wined3d: Use a lookup table to select the sampler function name.

This commit is contained in:
Matteo Bruni 2015-07-06 22:20:11 +02:00 committed by Alexandre Julliard
parent 7e83d413a2
commit 8839e7fb94
1 changed files with 28 additions and 37 deletions

View File

@ -2516,18 +2516,23 @@ static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op)
static void shader_glsl_get_sample_function(const struct wined3d_shader_context *ctx,
DWORD resource_idx, DWORD flags, struct glsl_sample_function *sample_function)
{
static const unsigned int type_coord_size[] =
static const struct
{
0, /* WINED3D_SHADER_RESOURCE_NONE */
1, /* WINED3D_SHADER_RESOURCE_BUFFER */
1, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
2, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
2, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
3, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
3, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
2, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
3, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
3, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
unsigned int coord_size;
const char *type_part;
}
resource_types[] =
{
{0, ""}, /* WINED3D_SHADER_RESOURCE_NONE */
{1, ""}, /* WINED3D_SHADER_RESOURCE_BUFFER */
{1, "1D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
{2, "2D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
{2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
{3, "3D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
{3, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
{2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
{3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
{3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
};
struct shader_glsl_ctx_priv *priv = ctx->backend_data;
enum wined3d_shader_resource_type resource_type = ctx->reg_maps->resource_info[resource_idx].type;
@ -2543,6 +2548,12 @@ static void shader_glsl_get_sample_function(const struct wined3d_shader_context
sample_function->data_type = ctx->reg_maps->resource_info[resource_idx].data_type;
if (resource_type >= ARRAY_SIZE(resource_types))
{
ERR("Unexpected resource type %#x.\n", resource_type);
resource_type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
}
/* Note that there's no such thing as a projected cube texture. */
if (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_CUBE)
projected = FALSE;
@ -2550,26 +2561,11 @@ static void shader_glsl_get_sample_function(const struct wined3d_shader_context
if (shadow)
base = "shadow";
switch (resource_type)
{
case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
type_part = "1D";
break;
case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
if (texrect)
type_part = "2DRect";
else
type_part = "2D";
break;
case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
type_part = "3D";
break;
case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
type_part = "Cube";
break;
default:
FIXME("Unhandled resource type %#x.\n", resource_type);
}
type_part = resource_types[resource_type].type_part;
if (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2D && texrect)
type_part = "2DRect";
if (!type_part[0])
FIXME("Unhandled resource type %#x.\n", resource_type);
if (!lod && grad && !gl_info->supported[EXT_GPU_SHADER4])
{
@ -2583,12 +2579,7 @@ static void shader_glsl_get_sample_function(const struct wined3d_shader_context
string_buffer_sprintf(sample_function->name, "%s%s%s%s%s", base, type_part, projected ? "Proj" : "",
lod ? "Lod" : grad ? "Grad" : "", suffix);
if (resource_type >= ARRAY_SIZE(type_coord_size))
{
ERR("Unexpected resource type %#x.\n", resource_type);
resource_type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
}
coord_size = type_coord_size[resource_type];
coord_size = resource_types[resource_type].coord_size;
if (shadow)
++coord_size;
sample_function->coord_mask = (1 << coord_size) - 1;