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>
This commit is contained in:
Matteo Bruni 2016-09-27 00:04:12 +02:00 committed by Alexandre Julliard
parent 2b8766310f
commit 791b0b9f5e
1 changed files with 16 additions and 8 deletions

View File

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