wined3d: Use dcl_sampler to determine if shadow sampler is needed.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2016-03-23 13:42:53 +01:00 committed by Alexandre Julliard
parent d563cdb0db
commit 510c8e3983
3 changed files with 46 additions and 23 deletions

View File

@ -1640,6 +1640,17 @@ static BOOL glsl_is_color_reg_read(const struct wined3d_shader *shader, unsigned
return FALSE;
}
static BOOL glsl_is_shadow_sampler(const struct wined3d_shader *shader,
const struct ps_compile_args *ps_args, unsigned int resource_idx, unsigned int sampler_idx)
{
const struct wined3d_shader_version *version = &shader->reg_maps.shader_version;
if (version->major >= 4)
return shader->reg_maps.sampler_comparison_mode & (1u << sampler_idx);
else
return version->type == WINED3D_SHADER_TYPE_PIXEL && (ps_args->shadow & (1u << resource_idx));
}
/** Generate the variable & register declarations for the GLSL output target */
static void shader_generate_glsl_declarations(const struct wined3d_context *context,
struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader,
@ -1788,7 +1799,7 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
break;
}
shadow_sampler = version->type == WINED3D_SHADER_TYPE_PIXEL && (ps_args->shadow & (1u << entry->sampler_idx));
shadow_sampler = glsl_is_shadow_sampler(shader, ps_args, entry->resource_idx, entry->sampler_idx);
switch (reg_maps->resource_info[entry->resource_idx].type)
{
case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
@ -2652,7 +2663,7 @@ static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op)
}
static void shader_glsl_get_sample_function(const struct wined3d_shader_context *ctx,
DWORD resource_idx, DWORD flags, struct glsl_sample_function *sample_function)
DWORD resource_idx, DWORD sampler_idx, DWORD flags, struct glsl_sample_function *sample_function)
{
static const struct
{
@ -2676,8 +2687,7 @@ static void shader_glsl_get_sample_function(const struct wined3d_shader_context
struct shader_glsl_ctx_priv *priv = ctx->backend_data;
enum wined3d_shader_resource_type resource_type = ctx->reg_maps->resource_info[resource_idx].type;
const struct wined3d_gl_info *gl_info = ctx->gl_info;
BOOL shadow = ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL
&& (priv->cur_ps_args->shadow & (1u << resource_idx));
BOOL shadow = glsl_is_shadow_sampler(ctx->shader, priv->cur_ps_args, resource_idx, sampler_idx);
BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
BOOL texrect = flags & WINED3D_GLSL_SAMPLE_NPOT && gl_info->supported[ARB_TEXTURE_RECTANGLE];
BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
@ -4216,7 +4226,7 @@ static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
if (priv->cur_ps_args->np2_fixup & (1u << resource_idx))
sample_flags |= WINED3D_GLSL_SAMPLE_NPOT;
shader_glsl_get_sample_function(ins->ctx, resource_idx, sample_flags, &sample_function);
shader_glsl_get_sample_function(ins->ctx, resource_idx, resource_idx, sample_flags, &sample_function);
mask |= sample_function.coord_mask;
sample_function.coord_mask = mask;
@ -4271,7 +4281,7 @@ static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
if (priv->cur_ps_args->np2_fixup & (1u << sampler_idx))
sample_flags |= WINED3D_GLSL_SAMPLE_NPOT;
shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, sample_flags, &sample_function);
shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
@ -4296,7 +4306,7 @@ static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
&& priv->cur_ps_args->np2_fixup & (1u << sampler_idx))
sample_flags |= WINED3D_GLSL_SAMPLE_NPOT;
shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, sample_flags, &sample_function);
shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
@ -4405,19 +4415,21 @@ static void shader_glsl_resinfo(const struct wined3d_shader_instruction *ins)
/* FIXME: The current implementation does not handle multisample textures correctly. */
static void shader_glsl_ld(const struct wined3d_shader_instruction *ins)
{
unsigned int resource_idx, sampler_idx, sampler_bind_idx;
struct glsl_src_param coord_param, lod_param;
struct glsl_sample_function sample_function;
unsigned int sampler_bind_idx;
DWORD flags = WINED3D_GLSL_SAMPLE_LOAD;
if (wined3d_shader_instruction_has_texel_offset(ins))
flags |= WINED3D_GLSL_SAMPLE_OFFSET;
shader_glsl_get_sample_function(ins->ctx, ins->src[1].reg.idx[0].offset, flags, &sample_function);
resource_idx = ins->src[1].reg.idx[0].offset;
sampler_idx = WINED3D_SAMPLER_DEFAULT;
shader_glsl_get_sample_function(ins->ctx, resource_idx, sampler_idx, flags, &sample_function);
shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map,
ins->src[1].reg.idx[0].offset, WINED3D_SAMPLER_DEFAULT);
sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, resource_idx, sampler_idx);
shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, ins->src[1].swizzle,
NULL, NULL, lod_param.param_str, &ins->texel_offset, "%s", coord_param.param_str);
shader_glsl_release_sample_function(ins->ctx, &sample_function);
@ -4441,7 +4453,7 @@ static void shader_glsl_sample(const struct wined3d_shader_instruction *ins)
resource_idx = ins->src[1].reg.idx[0].offset;
sampler_idx = ins->src[2].reg.idx[0].offset;
shader_glsl_get_sample_function(ins->ctx, resource_idx, flags, &sample_function);
shader_glsl_get_sample_function(ins->ctx, resource_idx, sampler_idx, flags, &sample_function);
shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
switch (ins->handler_idx)
@ -4494,7 +4506,7 @@ static void shader_glsl_sample_c(const struct wined3d_shader_instruction *ins)
resource_idx = ins->src[1].reg.idx[0].offset;
sampler_idx = ins->src[2].reg.idx[0].offset;
shader_glsl_get_sample_function(ins->ctx, resource_idx, flags, &sample_function);
shader_glsl_get_sample_function(ins->ctx, resource_idx, sampler_idx, flags, &sample_function);
coord_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask >> 1, &coord_param);
shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &compare_param);
@ -4565,7 +4577,7 @@ static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
*
* It is a dependent read - not valid with conditional NP2 textures
*/
shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, 0, &sample_function);
mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
switch(mask_size)
@ -4687,7 +4699,7 @@ static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
shader_glsl_get_sample_function(ins->ctx, reg, reg, 0, &sample_function);
/* Sample the texture using the calculated coordinates */
shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL, "tmp0.xy");
@ -4708,7 +4720,7 @@ static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
/* Dependent read, not valid with conditional NP2 */
shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
shader_glsl_get_sample_function(ins->ctx, reg, reg, 0, &sample_function);
/* Sample the texture using the calculated coordinates */
shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL, "tmp0.xyz");
@ -4758,7 +4770,7 @@ static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins
shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
/* Dependent read, not valid with conditional NP2 */
shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
shader_glsl_get_sample_function(ins->ctx, reg, reg, 0, &sample_function);
shader_glsl_write_mask_to_str(sample_function.coord_mask, coord_mask);
/* Sample the texture */
@ -4792,7 +4804,7 @@ static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *in
shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
/* Dependent read, not valid with conditional NP2 */
shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
shader_glsl_get_sample_function(ins->ctx, reg, reg, 0, &sample_function);
shader_glsl_write_mask_to_str(sample_function.coord_mask, coord_mask);
/* Sample the texture using the calculated coordinates */
@ -4822,7 +4834,7 @@ static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
& WINED3D_PSARGS_TEXTRANSFORM_MASK;
/* Dependent read, not valid with conditional NP2 */
shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, 0, &sample_function);
mask = sample_function.coord_mask;
shader_glsl_write_mask_to_str(mask, coord_mask);
@ -4897,7 +4909,7 @@ static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, 0, &sample_function);
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL,
"%s.wx", src0_param.reg_name);
shader_glsl_release_sample_function(ins->ctx, &sample_function);
@ -4913,7 +4925,7 @@ static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, 0, &sample_function);
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL,
"%s.yz", src0_param.reg_name);
shader_glsl_release_sample_function(ins->ctx, &sample_function);
@ -4928,7 +4940,7 @@ static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
struct glsl_src_param src0_param;
/* Dependent read, not valid with conditional NP2 */
shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, 0, &sample_function);
shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL,
@ -8113,7 +8125,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
/* WINED3DSIH_DCL_OUTPUT */ shader_glsl_nop,
/* WINED3DSIH_DCL_OUTPUT_SIV */ shader_glsl_nop,
/* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop,
/* WINED3DSIH_DCL_SAMPLER */ NULL,
/* WINED3DSIH_DCL_SAMPLER */ shader_glsl_nop,
/* WINED3DSIH_DCL_TEMPS */ shader_glsl_nop,
/* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop,
/* WINED3DSIH_DEF */ shader_glsl_nop,

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@ -869,6 +869,11 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
FIXME("Invalid instruction %#x for shader type %#x.\n",
ins.handler_idx, shader_version.type);
}
else if (ins.handler_idx == WINED3DSIH_DCL_SAMPLER)
{
if (ins.flags & WINED3DSI_SAMPLER_COMPARISON_MODE)
reg_maps->sampler_comparison_mode |= (1u << ins.declaration.dst.reg.idx[0].offset);
}
else if (ins.handler_idx == WINED3DSIH_DCL_VERTICES_OUT)
{
if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
@ -2790,6 +2795,11 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
args->np2_fixup |= (1u << i);
}
/* In SM4+ we use dcl_sampler in order to determine if we should use shadow sampler. */
if (shader->reg_maps.shader_version.major >= 4)
args->shadow = 0;
if (shader->reg_maps.shader_version.major >= 3)
{
if (position_transformed)

View File

@ -711,6 +711,7 @@ struct wined3d_shader_reg_maps
struct wined3d_shader_resource_info resource_info[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
struct wined3d_shader_sampler_map sampler_map;
DWORD sampler_comparison_mode;
BYTE bumpmat; /* MAX_TEXTURES, 8 */
BYTE luminanceparams; /* MAX_TEXTURES, 8 */