=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: wined3d: Implement SM4 sample_c instruction.
Alexandre Julliard
julliard at wine.codeweavers.com
Wed Mar 23 11:21:02 CDT 2016
Module: wine
Branch: master
Commit: e06180a564c2afc24d20602019f20e629124ac81
URL: http://source.winehq.org/git/wine.git/?a=commit;h=e06180a564c2afc24d20602019f20e629124ac81
Author: Józef Kucia <jkucia at codeweavers.com>
Date: Wed Mar 23 13:42:51 2016 +0100
wined3d: Implement SM4 sample_c instruction.
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/wined3d/glsl_shader.c | 27 ++++++++++++++++++++++++++-
1 file changed, 26 insertions(+), 1 deletion(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 8664172..dd7f3b0 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -4473,6 +4473,31 @@ static void shader_glsl_sample(const struct wined3d_shader_instruction *ins)
shader_glsl_release_sample_function(ins->ctx, &sample_function);
}
+static void shader_glsl_sample_c(const struct wined3d_shader_instruction *ins)
+{
+ unsigned int resource_idx, sampler_idx, sampler_bind_idx;
+ struct glsl_src_param coord_param, compare_param;
+ struct glsl_sample_function sample_function;
+ DWORD flags = 0;
+ UINT coord_size;
+
+ if (wined3d_shader_instruction_has_texel_offset(ins))
+ flags |= WINED3D_GLSL_SAMPLE_OFFSET;
+
+ resource_idx = ins->src[1].reg.idx[0].offset;
+ sampler_idx = ins->src[2].reg.idx[0].offset;
+
+ shader_glsl_get_sample_function(ins->ctx, resource_idx, flags, &sample_function);
+ coord_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
+ 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, NULL, &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);
+}
+
static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
{
/* FIXME: Make this work for more than just 2D textures */
@@ -8163,7 +8188,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
/* WINED3DSIH_RSQ */ shader_glsl_scalar_op,
/* WINED3DSIH_SAMPLE */ shader_glsl_sample,
/* WINED3DSIH_SAMPLE_B */ shader_glsl_sample,
- /* WINED3DSIH_SAMPLE_C */ NULL,
+ /* WINED3DSIH_SAMPLE_C */ shader_glsl_sample_c,
/* WINED3DSIH_SAMPLE_C_LZ */ NULL,
/* WINED3DSIH_SAMPLE_GRAD */ shader_glsl_sample,
/* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample,
More information about the wine-cvs
mailing list