Module: wine Branch: master Commit: ce8610cea58ed1ba9d8f17857e507d9d6c30132d URL: http://source.winehq.org/git/wine.git/?a=commit;h=ce8610cea58ed1ba9d8f17857e...
Author: Józef Kucia jkucia@codeweavers.com Date: Mon Nov 6 10:55:22 2017 +0100
wined3d: Use textureGrad*() to implement sample_c_lz for array and cube textures.
Based on a patch by Michael Müller.
Signed-off-by: Józef Kucia jkucia@codeweavers.com Signed-off-by: Henri Verbeet hverbeet@codeweavers.com Signed-off-by: Alexandre Julliard julliard@winehq.org
---
dlls/wined3d/glsl_shader.c | 50 +++++++++++++++++++++++++++++++++++++++++++--- 1 file changed, 47 insertions(+), 3 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 6f75a7a..91a6c6e 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -6014,9 +6014,41 @@ static void shader_glsl_sample(const struct wined3d_shader_instruction *ins) shader_glsl_release_sample_function(ins->ctx, &sample_function); }
+/* GLSL doesn't provide a function to sample from level zero with depth + * comparison for array textures and cube textures. We use textureGrad*() + * to implement sample_c_lz. + */ +static void shader_glsl_gen_sample_c_lz(const struct wined3d_shader_instruction *ins, + unsigned int sampler_bind_idx, const struct glsl_sample_function *sample_function, + unsigned int coord_size, const char *coord_param, const char *ref_param) +{ + const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version; + unsigned int deriv_size = wined3d_popcount(sample_function->deriv_mask); + const struct wined3d_shader_texel_offset *offset = &ins->texel_offset; + struct wined3d_string_buffer *buffer = ins->ctx->buffer; + char dst_swizzle[6]; + + WARN("Emitting textureGrad() for sample_c_lz.\n"); + + shader_glsl_swizzle_to_str(WINED3DSP_NOSWIZZLE, FALSE, ins->dst[0].write_mask, dst_swizzle); + shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], sample_function->data_type); + shader_addline(buffer, "vec4(textureGrad%s(%s_sampler%u, vec%u(%s, %s), vec%u(0.0), vec%u(0.0)", + sample_function->offset_size ? "Offset" : "", + shader_glsl_get_prefix(version->type), sampler_bind_idx, + coord_size, coord_param, ref_param, deriv_size, deriv_size); + if (sample_function->offset_size) + { + int offset_immdata[4] = {offset->u, offset->v, offset->w}; + shader_addline(buffer, ", "); + shader_glsl_append_imm_ivec(buffer, offset_immdata, sample_function->offset_size); + } + shader_addline(buffer, "))%s);\n", dst_swizzle); +} + static void shader_glsl_sample_c(const struct wined3d_shader_instruction *ins) { unsigned int resource_idx, sampler_idx, sampler_bind_idx; + const struct wined3d_shader_resource_info *resource_info; struct glsl_src_param coord_param, compare_param; struct glsl_sample_function sample_function; const char *lod_param = NULL; @@ -6032,6 +6064,8 @@ static void shader_glsl_sample_c(const struct wined3d_shader_instruction *ins) if (wined3d_shader_instruction_has_texel_offset(ins)) flags |= WINED3D_GLSL_SAMPLE_OFFSET;
+ if (!(resource_info = shader_glsl_get_resource_info(ins, &ins->src[1].reg))) + return; resource_idx = ins->src[1].reg.idx[0].offset; sampler_idx = ins->src[2].reg.idx[0].offset;
@@ -6040,9 +6074,19 @@ static void shader_glsl_sample_c(const struct wined3d_shader_instruction *ins) shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask >> 1, &coord_param); shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &compare_param); sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, resource_idx, sampler_idx); - shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, WINED3DSP_NOSWIZZLE, - NULL, NULL, lod_param, &ins->texel_offset, "vec%u(%s, %s)", - coord_size, coord_param.param_str, compare_param.param_str); + if (ins->handler_idx == WINED3DSIH_SAMPLE_C_LZ + && (resource_info->type == WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY + || resource_info->type == WINED3D_SHADER_RESOURCE_TEXTURE_CUBE)) + { + shader_glsl_gen_sample_c_lz(ins, sampler_bind_idx, &sample_function, + coord_size, coord_param.param_str, compare_param.param_str); + } + else + { + shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, WINED3DSP_NOSWIZZLE, + NULL, NULL, lod_param, &ins->texel_offset, "vec%u(%s, %s)", + coord_size, coord_param.param_str, compare_param.param_str); + } shader_glsl_release_sample_function(ins->ctx, &sample_function); }