wined3d: Use textureGrad*() to implement sample_c_lz for array and cube textures.

Based on a patch by Michael Müller.

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 2017-11-06 10:55:22 +01:00 committed by Alexandre Julliard
parent 14da948b74
commit ce8610cea5
1 changed files with 47 additions and 3 deletions

View File

@ -6014,9 +6014,41 @@ static void shader_glsl_sample(const struct wined3d_shader_instruction *ins)
shader_glsl_release_sample_function(ins->ctx, &sample_function);
}
/* GLSL doesn't provide a function to sample from level zero with depth
* comparison for array textures and cube textures. We use textureGrad*()
* to implement sample_c_lz.
*/
static void shader_glsl_gen_sample_c_lz(const struct wined3d_shader_instruction *ins,
unsigned int sampler_bind_idx, const struct glsl_sample_function *sample_function,
unsigned int coord_size, const char *coord_param, const char *ref_param)
{
const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version;
unsigned int deriv_size = wined3d_popcount(sample_function->deriv_mask);
const struct wined3d_shader_texel_offset *offset = &ins->texel_offset;
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
char dst_swizzle[6];
WARN("Emitting textureGrad() for sample_c_lz.\n");
shader_glsl_swizzle_to_str(WINED3DSP_NOSWIZZLE, FALSE, ins->dst[0].write_mask, dst_swizzle);
shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], sample_function->data_type);
shader_addline(buffer, "vec4(textureGrad%s(%s_sampler%u, vec%u(%s, %s), vec%u(0.0), vec%u(0.0)",
sample_function->offset_size ? "Offset" : "",
shader_glsl_get_prefix(version->type), sampler_bind_idx,
coord_size, coord_param, ref_param, deriv_size, deriv_size);
if (sample_function->offset_size)
{
int offset_immdata[4] = {offset->u, offset->v, offset->w};
shader_addline(buffer, ", ");
shader_glsl_append_imm_ivec(buffer, offset_immdata, sample_function->offset_size);
}
shader_addline(buffer, "))%s);\n", dst_swizzle);
}
static void shader_glsl_sample_c(const struct wined3d_shader_instruction *ins)
{
unsigned int resource_idx, sampler_idx, sampler_bind_idx;
const struct wined3d_shader_resource_info *resource_info;
struct glsl_src_param coord_param, compare_param;
struct glsl_sample_function sample_function;
const char *lod_param = NULL;
@ -6032,6 +6064,8 @@ static void shader_glsl_sample_c(const struct wined3d_shader_instruction *ins)
if (wined3d_shader_instruction_has_texel_offset(ins))
flags |= WINED3D_GLSL_SAMPLE_OFFSET;
if (!(resource_info = shader_glsl_get_resource_info(ins, &ins->src[1].reg)))
return;
resource_idx = ins->src[1].reg.idx[0].offset;
sampler_idx = ins->src[2].reg.idx[0].offset;
@ -6040,9 +6074,19 @@ static void shader_glsl_sample_c(const struct wined3d_shader_instruction *ins)
shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask >> 1, &coord_param);
shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &compare_param);
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, WINED3DSP_NOSWIZZLE,
NULL, NULL, lod_param, &ins->texel_offset, "vec%u(%s, %s)",
coord_size, coord_param.param_str, compare_param.param_str);
if (ins->handler_idx == WINED3DSIH_SAMPLE_C_LZ
&& (resource_info->type == WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
|| resource_info->type == WINED3D_SHADER_RESOURCE_TEXTURE_CUBE))
{
shader_glsl_gen_sample_c_lz(ins, sampler_bind_idx, &sample_function,
coord_size, coord_param.param_str, compare_param.param_str);
}
else
{
shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, WINED3DSP_NOSWIZZLE,
NULL, NULL, lod_param, &ins->texel_offset, "vec%u(%s, %s)",
coord_size, coord_param.param_str, compare_param.param_str);
}
shader_glsl_release_sample_function(ins->ctx, &sample_function);
}