wined3d: Implement texldl.

This commit is contained in:
H. Verbeet 2007-06-27 23:46:53 +02:00 committed by Alexandre Julliard
parent fa684a717a
commit 1d4042cee1
4 changed files with 59 additions and 2 deletions

View File

@ -99,6 +99,29 @@ static void shader_glsl_load_psamplers(
}
}
static void shader_glsl_load_vsamplers(WineD3D_GL_Info *gl_info, IWineD3DStateBlock* iface) {
IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
GLhandleARB programId = stateBlock->glsl_program->programId;
GLhandleARB name_loc;
char sampler_name[20];
int i;
for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
if (name_loc != -1) {
int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[MAX_FRAGMENT_SAMPLERS + i];
if (mapped_unit != -1 && mapped_unit < GL_LIMITS(combined_samplers)) {
TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
checkGLcall("glUniform1iARB");
} else {
ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
}
}
}
}
/**
* Loads floating point constants (aka uniforms) into the currently set GLSL program.
* When constant_list == NULL, it will load all the constants.
@ -308,6 +331,9 @@ void shader_glsl_load_constants(
constant_locations = stateBlock->glsl_program->vuniformF_locations;
constant_list = &stateBlock->set_vconstantsF;
/* Load vertex shader samplers */
shader_glsl_load_vsamplers(gl_info, (IWineD3DStateBlock*)stateBlock);
/* Load DirectX 9 float constants/uniforms for vertex shader */
shader_glsl_load_constantsF(vshader, gl_info, GL_LIMITS(vshader_constantsF),
stateBlock->vertexShaderConstantF, constant_locations, constant_list);
@ -1563,6 +1589,36 @@ void pshader_glsl_tex(SHADER_OPCODE_ARG* arg) {
}
}
void shader_glsl_texldl(SHADER_OPCODE_ARG* arg) {
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*)arg->shader;
glsl_sample_function_t sample_function;
glsl_src_param_t coord_param, lod_param;
char dst_swizzle[6];
DWORD sampler_type;
DWORD sampler_idx;
shader_glsl_append_dst(arg->buffer, arg);
shader_glsl_get_swizzle(arg->src[1], FALSE, arg->dst, dst_swizzle);
sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
shader_glsl_get_sample_function(sampler_type, FALSE, &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);
if (shader_is_pshader_version(This->baseShader.hex_version)) {
/* 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",
sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle);
} else {
shader_addline(arg->buffer, "%sLod(Vsampler%u, %s, %s)%s);\n",
sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle);
}
}
void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg) {
/* FIXME: Make this work for more than just 2D textures */

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@ -256,7 +256,7 @@ CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = {
{WINED3DSIO_DSY, "dsy", GLNAME_REQUIRE_GLSL, 1, 2, NULL, NULL, 0, 0},
{WINED3DSIO_TEXLDD, "texldd", GLNAME_REQUIRE_GLSL, 1, 5, NULL, NULL, WINED3DPS_VERSION(2,1), -1},
{WINED3DSIO_SETP, "setp", GLNAME_REQUIRE_GLSL, 1, 3, NULL, NULL, 0, 0},
{WINED3DSIO_TEXLDL, "texldl", GLNAME_REQUIRE_GLSL, 1, 3, NULL, NULL, 0, 0},
{WINED3DSIO_TEXLDL, "texldl", NULL, 1, 3, NULL, shader_glsl_texldl, WINED3DPS_VERSION(3,0), -1},
{WINED3DSIO_PHASE, "phase", GLNAME_REQUIRE_GLSL, 0, 0, NULL, NULL, 0, 0},
{0, NULL, NULL, 0, 0, NULL, NULL, 0, 0}
};

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@ -156,7 +156,7 @@ CONST SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[] = {
{WINED3DSIO_LABEL, "label", NULL, 0, 1, NULL, shader_glsl_label, WINED3DVS_VERSION(2,0), -1},
{WINED3DSIO_SETP, "setp", GLNAME_REQUIRE_GLSL, 1, 3, NULL, NULL, 0, 0},
{WINED3DSIO_TEXLDL, "texdl", GLNAME_REQUIRE_GLSL, 1, 3, NULL, NULL, 0, 0},
{WINED3DSIO_TEXLDL, "texldl", NULL, 1, 3, NULL, shader_glsl_texldl, WINED3DVS_VERSION(3,0), -1},
{0, NULL, NULL, 0, 0, NULL, NULL, 0, 0}
};

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@ -1737,6 +1737,7 @@ extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
/** GLSL Pixel Shader Prototypes */
extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);