wined3d: Add support for GL_EXT_texture_shadow_lod.
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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@ -200,6 +200,7 @@ static const struct wined3d_extension_map gl_extension_map[] =
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{"GL_EXT_texture_integer", EXT_TEXTURE_INTEGER },
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{"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS },
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{"GL_EXT_texture_mirror_clamp", EXT_TEXTURE_MIRROR_CLAMP },
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{"GL_EXT_texture_shadow_lod", EXT_TEXTURE_SHADOW_LOD },
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{"GL_EXT_texture_shared_exponent", EXT_TEXTURE_SHARED_EXPONENT },
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{"GL_EXT_texture_snorm", EXT_TEXTURE_SNORM },
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{"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB },
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@ -6007,7 +6007,7 @@ static void shader_glsl_sample(const struct wined3d_shader_instruction *ins)
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* comparison for array textures and cube textures. We use textureGrad*()
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* to implement sample_c_lz.
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*/
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static void shader_glsl_gen_sample_c_lz(const struct wined3d_shader_instruction *ins,
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static void shader_glsl_gen_sample_c_lz_emulation(const struct wined3d_shader_instruction *ins,
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unsigned int sampler_bind_idx, const struct glsl_sample_function *sample_function,
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unsigned int coord_size, const char *coord_param, const char *ref_param)
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{
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@ -6036,6 +6036,7 @@ static void shader_glsl_gen_sample_c_lz(const struct wined3d_shader_instruction
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static void shader_glsl_sample_c(const struct wined3d_shader_instruction *ins)
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{
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const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
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unsigned int resource_idx, sampler_idx, sampler_bind_idx;
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const struct wined3d_shader_resource_info *resource_info;
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struct glsl_src_param coord_param, compare_param;
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@ -6064,10 +6065,11 @@ static void shader_glsl_sample_c(const struct wined3d_shader_instruction *ins)
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shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &compare_param);
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sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, resource_idx, sampler_idx);
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if (ins->handler_idx == WINED3DSIH_SAMPLE_C_LZ
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&& !gl_info->supported[EXT_TEXTURE_SHADOW_LOD]
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&& (resource_info->type == WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
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|| resource_info->type == WINED3D_SHADER_RESOURCE_TEXTURE_CUBE))
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{
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shader_glsl_gen_sample_c_lz(ins, sampler_bind_idx, &sample_function,
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shader_glsl_gen_sample_c_lz_emulation(ins, sampler_bind_idx, &sample_function,
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coord_size, coord_param.param_str, compare_param.param_str);
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}
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else
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@ -7453,6 +7455,8 @@ static void shader_glsl_enable_extensions(struct wined3d_string_buffer *buffer,
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shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
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if (gl_info->supported[EXT_TEXTURE_ARRAY])
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shader_addline(buffer, "#extension GL_EXT_texture_array : enable\n");
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if (gl_info->supported[EXT_TEXTURE_SHADOW_LOD])
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shader_addline(buffer, "#extension GL_EXT_texture_shadow_lod : enable\n");
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}
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static void shader_glsl_generate_color_output(struct wined3d_string_buffer *buffer,
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@ -179,6 +179,7 @@ enum wined3d_gl_extension
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EXT_TEXTURE_INTEGER,
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EXT_TEXTURE_LOD_BIAS,
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EXT_TEXTURE_MIRROR_CLAMP,
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EXT_TEXTURE_SHADOW_LOD,
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EXT_TEXTURE_SHARED_EXPONENT,
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EXT_TEXTURE_SNORM,
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EXT_TEXTURE_SRGB,
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