wined3d: Add support for 2D array texture samplers.

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 2016-05-19 10:49:37 +02:00 committed by Alexandre Julliard
parent b868bc4e17
commit b997719485
1 changed files with 23 additions and 10 deletions

View File

@ -1860,6 +1860,13 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
sampler_type = "samplerCube";
break;
case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY:
if (shadow_sampler)
sampler_type = "sampler2DArrayShadow";
else
sampler_type = "sampler2DArray";
break;
default:
sampler_type = "unsupported_sampler";
FIXME("Unhandled resource type %#x.\n", reg_maps->resource_info[entry->resource_idx].type);
@ -2699,16 +2706,16 @@ static void shader_glsl_get_sample_function(const struct wined3d_shader_context
}
resource_types[] =
{
{0, 0, ""}, /* WINED3D_SHADER_RESOURCE_NONE */
{1, 0, ""}, /* WINED3D_SHADER_RESOURCE_BUFFER */
{1, 1, "1D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
{2, 2, "2D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
{2, 0, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
{3, 3, "3D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
{3, 0, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
{2, 1, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
{3, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
{3, 0, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
{0, 0, ""}, /* WINED3D_SHADER_RESOURCE_NONE */
{1, 0, ""}, /* WINED3D_SHADER_RESOURCE_BUFFER */
{1, 1, "1D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
{2, 2, "2D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
{2, 0, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
{3, 3, "3D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
{3, 0, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
{2, 1, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
{3, 2, "2DArray"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
{3, 0, ""}, /* 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;
@ -5492,6 +5499,8 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
shader_addline(buffer, "#extension GL_ARB_uniform_buffer_object : enable\n");
if (gl_info->supported[EXT_GPU_SHADER4])
shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
if (gl_info->supported[EXT_TEXTURE_ARRAY])
shader_addline(buffer, "#extension GL_EXT_texture_array : enable\n");
/* Base Declarations */
shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
@ -5581,6 +5590,8 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
shader_addline(buffer, "#extension GL_ARB_uniform_buffer_object : enable\n");
if (gl_info->supported[EXT_GPU_SHADER4])
shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
if (gl_info->supported[EXT_TEXTURE_ARRAY])
shader_addline(buffer, "#extension GL_EXT_texture_array : enable\n");
memset(&priv_ctx, 0, sizeof(priv_ctx));
priv_ctx.cur_vs_args = args;
@ -5668,6 +5679,8 @@ static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context
shader_addline(buffer, "#extension GL_ARB_uniform_buffer_object : enable\n");
if (gl_info->supported[EXT_GPU_SHADER4])
shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
if (gl_info->supported[EXT_TEXTURE_ARRAY])
shader_addline(buffer, "#extension GL_EXT_texture_array : enable\n");
memset(&priv_ctx, 0, sizeof(priv_ctx));
priv_ctx.string_buffers = string_buffers;