wined3d: Merge shader_glsl_sample() and shader_glsl_sample_lod().

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2016-02-03 11:49:09 +01:00 committed by Alexandre Julliard
parent 233dff7ca3
commit a8f13e0aad
1 changed files with 24 additions and 23 deletions

View File

@ -4395,33 +4395,34 @@ static void shader_glsl_ld(const struct wined3d_shader_instruction *ins)
static void shader_glsl_sample(const struct wined3d_shader_instruction *ins)
{
struct glsl_sample_function sample_function;
struct glsl_src_param coord_param;
unsigned int sampler_bind_idx;
shader_glsl_get_sample_function(ins->ctx, ins->src[1].reg.idx[0].offset, 0, &sample_function);
shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map,
ins->src[1].reg.idx[0].offset, ins->src[2].reg.idx[0].offset);
shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, ins->src[1].swizzle,
NULL, NULL, NULL, "%s", coord_param.param_str);
shader_glsl_release_sample_function(ins->ctx, &sample_function);
}
static void shader_glsl_sample_lod(const struct wined3d_shader_instruction *ins)
{
unsigned int resource_idx, sampler_idx, sampler_bind_idx;
struct glsl_src_param coord_param, lod_param;
struct glsl_sample_function sample_function;
unsigned int sampler_bind_idx;
const char *lod_param_str = NULL;
DWORD flags = 0;
shader_glsl_get_sample_function(ins->ctx, ins->src[1].reg.idx[0].offset,
WINED3D_GLSL_SAMPLE_LOD, &sample_function);
resource_idx = ins->src[1].reg.idx[0].offset;
sampler_idx = ins->src[2].reg.idx[0].offset;
switch (ins->handler_idx)
{
case WINED3DSIH_SAMPLE:
break;
case WINED3DSIH_SAMPLE_LOD:
flags |= WINED3D_GLSL_SAMPLE_LOD;
shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &lod_param);
lod_param_str = lod_param.param_str;
break;
default:
ERR("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
break;
}
shader_glsl_get_sample_function(ins->ctx, resource_idx, flags, &sample_function);
shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &lod_param);
sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map,
ins->src[1].reg.idx[0].offset, ins->src[2].reg.idx[0].offset);
sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, resource_idx, sampler_idx);
shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, ins->src[1].swizzle,
NULL, NULL, lod_param.param_str, "%s", coord_param.param_str);
NULL, NULL, lod_param_str, "%s", coord_param.param_str);
shader_glsl_release_sample_function(ins->ctx, &sample_function);
}
@ -8107,7 +8108,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
/* WINED3DSIH_SAMPLE_C */ NULL,
/* WINED3DSIH_SAMPLE_C_LZ */ NULL,
/* WINED3DSIH_SAMPLE_GRAD */ NULL,
/* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample_lod,
/* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample,
/* WINED3DSIH_SETP */ NULL,
/* WINED3DSIH_SGE */ shader_glsl_compare,
/* WINED3DSIH_SGN */ shader_glsl_sgn,