wined3d: Store ps 1.4 texture types in ps_compile_args.
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@ -4354,7 +4354,7 @@ static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_shader *sh
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shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
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pixelshader_update_samplers(&shader->reg_maps, device->stateBlock->state.textures);
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pixelshader_update_samplers(shader, args->super.tex_types);
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if (!shader_buffer_init(&buffer))
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{
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@ -4627,7 +4627,6 @@ static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
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struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader,
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const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
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{
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struct wined3d_state *state = &shader->device->stateBlock->state;
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struct glsl_ps_compiled_shader *gl_shaders, *new_array;
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struct glsl_shader_private *shader_data;
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struct ps_np2fixup_info *np2fixup;
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@ -4690,7 +4689,7 @@ static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
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memset(np2fixup, 0, sizeof(*np2fixup));
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*np2fixup_info = args->np2_fixup ? np2fixup : NULL;
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pixelshader_update_samplers(&shader->reg_maps, state->textures);
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pixelshader_update_samplers(shader, args->tex_types);
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shader_buffer_clear(buffer);
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ret = shader_glsl_generate_pshader(context, buffer, shader, args, np2fixup);
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@ -2062,6 +2062,39 @@ void find_ps_compile_args(const struct wined3d_state *state,
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}
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}
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}
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if (shader->reg_maps.shader_version.major == 1
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&& shader->reg_maps.shader_version.minor <= 4)
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{
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for (i = 0; i < shader->limits.sampler; ++i)
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{
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const struct wined3d_texture *texture = state->textures[i];
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if (!shader->reg_maps.sampler_type[i])
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continue;
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/* Treat unbound textures as 2D. The dummy texture will provide
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* the proper sample value. The tex_types bitmap defaults to
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* 2D because of the memset. */
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if (!texture)
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continue;
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switch (texture->target)
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{
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/* RECT textures are distinguished from 2D textures via np2_fixup */
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case GL_TEXTURE_RECTANGLE_ARB:
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case GL_TEXTURE_2D:
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break;
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case GL_TEXTURE_3D:
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args->tex_types |= WINED3D_SHADER_TEX_3D << i * WINED3D_PSARGS_TEXTYPE_SHIFT;
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break;
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case GL_TEXTURE_CUBE_MAP_ARB:
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args->tex_types |= WINED3D_SHADER_TEX_CUBE << i * WINED3D_PSARGS_TEXTYPE_SHIFT;
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break;
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}
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}
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}
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for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
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{
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@ -2274,46 +2307,32 @@ static HRESULT pixelshader_init(struct wined3d_shader *shader, struct wined3d_de
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return WINED3D_OK;
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}
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void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps, struct wined3d_texture * const *textures)
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void pixelshader_update_samplers(struct wined3d_shader *shader, WORD tex_types)
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{
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struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
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enum wined3d_sampler_texture_type *sampler_type = reg_maps->sampler_type;
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unsigned int i;
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if (reg_maps->shader_version.major != 1) return;
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for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
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for (i = 0; i < shader->limits.sampler; ++i)
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{
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/* We don't sample from this sampler. */
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if (!sampler_type[i]) continue;
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if (!textures[i])
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switch ((tex_types >> i * WINED3D_PSARGS_TEXTYPE_SHIFT) & WINED3D_PSARGS_TEXTYPE_MASK)
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{
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WARN("No texture bound to sampler %u, using 2D.\n", i);
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sampler_type[i] = WINED3DSTT_2D;
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continue;
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}
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switch (textures[i]->target)
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{
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case GL_TEXTURE_RECTANGLE_ARB:
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case GL_TEXTURE_2D:
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/* We have to select between texture rectangles and 2D
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* textures later because 2.0 and 3.0 shaders only have
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* WINED3DSTT_2D as well. */
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case WINED3D_SHADER_TEX_2D:
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sampler_type[i] = WINED3DSTT_2D;
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break;
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case GL_TEXTURE_3D:
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case WINED3D_SHADER_TEX_3D:
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sampler_type[i] = WINED3DSTT_VOLUME;
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break;
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case GL_TEXTURE_CUBE_MAP_ARB:
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case WINED3D_SHADER_TEX_CUBE:
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sampler_type[i] = WINED3DSTT_CUBE;
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break;
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default:
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FIXME("Unrecognized texture type %#x, using 2D.\n", textures[i]->target);
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sampler_type[i] = WINED3DSTT_2D;
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}
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}
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}
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@ -746,13 +746,25 @@ enum fogmode {
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#define WINED3D_PSARGS_PROJECTED (1 << 3)
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#define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
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#define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xf
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#define WINED3D_PSARGS_TEXTYPE_SHIFT 2
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#define WINED3D_PSARGS_TEXTYPE_MASK 0x3
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/* Similar to tex_types, except that it doesn't have 1d textures
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* (can't be bound), rect textures (handled via np2_fixup) and
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* none / unknown (treated as 2d and handled via dummy textures). */
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enum wined3d_shader_tex_types
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{
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WINED3D_SHADER_TEX_2D = 0,
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WINED3D_SHADER_TEX_3D = 1,
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WINED3D_SHADER_TEX_CUBE = 2,
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};
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struct ps_compile_args {
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struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
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enum vertexprocessing_mode vp_mode;
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enum fogmode fog;
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WORD tex_transform; /* ps 1.0-1.3, 4 textures */
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/* Texture types(2D, Cube, 3D) in ps 1.x */
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WORD tex_types; /* ps 1.0 - 1.4, 6 textures */
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WORD srgb_correction;
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WORD np2_fixup;
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/* Bitmap for NP2 texcoord fixups (16 samplers max currently).
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@ -2635,8 +2647,7 @@ struct wined3d_shader
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} u;
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};
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void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps,
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struct wined3d_texture * const *textures) DECLSPEC_HIDDEN;
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void pixelshader_update_samplers(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN;
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void find_ps_compile_args(const struct wined3d_state *state,
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const struct wined3d_shader *shader, struct ps_compile_args *args) DECLSPEC_HIDDEN;
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