wined3d: Implement aoffimmi modifier for SM4 sample instructions in GLSL backend.
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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@ -4460,6 +4460,8 @@ static void shader_glsl_sample(const struct wined3d_shader_instruction *ins)
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flags |= WINED3D_GLSL_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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if (ins->handler_idx == WINED3DSIH_SAMPLE_LOD)
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flags |= WINED3D_GLSL_SAMPLE_LOD;
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flags |= WINED3D_GLSL_SAMPLE_LOD;
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if (wined3d_shader_instruction_has_texel_offset(ins))
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flags |= WINED3D_GLSL_SAMPLE_OFFSET;
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resource_idx = ins->src[1].reg.idx[0].offset;
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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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sampler_idx = ins->src[2].reg.idx[0].offset;
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@ -4492,7 +4494,7 @@ static void shader_glsl_sample(const struct wined3d_shader_instruction *ins)
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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, 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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shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, ins->src[1].swizzle,
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dx_param_str, dy_param_str, lod_param_str, NULL, "%s", coord_param.param_str);
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dx_param_str, dy_param_str, lod_param_str, &ins->texel_offset, "%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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