype != GL_TEXTURE_RECTANGLE_ARB) {
if (res_type != WINED3D_GL_RES_TYPE_TEX_RECT)
{
shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
shader_addline(buffer, "MOV texcrd.w, size.x;\n");
} else {
}
else
{
shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
}
/* We must not allow filtering between pixel x and x+1, this would mix U and V
......@@ -6995,15 +7008,23 @@ static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum compl
return TRUE;
}
static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer,
enum wined3d_gl_resource_type res_type, char *luminance)
{
const char *tex;
static const float yv12_coef[]
= {2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f};
switch(textype) {
case GL_TEXTURE_2D: tex = "2D"; break;
case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
switch (res_type)
{
case WINED3D_GL_RES_TYPE_TEX_2D:
tex = "2D";
break;
case WINED3D_GL_RES_TYPE_TEX_RECT:
tex = "RECT";
break;
default:
FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
return FALSE;
......@@ -7061,7 +7082,8 @@ static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype,
* Don't forget to clamp the y values in into the range, otherwise we'll get filtering
* bleeding
*/
if(textype == GL_TEXTURE_2D) {
if (res_type == WINED3D_GL_RES_TYPE_TEX_2D)
{
shader_addline(buffer, "RCP chroma.w, size.y;\n");
......@@ -7081,7 +7103,9 @@ static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype,
shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
} else {
}
else
{
/* Read from [size - size+size/4] */
shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
......@@ -7111,11 +7135,10 @@ static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype,
/* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
* No need to clamp because we're just reusing the already clamped value from above
*/
if(textype == GL_TEXTURE_2D) {
if (res_type == WINED3D_GL_RES_TYPE_TEX_2D)
shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
} else {
else
shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
}
shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
shader_addline(buffer, "MOV chroma.y, temp.w;\n");
......@@ -7124,13 +7147,16 @@ static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype,
* values due to filtering
*/
shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
if(textype == GL_TEXTURE_2D) {
if (res_type == WINED3D_GL_RES_TYPE_TEX_2D)
{
/* Multiply the y coordinate by 2/3 and clamp it */
shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
} else {
}
else
{
/* Reading from texture_rectangles is pretty straightforward, just use the unmodified
* texture coordinate. It is still a good idea to clamp it though, since the opengl texture
* is bigger
......@@ -7144,19 +7170,19 @@ static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype,
return TRUE;
}
static BOOL gen_nv12_read(struct wined3d_shader_buffer *buffer, GLenum textype,
static BOOL gen_nv12_read(struct wined3d_shader_buffer *buffer, enum wined3d_gl_resource_type res_type,
char *luminance)
{
const char *tex;
static const float nv12_coef[]
= {2.0f / 3.0f, 1.0f / 3.0f, 1.0f, 1.0f};
switch (textype)
switch (res_type)
{
case GL_TEXTURE_2D:
case WINED3D_GL_RES_TYPE_TEX_2D:
tex = "2D";
break;
case GL_TEXTURE_RECTANGLE_ARB:
case WINED3D_GL_RES_TYPE_TEX_RECT:
tex = "RECT";
break;
default:
......@@ -7202,7 +7228,7 @@ static BOOL gen_nv12_read(struct wined3d_shader_buffer *buffer, GLenum textype,
/* We only have half the number of chroma pixels. */
shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
if (textype == GL_TEXTURE_2D)
if (res_type == WINED3D_GL_RES_TYPE_TEX_2D)
{
shader_addline(buffer, "RCP chroma.w, size.x;\n");
shader_addline(buffer, "RCP chroma.z, size.y;\n");
......@@ -7251,7 +7277,7 @@ static BOOL gen_nv12_read(struct wined3d_shader_buffer *buffer, GLenum textype,
shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
shader_addline(buffer, "MOV chroma.y, temp.w;\n");
if (textype == GL_TEXTURE_2D)
if (res_type == WINED3D_GL_RES_TYPE_TEX_2D)
{
/* Add 1/size.x */
shader_addline(buffer, "ADD texcrd.x, texcrd.x, chroma.w;\n");
......@@ -7268,7 +7294,7 @@ static BOOL gen_nv12_read(struct wined3d_shader_buffer *buffer, GLenum textype,
* Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
* values due to filtering. */
shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
if (textype == GL_TEXTURE_2D)
if (res_type == WINED3D_GL_RES_TYPE_TEX_2D)
{
/* Multiply the y coordinate by 2/3 and clamp it */
shader_addline(buffer, "MUL texcrd.y, texcrd.y, nv12_coef.x;\n");
......@@ -7293,7 +7319,7 @@ static BOOL gen_nv12_read(struct wined3d_shader_buffer *buffer, GLenum textype,
/* Context activation is done by the caller. */
static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
const struct wined3d_gl_info *gl_info, GLenum textype)
const struct wined3d_gl_info *gl_info, enum wined3d_gl_resource_type res_type)
{
GLenum shader;
struct wined3d_shader_buffer buffer;
......@@ -7321,7 +7347,7 @@ static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
/* The alpha-component contains the palette index */
if(textype == GL_TEXTURE_RECTANGLE_ARB)
if (res_type == WINED3D_GL_RES_TYPE_TEX_RECT)
shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], RECT;\n");
else
shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
......@@ -7390,7 +7416,7 @@ static void upload_palette(const struct wined3d_texture *texture, struct wined3d
/* Context activation is done by the caller. */
static GLuint gen_yuv_shader(struct arbfp_blit_priv *priv, const struct wined3d_gl_info *gl_info,
enum complex_fixup yuv_fixup, GLenum textype)
enum complex_fixup yuv_fixup, enum wined3d_gl_resource_type res_type)
{
GLenum shader;
struct wined3d_shader_buffer buffer;
......@@ -7463,7 +7489,7 @@ static GLuint gen_yuv_shader(struct arbfp_blit_priv *priv, const struct wined3d_
{
case COMPLEX_FIXUP_UYVY:
case COMPLEX_FIXUP_YUY2:
if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
if (!gen_planar_yuv_read(&buffer, yuv_fixup, res_type, &luminance_component))
{
shader_buffer_free(&buffer);
return 0;
......@@ -7471,7 +7497,7 @@ static GLuint gen_yuv_shader(struct arbfp_blit_priv *priv, const struct wined3d_
break;
case COMPLEX_FIXUP_YV12:
if (!gen_yv12_read(&buffer, textype, &luminance_component))
if (!gen_yv12_read(&buffer, res_type, &luminance_component))
{
shader_buffer_free(&buffer);
return 0;
......@@ -7479,7 +7505,7 @@ static GLuint gen_yuv_shader(struct arbfp_blit_priv *priv, const struct wined3d_
break;
case COMPLEX_FIXUP_NV12:
if (!gen_nv12_read(&buffer, textype, &luminance_component))
if (!gen_nv12_read(&buffer, res_type, &luminance_component))
{
shader_buffer_free(&buffer);
return 0;
......@@ -7541,6 +7567,7 @@ static HRESULT arbfp_blit_set(void *blit_priv, struct wined3d_context *context,
struct wine_rb_entry *entry;
struct arbfp_blit_type type;
struct arbfp_blit_desc *desc;
enum wined3d_gl_resource_type res_type;
if (surface->container->flags & WINED3D_TEXTURE_CONVERTED)
{
......@@ -7561,6 +7588,32 @@ static HRESULT arbfp_blit_set(void *blit_priv, struct wined3d_context *context,
fixup = get_complex_fixup(surface->resource.format->color_fixup);
switch (textype)
{
case GL_TEXTURE_1D:
res_type = WINED3D_GL_RES_TYPE_TEX_1D;
break;
case GL_TEXTURE_2D:
res_type = WINED3D_GL_RES_TYPE_TEX_2D;
break;
case GL_TEXTURE_3D:
res_type = WINED3D_GL_RES_TYPE_TEX_3D;
break;
case GL_TEXTURE_CUBE_MAP_ARB:
res_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
break;
case GL_TEXTURE_RECTANGLE_ARB:
res_type = WINED3D_GL_RES_TYPE_TEX_RECT;
break;
default:
ERR("Unexpected GL texture type %x.\n", textype);
res_type = WINED3D_GL_RES_TYPE_TEX_2D;
}
type.fixup = fixup;
type.textype = textype;
entry = wine_rb_get(&priv->shaders, &type);
......@@ -7574,11 +7627,11 @@ static HRESULT arbfp_blit_set(void *blit_priv, struct wined3d_context *context,
switch (fixup)
{
case COMPLEX_FIXUP_P8:
shader = gen_p8_shader(priv, gl_info, textype);
shader = gen_p8_shader(priv, gl_info, res_type);
break;
default:
shader = gen_yuv_shader(priv, gl_info, fixup, textype);
shader = gen_yuv_shader(priv, gl_info, fixup, res_type);
break;
}
......
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