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( ...@@ -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. */ /* Note that there's no such thing as a projected cube texture. */
switch(sampler_type) { switch(sampler_type) {
case WINED3DSTT_1D: case WINED3DSTT_1D:
if(lod) {
sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
} else {
sample_function->name = projected ? "texture1DProj" : "texture1D"; sample_function->name = projected ? "texture1DProj" : "texture1D";
}
sample_function->coord_mask = WINED3DSP_WRITEMASK_0; sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
break; break;
case WINED3DSTT_2D: case WINED3DSTT_2D:
if(texrect) { if(texrect) {
if(lod) {
sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
} else {
sample_function->name = projected ? "texture2DRectProj" : "texture2DRect"; sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
}
} else {
if(lod) {
sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
} else { } else {
sample_function->name = projected ? "texture2DProj" : "texture2D"; sample_function->name = projected ? "texture2DProj" : "texture2D";
} }
}
sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1; sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
break; break;
case WINED3DSTT_CUBE: case WINED3DSTT_CUBE:
if(lod) {
sample_function->name = "textureCubeLod";
} else {
sample_function->name = "textureCube"; sample_function->name = "textureCube";
}
sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
break; break;
case WINED3DSTT_VOLUME: case WINED3DSTT_VOLUME:
if(lod) {
sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
} else {
sample_function->name = projected ? "texture3DProj" : "texture3D"; sample_function->name = projected ? "texture3DProj" : "texture3D";
}
sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
break; break;
default: default:
...@@ -2316,7 +2336,7 @@ static void pshader_glsl_tex(const SHADER_OPCODE_ARG *arg) ...@@ -2316,7 +2336,7 @@ static void pshader_glsl_tex(const SHADER_OPCODE_ARG *arg)
texrect = TRUE; 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; mask |= sample_function.coord_mask;
if (shader_version < WINED3DPS_VERSION(2,0)) shader_glsl_get_write_mask(arg->dst, dst_swizzle); 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) ...@@ -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) { IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
texrect = TRUE; 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); 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) ...@@ -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. /* 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. */ * However, they seem to work just fine in fragment shaders as well. */
WARN("Using %sLod in fragment shader.\n", sample_function.name); 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); 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]); shader_glsl_color_correction(arg, ps->cur_args->color_fixup[sampler_idx]);
} else { } 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); 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) ...@@ -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 * 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)) { switch(count_bits(sample_function.coord_mask)) {
case 1: case 1:
...@@ -2602,7 +2622,7 @@ static void pshader_glsl_texm3x3tex(const SHADER_OPCODE_ARG *arg) ...@@ -2602,7 +2622,7 @@ static void pshader_glsl_texm3x3tex(const SHADER_OPCODE_ARG *arg)
shader_glsl_append_dst(arg->buffer, arg); shader_glsl_append_dst(arg->buffer, arg);
shader_glsl_get_write_mask(arg->dst, dst_mask); shader_glsl_get_write_mask(arg->dst, dst_mask);
/* Dependent read, not valid with conditional NP2 */ /* 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 */ /* Sample the texture using the calculated coordinates */
shader_addline(arg->buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask); 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) ...@@ -2657,7 +2677,7 @@ static void pshader_glsl_texm3x3spec(const SHADER_OPCODE_ARG *arg)
shader_glsl_append_dst(buffer, arg); shader_glsl_append_dst(buffer, arg);
shader_glsl_get_write_mask(arg->dst, dst_mask); shader_glsl_get_write_mask(arg->dst, dst_mask);
/* Dependent read, not valid with conditional NP2 */ /* 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 */ /* Sample the texture */
shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask); 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) ...@@ -2693,7 +2713,7 @@ static void pshader_glsl_texm3x3vspec(const SHADER_OPCODE_ARG *arg)
shader_glsl_append_dst(buffer, arg); shader_glsl_append_dst(buffer, arg);
shader_glsl_get_write_mask(arg->dst, dst_mask); shader_glsl_get_write_mask(arg->dst, dst_mask);
/* Dependent read, not valid with conditional NP2 */ /* 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 */ /* Sample the texture using the calculated coordinates */
shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask); 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) ...@@ -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; sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
/* Dependent read, not valid with conditional NP2 */ /* 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; mask = sample_function.coord_mask;
shader_glsl_get_write_mask(arg->dst, dst_swizzle); shader_glsl_get_write_mask(arg->dst, dst_swizzle);
...@@ -2825,7 +2845,7 @@ static void pshader_glsl_texreg2rgb(const SHADER_OPCODE_ARG *arg) ...@@ -2825,7 +2845,7 @@ static void pshader_glsl_texreg2rgb(const SHADER_OPCODE_ARG *arg)
shader_glsl_append_dst(arg->buffer, arg); shader_glsl_append_dst(arg->buffer, arg);
shader_glsl_get_write_mask(arg->dst, dst_mask); shader_glsl_get_write_mask(arg->dst, dst_mask);
/* Dependent read, not valid with conditional NP2 */ /* 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_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); 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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