wined3d: Extend shader_glsl_gen_sample_code() to support offsets.
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:
parent
31713e39b5
commit
cd9b181275
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@ -49,6 +49,7 @@ WINE_DECLARE_DEBUG_CHANNEL(winediag);
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#define WINED3D_GLSL_SAMPLE_LOD 0x04
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#define WINED3D_GLSL_SAMPLE_GRAD 0x08
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#define WINED3D_GLSL_SAMPLE_LOAD 0x10
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#define WINED3D_GLSL_SAMPLE_OFFSET 0x20
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struct glsl_dst_param
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{
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@ -68,6 +69,7 @@ struct glsl_sample_function
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DWORD coord_mask;
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enum wined3d_data_type data_type;
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BOOL output_single_component;
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unsigned int offset_size;
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};
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enum heap_node_op
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@ -318,6 +320,31 @@ static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer *buffer, co
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shader_addline(buffer, "vec4(%s, %s, %s, %s)", str[0], str[1], str[2], str[3]);
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}
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static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer *buffer,
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const int *values, unsigned int size)
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{
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const char *fmt = "%#x";
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char str[4][17] = {{0}};
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int i;
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if (1 > size || size > 4)
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{
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ERR("Invalid vector size %u.\n", size);
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return;
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}
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for (i = size - 1; i >= 0; --i)
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{
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sprintf(str[i], fmt, values[i]);
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fmt = "%#x, ";
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}
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if (size > 1)
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shader_addline(buffer, "ivec%u(%s%s%s%s)", size, str[0], str[1], str[2], str[3]);
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else
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shader_addline(buffer, str[0]);
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}
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static const char *get_info_log_line(const char **ptr)
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{
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const char *p, *q;
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@ -2655,20 +2682,21 @@ static void shader_glsl_get_sample_function(const struct wined3d_shader_context
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static const struct
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{
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unsigned int coord_size;
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unsigned int offset_size;
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const char *type_part;
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}
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resource_types[] =
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{
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{0, ""}, /* WINED3D_SHADER_RESOURCE_NONE */
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{1, ""}, /* WINED3D_SHADER_RESOURCE_BUFFER */
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{1, "1D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
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{2, "2D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
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{2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
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{3, "3D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
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{3, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
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{2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
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{3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
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{3, ""}, /* 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, ""}, /* 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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@ -2679,6 +2707,7 @@ static void shader_glsl_get_sample_function(const struct wined3d_shader_context
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BOOL texrect = flags & WINED3D_GLSL_SAMPLE_NPOT && gl_info->supported[ARB_TEXTURE_RECTANGLE];
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BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
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BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
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BOOL offset = flags & WINED3D_GLSL_SAMPLE_OFFSET;
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const char *base = "texture", *type_part = "", *suffix = "";
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unsigned int coord_size;
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@ -2716,16 +2745,24 @@ static void shader_glsl_get_sample_function(const struct wined3d_shader_context
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if (flags & WINED3D_GLSL_SAMPLE_LOAD)
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{
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if (flags != WINED3D_GLSL_SAMPLE_LOAD)
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ERR("Unexpected flags for texelFetch %#x.\n", flags & ~WINED3D_GLSL_SAMPLE_LOAD);
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static const DWORD texel_fetch_flags = WINED3D_GLSL_SAMPLE_LOAD | WINED3D_GLSL_SAMPLE_OFFSET;
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if (flags & ~texel_fetch_flags)
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ERR("Unexpected flags for texelFetch %#x.\n", flags & ~texel_fetch_flags);
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base = "texelFetch";
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type_part = "";
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}
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sample_function->offset_size = offset ? resource_types[resource_type].offset_size : 0;
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if (offset && !sample_function->offset_size)
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{
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FIXME("Offset not supported for resource type %#x.\n", resource_type);
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offset = FALSE;
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}
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sample_function->name = string_buffer_get(priv->string_buffers);
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string_buffer_sprintf(sample_function->name, "%s%s%s%s%s", base, type_part, projected ? "Proj" : "",
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lod ? "Lod" : grad ? "Grad" : "", suffix);
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string_buffer_sprintf(sample_function->name, "%s%s%s%s%s%s", base, type_part, projected ? "Proj" : "",
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lod ? "Lod" : grad ? "Grad" : "", offset ? "Offset" : "", suffix);
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coord_size = resource_types[resource_type].coord_size;
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if (shadow)
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@ -2847,9 +2884,10 @@ static void shader_glsl_color_correction(const struct wined3d_shader_instruction
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shader_glsl_color_correction_ext(ins->ctx->buffer, reg_name, ins->dst[0].write_mask, fixup);
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}
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static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
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static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
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unsigned int sampler_bind_idx, const struct glsl_sample_function *sample_function, DWORD swizzle,
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const char *dx, const char *dy, const char *bias, const char *coord_reg_fmt, ...)
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const char *dx, const char *dy, const char *bias, const struct wined3d_shader_texel_offset *offset,
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const char *coord_reg_fmt, ...)
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{
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const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version;
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char dst_swizzle[6];
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@ -2921,11 +2959,16 @@ static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_s
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}
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}
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if (dx && dy)
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shader_addline(ins->ctx->buffer, ", %s, %s)", dx, dy);
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shader_addline(ins->ctx->buffer, ", %s, %s", dx, dy);
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else if (bias)
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shader_addline(ins->ctx->buffer, ", %s)", bias);
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else
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shader_addline(ins->ctx->buffer, ")");
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shader_addline(ins->ctx->buffer, ", %s", bias);
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if (sample_function->offset_size)
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{
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int offset_immdata[4] = {offset->u, offset->v, offset->w};
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shader_addline(ins->ctx->buffer, ", ");
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shader_glsl_append_imm_ivec(ins->ctx->buffer, offset_immdata, sample_function->offset_size);
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}
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shader_addline(ins->ctx->buffer, ")");
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if (sample_function->output_single_component)
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shader_addline(ins->ctx->buffer, ")");
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@ -4211,7 +4254,7 @@ static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
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{
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char coord_mask[6];
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shader_glsl_write_mask_to_str(mask, coord_mask);
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shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, NULL,
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shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, NULL, NULL,
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"T%u%s", resource_idx, coord_mask);
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}
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else
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@ -4223,9 +4266,9 @@ static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
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struct glsl_src_param bias;
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shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
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shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
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"%s", coord_param.param_str);
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NULL, "%s", coord_param.param_str);
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} else {
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shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, NULL,
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shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, NULL, NULL,
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"%s", coord_param.param_str);
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}
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}
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@ -4258,8 +4301,8 @@ static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
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shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
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shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
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shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
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"%s", coord_param.param_str);
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shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str,
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NULL, NULL, "%s", coord_param.param_str);
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shader_glsl_release_sample_function(ins->ctx, &sample_function);
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}
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@ -4291,7 +4334,7 @@ static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
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* even without the appropriate extension. */
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WARN("Using %s in fragment shader.\n", sample_function.name->buffer);
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}
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shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
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shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str, NULL,
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"%s", coord_param.param_str);
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shader_glsl_release_sample_function(ins->ctx, &sample_function);
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}
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@ -4398,7 +4441,7 @@ static void shader_glsl_ld(const struct wined3d_shader_instruction *ins)
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sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map,
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ins->src[1].reg.idx[0].offset, WINED3D_SAMPLER_DEFAULT);
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shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, ins->src[1].swizzle,
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NULL, NULL, lod_param.param_str, "%s", coord_param.param_str);
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NULL, NULL, lod_param.param_str, NULL, "%s", coord_param.param_str);
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shader_glsl_release_sample_function(ins->ctx, &sample_function);
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}
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@ -4446,7 +4489,7 @@ 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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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, "%s", coord_param.param_str);
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dx_param_str, dy_param_str, lod_param_str, NULL, "%s", coord_param.param_str);
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shader_glsl_release_sample_function(ins->ctx, &sample_function);
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}
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@ -4517,17 +4560,17 @@ static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
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{
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case 1:
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shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
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"dot(ffp_texcoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
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NULL, "dot(ffp_texcoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
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break;
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case 2:
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shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
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"vec2(dot(ffp_texcoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
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NULL, "vec2(dot(ffp_texcoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
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break;
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case 3:
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shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
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"vec3(dot(ffp_texcoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
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NULL, "vec3(dot(ffp_texcoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
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break;
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default:
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@ -4635,7 +4678,7 @@ static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
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shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
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/* Sample the texture using the calculated coordinates */
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shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
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shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL, "tmp0.xy");
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shader_glsl_release_sample_function(ins->ctx, &sample_function);
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}
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@ -4656,7 +4699,7 @@ static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
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shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
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/* Sample the texture using the calculated coordinates */
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shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
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shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL, "tmp0.xyz");
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shader_glsl_release_sample_function(ins->ctx, &sample_function);
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tex_mx->current_row = 0;
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@ -4708,7 +4751,7 @@ static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins
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/* Sample the texture */
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shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE,
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NULL, NULL, NULL, "tmp0%s", coord_mask);
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NULL, NULL, NULL, NULL, "tmp0%s", coord_mask);
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shader_glsl_release_sample_function(ins->ctx, &sample_function);
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tex_mx->current_row = 0;
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@ -4742,7 +4785,7 @@ static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *in
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/* Sample the texture using the calculated coordinates */
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shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE,
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NULL, NULL, NULL, "tmp0%s", coord_mask);
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NULL, NULL, NULL, NULL, "tmp0%s", coord_mask);
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shader_glsl_release_sample_function(ins->ctx, &sample_function);
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tex_mx->current_row = 0;
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@ -4800,7 +4843,7 @@ static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
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shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
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shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
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shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL,
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"T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
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coord_param.param_str, coord_mask);
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@ -4843,7 +4886,7 @@ static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
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shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
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shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
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shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
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shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL,
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"%s.wx", src0_param.reg_name);
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shader_glsl_release_sample_function(ins->ctx, &sample_function);
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}
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@ -4859,7 +4902,7 @@ static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
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shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
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shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
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shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
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shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL,
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"%s.yz", src0_param.reg_name);
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shader_glsl_release_sample_function(ins->ctx, &sample_function);
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}
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@ -4876,7 +4919,7 @@ static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
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shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
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shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
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shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
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shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL,
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"%s", src0_param.param_str);
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shader_glsl_release_sample_function(ins->ctx, &sample_function);
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}
|
||||
|
|
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Reference in New Issue