wined3d: Implement SM4 sample_c instruction.
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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@ -4473,6 +4473,31 @@ 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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shader_glsl_release_sample_function(ins->ctx, &sample_function);
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}
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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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struct glsl_src_param coord_param, compare_param;
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struct glsl_sample_function sample_function;
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DWORD flags = 0;
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UINT coord_size;
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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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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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shader_glsl_get_sample_function(ins->ctx, resource_idx, flags, &sample_function);
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coord_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
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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, NULL, &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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shader_glsl_release_sample_function(ins->ctx, &sample_function);
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}
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static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
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static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
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{
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{
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/* FIXME: Make this work for more than just 2D textures */
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/* FIXME: Make this work for more than just 2D textures */
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@ -8163,7 +8188,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
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/* WINED3DSIH_RSQ */ shader_glsl_scalar_op,
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/* WINED3DSIH_RSQ */ shader_glsl_scalar_op,
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/* WINED3DSIH_SAMPLE */ shader_glsl_sample,
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/* WINED3DSIH_SAMPLE */ shader_glsl_sample,
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/* WINED3DSIH_SAMPLE_B */ shader_glsl_sample,
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/* WINED3DSIH_SAMPLE_B */ shader_glsl_sample,
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/* WINED3DSIH_SAMPLE_C */ NULL,
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/* WINED3DSIH_SAMPLE_C */ shader_glsl_sample_c,
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/* WINED3DSIH_SAMPLE_C_LZ */ NULL,
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/* WINED3DSIH_SAMPLE_C_LZ */ NULL,
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/* WINED3DSIH_SAMPLE_GRAD */ shader_glsl_sample,
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/* WINED3DSIH_SAMPLE_GRAD */ shader_glsl_sample,
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/* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample,
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/* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample,
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