wined3d: Add support for shadow samplers.
This commit is contained in:
parent
29b13f75cc
commit
79145e215b
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@ -299,6 +299,7 @@ HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surfac
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gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
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gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = 1;
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gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = 0;
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gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
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IWineD3DBaseTexture_SetDirty(iface, TRUE);
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isNewTexture = TRUE;
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@ -516,4 +517,22 @@ void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
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}
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gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = aniso;
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}
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if (!(This->resource.format_desc->Flags & WINED3DFMT_FLAG_SHADOW)
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!= !gl_tex->states[WINED3DTEXSTA_SHADOW])
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{
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if (This->resource.format_desc->Flags & WINED3DFMT_FLAG_SHADOW)
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{
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glTexParameteri(textureDimensions, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
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glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
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checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB)");
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gl_tex->states[WINED3DTEXSTA_SHADOW] = TRUE;
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}
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else
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{
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glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
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checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE)");
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gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
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}
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}
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}
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@ -3956,6 +3956,11 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
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TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
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return WINED3DERR_NOTAVAILABLE;
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}
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if ((format_desc->Flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
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{
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TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
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return WINED3DERR_NOTAVAILABLE;
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}
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UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
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}
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break;
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@ -1049,20 +1049,37 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
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switch (reg_maps->sampler_type[i])
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{
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case WINED3DSTT_1D:
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if (pshader && ps_args->shadow & (1 << i))
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shader_addline(buffer, "uniform sampler1DShadow %csampler%u;\n", prefix, i);
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else
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shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
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break;
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case WINED3DSTT_2D:
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if(device->stateBlock->textures[i] &&
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IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
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if (pshader && ps_args->shadow & (1 << i))
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{
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if (device->stateBlock->textures[i]
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&& IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i])
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== GL_TEXTURE_RECTANGLE_ARB)
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shader_addline(buffer, "uniform sampler2DRectShadow %csampler%u;\n", prefix, i);
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else
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shader_addline(buffer, "uniform sampler2DShadow %csampler%u;\n", prefix, i);
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}
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else
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{
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if (device->stateBlock->textures[i]
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&& IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i])
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== GL_TEXTURE_RECTANGLE_ARB)
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shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
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} else {
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else
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shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
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}
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break;
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case WINED3DSTT_CUBE:
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if (pshader && ps_args->shadow & (1 << i)) FIXME("Unsupported Cube shadow sampler.\n");
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shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
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break;
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case WINED3DSTT_VOLUME:
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if (pshader && ps_args->shadow & (1 << i)) FIXME("Unsupported 3D shadow sampler.\n");
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shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
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break;
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default:
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@ -1643,9 +1660,13 @@ static inline const char *shader_get_comp_op(DWORD op)
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}
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}
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static void shader_glsl_get_sample_function(const struct wined3d_gl_info *gl_info,
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DWORD sampler_type, DWORD flags, glsl_sample_function_t *sample_function)
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static void shader_glsl_get_sample_function(const struct wined3d_shader_context *ctx,
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DWORD sampler_idx, DWORD flags, glsl_sample_function_t *sample_function)
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{
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WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ctx->reg_maps->sampler_type[sampler_idx];
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const struct wined3d_gl_info *gl_info = ctx->gl_info;
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BOOL shadow = shader_is_pshader_version(ctx->reg_maps->shader_version.type)
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&& (((const struct shader_glsl_ctx_priv *)ctx->backend_data)->cur_ps_args->shadow & (1 << sampler_idx));
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BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
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BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
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BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
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@ -1654,7 +1675,34 @@ static void shader_glsl_get_sample_function(const struct wined3d_gl_info *gl_inf
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/* Note that there's no such thing as a projected cube texture. */
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switch(sampler_type) {
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case WINED3DSTT_1D:
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if(lod) {
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if (shadow)
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{
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if (lod)
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{
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sample_function->name = projected ? "shadow1DProjLod" : "shadow1DLod";
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}
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else if (grad)
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{
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if (gl_info->supported[EXT_GPU_SHADER4])
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sample_function->name = projected ? "shadow1DProjGrad" : "shadow1DGrad";
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else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
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sample_function->name = projected ? "shadow1DProjGradARB" : "shadow1DGradARB";
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else
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{
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FIXME("Unsupported 1D shadow grad function.\n");
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sample_function->name = "unsupported1DGrad";
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}
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}
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else
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{
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sample_function->name = projected ? "shadow1DProj" : "shadow1D";
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}
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sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
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}
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else
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{
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if (lod)
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{
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sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
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}
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else if (grad)
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@ -1674,10 +1722,66 @@ static void shader_glsl_get_sample_function(const struct wined3d_gl_info *gl_inf
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sample_function->name = projected ? "texture1DProj" : "texture1D";
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}
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sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
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}
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break;
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case WINED3DSTT_2D:
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if(texrect) {
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if(lod) {
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if (shadow)
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{
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if (texrect)
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{
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if (lod)
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{
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sample_function->name = projected ? "shadow2DRectProjLod" : "shadow2DRectLod";
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}
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else if (grad)
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{
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if (gl_info->supported[EXT_GPU_SHADER4])
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sample_function->name = projected ? "shadow2DRectProjGrad" : "shadow2DRectGrad";
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else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
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sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
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else
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{
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FIXME("Unsupported RECT shadow grad function.\n");
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sample_function->name = "unsupported2DRectGrad";
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}
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}
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else
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{
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sample_function->name = projected ? "shadow2DRectProj" : "shadow2DRect";
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}
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}
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else
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{
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if (lod)
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{
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sample_function->name = projected ? "shadow2DProjLod" : "shadow2DLod";
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}
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else if (grad)
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{
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if (gl_info->supported[EXT_GPU_SHADER4])
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sample_function->name = projected ? "shadow2DProjGrad" : "shadow2DGrad";
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else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
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sample_function->name = projected ? "shadow2DProjGradARB" : "shadow2DGradARB";
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else
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{
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FIXME("Unsupported 2D shadow grad function.\n");
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sample_function->name = "unsupported2DGrad";
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}
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}
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else
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{
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sample_function->name = projected ? "shadow2DProj" : "shadow2D";
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}
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}
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sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
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}
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else
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{
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if (texrect)
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{
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if (lod)
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{
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sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
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}
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else if (grad)
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@ -1696,8 +1800,11 @@ static void shader_glsl_get_sample_function(const struct wined3d_gl_info *gl_inf
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{
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sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
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}
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} else {
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if(lod) {
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}
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else
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{
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if (lod)
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{
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sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
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}
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else if (grad)
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@ -1718,9 +1825,20 @@ static void shader_glsl_get_sample_function(const struct wined3d_gl_info *gl_inf
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}
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}
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sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
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}
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break;
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case WINED3DSTT_CUBE:
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if(lod) {
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if (shadow)
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{
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FIXME("Unsupported Cube shadow function.\n ");
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sample_function->name = "unsupportedCubeShadow";
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sample_function->coord_mask = 0;
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}
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else
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{
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if (lod)
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{
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sample_function->name = "textureCubeLod";
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}
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else if (grad)
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@ -1740,9 +1858,20 @@ static void shader_glsl_get_sample_function(const struct wined3d_gl_info *gl_inf
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sample_function->name = "textureCube";
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}
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sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
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}
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break;
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case WINED3DSTT_VOLUME:
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if(lod) {
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if (shadow)
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{
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FIXME("Unsupported 3D shadow function.\n ");
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sample_function->name = "unsupported3DShadow";
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sample_function->coord_mask = 0;
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}
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else
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{
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if (lod)
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{
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sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
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}
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else if (grad)
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@ -1762,7 +1891,9 @@ static void shader_glsl_get_sample_function(const struct wined3d_gl_info *gl_inf
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sample_function->name = projected ? "texture3DProj" : "texture3D";
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}
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sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
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}
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break;
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default:
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sample_function->name = "";
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sample_function->coord_mask = 0;
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@ -2879,10 +3010,8 @@ static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
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IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
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DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
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ins->ctx->reg_maps->shader_version.minor);
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const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
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glsl_sample_function_t sample_function;
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DWORD sample_flags = 0;
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WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
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DWORD sampler_idx;
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DWORD mask = 0, swizzle;
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@ -2890,11 +3019,11 @@ static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
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* 2.0+: Use provided sampler source. */
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if (shader_version < WINED3D_SHADER_VERSION(2,0)) sampler_idx = ins->dst[0].reg.idx;
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else sampler_idx = ins->src[1].reg.idx;
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sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
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if (shader_version < WINED3D_SHADER_VERSION(1,4))
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{
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DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
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WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
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/* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
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if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
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@ -2933,7 +3062,7 @@ static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
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sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
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}
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shader_glsl_get_sample_function(gl_info, sampler_type, sample_flags, &sample_function);
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shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
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mask |= sample_function.coord_mask;
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if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
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@ -2971,7 +3100,6 @@ static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
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glsl_sample_function_t sample_function;
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glsl_src_param_t coord_param, dx_param, dy_param;
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DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
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DWORD sampler_type;
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DWORD sampler_idx;
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DWORD swizzle = ins->src[1].swizzle;
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@ -2982,13 +3110,12 @@ static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
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}
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sampler_idx = ins->src[1].reg.idx;
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sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
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if(deviceImpl->stateBlock->textures[sampler_idx] &&
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IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
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sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
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}
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shader_glsl_get_sample_function(gl_info, sampler_type, sample_flags, &sample_function);
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shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &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[2], sample_function.coord_mask, &dx_param);
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shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
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@ -3005,17 +3132,15 @@ static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
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glsl_sample_function_t sample_function;
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glsl_src_param_t coord_param, lod_param;
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DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
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DWORD sampler_type;
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DWORD sampler_idx;
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DWORD swizzle = ins->src[1].swizzle;
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sampler_idx = ins->src[1].reg.idx;
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sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
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if(deviceImpl->stateBlock->textures[sampler_idx] &&
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IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
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sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
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}
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shader_glsl_get_sample_function(gl_info, sampler_type, sample_flags, &sample_function);
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shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &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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@ -3082,12 +3207,10 @@ static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
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* then perform a 1D texture lookup from stage dstregnum, place into dst. */
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static void shader_glsl_texdp3tex(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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glsl_src_param_t src0_param;
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glsl_sample_function_t sample_function;
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DWORD sampler_idx = ins->dst[0].reg.idx;
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DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
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WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
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UINT mask_size;
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shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
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@ -3097,7 +3220,7 @@ static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
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*
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* It is a dependent read - not valid with conditional NP2 textures
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*/
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shader_glsl_get_sample_function(gl_info, sampler_type, 0, &sample_function);
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shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
|
||||
mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
|
||||
|
||||
switch(mask_size)
|
||||
|
@ -3210,18 +3333,16 @@ static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
|
|||
|
||||
static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
|
||||
{
|
||||
const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
|
||||
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
||||
DWORD reg = ins->dst[0].reg.idx;
|
||||
struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
|
||||
glsl_src_param_t src0_param;
|
||||
WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
|
||||
glsl_sample_function_t sample_function;
|
||||
|
||||
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(gl_info, sampler_type, 0, &sample_function);
|
||||
shader_glsl_get_sample_function(ins->ctx, 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, "tmp0.xy");
|
||||
|
@ -3234,17 +3355,15 @@ static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
|
|||
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
||||
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
|
||||
SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
|
||||
const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
|
||||
glsl_src_param_t src0_param;
|
||||
DWORD reg = ins->dst[0].reg.idx;
|
||||
WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
|
||||
glsl_sample_function_t sample_function;
|
||||
|
||||
shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
|
||||
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(gl_info, sampler_type, 0, &sample_function);
|
||||
shader_glsl_get_sample_function(ins->ctx, 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, "tmp0.xyz");
|
||||
|
@ -3277,13 +3396,11 @@ static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
|
|||
static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
|
||||
{
|
||||
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
|
||||
const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
|
||||
DWORD reg = ins->dst[0].reg.idx;
|
||||
glsl_src_param_t src0_param;
|
||||
glsl_src_param_t src1_param;
|
||||
struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
|
||||
SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
|
||||
WINED3DSAMPLER_TEXTURE_TYPE stype = ins->ctx->reg_maps->sampler_type[reg];
|
||||
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
||||
glsl_sample_function_t sample_function;
|
||||
|
||||
|
@ -3296,7 +3413,7 @@ 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(gl_info, stype, 0, &sample_function);
|
||||
shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
|
||||
|
||||
/* Sample the texture */
|
||||
shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
|
||||
|
@ -3309,13 +3426,11 @@ static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins
|
|||
static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
|
||||
{
|
||||
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
|
||||
const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
|
||||
DWORD reg = ins->dst[0].reg.idx;
|
||||
struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
|
||||
SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
|
||||
glsl_src_param_t src0_param;
|
||||
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
||||
WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
|
||||
glsl_sample_function_t sample_function;
|
||||
|
||||
shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
|
||||
|
@ -3329,7 +3444,7 @@ 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(gl_info, sampler_type, 0, &sample_function);
|
||||
shader_glsl_get_sample_function(ins->ctx, 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, "tmp0.xyz");
|
||||
|
@ -3345,10 +3460,8 @@ static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
|
|||
{
|
||||
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
|
||||
IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
|
||||
const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
|
||||
glsl_sample_function_t sample_function;
|
||||
glsl_src_param_t coord_param;
|
||||
WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
|
||||
DWORD sampler_idx;
|
||||
DWORD mask;
|
||||
DWORD flags;
|
||||
|
@ -3357,9 +3470,8 @@ static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
|
|||
sampler_idx = ins->dst[0].reg.idx;
|
||||
flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
|
||||
|
||||
sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
|
||||
/* Dependent read, not valid with conditional NP2 */
|
||||
shader_glsl_get_sample_function(gl_info, sampler_type, 0, &sample_function);
|
||||
shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
|
||||
mask = sample_function.coord_mask;
|
||||
|
||||
shader_glsl_write_mask_to_str(mask, coord_mask);
|
||||
|
@ -3418,15 +3530,13 @@ static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
|
|||
* Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
|
||||
static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
|
||||
{
|
||||
const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
|
||||
glsl_src_param_t src0_param;
|
||||
DWORD sampler_idx = ins->dst[0].reg.idx;
|
||||
WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
|
||||
glsl_sample_function_t sample_function;
|
||||
|
||||
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
|
||||
|
||||
shader_glsl_get_sample_function(gl_info, sampler_type, 0, &sample_function);
|
||||
shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
|
||||
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
|
||||
"%s.wx", src0_param.reg_name);
|
||||
}
|
||||
|
@ -3435,15 +3545,13 @@ static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
|
|||
* Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
|
||||
static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
|
||||
{
|
||||
const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
|
||||
glsl_src_param_t src0_param;
|
||||
DWORD sampler_idx = ins->dst[0].reg.idx;
|
||||
WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
|
||||
glsl_sample_function_t sample_function;
|
||||
|
||||
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
|
||||
|
||||
shader_glsl_get_sample_function(gl_info, sampler_type, 0, &sample_function);
|
||||
shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
|
||||
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
|
||||
"%s.yz", src0_param.reg_name);
|
||||
}
|
||||
|
@ -3452,14 +3560,12 @@ static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
|
|||
* Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
|
||||
static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
|
||||
{
|
||||
const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
|
||||
glsl_src_param_t src0_param;
|
||||
DWORD sampler_idx = ins->dst[0].reg.idx;
|
||||
WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
|
||||
glsl_sample_function_t sample_function;
|
||||
|
||||
/* Dependent read, not valid with conditional NP2 */
|
||||
shader_glsl_get_sample_function(gl_info, sampler_type, 0, &sample_function);
|
||||
shader_glsl_get_sample_function(ins->ctx, 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,
|
||||
|
|
|
@ -2024,6 +2024,9 @@ void find_ps_compile_args(IWineD3DPixelShaderImpl *shader,
|
|||
}
|
||||
args->color_fixup[i] = texture->resource.format_desc->color_fixup;
|
||||
|
||||
if (texture->resource.format_desc->Flags & WINED3DFMT_FLAG_SHADOW)
|
||||
args->shadow |= 1 << i;
|
||||
|
||||
/* Flag samplers that need NP2 texcoord fixup. */
|
||||
if (!texture->baseTexture.pow2Matrix_identity)
|
||||
{
|
||||
|
|
|
@ -4070,6 +4070,7 @@ static void surface_depth_blt(IWineD3DSurfaceImpl *This, const struct wined3d_gl
|
|||
GLuint texture, GLsizei w, GLsizei h, GLenum target)
|
||||
{
|
||||
IWineD3DDeviceImpl *device = This->resource.device;
|
||||
GLint compare_mode = GL_NONE;
|
||||
struct blt_info info;
|
||||
GLint old_binding = 0;
|
||||
|
||||
|
@ -4090,6 +4091,11 @@ static void surface_depth_blt(IWineD3DSurfaceImpl *This, const struct wined3d_gl
|
|||
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
|
||||
glGetIntegerv(info.binding, &old_binding);
|
||||
glBindTexture(info.bind_target, texture);
|
||||
if (gl_info->supported[ARB_SHADOW])
|
||||
{
|
||||
glGetTexParameteriv(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, &compare_mode);
|
||||
if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
|
||||
}
|
||||
|
||||
device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device,
|
||||
info.tex_type, &This->ds_current_size);
|
||||
|
@ -4105,6 +4111,7 @@ static void surface_depth_blt(IWineD3DSurfaceImpl *This, const struct wined3d_gl
|
|||
glVertex2f(1.0f, 1.0f);
|
||||
glEnd();
|
||||
|
||||
if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, compare_mode);
|
||||
glBindTexture(info.bind_target, old_binding);
|
||||
|
||||
glPopAttrib();
|
||||
|
|
|
@ -775,55 +775,60 @@ static const struct wined3d_format_texture_info format_texture_info[] =
|
|||
/* Depth stencil formats */
|
||||
{WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
|
||||
GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
|
||||
WINED3DFMT_FLAG_DEPTH,
|
||||
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
|
||||
ARB_DEPTH_TEXTURE, NULL},
|
||||
{WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0,
|
||||
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
|
||||
WINED3DFMT_FLAG_DEPTH,
|
||||
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
|
||||
ARB_DEPTH_TEXTURE, NULL},
|
||||
{WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
|
||||
GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
|
||||
WINED3DFMT_FLAG_DEPTH,
|
||||
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
|
||||
ARB_DEPTH_TEXTURE, NULL},
|
||||
{WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
|
||||
GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
|
||||
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
|
||||
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
|
||||
EXT_PACKED_DEPTH_STENCIL, &convert_s1_uint_d15_unorm},
|
||||
{WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
|
||||
GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
|
||||
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
|
||||
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
|
||||
ARB_FRAMEBUFFER_OBJECT, &convert_s1_uint_d15_unorm},
|
||||
{WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
|
||||
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
|
||||
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH,
|
||||
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
|
||||
| WINED3DFMT_FLAG_SHADOW,
|
||||
ARB_DEPTH_TEXTURE, NULL},
|
||||
{WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
|
||||
GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
|
||||
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
|
||||
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
|
||||
| WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
|
||||
EXT_PACKED_DEPTH_STENCIL, NULL},
|
||||
{WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
|
||||
GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
|
||||
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
|
||||
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
|
||||
| WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
|
||||
ARB_FRAMEBUFFER_OBJECT, NULL},
|
||||
{WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
|
||||
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
|
||||
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH,
|
||||
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
|
||||
| WINED3DFMT_FLAG_SHADOW,
|
||||
ARB_DEPTH_TEXTURE, NULL},
|
||||
{WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
|
||||
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
|
||||
WINED3DFMT_FLAG_DEPTH,
|
||||
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
|
||||
ARB_DEPTH_TEXTURE, NULL},
|
||||
{WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
|
||||
GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
|
||||
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
|
||||
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
|
||||
EXT_PACKED_DEPTH_STENCIL, &convert_s4x4_uint_d24_unorm},
|
||||
{WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
|
||||
GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
|
||||
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
|
||||
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
|
||||
ARB_FRAMEBUFFER_OBJECT, &convert_s4x4_uint_d24_unorm},
|
||||
{WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
|
||||
GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
|
||||
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH,
|
||||
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
|
||||
| WINED3DFMT_FLAG_SHADOW,
|
||||
ARB_DEPTH_TEXTURE, NULL},
|
||||
{WINED3DFMT_L16_UNORM, GL_LUMINANCE16, GL_LUMINANCE16, 0,
|
||||
GL_LUMINANCE, GL_UNSIGNED_SHORT, 0,
|
||||
|
@ -831,11 +836,11 @@ static const struct wined3d_format_texture_info format_texture_info[] =
|
|||
WINED3D_GL_EXT_NONE, NULL},
|
||||
{WINED3DFMT_D32_FLOAT, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, 0,
|
||||
GL_DEPTH_COMPONENT, GL_FLOAT, 0,
|
||||
WINED3DFMT_FLAG_DEPTH,
|
||||
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
|
||||
ARB_DEPTH_BUFFER_FLOAT, NULL},
|
||||
{WINED3DFMT_S8_UINT_D24_FLOAT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
|
||||
GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 8,
|
||||
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
|
||||
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
|
||||
ARB_DEPTH_BUFFER_FLOAT, &convert_s8_uint_d24_float},
|
||||
/* Vendor-specific formats */
|
||||
{WINED3DFMT_ATI2N, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, 0,
|
||||
|
|
|
@ -687,6 +687,7 @@ struct ps_compile_args {
|
|||
/* Bitmap for NP2 texcoord fixups (16 samplers max currently).
|
||||
D3D9 has a limit of 16 samplers and the fixup is superfluous
|
||||
in D3D10 (unconditional NP2 support mandatory). */
|
||||
WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
|
||||
};
|
||||
|
||||
enum fog_src_type {
|
||||
|
@ -1821,7 +1822,8 @@ typedef enum winetexturestates {
|
|||
WINED3DTEXSTA_MAXMIPLEVEL = 7,
|
||||
WINED3DTEXSTA_MAXANISOTROPY = 8,
|
||||
WINED3DTEXSTA_SRGBTEXTURE = 9,
|
||||
MAX_WINETEXTURESTATES = 10,
|
||||
WINED3DTEXSTA_SHADOW = 10,
|
||||
MAX_WINETEXTURESTATES = 11,
|
||||
} winetexturestates;
|
||||
|
||||
enum WINED3DSRGB
|
||||
|
@ -2979,6 +2981,7 @@ extern WINED3DFORMAT pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
|
|||
#define WINED3DFMT_FLAG_SRGB_READ 0x00000800
|
||||
#define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
|
||||
#define WINED3DFMT_FLAG_VTF 0x00002000
|
||||
#define WINED3DFMT_FLAG_SHADOW 0x00004000
|
||||
|
||||
struct wined3d_format_desc
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue