wined3d: Implement SM4 ld instruction.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -44,10 +44,11 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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WINE_DECLARE_DEBUG_CHANNEL(d3d);
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WINE_DECLARE_DEBUG_CHANNEL(winediag);
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#define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
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#define WINED3D_GLSL_SAMPLE_NPOT 0x2
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#define WINED3D_GLSL_SAMPLE_LOD 0x4
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#define WINED3D_GLSL_SAMPLE_GRAD 0x8
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#define WINED3D_GLSL_SAMPLE_PROJECTED 0x01
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#define WINED3D_GLSL_SAMPLE_NPOT 0x02
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#define WINED3D_GLSL_SAMPLE_LOD 0x04
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#define WINED3D_GLSL_SAMPLE_GRAD 0x08
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#define WINED3D_GLSL_SAMPLE_LOAD 0x10
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struct glsl_dst_param
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{
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@ -2674,6 +2675,15 @@ static void shader_glsl_get_sample_function(const struct wined3d_shader_context
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}
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}
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if (flags & WINED3D_GLSL_SAMPLE_LOAD)
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{
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if (flags != WINED3D_GLSL_SAMPLE_LOAD)
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ERR("Unexpected flags for texelFetch %#x.\n", flags & ~WINED3D_GLSL_SAMPLE_LOAD);
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base = "texelFetch";
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type_part = "";
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}
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sample_function->name = string_buffer_get(priv->string_buffers);
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string_buffer_sprintf(sample_function->name, "%s%s%s%s%s", base, type_part, projected ? "Proj" : "",
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lod ? "Lod" : grad ? "Grad" : "", suffix);
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@ -4231,6 +4241,24 @@ static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler
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return ~0u;
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}
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/* FIXME: The current implementation does not handle multisample textures correctly. */
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static void shader_glsl_ld(const struct wined3d_shader_instruction *ins)
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{
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struct glsl_src_param coord_param, lod_param;
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struct glsl_sample_function sample_function;
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unsigned int sampler_idx;
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shader_glsl_get_sample_function(ins->ctx, ins->src[1].reg.idx[0].offset, WINED3D_GLSL_SAMPLE_LOAD,
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&sample_function);
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shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
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shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
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sampler_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map,
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ins->src[1].reg.idx[0].offset, WINED3D_SAMPLER_DEFAULT);
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shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE,
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NULL, NULL, lod_param.param_str, "%s", coord_param.param_str);
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shader_glsl_release_sample_function(ins->ctx, &sample_function);
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}
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static void shader_glsl_sample(const struct wined3d_shader_instruction *ins)
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{
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struct glsl_sample_function sample_function;
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@ -7883,7 +7911,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
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/* WINED3DSIH_ISHL */ shader_glsl_binop,
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/* WINED3DSIH_ITOF */ shader_glsl_to_float,
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/* WINED3DSIH_LABEL */ shader_glsl_label,
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/* WINED3DSIH_LD */ NULL,
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/* WINED3DSIH_LD */ shader_glsl_ld,
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/* WINED3DSIH_LIT */ shader_glsl_lit,
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/* WINED3DSIH_LOG */ shader_glsl_scalar_op,
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/* WINED3DSIH_LOGP */ shader_glsl_scalar_op,
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@ -274,7 +274,7 @@ static const struct wined3d_sm4_opcode_info opcode_table[] =
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{WINED3D_SM4_OP_IMUL, WINED3DSIH_IMUL, "II", "II"},
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{WINED3D_SM4_OP_ISHL, WINED3DSIH_ISHL, "I", "II"},
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{WINED3D_SM4_OP_ITOF, WINED3DSIH_ITOF, "F", "I"},
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{WINED3D_SM4_OP_LD, WINED3DSIH_LD, "U", "FR"},
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{WINED3D_SM4_OP_LD, WINED3DSIH_LD, "U", "IR"},
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{WINED3D_SM4_OP_LOG, WINED3DSIH_LOG, "F", "F"},
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{WINED3D_SM4_OP_LOOP, WINED3DSIH_LOOP, "", ""},
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{WINED3D_SM4_OP_LT, WINED3DSIH_LT, "U", "FF"},
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