diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 88cbd4edf4b..07212a30065 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -1300,27 +1300,47 @@ static inline const char* shader_get_comp_op( } } -static void shader_glsl_get_sample_function(DWORD sampler_type, BOOL projected, BOOL texrect, glsl_sample_function_t *sample_function) { +static void shader_glsl_get_sample_function(DWORD sampler_type, BOOL projected, BOOL texrect, BOOL lod, glsl_sample_function_t *sample_function) { /* Note that there's no such thing as a projected cube texture. */ switch(sampler_type) { case WINED3DSTT_1D: - sample_function->name = projected ? "texture1DProj" : "texture1D"; + if(lod) { + sample_function->name = projected ? "texture1DProjLod" : "texture1DLod"; + } else { + sample_function->name = projected ? "texture1DProj" : "texture1D"; + } sample_function->coord_mask = WINED3DSP_WRITEMASK_0; break; case WINED3DSTT_2D: if(texrect) { - sample_function->name = projected ? "texture2DRectProj" : "texture2DRect"; + if(lod) { + sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod"; + } else { + sample_function->name = projected ? "texture2DRectProj" : "texture2DRect"; + } } else { - sample_function->name = projected ? "texture2DProj" : "texture2D"; + if(lod) { + sample_function->name = projected ? "texture2DProjLod" : "texture2DLod"; + } else { + sample_function->name = projected ? "texture2DProj" : "texture2D"; + } } sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1; break; case WINED3DSTT_CUBE: - sample_function->name = "textureCube"; + if(lod) { + sample_function->name = "textureCubeLod"; + } else { + sample_function->name = "textureCube"; + } sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; break; case WINED3DSTT_VOLUME: - sample_function->name = projected ? "texture3DProj" : "texture3D"; + if(lod) { + sample_function->name = projected ? "texture3DProjLod" : "texture3DLod"; + } else { + sample_function->name = projected ? "texture3DProj" : "texture3D"; + } sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; break; default: @@ -2316,7 +2336,7 @@ static void pshader_glsl_tex(const SHADER_OPCODE_ARG *arg) texrect = TRUE; } - shader_glsl_get_sample_function(sampler_type, projected, texrect, &sample_function); + shader_glsl_get_sample_function(sampler_type, projected, texrect, FALSE, &sample_function); mask |= sample_function.coord_mask; if (shader_version < WINED3DPS_VERSION(2,0)) shader_glsl_get_write_mask(arg->dst, dst_swizzle); @@ -2368,7 +2388,7 @@ static void shader_glsl_texldl(const SHADER_OPCODE_ARG *arg) IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) { texrect = TRUE; } - shader_glsl_get_sample_function(sampler_type, FALSE, texrect, &sample_function); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &coord_param); + shader_glsl_get_sample_function(sampler_type, FALSE, texrect, TRUE, &sample_function); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &coord_param); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &lod_param); @@ -2379,11 +2399,11 @@ static void shader_glsl_texldl(const SHADER_OPCODE_ARG *arg) /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders. * However, they seem to work just fine in fragment shaders as well. */ WARN("Using %sLod in fragment shader.\n", sample_function.name); - shader_addline(arg->buffer, "%sLod(Psampler%u, %s, %s)%s);\n", + shader_addline(arg->buffer, "%s(Psampler%u, %s, %s)%s);\n", sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle); shader_glsl_color_correction(arg, ps->cur_args->color_fixup[sampler_idx]); } else { - shader_addline(arg->buffer, "%sLod(Vsampler%u, %s, %s)%s);\n", + shader_addline(arg->buffer, "%s(Vsampler%u, %s, %s)%s);\n", sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle); } } @@ -2458,7 +2478,7 @@ static void pshader_glsl_texdp3tex(const SHADER_OPCODE_ARG *arg) * * It is a dependent read - not valid with conditional NP2 textures */ - shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function); + shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, FALSE, &sample_function); switch(count_bits(sample_function.coord_mask)) { case 1: @@ -2602,7 +2622,7 @@ static void pshader_glsl_texm3x3tex(const SHADER_OPCODE_ARG *arg) shader_glsl_append_dst(arg->buffer, arg); shader_glsl_get_write_mask(arg->dst, dst_mask); /* Dependent read, not valid with conditional NP2 */ - shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function); + shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, FALSE, &sample_function); /* Sample the texture using the calculated coordinates */ shader_addline(arg->buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask); @@ -2657,7 +2677,7 @@ static void pshader_glsl_texm3x3spec(const SHADER_OPCODE_ARG *arg) shader_glsl_append_dst(buffer, arg); shader_glsl_get_write_mask(arg->dst, dst_mask); /* Dependent read, not valid with conditional NP2 */ - shader_glsl_get_sample_function(stype, FALSE, FALSE, &sample_function); + shader_glsl_get_sample_function(stype, FALSE, FALSE, FALSE, &sample_function); /* Sample the texture */ shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask); @@ -2693,7 +2713,7 @@ static void pshader_glsl_texm3x3vspec(const SHADER_OPCODE_ARG *arg) shader_glsl_append_dst(buffer, arg); shader_glsl_get_write_mask(arg->dst, dst_mask); /* Dependent read, not valid with conditional NP2 */ - shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function); + shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, FALSE, &sample_function); /* Sample the texture using the calculated coordinates */ shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask); @@ -2724,7 +2744,7 @@ static void pshader_glsl_texbem(const SHADER_OPCODE_ARG *arg) sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK; /* Dependent read, not valid with conditional NP2 */ - shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function); + shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, FALSE, &sample_function); mask = sample_function.coord_mask; shader_glsl_get_write_mask(arg->dst, dst_swizzle); @@ -2825,7 +2845,7 @@ static void pshader_glsl_texreg2rgb(const SHADER_OPCODE_ARG *arg) shader_glsl_append_dst(arg->buffer, arg); shader_glsl_get_write_mask(arg->dst, dst_mask); /* Dependent read, not valid with conditional NP2 */ - shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function); + shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, FALSE, &sample_function); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &src0_param); shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n", sample_function.name, sampler_idx, src0_param.param_str, dst_mask);