wined3d: Implement SM4 sample_d instruction.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -4395,15 +4395,23 @@ static void shader_glsl_ld(const struct wined3d_shader_instruction *ins)
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static void shader_glsl_sample(const struct wined3d_shader_instruction *ins)
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{
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const char *lod_param_str = NULL, *dx_param_str = NULL, *dy_param_str = NULL;
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struct glsl_src_param coord_param, lod_param, dx_param, dy_param;
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unsigned int resource_idx, sampler_idx, sampler_bind_idx;
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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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const char *lod_param_str = NULL;
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DWORD flags = 0;
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if (ins->handler_idx == WINED3DSIH_SAMPLE_GRAD)
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flags |= WINED3D_GLSL_SAMPLE_GRAD;
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if (ins->handler_idx == WINED3DSIH_SAMPLE_LOD)
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flags |= WINED3D_GLSL_SAMPLE_LOD;
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resource_idx = ins->src[1].reg.idx[0].offset;
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sampler_idx = ins->src[2].reg.idx[0].offset;
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shader_glsl_get_sample_function(ins->ctx, resource_idx, 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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switch (ins->handler_idx)
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{
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case WINED3DSIH_SAMPLE:
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@ -4412,8 +4420,13 @@ static void shader_glsl_sample(const struct wined3d_shader_instruction *ins)
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shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &lod_param);
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lod_param_str = lod_param.param_str;
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break;
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case WINED3DSIH_SAMPLE_GRAD:
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shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dx_param);
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shader_glsl_add_src_param(ins, &ins->src[4], sample_function.coord_mask, &dy_param);
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dx_param_str = dx_param.param_str;
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dy_param_str = dy_param.param_str;
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break;
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case WINED3DSIH_SAMPLE_LOD:
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flags |= WINED3D_GLSL_SAMPLE_LOD;
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shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &lod_param);
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lod_param_str = lod_param.param_str;
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break;
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@ -4422,11 +4435,9 @@ static void shader_glsl_sample(const struct wined3d_shader_instruction *ins)
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break;
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}
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shader_glsl_get_sample_function(ins->ctx, resource_idx, 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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sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, resource_idx, sampler_idx);
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shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, ins->src[1].swizzle,
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NULL, NULL, lod_param_str, "%s", coord_param.param_str);
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dx_param_str, dy_param_str, lod_param_str, "%s", coord_param.param_str);
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shader_glsl_release_sample_function(ins->ctx, &sample_function);
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}
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@ -8111,7 +8122,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
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/* WINED3DSIH_SAMPLE_B */ shader_glsl_sample,
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/* WINED3DSIH_SAMPLE_C */ NULL,
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/* WINED3DSIH_SAMPLE_C_LZ */ NULL,
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/* WINED3DSIH_SAMPLE_GRAD */ NULL,
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/* WINED3DSIH_SAMPLE_GRAD */ shader_glsl_sample,
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/* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample,
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/* WINED3DSIH_SETP */ NULL,
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/* WINED3DSIH_SGE */ shader_glsl_compare,
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