=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: wined3d: Fix resinfo for multisample textures.
Alexandre Julliard
julliard at winehq.org
Thu Feb 8 15:33:08 CST 2018
Module: wine
Branch: master
Commit: cd5f8f786badfa712aeb097791df86379fbd86b6
URL: https://source.winehq.org/git/wine.git/?a=commit;h=cd5f8f786badfa712aeb097791df86379fbd86b6
Author: Józef Kucia <jkucia at codeweavers.com>
Date: Thu Feb 8 15:22:46 2018 +0100
wined3d: Fix resinfo for multisample textures.
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 | 72 ++++++++++++++++++++++++++++------------------
1 file changed, 44 insertions(+), 28 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 6f54b31..b3c6404 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -5894,15 +5894,28 @@ static void shader_glsl_bufinfo(const struct wined3d_shader_instruction *ins)
shader_addline(buffer, ", %u)%s);\n", resource_info->stride, dst_swizzle);
}
+static BOOL is_multisampled(enum wined3d_shader_resource_type resource_type)
+{
+ return resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
+ || resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY;
+}
+
+static BOOL is_mipmapped(enum wined3d_shader_resource_type resource_type)
+{
+ return resource_type != WINED3D_SHADER_RESOURCE_BUFFER && !is_multisampled(resource_type);
+}
+
static void shader_glsl_resinfo(const struct wined3d_shader_instruction *ins)
{
const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version;
const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
+ struct wined3d_string_buffer *buffer = ins->ctx->buffer;
enum wined3d_shader_resource_type resource_type;
enum wined3d_shader_register_type reg_type;
unsigned int resource_idx, bind_idx, i;
enum wined3d_data_type dst_data_type;
struct glsl_src_param lod_param;
+ BOOL supports_mipmaps;
char dst_swizzle[6];
DWORD write_mask;
@@ -5912,9 +5925,6 @@ static void shader_glsl_resinfo(const struct wined3d_shader_instruction *ins)
else if (ins->flags)
FIXME("Unhandled flags %#x.\n", ins->flags);
- write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], dst_data_type);
- shader_glsl_get_swizzle(&ins->src[1], FALSE, write_mask, dst_swizzle);
-
reg_type = ins->src[1].reg.type;
resource_idx = ins->src[1].reg.idx[0].offset;
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &lod_param);
@@ -5933,46 +5943,55 @@ static void shader_glsl_resinfo(const struct wined3d_shader_instruction *ins)
if (resource_type >= ARRAY_SIZE(resource_type_info))
{
ERR("Unexpected resource type %#x.\n", resource_type);
- resource_type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
+ return;
}
+ write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], dst_data_type);
+ shader_glsl_get_swizzle(&ins->src[1], FALSE, write_mask, dst_swizzle);
+
if (dst_data_type == WINED3D_DATA_UINT)
- shader_addline(ins->ctx->buffer, "uvec4(");
+ shader_addline(buffer, "uvec4(");
else
- shader_addline(ins->ctx->buffer, "vec4(");
+ shader_addline(buffer, "vec4(");
if (reg_type == WINED3DSPR_RESOURCE)
{
- shader_addline(ins->ctx->buffer, "textureSize(%s_sampler%u, %s), ",
- shader_glsl_get_prefix(version->type), bind_idx, lod_param.param_str);
+ shader_addline(buffer, "textureSize(%s_sampler%u",
+ shader_glsl_get_prefix(version->type), bind_idx);
+ }
+ else
+ {
+ shader_addline(buffer, "imageSize(%s_image%u",
+ shader_glsl_get_prefix(version->type), bind_idx);
+ }
- for (i = 0; i < 3 - resource_type_info[resource_type].resinfo_size; ++i)
- shader_addline(ins->ctx->buffer, "0, ");
+ supports_mipmaps = is_mipmapped(resource_type) && reg_type != WINED3DSPR_UAV;
+ if (supports_mipmaps)
+ shader_addline(buffer, ", %s", lod_param.param_str);
+ shader_addline(buffer, "), ");
+ for (i = 0; i < 3 - resource_type_info[resource_type].resinfo_size; ++i)
+ shader_addline(buffer, "0, ");
+
+ if (supports_mipmaps)
+ {
if (gl_info->supported[ARB_TEXTURE_QUERY_LEVELS])
{
- shader_addline(ins->ctx->buffer, "textureQueryLevels(%s_sampler%u)",
+ shader_addline(buffer, "textureQueryLevels(%s_sampler%u)",
shader_glsl_get_prefix(version->type), bind_idx);
}
else
{
- FIXME("textureQueryLevels is not supported, returning 1 mipmap level.\n");
- shader_addline(ins->ctx->buffer, "1");
+ FIXME("textureQueryLevels is not supported, returning 1 level.\n");
+ shader_addline(buffer, "1");
}
}
else
{
- shader_addline(ins->ctx->buffer, "imageSize(%s_image%u), ",
- shader_glsl_get_prefix(version->type), bind_idx);
-
- for (i = 0; i < 3 - resource_type_info[resource_type].resinfo_size; ++i)
- shader_addline(ins->ctx->buffer, "0, ");
-
- /* For UAVs the returned miplevel count is always 1. */
- shader_addline(ins->ctx->buffer, "1");
+ shader_addline(buffer, "1");
}
- shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
+ shader_addline(buffer, ")%s);\n", dst_swizzle);
}
static void shader_glsl_ld(const struct wined3d_shader_instruction *ins)
@@ -5982,7 +6001,7 @@ static void shader_glsl_ld(const struct wined3d_shader_instruction *ins)
unsigned int resource_idx, sampler_idx, sampler_bind_idx;
struct glsl_sample_function sample_function;
DWORD flags = WINED3D_GLSL_SAMPLE_LOAD;
- BOOL has_lod_param, multisample;
+ BOOL has_lod_param;
if (wined3d_shader_instruction_has_texel_offset(ins))
flags |= WINED3D_GLSL_SAMPLE_OFFSET;
@@ -5995,16 +6014,13 @@ static void shader_glsl_ld(const struct wined3d_shader_instruction *ins)
ERR("Invalid resource index %u.\n", resource_idx);
return;
}
- 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;
+ has_lod_param = is_mipmapped(reg_maps->resource_info[resource_idx].type);
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);
- if (multisample)
+ if (is_multisampled(reg_maps->resource_info[resource_idx].type))
{
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,
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