wined3d: Use flags for shader_glsl_get_sample_function().

Having three BOOL parameters looks a bit awkward.
This commit is contained in:
Henri Verbeet 2009-03-04 07:07:38 +01:00 committed by Alexandre Julliard
parent 7d35ba645e
commit 703ef0de02
1 changed files with 31 additions and 28 deletions

View File

@ -40,6 +40,10 @@ WINE_DECLARE_DEBUG_CHANNEL(d3d);
#define GLINFO_LOCATION (*gl_info)
#define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
#define WINED3D_GLSL_SAMPLE_RECT 0x2
#define WINED3D_GLSL_SAMPLE_LOD 0x4
typedef struct {
char reg_name[150];
char mask_str[6];
@ -1300,7 +1304,12 @@ static inline const char* shader_get_comp_op(
}
}
static void shader_glsl_get_sample_function(DWORD sampler_type, BOOL projected, BOOL texrect, BOOL lod, glsl_sample_function_t *sample_function) {
static void shader_glsl_get_sample_function(DWORD sampler_type, DWORD flags, glsl_sample_function_t *sample_function)
{
BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
/* Note that there's no such thing as a projected cube texture. */
switch(sampler_type) {
case WINED3DSTT_1D:
@ -2308,9 +2317,9 @@ static void pshader_glsl_tex(const SHADER_OPCODE_ARG *arg)
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD shader_version = arg->reg_maps->shader_version;
glsl_sample_function_t sample_function;
DWORD sample_flags = 0;
DWORD sampler_type;
DWORD sampler_idx;
BOOL projected, texrect = FALSE;
DWORD mask = 0, swizzle;
/* 1.0-1.4: Use destination register as sampler source.
@ -2325,7 +2334,7 @@ static void pshader_glsl_tex(const SHADER_OPCODE_ARG *arg)
/* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
projected = TRUE;
sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
switch (flags & ~WINED3DTTFF_PROJECTED) {
case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
@ -2333,8 +2342,6 @@ static void pshader_glsl_tex(const SHADER_OPCODE_ARG *arg)
case WINED3DTTFF_COUNT4:
case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
}
} else {
projected = FALSE;
}
}
else if (shader_version < WINED3DPS_VERSION(2,0))
@ -2342,30 +2349,26 @@ static void pshader_glsl_tex(const SHADER_OPCODE_ARG *arg)
DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
if (src_mod == WINED3DSPSM_DZ) {
projected = TRUE;
sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
mask = WINED3DSP_WRITEMASK_2;
} else if (src_mod == WINED3DSPSM_DW) {
projected = TRUE;
sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
mask = WINED3DSP_WRITEMASK_3;
} else {
projected = FALSE;
}
} else {
if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
/* ps 2.0 texldp instruction always divides by the fourth component. */
projected = TRUE;
sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
mask = WINED3DSP_WRITEMASK_3;
} else {
projected = FALSE;
}
}
if(deviceImpl->stateBlock->textures[sampler_idx] &&
IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
texrect = TRUE;
sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
}
shader_glsl_get_sample_function(sampler_type, projected, texrect, FALSE, &sample_function);
shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
mask |= sample_function.coord_mask;
if (shader_version < WINED3DPS_VERSION(2,0)) swizzle = WINED3DVS_NOSWIZZLE;
@ -2400,9 +2403,9 @@ static void shader_glsl_texldl(const SHADER_OPCODE_ARG *arg)
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
glsl_sample_function_t sample_function;
glsl_src_param_t coord_param, lod_param;
DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
DWORD sampler_type;
DWORD sampler_idx;
BOOL texrect = FALSE;
DWORD swizzle = arg->src[1] & WINED3DSP_SWIZZLE_MASK;
shader_glsl_append_dst(arg->buffer, arg);
@ -2411,9 +2414,9 @@ static void shader_glsl_texldl(const SHADER_OPCODE_ARG *arg)
sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
if(deviceImpl->stateBlock->textures[sampler_idx] &&
IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
texrect = TRUE;
sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
}
shader_glsl_get_sample_function(sampler_type, FALSE, texrect, TRUE, &sample_function);
shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &coord_param);
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &lod_param);
@ -2495,7 +2498,7 @@ static void pshader_glsl_texdp3tex(const SHADER_OPCODE_ARG *arg)
*
* It is a dependent read - not valid with conditional NP2 textures
*/
shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, FALSE, &sample_function);
shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
switch(count_bits(sample_function.coord_mask)) {
case 1:
@ -2616,7 +2619,7 @@ static void pshader_glsl_texm3x2tex(const SHADER_OPCODE_ARG *arg)
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[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(sampler_type, FALSE, FALSE, FALSE, &sample_function);
shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
/* Sample the texture using the calculated coordinates */
shader_glsl_gen_sample_code(arg, reg, "tmp0.xy",
@ -2640,7 +2643,7 @@ static void pshader_glsl_texm3x3tex(const SHADER_OPCODE_ARG *arg)
shader_addline(arg->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(sampler_type, FALSE, FALSE, FALSE, &sample_function);
shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
/* Sample the texture using the calculated coordinates */
shader_glsl_gen_sample_code(arg, reg, "tmp0.xyz",
@ -2693,7 +2696,7 @@ static void pshader_glsl_texm3x3spec(const SHADER_OPCODE_ARG *arg)
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(stype, FALSE, FALSE, FALSE, &sample_function);
shader_glsl_get_sample_function(stype, 0, &sample_function);
/* Sample the texture */
shader_glsl_gen_sample_code(arg, reg, "tmp0.xyz",
@ -2727,7 +2730,7 @@ static void pshader_glsl_texm3x3vspec(const SHADER_OPCODE_ARG *arg)
shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
/* Dependent read, not valid with conditional NP2 */
shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, FALSE, &sample_function);
shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
/* Sample the texture using the calculated coordinates */
shader_glsl_gen_sample_code(arg, reg, "tmp0.xyz",
@ -2759,7 +2762,7 @@ static void pshader_glsl_texbem(const SHADER_OPCODE_ARG *arg)
sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
/* Dependent read, not valid with conditional NP2 */
shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, FALSE, &sample_function);
shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
mask = sample_function.coord_mask;
shader_glsl_get_write_mask(mask, coord_mask);
@ -2827,7 +2830,7 @@ static void pshader_glsl_texreg2ar(const SHADER_OPCODE_ARG *arg)
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, FALSE, &sample_function);
shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
sprintf(src, "%s.wx", src0_param.reg_name);
shader_glsl_gen_sample_code(arg, sampler_idx, src,
&sample_function, WINED3DVS_NOSWIZZLE,
@ -2846,7 +2849,7 @@ static void pshader_glsl_texreg2gb(const SHADER_OPCODE_ARG *arg)
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, FALSE, &sample_function);
shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
sprintf(src, "%s.yz", src0_param.reg_name);
shader_glsl_gen_sample_code(arg, sampler_idx, src,
&sample_function, WINED3DVS_NOSWIZZLE,
@ -2863,7 +2866,7 @@ static void pshader_glsl_texreg2rgb(const SHADER_OPCODE_ARG *arg)
glsl_sample_function_t sample_function;
/* Dependent read, not valid with conditional NP2 */
shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, FALSE, &sample_function);
shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &src0_param);
shader_glsl_gen_sample_code(arg, sampler_idx, src0_param.param_str,