wined3d: Make distinction between sampler index and sampler bind index.
For SM4+ sampler index is not necessarily equal to sampler bind index. 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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@ -2832,7 +2832,7 @@ static void shader_glsl_color_correction(const struct wined3d_shader_instruction
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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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DWORD sampler, const struct glsl_sample_function *sample_function, DWORD swizzle,
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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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{
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const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version;
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@ -2850,9 +2850,9 @@ static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_s
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if (version->type == WINED3D_SHADER_TYPE_PIXEL && version->major < 4)
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{
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const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
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fixup = priv->cur_ps_args->color_fixup[sampler];
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fixup = priv->cur_ps_args->color_fixup[sampler_bind_idx];
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if (priv->cur_ps_args->np2_fixup & (1u << sampler))
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if (priv->cur_ps_args->np2_fixup & (1u << sampler_bind_idx))
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np2_fixup = TRUE;
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}
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else
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@ -2866,7 +2866,7 @@ static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_s
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shader_addline(ins->ctx->buffer, "vec4(");
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shader_addline(ins->ctx->buffer, "%s(%s_sampler%u, ",
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sample_function->name->buffer, shader_glsl_get_prefix(version->type), sampler);
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sample_function->name->buffer, shader_glsl_get_prefix(version->type), sampler_bind_idx);
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for (;;)
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{
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@ -2882,7 +2882,7 @@ static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_s
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if (np2_fixup)
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{
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const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
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const unsigned char idx = priv->cur_np2fixup_info->idx[sampler];
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const unsigned char idx = priv->cur_np2fixup_info->idx[sampler_bind_idx];
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switch (shader_glsl_get_write_mask_size(sample_function->coord_mask))
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{
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@ -4281,7 +4281,7 @@ static void shader_glsl_resinfo(const struct wined3d_shader_instruction *ins)
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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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enum wined3d_shader_resource_type resource_type;
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unsigned int resource_idx, sampler_idx, i;
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unsigned int resource_idx, sampler_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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char dst_swizzle[6];
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@ -4299,7 +4299,7 @@ static void shader_glsl_resinfo(const struct wined3d_shader_instruction *ins)
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resource_idx = ins->src[1].reg.idx[0].offset;
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resource_type = ins->ctx->reg_maps->resource_info[resource_idx].type;
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shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &lod_param);
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sampler_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map,
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sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map,
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resource_idx, WINED3D_SAMPLER_DEFAULT);
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if (resource_type >= ARRAY_SIZE(texture_size_component_count))
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@ -4314,7 +4314,7 @@ static void shader_glsl_resinfo(const struct wined3d_shader_instruction *ins)
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shader_addline(ins->ctx->buffer, "vec4(");
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shader_addline(ins->ctx->buffer, "textureSize(%s_sampler%u, %s), ",
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shader_glsl_get_prefix(version->type), sampler_idx, lod_param.param_str);
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shader_glsl_get_prefix(version->type), sampler_bind_idx, lod_param.param_str);
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for (i = 0; i < 3 - texture_size_component_count[resource_type]; ++i)
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shader_addline(ins->ctx->buffer, "0, ");
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@ -4322,7 +4322,7 @@ static void shader_glsl_resinfo(const struct wined3d_shader_instruction *ins)
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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_glsl_get_prefix(version->type), sampler_idx);
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shader_glsl_get_prefix(version->type), sampler_bind_idx);
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}
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else
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{
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@ -4338,15 +4338,15 @@ static void shader_glsl_ld(const struct wined3d_shader_instruction *ins)
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{
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struct glsl_src_param coord_param, lod_param;
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struct glsl_sample_function sample_function;
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unsigned int sampler_idx;
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unsigned int sampler_bind_idx;
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shader_glsl_get_sample_function(ins->ctx, ins->src[1].reg.idx[0].offset, WINED3D_GLSL_SAMPLE_LOAD,
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&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_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map,
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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_idx, &sample_function, ins->src[1].swizzle,
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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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shader_glsl_release_sample_function(ins->ctx, &sample_function);
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}
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@ -4355,13 +4355,13 @@ static void shader_glsl_sample(const struct wined3d_shader_instruction *ins)
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{
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struct glsl_sample_function sample_function;
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struct glsl_src_param coord_param;
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unsigned int sampler_idx;
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unsigned int sampler_bind_idx;
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shader_glsl_get_sample_function(ins->ctx, ins->src[1].reg.idx[0].offset, 0, &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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sampler_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map,
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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, ins->src[2].reg.idx[0].offset);
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shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, ins->src[1].swizzle,
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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, 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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@ -4370,15 +4370,15 @@ static void shader_glsl_sample_lod(const struct wined3d_shader_instruction *ins)
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{
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struct glsl_src_param coord_param, lod_param;
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struct glsl_sample_function sample_function;
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unsigned int sampler_idx;
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unsigned int sampler_bind_idx;
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shader_glsl_get_sample_function(ins->ctx, ins->src[1].reg.idx[0].offset,
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WINED3D_GLSL_SAMPLE_LOD, &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[3], WINED3DSP_WRITEMASK_0, &lod_param);
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sampler_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map,
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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, ins->src[2].reg.idx[0].offset);
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shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, ins->src[1].swizzle,
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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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shader_glsl_release_sample_function(ins->ctx, &sample_function);
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}
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