=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: wined3d: Implement ld2dms instruction.

Alexandre Julliard julliard at winehq.org
Mon Feb 5 16:48:26 CST 2018


Module: wine
Branch: master
Commit: f2e614b1f898de74276bef8a612420b6fb2d5b5d
URL:    https://source.winehq.org/git/wine.git/?a=commit;h=f2e614b1f898de74276bef8a612420b6fb2d5b5d

Author: Józef Kucia <jkucia at codeweavers.com>
Date:   Mon Feb  5 13:13:39 2018 +0100

wined3d: Implement ld2dms 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 +++++++++++++++++++--------
 dlls/wined3d/shader.c      |  1 +
 2 files changed, 20 insertions(+), 8 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 03684b6..6f54b31 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(&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,
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index e59b9e5..c775df0 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))
             {




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