diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 03684b6fa33..6f54b3177fe 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -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(®_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, diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c index e59b9e5bfbe..c775df0cc24 100644 --- a/dlls/wined3d/shader.c +++ b/dlls/wined3d/shader.c @@ -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)) {