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>
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@ -1860,6 +1860,13 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
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sampler_type = "samplerCube";
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break;
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case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY:
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if (shadow_sampler)
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sampler_type = "sampler2DArrayShadow";
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else
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sampler_type = "sampler2DArray";
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break;
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default:
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sampler_type = "unsupported_sampler";
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FIXME("Unhandled resource type %#x.\n", reg_maps->resource_info[entry->resource_idx].type);
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@ -2699,16 +2706,16 @@ static void shader_glsl_get_sample_function(const struct wined3d_shader_context
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}
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resource_types[] =
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{
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{0, 0, ""}, /* WINED3D_SHADER_RESOURCE_NONE */
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{1, 0, ""}, /* WINED3D_SHADER_RESOURCE_BUFFER */
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{1, 1, "1D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
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{2, 2, "2D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
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{2, 0, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
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{3, 3, "3D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
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{3, 0, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
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{2, 1, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
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{3, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
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{3, 0, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
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{0, 0, ""}, /* WINED3D_SHADER_RESOURCE_NONE */
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{1, 0, ""}, /* WINED3D_SHADER_RESOURCE_BUFFER */
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{1, 1, "1D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
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{2, 2, "2D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
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{2, 0, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
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{3, 3, "3D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
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{3, 0, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
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{2, 1, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
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{3, 2, "2DArray"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
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{3, 0, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
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};
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struct shader_glsl_ctx_priv *priv = ctx->backend_data;
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enum wined3d_shader_resource_type resource_type = ctx->reg_maps->resource_info[resource_idx].type;
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@ -5492,6 +5499,8 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
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shader_addline(buffer, "#extension GL_ARB_uniform_buffer_object : enable\n");
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if (gl_info->supported[EXT_GPU_SHADER4])
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shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
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if (gl_info->supported[EXT_TEXTURE_ARRAY])
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shader_addline(buffer, "#extension GL_EXT_texture_array : enable\n");
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/* Base Declarations */
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shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
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@ -5581,6 +5590,8 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
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shader_addline(buffer, "#extension GL_ARB_uniform_buffer_object : enable\n");
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if (gl_info->supported[EXT_GPU_SHADER4])
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shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
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if (gl_info->supported[EXT_TEXTURE_ARRAY])
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shader_addline(buffer, "#extension GL_EXT_texture_array : enable\n");
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memset(&priv_ctx, 0, sizeof(priv_ctx));
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priv_ctx.cur_vs_args = args;
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@ -5668,6 +5679,8 @@ static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context
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shader_addline(buffer, "#extension GL_ARB_uniform_buffer_object : enable\n");
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if (gl_info->supported[EXT_GPU_SHADER4])
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shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
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if (gl_info->supported[EXT_TEXTURE_ARRAY])
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shader_addline(buffer, "#extension GL_EXT_texture_array : enable\n");
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memset(&priv_ctx, 0, sizeof(priv_ctx));
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priv_ctx.string_buffers = string_buffers;
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