Commit d575e0af authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

wined3d: Make distinction between sampler index and sampler bind index.

For SM4+ sampler index is not necessarily equal to sampler bind index. Signed-off-by: 's avatarJózef Kucia <jkucia@codeweavers.com> Signed-off-by: 's avatarHenri Verbeet <hverbeet@codeweavers.com> Signed-off-by: 's avatarAlexandre Julliard <julliard@winehq.org>
parent be84caf8
...@@ -2832,7 +2832,7 @@ static void shader_glsl_color_correction(const struct wined3d_shader_instruction ...@@ -2832,7 +2832,7 @@ static void shader_glsl_color_correction(const struct wined3d_shader_instruction
} }
static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins, static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
DWORD sampler, const struct glsl_sample_function *sample_function, DWORD swizzle, unsigned int sampler_bind_idx, const struct glsl_sample_function *sample_function, DWORD swizzle,
const char *dx, const char *dy, const char *bias, const char *coord_reg_fmt, ...) const char *dx, const char *dy, const char *bias, const char *coord_reg_fmt, ...)
{ {
const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version; const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version;
...@@ -2850,9 +2850,9 @@ static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_s ...@@ -2850,9 +2850,9 @@ static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_s
if (version->type == WINED3D_SHADER_TYPE_PIXEL && version->major < 4) if (version->type == WINED3D_SHADER_TYPE_PIXEL && version->major < 4)
{ {
const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data; const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
fixup = priv->cur_ps_args->color_fixup[sampler]; fixup = priv->cur_ps_args->color_fixup[sampler_bind_idx];
if (priv->cur_ps_args->np2_fixup & (1u << sampler)) if (priv->cur_ps_args->np2_fixup & (1u << sampler_bind_idx))
np2_fixup = TRUE; np2_fixup = TRUE;
} }
else else
...@@ -2866,7 +2866,7 @@ static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_s ...@@ -2866,7 +2866,7 @@ static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_s
shader_addline(ins->ctx->buffer, "vec4("); shader_addline(ins->ctx->buffer, "vec4(");
shader_addline(ins->ctx->buffer, "%s(%s_sampler%u, ", shader_addline(ins->ctx->buffer, "%s(%s_sampler%u, ",
sample_function->name->buffer, shader_glsl_get_prefix(version->type), sampler); sample_function->name->buffer, shader_glsl_get_prefix(version->type), sampler_bind_idx);
for (;;) for (;;)
{ {
...@@ -2882,7 +2882,7 @@ static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_s ...@@ -2882,7 +2882,7 @@ static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_s
if (np2_fixup) if (np2_fixup)
{ {
const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data; const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
const unsigned char idx = priv->cur_np2fixup_info->idx[sampler]; const unsigned char idx = priv->cur_np2fixup_info->idx[sampler_bind_idx];
switch (shader_glsl_get_write_mask_size(sample_function->coord_mask)) switch (shader_glsl_get_write_mask_size(sample_function->coord_mask))
{ {
...@@ -4281,7 +4281,7 @@ static void shader_glsl_resinfo(const struct wined3d_shader_instruction *ins) ...@@ -4281,7 +4281,7 @@ static void shader_glsl_resinfo(const struct wined3d_shader_instruction *ins)
const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version; const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version;
const struct wined3d_gl_info *gl_info = ins->ctx->gl_info; const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
enum wined3d_shader_resource_type resource_type; enum wined3d_shader_resource_type resource_type;
unsigned int resource_idx, sampler_idx, i; unsigned int resource_idx, sampler_bind_idx, i;
enum wined3d_data_type dst_data_type; enum wined3d_data_type dst_data_type;
struct glsl_src_param lod_param; struct glsl_src_param lod_param;
char dst_swizzle[6]; char dst_swizzle[6];
...@@ -4299,7 +4299,7 @@ static void shader_glsl_resinfo(const struct wined3d_shader_instruction *ins) ...@@ -4299,7 +4299,7 @@ static void shader_glsl_resinfo(const struct wined3d_shader_instruction *ins)
resource_idx = ins->src[1].reg.idx[0].offset; resource_idx = ins->src[1].reg.idx[0].offset;
resource_type = ins->ctx->reg_maps->resource_info[resource_idx].type; resource_type = ins->ctx->reg_maps->resource_info[resource_idx].type;
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &lod_param); shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &lod_param);
sampler_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map,
resource_idx, WINED3D_SAMPLER_DEFAULT); resource_idx, WINED3D_SAMPLER_DEFAULT);
if (resource_type >= ARRAY_SIZE(texture_size_component_count)) if (resource_type >= ARRAY_SIZE(texture_size_component_count))
...@@ -4314,7 +4314,7 @@ static void shader_glsl_resinfo(const struct wined3d_shader_instruction *ins) ...@@ -4314,7 +4314,7 @@ static void shader_glsl_resinfo(const struct wined3d_shader_instruction *ins)
shader_addline(ins->ctx->buffer, "vec4("); shader_addline(ins->ctx->buffer, "vec4(");
shader_addline(ins->ctx->buffer, "textureSize(%s_sampler%u, %s), ", shader_addline(ins->ctx->buffer, "textureSize(%s_sampler%u, %s), ",
shader_glsl_get_prefix(version->type), sampler_idx, lod_param.param_str); shader_glsl_get_prefix(version->type), sampler_bind_idx, lod_param.param_str);
for (i = 0; i < 3 - texture_size_component_count[resource_type]; ++i) for (i = 0; i < 3 - texture_size_component_count[resource_type]; ++i)
shader_addline(ins->ctx->buffer, "0, "); shader_addline(ins->ctx->buffer, "0, ");
...@@ -4322,7 +4322,7 @@ static void shader_glsl_resinfo(const struct wined3d_shader_instruction *ins) ...@@ -4322,7 +4322,7 @@ static void shader_glsl_resinfo(const struct wined3d_shader_instruction *ins)
if (gl_info->supported[ARB_TEXTURE_QUERY_LEVELS]) if (gl_info->supported[ARB_TEXTURE_QUERY_LEVELS])
{ {
shader_addline(ins->ctx->buffer, "textureQueryLevels(%s_sampler%u)", shader_addline(ins->ctx->buffer, "textureQueryLevels(%s_sampler%u)",
shader_glsl_get_prefix(version->type), sampler_idx); shader_glsl_get_prefix(version->type), sampler_bind_idx);
} }
else else
{ {
...@@ -4338,15 +4338,15 @@ static void shader_glsl_ld(const struct wined3d_shader_instruction *ins) ...@@ -4338,15 +4338,15 @@ static void shader_glsl_ld(const struct wined3d_shader_instruction *ins)
{ {
struct glsl_src_param coord_param, lod_param; struct glsl_src_param coord_param, lod_param;
struct glsl_sample_function sample_function; struct glsl_sample_function sample_function;
unsigned int sampler_idx; unsigned int sampler_bind_idx;
shader_glsl_get_sample_function(ins->ctx, ins->src[1].reg.idx[0].offset, WINED3D_GLSL_SAMPLE_LOAD, shader_glsl_get_sample_function(ins->ctx, ins->src[1].reg.idx[0].offset, WINED3D_GLSL_SAMPLE_LOAD,
&sample_function); &sample_function);
shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param); shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param); shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
sampler_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map,
ins->src[1].reg.idx[0].offset, WINED3D_SAMPLER_DEFAULT); ins->src[1].reg.idx[0].offset, WINED3D_SAMPLER_DEFAULT);
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, ins->src[1].swizzle, shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, ins->src[1].swizzle,
NULL, NULL, lod_param.param_str, "%s", coord_param.param_str); NULL, NULL, lod_param.param_str, "%s", coord_param.param_str);
shader_glsl_release_sample_function(ins->ctx, &sample_function); shader_glsl_release_sample_function(ins->ctx, &sample_function);
} }
...@@ -4355,13 +4355,13 @@ static void shader_glsl_sample(const struct wined3d_shader_instruction *ins) ...@@ -4355,13 +4355,13 @@ static void shader_glsl_sample(const struct wined3d_shader_instruction *ins)
{ {
struct glsl_sample_function sample_function; struct glsl_sample_function sample_function;
struct glsl_src_param coord_param; struct glsl_src_param coord_param;
unsigned int sampler_idx; unsigned int sampler_bind_idx;
shader_glsl_get_sample_function(ins->ctx, ins->src[1].reg.idx[0].offset, 0, &sample_function); shader_glsl_get_sample_function(ins->ctx, ins->src[1].reg.idx[0].offset, 0, &sample_function);
shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param); shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
sampler_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map,
ins->src[1].reg.idx[0].offset, ins->src[2].reg.idx[0].offset); ins->src[1].reg.idx[0].offset, ins->src[2].reg.idx[0].offset);
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, ins->src[1].swizzle, shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, ins->src[1].swizzle,
NULL, NULL, NULL, "%s", coord_param.param_str); NULL, NULL, NULL, "%s", coord_param.param_str);
shader_glsl_release_sample_function(ins->ctx, &sample_function); shader_glsl_release_sample_function(ins->ctx, &sample_function);
} }
...@@ -4370,15 +4370,15 @@ static void shader_glsl_sample_lod(const struct wined3d_shader_instruction *ins) ...@@ -4370,15 +4370,15 @@ static void shader_glsl_sample_lod(const struct wined3d_shader_instruction *ins)
{ {
struct glsl_src_param coord_param, lod_param; struct glsl_src_param coord_param, lod_param;
struct glsl_sample_function sample_function; struct glsl_sample_function sample_function;
unsigned int sampler_idx; unsigned int sampler_bind_idx;
shader_glsl_get_sample_function(ins->ctx, ins->src[1].reg.idx[0].offset, shader_glsl_get_sample_function(ins->ctx, ins->src[1].reg.idx[0].offset,
WINED3D_GLSL_SAMPLE_LOD, &sample_function); WINED3D_GLSL_SAMPLE_LOD, &sample_function);
shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param); shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &lod_param); shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &lod_param);
sampler_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map,
ins->src[1].reg.idx[0].offset, ins->src[2].reg.idx[0].offset); ins->src[1].reg.idx[0].offset, ins->src[2].reg.idx[0].offset);
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, ins->src[1].swizzle, shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, ins->src[1].swizzle,
NULL, NULL, lod_param.param_str, "%s", coord_param.param_str); NULL, NULL, lod_param.param_str, "%s", coord_param.param_str);
shader_glsl_release_sample_function(ins->ctx, &sample_function); shader_glsl_release_sample_function(ins->ctx, &sample_function);
} }
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment