wined3d: Enable lod and grad texture lookups on core profile.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2881,6 +2881,12 @@ static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op)
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}
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}
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static BOOL shader_glsl_has_core_grad(const struct wined3d_gl_info *gl_info,
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const struct wined3d_shader_version *version)
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{
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return shader_glsl_get_version(gl_info, version) >= 130 || gl_info->supported[EXT_GPU_SHADER4];
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}
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static void shader_glsl_get_sample_function(const struct wined3d_shader_context *ctx,
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DWORD resource_idx, DWORD sampler_idx, DWORD flags, struct glsl_sample_function *sample_function)
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{
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@ -2942,7 +2948,7 @@ static void shader_glsl_get_sample_function(const struct wined3d_shader_context
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if (!type_part[0])
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FIXME("Unhandled resource type %#x.\n", resource_type);
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if (!lod && grad && !gl_info->supported[EXT_GPU_SHADER4])
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if (!lod && grad && !shader_glsl_has_core_grad(gl_info, &ctx->shader->reg_maps.shader_version))
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{
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if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
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suffix = "ARB";
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@ -4558,7 +4564,8 @@ static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
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DWORD sampler_idx;
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DWORD swizzle = ins->src[1].swizzle;
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if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4])
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if (!shader_glsl_has_core_grad(gl_info, &ins->ctx->shader->reg_maps.shader_version)
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&& !gl_info->supported[ARB_SHADER_TEXTURE_LOD])
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{
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FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
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shader_glsl_tex(ins);
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@ -4579,11 +4586,12 @@ static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
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static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
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{
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const struct wined3d_shader_version *shader_version = &ins->ctx->reg_maps->shader_version;
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const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
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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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DWORD sampler_idx;
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DWORD swizzle = ins->src[1].swizzle;
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DWORD sampler_idx;
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sampler_idx = ins->src[1].reg.idx[0].offset;
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@ -4592,8 +4600,8 @@ static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
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shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
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if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4]
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&& ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
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if (shader_version->type == WINED3D_SHADER_TYPE_PIXEL && !shader_glsl_has_core_grad(gl_info, shader_version)
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&& !gl_info->supported[ARB_SHADER_TEXTURE_LOD])
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{
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/* Plain GLSL only supports Lod sampling functions in vertex shaders.
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* However, the NVIDIA drivers allow them in fragment shaders as well,
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@ -8581,9 +8589,9 @@ static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct s
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&& gl_info->supported[ARB_SHADER_BIT_ENCODING] && gl_info->supported[ARB_SAMPLER_OBJECTS]
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&& gl_info->supported[ARB_TEXTURE_SWIZZLE])
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shader_model = 4;
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/* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
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* texldd and texldl instructions. */
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else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] || gl_info->supported[EXT_GPU_SHADER4])
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/* Support for texldd and texldl instructions in pixel shaders is required
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* for SM3. */
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else if (shader_glsl_has_core_grad(gl_info, NULL) || gl_info->supported[ARB_SHADER_TEXTURE_LOD])
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shader_model = 3;
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else
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shader_model = 2;
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