diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 0b29378a663..feaa9e339e4 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -4240,6 +4240,77 @@ static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler return ~0u; } +static void shader_glsl_resinfo(const struct wined3d_shader_instruction *ins) +{ + static const unsigned int texture_size_component_count[] = + { + 0, /* WINED3D_SHADER_RESOURCE_NONE */ + 1, /* WINED3D_SHADER_RESOURCE_BUFFER */ + 1, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */ + 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */ + 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */ + 3, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */ + 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */ + 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */ + 3, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */ + 3, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */ + }; + + const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version; + const struct wined3d_gl_info *gl_info = ins->ctx->gl_info; + enum wined3d_shader_resource_type resource_type; + unsigned int resource_idx, sampler_idx, i; + enum wined3d_data_type dst_data_type; + struct glsl_src_param lod_param; + char dst_swizzle[6]; + DWORD write_mask; + + dst_data_type = ins->dst[0].reg.data_type; + if (ins->flags == WINED3DSI_RESINFO_UINT) + dst_data_type = WINED3D_DATA_UINT; + else if (ins->flags) + FIXME("Unhandled flags %#x.\n", ins->flags); + + write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], dst_data_type); + shader_glsl_get_swizzle(&ins->src[1], FALSE, write_mask, dst_swizzle); + + resource_idx = ins->src[1].reg.idx[0].offset; + resource_type = ins->ctx->reg_maps->resource_info[resource_idx].type; + shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &lod_param); + sampler_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, + resource_idx, WINED3D_SAMPLER_DEFAULT); + + if (resource_type >= ARRAY_SIZE(texture_size_component_count)) + { + ERR("Unexpected resource type %#x.\n", resource_type); + resource_type = WINED3D_SHADER_RESOURCE_TEXTURE_2D; + } + + if (dst_data_type == WINED3D_DATA_UINT) + shader_addline(ins->ctx->buffer, "uvec4("); + else + shader_addline(ins->ctx->buffer, "vec4("); + + shader_addline(ins->ctx->buffer, "textureSize(%s_sampler%u, %s), ", + shader_glsl_get_prefix(version->type), sampler_idx, lod_param.param_str); + + for (i = 0; i < 3 - texture_size_component_count[resource_type]; ++i) + shader_addline(ins->ctx->buffer, "0, "); + + if (gl_info->supported[ARB_TEXTURE_QUERY_LEVELS]) + { + shader_addline(ins->ctx->buffer, "textureQueryLevels(%s_sampler%u)", + shader_glsl_get_prefix(version->type), sampler_idx); + } + else + { + FIXME("textureQueryLevels is not supported, returning 1 mipmap level.\n"); + shader_addline(ins->ctx->buffer, "1"); + } + + shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle); +} + /* FIXME: The current implementation does not handle multisample textures correctly. */ static void shader_glsl_ld(const struct wined3d_shader_instruction *ins) { @@ -7948,7 +8019,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB /* WINED3DSIH_POW */ shader_glsl_pow, /* WINED3DSIH_RCP */ shader_glsl_scalar_op, /* WINED3DSIH_REP */ shader_glsl_rep, - /* WINED3DSIH_RESINFO */ NULL, + /* WINED3DSIH_RESINFO */ shader_glsl_resinfo, /* WINED3DSIH_RET */ shader_glsl_ret, /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl, /* WINED3DSIH_RSQ */ shader_glsl_scalar_op, diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c index cb421eecf20..952b9f98bb5 100644 --- a/dlls/wined3d/shader.c +++ b/dlls/wined3d/shader.c @@ -1074,7 +1074,8 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st shader_record_sample(reg_maps, ins.src[1].reg.idx[0].offset, ins.src[2].reg.idx[0].offset, reg_maps->sampler_map.count); } - else if (ins.handler_idx == WINED3DSIH_LD) + else if (ins.handler_idx == WINED3DSIH_LD + || ins.handler_idx == WINED3DSIH_RESINFO) { shader_record_sample(reg_maps, ins.src[1].reg.idx[0].offset, WINED3D_SAMPLER_DEFAULT, reg_maps->sampler_map.count);