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:
Józef Kucia 2016-03-08 17:46:51 +01:00 committed by Alexandre Julliard
parent 31713e39b5
commit cd9b181275
1 changed files with 82 additions and 39 deletions

View File

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