[PATCH 4/6] wined3d: Implement SM4 sample_d instruction.
Józef Kucia
jkucia at codeweavers.com
Wed Feb 3 04:49:11 CST 2016
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/wined3d/glsl_shader.c | 25 ++++++++++++++++++-------
1 file changed, 18 insertions(+), 7 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index e9ec4f1..1b82858 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -4395,15 +4395,23 @@ static void shader_glsl_ld(const struct wined3d_shader_instruction *ins)
static void shader_glsl_sample(const struct wined3d_shader_instruction *ins)
{
+ const char *lod_param_str = NULL, *dx_param_str = NULL, *dy_param_str = NULL;
+ struct glsl_src_param coord_param, lod_param, dx_param, dy_param;
unsigned int resource_idx, sampler_idx, sampler_bind_idx;
- struct glsl_src_param coord_param, lod_param;
struct glsl_sample_function sample_function;
- const char *lod_param_str = NULL;
DWORD flags = 0;
+ if (ins->handler_idx == WINED3DSIH_SAMPLE_GRAD)
+ flags |= WINED3D_GLSL_SAMPLE_GRAD;
+ if (ins->handler_idx == WINED3DSIH_SAMPLE_LOD)
+ flags |= WINED3D_GLSL_SAMPLE_LOD;
+
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);
+ shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
+
switch (ins->handler_idx)
{
case WINED3DSIH_SAMPLE:
@@ -4412,8 +4420,13 @@ static void shader_glsl_sample(const struct wined3d_shader_instruction *ins)
shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &lod_param);
lod_param_str = lod_param.param_str;
break;
+ case WINED3DSIH_SAMPLE_GRAD:
+ shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dx_param);
+ shader_glsl_add_src_param(ins, &ins->src[4], sample_function.coord_mask, &dy_param);
+ dx_param_str = dx_param.param_str;
+ dy_param_str = dy_param.param_str;
+ 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;
@@ -4422,11 +4435,9 @@ static void shader_glsl_sample(const struct wined3d_shader_instruction *ins)
break;
}
- 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);
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_str, "%s", coord_param.param_str);
+ dx_param_str, dy_param_str, lod_param_str, "%s", coord_param.param_str);
shader_glsl_release_sample_function(ins->ctx, &sample_function);
}
@@ -8111,7 +8122,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
/* WINED3DSIH_SAMPLE_B */ shader_glsl_sample,
/* WINED3DSIH_SAMPLE_C */ NULL,
/* WINED3DSIH_SAMPLE_C_LZ */ NULL,
- /* WINED3DSIH_SAMPLE_GRAD */ NULL,
+ /* WINED3DSIH_SAMPLE_GRAD */ shader_glsl_sample,
/* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample,
/* WINED3DSIH_SETP */ NULL,
/* WINED3DSIH_SGE */ shader_glsl_compare,
--
2.4.10
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