wined3d: Fix resinfo for multisample textures.
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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@ -5894,15 +5894,28 @@ static void shader_glsl_bufinfo(const struct wined3d_shader_instruction *ins)
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shader_addline(buffer, ", %u)%s);\n", resource_info->stride, dst_swizzle);
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}
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static BOOL is_multisampled(enum wined3d_shader_resource_type resource_type)
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{
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return resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
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|| resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY;
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}
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static BOOL is_mipmapped(enum wined3d_shader_resource_type resource_type)
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{
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return resource_type != WINED3D_SHADER_RESOURCE_BUFFER && !is_multisampled(resource_type);
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}
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static void shader_glsl_resinfo(const struct wined3d_shader_instruction *ins)
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{
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const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version;
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const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
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struct wined3d_string_buffer *buffer = ins->ctx->buffer;
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enum wined3d_shader_resource_type resource_type;
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enum wined3d_shader_register_type reg_type;
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unsigned int resource_idx, bind_idx, i;
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enum wined3d_data_type dst_data_type;
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struct glsl_src_param lod_param;
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BOOL supports_mipmaps;
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char dst_swizzle[6];
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DWORD write_mask;
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@ -5912,9 +5925,6 @@ static void shader_glsl_resinfo(const struct wined3d_shader_instruction *ins)
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else if (ins->flags)
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FIXME("Unhandled flags %#x.\n", ins->flags);
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write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], dst_data_type);
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shader_glsl_get_swizzle(&ins->src[1], FALSE, write_mask, dst_swizzle);
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reg_type = ins->src[1].reg.type;
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resource_idx = ins->src[1].reg.idx[0].offset;
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shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &lod_param);
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@ -5933,46 +5943,55 @@ static void shader_glsl_resinfo(const struct wined3d_shader_instruction *ins)
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if (resource_type >= ARRAY_SIZE(resource_type_info))
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{
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ERR("Unexpected resource type %#x.\n", resource_type);
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resource_type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
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return;
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}
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write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], dst_data_type);
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shader_glsl_get_swizzle(&ins->src[1], FALSE, write_mask, dst_swizzle);
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if (dst_data_type == WINED3D_DATA_UINT)
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shader_addline(ins->ctx->buffer, "uvec4(");
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shader_addline(buffer, "uvec4(");
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else
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shader_addline(ins->ctx->buffer, "vec4(");
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shader_addline(buffer, "vec4(");
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if (reg_type == WINED3DSPR_RESOURCE)
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{
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shader_addline(ins->ctx->buffer, "textureSize(%s_sampler%u, %s), ",
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shader_glsl_get_prefix(version->type), bind_idx, lod_param.param_str);
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shader_addline(buffer, "textureSize(%s_sampler%u",
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shader_glsl_get_prefix(version->type), bind_idx);
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}
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else
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{
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shader_addline(buffer, "imageSize(%s_image%u",
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shader_glsl_get_prefix(version->type), bind_idx);
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}
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for (i = 0; i < 3 - resource_type_info[resource_type].resinfo_size; ++i)
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shader_addline(ins->ctx->buffer, "0, ");
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supports_mipmaps = is_mipmapped(resource_type) && reg_type != WINED3DSPR_UAV;
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if (supports_mipmaps)
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shader_addline(buffer, ", %s", lod_param.param_str);
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shader_addline(buffer, "), ");
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for (i = 0; i < 3 - resource_type_info[resource_type].resinfo_size; ++i)
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shader_addline(buffer, "0, ");
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if (supports_mipmaps)
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{
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if (gl_info->supported[ARB_TEXTURE_QUERY_LEVELS])
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{
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shader_addline(ins->ctx->buffer, "textureQueryLevels(%s_sampler%u)",
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shader_addline(buffer, "textureQueryLevels(%s_sampler%u)",
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shader_glsl_get_prefix(version->type), bind_idx);
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}
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else
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{
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FIXME("textureQueryLevels is not supported, returning 1 mipmap level.\n");
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shader_addline(ins->ctx->buffer, "1");
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FIXME("textureQueryLevels is not supported, returning 1 level.\n");
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shader_addline(buffer, "1");
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}
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}
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else
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{
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shader_addline(ins->ctx->buffer, "imageSize(%s_image%u), ",
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shader_glsl_get_prefix(version->type), bind_idx);
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for (i = 0; i < 3 - resource_type_info[resource_type].resinfo_size; ++i)
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shader_addline(ins->ctx->buffer, "0, ");
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/* For UAVs the returned miplevel count is always 1. */
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shader_addline(ins->ctx->buffer, "1");
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shader_addline(buffer, "1");
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}
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shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
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shader_addline(buffer, ")%s);\n", dst_swizzle);
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}
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static void shader_glsl_ld(const struct wined3d_shader_instruction *ins)
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@ -5982,7 +6001,7 @@ static void shader_glsl_ld(const struct wined3d_shader_instruction *ins)
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unsigned int resource_idx, sampler_idx, sampler_bind_idx;
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struct glsl_sample_function sample_function;
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DWORD flags = WINED3D_GLSL_SAMPLE_LOAD;
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BOOL has_lod_param, multisample;
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BOOL has_lod_param;
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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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@ -5995,16 +6014,13 @@ static void shader_glsl_ld(const struct wined3d_shader_instruction *ins)
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ERR("Invalid resource index %u.\n", resource_idx);
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return;
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}
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multisample = reg_maps->resource_info[resource_idx].type == WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
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|| reg_maps->resource_info[resource_idx].type == WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY;
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has_lod_param = reg_maps->resource_info[resource_idx].type != WINED3D_SHADER_RESOURCE_BUFFER
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&& !multisample;
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has_lod_param = is_mipmapped(reg_maps->resource_info[resource_idx].type);
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shader_glsl_get_sample_function(ins->ctx, resource_idx, sampler_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], WINED3DSP_WRITEMASK_3, &lod_param);
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sampler_bind_idx = shader_glsl_find_sampler(®_maps->sampler_map, resource_idx, sampler_idx);
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if (multisample)
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if (is_multisampled(reg_maps->resource_info[resource_idx].type))
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{
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shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &sample_param);
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shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, ins->src[1].swizzle,
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