=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: wined3d: Implement SM4 sample_c_lz instruction.

Alexandre Julliard julliard at wine.codeweavers.com
Wed Mar 23 11:21:02 CDT 2016


Module: wine
Branch: master
Commit: d563cdb0db7c9a881a5e374ebc1e43dad4c0b34e
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=d563cdb0db7c9a881a5e374ebc1e43dad4c0b34e

Author: Józef Kucia <jkucia at codeweavers.com>
Date:   Wed Mar 23 13:42:52 2016 +0100

wined3d: Implement SM4 sample_c_lz 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 | 11 +++++++++--
 1 file changed, 9 insertions(+), 2 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index dd7f3b0..48aeacc 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -4478,9 +4478,16 @@ 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;
+    const char *lod_param = NULL;
     DWORD flags = 0;
     UINT coord_size;
 
+    if (ins->handler_idx == WINED3DSIH_SAMPLE_C_LZ)
+    {
+        lod_param = "0";
+        flags |= WINED3D_GLSL_SAMPLE_LOD;
+    }
+
     if (wined3d_shader_instruction_has_texel_offset(ins))
         flags |= WINED3D_GLSL_SAMPLE_OFFSET;
 
@@ -4493,7 +4500,7 @@ static void shader_glsl_sample_c(const struct wined3d_shader_instruction *ins)
     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)",
+            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);
 }
@@ -8189,7 +8196,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
     /* WINED3DSIH_SAMPLE                        */ shader_glsl_sample,
     /* WINED3DSIH_SAMPLE_B                      */ shader_glsl_sample,
     /* WINED3DSIH_SAMPLE_C                      */ shader_glsl_sample_c,
-    /* WINED3DSIH_SAMPLE_C_LZ                   */ NULL,
+    /* WINED3DSIH_SAMPLE_C_LZ                   */ shader_glsl_sample_c,
     /* WINED3DSIH_SAMPLE_GRAD                   */ shader_glsl_sample,
     /* WINED3DSIH_SAMPLE_LOD                    */ shader_glsl_sample,
     /* WINED3DSIH_SETP                          */ NULL,




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