wined3d: Improve NP2 fixups in GLSL PS texture sampling code.
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@ -2710,13 +2710,8 @@ static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_s
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const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
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fixup = priv->cur_ps_args->color_fixup[sampler];
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if(priv->cur_ps_args->np2_fixup & (1 << sampler)) {
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if(bias) {
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FIXME("Biased sampling from NP2 textures is unsupported\n");
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} else {
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np2_fixup = TRUE;
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}
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}
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if (priv->cur_ps_args->np2_fixup & (1 << sampler))
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np2_fixup = TRUE;
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}
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else
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{
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@ -2739,25 +2734,42 @@ static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_s
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break;
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}
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if(bias) {
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shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
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} else {
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if (np2_fixup) {
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const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
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const unsigned char idx = priv->cur_np2fixup_info->idx[sampler];
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if (np2_fixup)
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{
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const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
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const unsigned char idx = priv->cur_np2fixup_info->idx[sampler];
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shader_addline(ins->ctx->buffer, " * ps_samplerNP2Fixup[%u].%s)%s);\n", idx >> 1,
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(idx % 2) ? "zw" : "xy", dst_swizzle);
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} else if(dx && dy) {
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shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
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} else {
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shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
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switch (shader_glsl_get_write_mask_size(sample_function->coord_mask))
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{
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case 1:
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shader_addline(ins->ctx->buffer, " * ps_samplerNP2Fixup[%u].%s",
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idx >> 1, (idx % 2) ? "z" : "x");
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break;
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case 2:
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shader_addline(ins->ctx->buffer, " * ps_samplerNP2Fixup[%u].%s",
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idx >> 1, (idx % 2) ? "zw" : "xy");
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break;
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case 3:
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shader_addline(ins->ctx->buffer, " * vec3(ps_samplerNP2Fixup[%u].%s, 1.0)",
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idx >> 1, (idx % 2) ? "zw" : "xy");
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break;
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case 4:
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shader_addline(ins->ctx->buffer, " * vec4(ps_samplerNP2Fixup[%u].%s, 1.0, 1.0)",
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idx >> 1, (idx % 2) ? "zw" : "xy");
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break;
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}
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}
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if (dx && dy)
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shader_addline(ins->ctx->buffer, ", %s, %s)", dx, dy);
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else if (bias)
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shader_addline(ins->ctx->buffer, ", %s)", bias);
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else
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shader_addline(ins->ctx->buffer, ")");
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if(!is_identity_fixup(fixup)) {
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shader_addline(ins->ctx->buffer, "%s);\n", dst_swizzle);
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if (!is_identity_fixup(fixup))
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shader_glsl_color_correction(ins, fixup);
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}
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}
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/*****************************************************************************
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@ -3989,6 +4001,7 @@ static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
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shader_glsl_get_sample_function(ins->ctx, resource_idx, sample_flags, &sample_function);
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mask |= sample_function.coord_mask;
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sample_function.coord_mask = mask;
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if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
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else swizzle = ins->src[1].swizzle;
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