Commit d7a68599 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Make shader_glsl_get_sample_function aware of *Lod functions.

parent 5cf764ae
......@@ -1300,27 +1300,47 @@ static inline const char* shader_get_comp_op(
}
}
static void shader_glsl_get_sample_function(DWORD sampler_type, BOOL projected, BOOL texrect, glsl_sample_function_t *sample_function) {
static void shader_glsl_get_sample_function(DWORD sampler_type, BOOL projected, BOOL texrect, BOOL lod, glsl_sample_function_t *sample_function) {
/* Note that there's no such thing as a projected cube texture. */
switch(sampler_type) {
case WINED3DSTT_1D:
sample_function->name = projected ? "texture1DProj" : "texture1D";
if(lod) {
sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
} else {
sample_function->name = projected ? "texture1DProj" : "texture1D";
}
sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
break;
case WINED3DSTT_2D:
if(texrect) {
sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
if(lod) {
sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
} else {
sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
}
} else {
sample_function->name = projected ? "texture2DProj" : "texture2D";
if(lod) {
sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
} else {
sample_function->name = projected ? "texture2DProj" : "texture2D";
}
}
sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
break;
case WINED3DSTT_CUBE:
sample_function->name = "textureCube";
if(lod) {
sample_function->name = "textureCubeLod";
} else {
sample_function->name = "textureCube";
}
sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
break;
case WINED3DSTT_VOLUME:
sample_function->name = projected ? "texture3DProj" : "texture3D";
if(lod) {
sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
} else {
sample_function->name = projected ? "texture3DProj" : "texture3D";
}
sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
break;
default:
......@@ -2316,7 +2336,7 @@ static void pshader_glsl_tex(const SHADER_OPCODE_ARG *arg)
texrect = TRUE;
}
shader_glsl_get_sample_function(sampler_type, projected, texrect, &sample_function);
shader_glsl_get_sample_function(sampler_type, projected, texrect, FALSE, &sample_function);
mask |= sample_function.coord_mask;
if (shader_version < WINED3DPS_VERSION(2,0)) shader_glsl_get_write_mask(arg->dst, dst_swizzle);
......@@ -2368,7 +2388,7 @@ static void shader_glsl_texldl(const SHADER_OPCODE_ARG *arg)
IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
texrect = TRUE;
}
shader_glsl_get_sample_function(sampler_type, FALSE, texrect, &sample_function); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &coord_param);
shader_glsl_get_sample_function(sampler_type, FALSE, texrect, TRUE, &sample_function); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &coord_param);
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &lod_param);
......@@ -2379,11 +2399,11 @@ static void shader_glsl_texldl(const SHADER_OPCODE_ARG *arg)
/* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
* However, they seem to work just fine in fragment shaders as well. */
WARN("Using %sLod in fragment shader.\n", sample_function.name);
shader_addline(arg->buffer, "%sLod(Psampler%u, %s, %s)%s);\n",
shader_addline(arg->buffer, "%s(Psampler%u, %s, %s)%s);\n",
sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle);
shader_glsl_color_correction(arg, ps->cur_args->color_fixup[sampler_idx]);
} else {
shader_addline(arg->buffer, "%sLod(Vsampler%u, %s, %s)%s);\n",
shader_addline(arg->buffer, "%s(Vsampler%u, %s, %s)%s);\n",
sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle);
}
}
......@@ -2458,7 +2478,7 @@ static void pshader_glsl_texdp3tex(const SHADER_OPCODE_ARG *arg)
*
* It is a dependent read - not valid with conditional NP2 textures
*/
shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, FALSE, &sample_function);
switch(count_bits(sample_function.coord_mask)) {
case 1:
......@@ -2602,7 +2622,7 @@ static void pshader_glsl_texm3x3tex(const SHADER_OPCODE_ARG *arg)
shader_glsl_append_dst(arg->buffer, arg);
shader_glsl_get_write_mask(arg->dst, dst_mask);
/* Dependent read, not valid with conditional NP2 */
shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, FALSE, &sample_function);
/* Sample the texture using the calculated coordinates */
shader_addline(arg->buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
......@@ -2657,7 +2677,7 @@ static void pshader_glsl_texm3x3spec(const SHADER_OPCODE_ARG *arg)
shader_glsl_append_dst(buffer, arg);
shader_glsl_get_write_mask(arg->dst, dst_mask);
/* Dependent read, not valid with conditional NP2 */
shader_glsl_get_sample_function(stype, FALSE, FALSE, &sample_function);
shader_glsl_get_sample_function(stype, FALSE, FALSE, FALSE, &sample_function);
/* Sample the texture */
shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
......@@ -2693,7 +2713,7 @@ static void pshader_glsl_texm3x3vspec(const SHADER_OPCODE_ARG *arg)
shader_glsl_append_dst(buffer, arg);
shader_glsl_get_write_mask(arg->dst, dst_mask);
/* Dependent read, not valid with conditional NP2 */
shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, FALSE, &sample_function);
/* Sample the texture using the calculated coordinates */
shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
......@@ -2724,7 +2744,7 @@ static void pshader_glsl_texbem(const SHADER_OPCODE_ARG *arg)
sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
/* Dependent read, not valid with conditional NP2 */
shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, FALSE, &sample_function);
mask = sample_function.coord_mask;
shader_glsl_get_write_mask(arg->dst, dst_swizzle);
......@@ -2825,7 +2845,7 @@ static void pshader_glsl_texreg2rgb(const SHADER_OPCODE_ARG *arg)
shader_glsl_append_dst(arg->buffer, arg);
shader_glsl_get_write_mask(arg->dst, dst_mask);
/* Dependent read, not valid with conditional NP2 */
shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, FALSE, &sample_function);
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &src0_param);
shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n", sample_function.name, sampler_idx, src0_param.param_str, dst_mask);
......
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