wined3d: Use ARB_texture_swizzle for color fixups when possible.

Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Matteo Bruni 2016-03-23 21:19:10 +01:00 committed by Alexandre Julliard
parent 5cb85f3b2f
commit 0ed39ad13d
6 changed files with 48 additions and 7 deletions

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@ -634,6 +634,7 @@ void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_sha
static void wined3d_cs_exec_set_texture(struct wined3d_cs *cs, const void *data)
{
const struct wined3d_gl_info *gl_info = &cs->device->adapter->gl_info;
const struct wined3d_d3d_info *d3d_info = &cs->device->adapter->d3d_info;
const struct wined3d_cs_set_texture *op = data;
struct wined3d_texture *prev;
@ -653,7 +654,8 @@ static void wined3d_cs_exec_set_texture(struct wined3d_cs *cs, const void *data)
op->texture->sampler = op->stage;
if (!prev || op->texture->target != prev->target
|| !is_same_fixup(new_format->color_fixup, old_format->color_fixup)
|| (!is_same_fixup(new_format->color_fixup, old_format->color_fixup)
&& !(can_use_texture_swizzle(gl_info, new_format) && can_use_texture_swizzle(gl_info, old_format)))
|| (new_fmt_flags & WINED3DFMT_FLAG_SHADOW) != (old_fmt_flags & WINED3DFMT_FLAG_SHADOW))
device_invalidate_state(cs->device, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL));

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@ -2883,9 +2883,8 @@ static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_
shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
/* FIXME: We currently don't support fixups for vertex shaders or anything
* above SM3. Note that for SM4+ the sampler index doesn't have to match
* the resource index. */
/* If ARB_texture_swizzle is supported we don't need to do anything here.
* We actually rely on it for vertex shaders and SM4+. */
if (version->type == WINED3D_SHADER_TYPE_PIXEL && version->major < 4)
{
const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
@ -8035,7 +8034,8 @@ static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct s
if (gl_info->glsl_version >= MAKEDWORD_VERSION(4, 30) && gl_info->supported[WINED3D_GL_VERSION_4_3])
shader_model = 5;
else if (gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50) && gl_info->supported[WINED3D_GL_VERSION_3_2]
&& gl_info->supported[ARB_SHADER_BIT_ENCODING] && gl_info->supported[ARB_SAMPLER_OBJECTS])
&& gl_info->supported[ARB_SHADER_BIT_ENCODING] && gl_info->supported[ARB_SAMPLER_OBJECTS]
&& gl_info->supported[ARB_TEXTURE_SWIZZLE])
shader_model = 4;
/* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
* texldd and texldl instructions. */

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@ -2786,6 +2786,9 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
continue;
}
if (can_use_texture_swizzle(gl_info, texture->resource.format))
args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
else
args->color_fixup[i] = texture->resource.format->color_fixup;
if (texture->resource.format_flags & WINED3DFMT_FLAG_SHADOW)

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@ -219,6 +219,8 @@ void wined3d_texture_bind(struct wined3d_texture *texture,
struct wined3d_context *context, BOOL srgb)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_format *format = texture->resource.format;
const struct color_fixup_desc fixup = format->color_fixup;
struct gl_texture *gl_tex;
GLenum target;
@ -330,6 +332,31 @@ void wined3d_texture_bind(struct wined3d_texture *texture,
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY);
checkGLcall("glTexParameteri(GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY)");
}
if (!is_identity_fixup(fixup) && can_use_texture_swizzle(gl_info, format))
{
static const GLenum swizzle_source[] =
{
GL_ZERO, /* CHANNEL_SOURCE_ZERO */
GL_ONE, /* CHANNEL_SOURCE_ONE */
GL_RED, /* CHANNEL_SOURCE_X */
GL_GREEN, /* CHANNEL_SOURCE_Y */
GL_BLUE, /* CHANNEL_SOURCE_Z */
GL_ALPHA, /* CHANNEL_SOURCE_W */
};
struct
{
GLint x, y, z, w;
}
swizzle;
swizzle.x = swizzle_source[fixup.x_source];
swizzle.y = swizzle_source[fixup.y_source];
swizzle.z = swizzle_source[fixup.z_source];
swizzle.w = swizzle_source[fixup.w_source];
gl_info->gl_ops.gl.p_glTexParameteriv(target, GL_TEXTURE_SWIZZLE_RGBA, &swizzle.x);
checkGLcall("glTexParameteriv(GL_TEXTURE_SWIZZLE_RGBA)");
}
}
/* Context activation is done by the caller. */

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@ -4840,6 +4840,9 @@ void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d
if ((texture = state->textures[i]))
{
if (can_use_texture_swizzle(gl_info, texture->resource.format))
settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
else
settings->op[i].color_fixup = texture->resource.format->color_fixup;
if (ignore_textype)
{

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@ -3435,6 +3435,12 @@ static inline BOOL needs_srgb_write(const struct wined3d_context *context,
&& fb->render_targets[0] && fb->render_targets[0]->format_flags & WINED3DFMT_FLAG_SRGB_WRITE;
}
static inline BOOL can_use_texture_swizzle(const struct wined3d_gl_info *gl_info, const struct wined3d_format *format)
{
return gl_info->supported[ARB_TEXTURE_SWIZZLE] && !is_complex_fixup(format->color_fixup)
&& !is_scaling_fixup(format->color_fixup);
}
/* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
#define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"