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