wined3d: Implement ld2dms 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>
This commit is contained in:
Józef Kucia 2018-02-05 13:13:39 +01:00 committed by Alexandre Julliard
parent 780ec0c1f9
commit f2e614b1f8
2 changed files with 20 additions and 8 deletions

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@ -5975,15 +5975,14 @@ static void shader_glsl_resinfo(const struct wined3d_shader_instruction *ins)
shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
}
/* FIXME: The current implementation does not handle multisample textures correctly. */
static void shader_glsl_ld(const struct wined3d_shader_instruction *ins)
{
const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
struct glsl_src_param coord_param, lod_param, sample_param;
unsigned int resource_idx, sampler_idx, sampler_bind_idx;
struct glsl_src_param coord_param, lod_param;
struct glsl_sample_function sample_function;
DWORD flags = WINED3D_GLSL_SAMPLE_LOAD;
BOOL has_lod_param;
BOOL has_lod_param, multisample;
if (wined3d_shader_instruction_has_texel_offset(ins))
flags |= WINED3D_GLSL_SAMPLE_OFFSET;
@ -5996,15 +5995,27 @@ static void shader_glsl_ld(const struct wined3d_shader_instruction *ins)
ERR("Invalid resource index %u.\n", resource_idx);
return;
}
has_lod_param = reg_maps->resource_info[resource_idx].type != WINED3D_SHADER_RESOURCE_BUFFER;
multisample = reg_maps->resource_info[resource_idx].type == WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
|| reg_maps->resource_info[resource_idx].type == WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY;
has_lod_param = reg_maps->resource_info[resource_idx].type != WINED3D_SHADER_RESOURCE_BUFFER
&& !multisample;
shader_glsl_get_sample_function(ins->ctx, resource_idx, sampler_idx, flags, &sample_function);
shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
sampler_bind_idx = shader_glsl_find_sampler(&reg_maps->sampler_map, resource_idx, sampler_idx);
shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, ins->src[1].swizzle,
NULL, NULL, has_lod_param ? lod_param.param_str : NULL, &ins->texel_offset,
"%s", coord_param.param_str);
if (multisample)
{
shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &sample_param);
shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, ins->src[1].swizzle,
NULL, NULL, NULL, &ins->texel_offset, "%s, %s", coord_param.param_str, sample_param.param_str);
}
else
{
shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, ins->src[1].swizzle,
NULL, NULL, has_lod_param ? lod_param.param_str : NULL, &ins->texel_offset,
"%s", coord_param.param_str);
}
shader_glsl_release_sample_function(ins->ctx, &sample_function);
}
@ -11149,7 +11160,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
/* WINED3DSIH_ITOF */ shader_glsl_to_float,
/* WINED3DSIH_LABEL */ shader_glsl_label,
/* WINED3DSIH_LD */ shader_glsl_ld,
/* WINED3DSIH_LD2DMS */ NULL,
/* WINED3DSIH_LD2DMS */ shader_glsl_ld,
/* WINED3DSIH_LD_RAW */ shader_glsl_ld_raw_structured,
/* WINED3DSIH_LD_STRUCTURED */ shader_glsl_ld_raw_structured,
/* WINED3DSIH_LD_UAV_TYPED */ shader_glsl_ld_uav,

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@ -1676,6 +1676,7 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
WINED3D_SAMPLER_DEFAULT, reg_maps->sampler_map.count);
}
else if (ins.handler_idx == WINED3DSIH_LD
|| ins.handler_idx == WINED3DSIH_LD2DMS
|| (ins.handler_idx == WINED3DSIH_LD_RAW && ins.src[1].reg.type == WINED3DSPR_RESOURCE)
|| (ins.handler_idx == WINED3DSIH_RESINFO && ins.src[1].reg.type == WINED3DSPR_RESOURCE))
{