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