wined3d: Fixup 3D sampler when sampling 2D texture for PS models 2 and 3.
Signed-off-by: Paul Gofman <gofmanp@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -25946,7 +25946,7 @@ static void test_mismatched_sample_types(void)
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{
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{"2d_2d", (IDirect3DBaseTexture9 **)&tex_2d, &ps_2d, 0x00707070},
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{"3d_3d", (IDirect3DBaseTexture9 **)&volume, &ps_3d, 0x00303030},
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{"2d_3d", (IDirect3DBaseTexture9 **)&tex_2d, &ps_3d, 0x00707070, 0x00b2cce5, TRUE},
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{"2d_3d", (IDirect3DBaseTexture9 **)&tex_2d, &ps_3d, 0x00707070, 0x00b2cce5},
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{"3d_2d", (IDirect3DBaseTexture9 **)&volume, &ps_2d, 0x00303030, 0x00b2cce5, TRUE, 0x00202020},
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};
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@ -4003,6 +4003,39 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
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}
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}
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}
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else if (shader->reg_maps.shader_version.major <= 3)
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{
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for (i = 0; i < shader->limits->sampler; ++i)
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{
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enum wined3d_shader_resource_type resource_type;
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enum wined3d_shader_tex_types tex_type;
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if (!(resource_type = shader->reg_maps.resource_info[i].type))
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continue;
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switch (resource_type)
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{
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case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
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tex_type = WINED3D_SHADER_TEX_3D;
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break;
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case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
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tex_type = WINED3D_SHADER_TEX_CUBE;
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break;
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default:
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tex_type = WINED3D_SHADER_TEX_2D;
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break;
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}
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if ((texture = state->textures[i]))
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{
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if (texture->resource.type == WINED3D_RTYPE_TEXTURE_2D
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&& resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_3D
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&& !(texture->resource.usage & WINED3DUSAGE_LEGACY_CUBEMAP))
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tex_type = WINED3D_SHADER_TEX_2D;
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}
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args->tex_types |= tex_type << i * WINED3D_PSARGS_TEXTYPE_SHIFT;
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}
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}
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if (shader->reg_maps.shader_version.major >= 4)
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{
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@ -4201,7 +4234,7 @@ static HRESULT pixel_shader_init(struct wined3d_shader *shader, struct wined3d_d
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}
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enum wined3d_shader_resource_type pixelshader_get_resource_type(const struct wined3d_shader_reg_maps *reg_maps,
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unsigned int resource_idx, WORD tex_types)
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unsigned int resource_idx, DWORD tex_types)
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{
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static enum wined3d_shader_resource_type shader_resource_type_from_shader_tex_types[] =
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{
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@ -4212,7 +4245,7 @@ enum wined3d_shader_resource_type pixelshader_get_resource_type(const struct win
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unsigned int idx;
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if (reg_maps->shader_version.major != 1)
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if (reg_maps->shader_version.major > 3)
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return reg_maps->resource_info[resource_idx].type;
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if (!reg_maps->resource_info[resource_idx].type)
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@ -1365,6 +1365,7 @@ enum wined3d_shader_tex_types
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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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WINED3D_SHADER_TEX_ERR = 3,
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};
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struct ps_compile_args
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@ -1372,8 +1373,8 @@ struct ps_compile_args
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struct color_fixup_desc color_fixup[WINED3D_MAX_FRAGMENT_SAMPLERS];
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enum wined3d_vertex_processing_mode vp_mode;
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enum wined3d_ffp_ps_fog_mode fog;
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DWORD tex_types; /* ps 1 - 3, 16 textures */
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WORD tex_transform; /* ps 1.0-1.3, 4 textures */
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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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/* Bitmap for NP2 texcoord fixups (16 samplers max currently).
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D3D9 has a limit of 16 samplers and the fixup is superfluous
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@ -1381,6 +1382,7 @@ struct ps_compile_args
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WORD np2_fixup;
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WORD shadow; /* WINED3D_MAX_FRAGMENT_SAMPLERS, 16 */
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WORD texcoords_initialized; /* WINED3D_MAX_TEXTURES, 8 */
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WORD padding_to_dword;
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DWORD pointsprite : 1;
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DWORD flatshading : 1;
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DWORD alpha_test_func : 3;
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@ -4445,7 +4447,7 @@ struct wined3d_shader
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};
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enum wined3d_shader_resource_type pixelshader_get_resource_type(const struct wined3d_shader_reg_maps *reg_maps,
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unsigned int resource_idx, WORD tex_types) DECLSPEC_HIDDEN;
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unsigned int resource_idx, DWORD tex_types) DECLSPEC_HIDDEN;
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void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
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BOOL position_transformed, struct ps_compile_args *args,
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const struct wined3d_context *context) DECLSPEC_HIDDEN;
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