[PATCH 2/6] wined3d: Merge shader_glsl_sample() and shader_glsl_sample_lod().
Józef Kucia
jkucia at codeweavers.com
Wed Feb 3 04:49:09 CST 2016
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/wined3d/glsl_shader.c | 45 +++++++++++++++++++++++----------------------
1 file changed, 23 insertions(+), 22 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 0f2327f..00bd81e 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -4395,33 +4395,34 @@ static void shader_glsl_ld(const struct wined3d_shader_instruction *ins)
static void shader_glsl_sample(const struct wined3d_shader_instruction *ins)
{
+ unsigned int resource_idx, sampler_idx, sampler_bind_idx;
+ struct glsl_src_param coord_param, lod_param;
struct glsl_sample_function sample_function;
- struct glsl_src_param coord_param;
- unsigned int sampler_bind_idx;
+ const char *lod_param_str = NULL;
+ DWORD flags = 0;
- shader_glsl_get_sample_function(ins->ctx, ins->src[1].reg.idx[0].offset, 0, &sample_function);
- shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
- sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map,
- ins->src[1].reg.idx[0].offset, ins->src[2].reg.idx[0].offset);
- shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, ins->src[1].swizzle,
- NULL, NULL, NULL, "%s", coord_param.param_str);
- shader_glsl_release_sample_function(ins->ctx, &sample_function);
-}
+ resource_idx = ins->src[1].reg.idx[0].offset;
+ sampler_idx = ins->src[2].reg.idx[0].offset;
-static void shader_glsl_sample_lod(const struct wined3d_shader_instruction *ins)
-{
- struct glsl_src_param coord_param, lod_param;
- struct glsl_sample_function sample_function;
- unsigned int sampler_bind_idx;
+ switch (ins->handler_idx)
+ {
+ case WINED3DSIH_SAMPLE:
+ break;
+ case WINED3DSIH_SAMPLE_LOD:
+ flags |= WINED3D_GLSL_SAMPLE_LOD;
+ shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &lod_param);
+ lod_param_str = lod_param.param_str;
+ break;
+ default:
+ ERR("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
+ break;
+ }
- shader_glsl_get_sample_function(ins->ctx, ins->src[1].reg.idx[0].offset,
- WINED3D_GLSL_SAMPLE_LOD, &sample_function);
+ shader_glsl_get_sample_function(ins->ctx, resource_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[3], WINED3DSP_WRITEMASK_0, &lod_param);
- sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map,
- ins->src[1].reg.idx[0].offset, ins->src[2].reg.idx[0].offset);
+ 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, ins->src[1].swizzle,
- NULL, NULL, lod_param.param_str, "%s", coord_param.param_str);
+ NULL, NULL, lod_param_str, "%s", coord_param.param_str);
shader_glsl_release_sample_function(ins->ctx, &sample_function);
}
@@ -8107,7 +8108,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
/* WINED3DSIH_SAMPLE_C */ NULL,
/* WINED3DSIH_SAMPLE_C_LZ */ NULL,
/* WINED3DSIH_SAMPLE_GRAD */ NULL,
- /* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample_lod,
+ /* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample,
/* WINED3DSIH_SETP */ NULL,
/* WINED3DSIH_SGE */ shader_glsl_compare,
/* WINED3DSIH_SGN */ shader_glsl_sgn,
--
2.4.10
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