Commit 8a101bc1 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Add a function for wined3d_gl_resource_type to texture target conversion.

parent f260c17b
......@@ -6199,6 +6199,25 @@ static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int sta
shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", dstreg, dstmask, dstreg);
}
static const char *arbfp_texture_target(enum wined3d_gl_resource_type type)
{
switch(type)
{
case WINED3D_GL_RES_TYPE_TEX_1D:
return "1D";
case WINED3D_GL_RES_TYPE_TEX_2D:
return "2D";
case WINED3D_GL_RES_TYPE_TEX_3D:
return "3D";
case WINED3D_GL_RES_TYPE_TEX_CUBE:
return "CUBE";
case WINED3D_GL_RES_TYPE_TEX_RECT:
return "RECT";
default:
return "unexpected_resource_type";
}
}
static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
{
unsigned int stage;
......@@ -6345,27 +6364,7 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con
if (!tex_read[stage])
continue;
switch(settings->op[stage].tex_type)
{
case WINED3D_GL_RES_TYPE_TEX_1D:
textype = "1D";
break;
case WINED3D_GL_RES_TYPE_TEX_2D:
textype = "2D";
break;
case WINED3D_GL_RES_TYPE_TEX_3D:
textype = "3D";
break;
case WINED3D_GL_RES_TYPE_TEX_CUBE:
textype = "CUBE";
break;
case WINED3D_GL_RES_TYPE_TEX_RECT:
textype = "RECT";
break;
default:
textype = "unexpected_textype";
break;
}
textype = arbfp_texture_target(settings->op[stage].tex_type);
if(settings->op[stage].projected == proj_none) {
instr = "TEX";
......@@ -6910,7 +6909,7 @@ static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, const stru
char *luminance)
{
char chroma;
const char *tex, *texinstr;
const char *tex, *texinstr = "TXP";
if (type->fixup == COMPLEX_FIXUP_UYVY)
{
......@@ -6923,25 +6922,9 @@ static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, const stru
*luminance = 'x';
}
switch (type->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
*/
FIXME("Implement yuv correction for non-2d, non-rect textures\n");
return FALSE;
}
tex = arbfp_texture_target(type->res_type);
if (type->res_type == WINED3D_GL_RES_TYPE_TEX_RECT)
texinstr = "TEX";
/* First we have to read the chroma values. This means we need at least two pixels(no filtering),
* or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
......@@ -7017,20 +7000,7 @@ static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, const struct arb
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 (type->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;
}
tex = arbfp_texture_target(type->res_type);
/* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
* V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
......@@ -7179,18 +7149,7 @@ static BOOL gen_nv12_read(struct wined3d_shader_buffer *buffer, const struct arb
static const float nv12_coef[]
= {2.0f / 3.0f, 1.0f / 3.0f, 1.0f, 1.0f};
switch (type->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 nv12 correction for non-2d, non-rect textures\n");
return FALSE;
}
tex = arbfp_texture_target(type->res_type);
/* NV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
* sized plane where each component is an UV pair. So the effective
......@@ -7326,6 +7285,7 @@ static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
GLenum shader;
struct wined3d_shader_buffer buffer;
GLint pos;
const char *tex_target = arbfp_texture_target(type->res_type);
/* Shader header */
if (!shader_buffer_init(&buffer))
......@@ -7349,10 +7309,7 @@ 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 (type->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");
shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], %s;\n", tex_target);
/* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
......@@ -7564,6 +7521,7 @@ static GLuint arbfp_gen_plain_shader(struct arbfp_blit_priv *priv,
GLenum shader;
struct wined3d_shader_buffer buffer;
GLint pos;
const char *tex_target = arbfp_texture_target(type->res_type);
/* Shader header */
if (!shader_buffer_init(&buffer))
......@@ -7581,11 +7539,7 @@ static GLuint arbfp_gen_plain_shader(struct arbfp_blit_priv *priv,
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
shader_addline(&buffer, "!!ARBfp1.0\n");
if (type->res_type == WINED3D_GL_RES_TYPE_TEX_RECT)
shader_addline(&buffer, "TEX result.color, fragment.texcoord[0], texture[0], RECT;\n");
else
shader_addline(&buffer, "TEX result.color, fragment.texcoord[0], texture[0], 2D;\n");
shader_addline(&buffer, "TEX result.color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
shader_addline(&buffer, "END\n");
GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
......
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