[PATCH 2/6] wined3d: Extend shader_glsl_gen_sample_code() to support offsets.
Józef Kucia
jkucia at codeweavers.com
Tue Mar 8 10:46:51 CST 2016
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/wined3d/glsl_shader.c | 121 ++++++++++++++++++++++++++++++---------------
1 file changed, 82 insertions(+), 39 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index a56ee9b..8d730db 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -49,6 +49,7 @@ WINE_DECLARE_DEBUG_CHANNEL(winediag);
#define WINED3D_GLSL_SAMPLE_LOD 0x04
#define WINED3D_GLSL_SAMPLE_GRAD 0x08
#define WINED3D_GLSL_SAMPLE_LOAD 0x10
+#define WINED3D_GLSL_SAMPLE_OFFSET 0x20
struct glsl_dst_param
{
@@ -68,6 +69,7 @@ struct glsl_sample_function
DWORD coord_mask;
enum wined3d_data_type data_type;
BOOL output_single_component;
+ unsigned int offset_size;
};
enum heap_node_op
@@ -318,6 +320,31 @@ static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer *buffer, co
shader_addline(buffer, "vec4(%s, %s, %s, %s)", str[0], str[1], str[2], str[3]);
}
+static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer *buffer,
+ const int *values, unsigned int size)
+{
+ const char *fmt = "%#x";
+ char str[4][17] = {{0}};
+ int i;
+
+ if (1 > size || size > 4)
+ {
+ ERR("Invalid vector size %u.\n", size);
+ return;
+ }
+
+ for (i = size - 1; i >= 0; --i)
+ {
+ sprintf(str[i], fmt, values[i]);
+ fmt = "%#x, ";
+ }
+
+ if (size > 1)
+ shader_addline(buffer, "ivec%u(%s%s%s%s)", size, str[0], str[1], str[2], str[3]);
+ else
+ shader_addline(buffer, str[0]);
+}
+
static const char *get_info_log_line(const char **ptr)
{
const char *p, *q;
@@ -2655,20 +2682,21 @@ static void shader_glsl_get_sample_function(const struct wined3d_shader_context
static const struct
{
unsigned int coord_size;
+ unsigned int offset_size;
const char *type_part;
}
resource_types[] =
{
- {0, ""}, /* WINED3D_SHADER_RESOURCE_NONE */
- {1, ""}, /* WINED3D_SHADER_RESOURCE_BUFFER */
- {1, "1D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
- {2, "2D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
- {2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
- {3, "3D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
- {3, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
- {2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
- {3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
- {3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
+ {0, 0, ""}, /* WINED3D_SHADER_RESOURCE_NONE */
+ {1, 0, ""}, /* WINED3D_SHADER_RESOURCE_BUFFER */
+ {1, 1, "1D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
+ {2, 2, "2D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
+ {2, 0, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
+ {3, 3, "3D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
+ {3, 0, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
+ {2, 1, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
+ {3, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
+ {3, 0, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
};
struct shader_glsl_ctx_priv *priv = ctx->backend_data;
enum wined3d_shader_resource_type resource_type = ctx->reg_maps->resource_info[resource_idx].type;
@@ -2679,6 +2707,7 @@ static void shader_glsl_get_sample_function(const struct wined3d_shader_context
BOOL texrect = flags & WINED3D_GLSL_SAMPLE_NPOT && gl_info->supported[ARB_TEXTURE_RECTANGLE];
BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
+ BOOL offset = flags & WINED3D_GLSL_SAMPLE_OFFSET;
const char *base = "texture", *type_part = "", *suffix = "";
unsigned int coord_size;
@@ -2716,16 +2745,24 @@ static void shader_glsl_get_sample_function(const struct wined3d_shader_context
if (flags & WINED3D_GLSL_SAMPLE_LOAD)
{
- if (flags != WINED3D_GLSL_SAMPLE_LOAD)
- ERR("Unexpected flags for texelFetch %#x.\n", flags & ~WINED3D_GLSL_SAMPLE_LOAD);
+ static const DWORD texel_fetch_flags = WINED3D_GLSL_SAMPLE_LOAD | WINED3D_GLSL_SAMPLE_OFFSET;
+ if (flags & ~texel_fetch_flags)
+ ERR("Unexpected flags for texelFetch %#x.\n", flags & ~texel_fetch_flags);
base = "texelFetch";
type_part = "";
}
+ sample_function->offset_size = offset ? resource_types[resource_type].offset_size : 0;
+ if (offset && !sample_function->offset_size)
+ {
+ FIXME("Offset not supported for resource type %#x.\n", resource_type);
+ offset = FALSE;
+ }
+
sample_function->name = string_buffer_get(priv->string_buffers);
- string_buffer_sprintf(sample_function->name, "%s%s%s%s%s", base, type_part, projected ? "Proj" : "",
- lod ? "Lod" : grad ? "Grad" : "", suffix);
+ string_buffer_sprintf(sample_function->name, "%s%s%s%s%s%s", base, type_part, projected ? "Proj" : "",
+ lod ? "Lod" : grad ? "Grad" : "", offset ? "Offset" : "", suffix);
coord_size = resource_types[resource_type].coord_size;
if (shadow)
@@ -2847,9 +2884,10 @@ static void shader_glsl_color_correction(const struct wined3d_shader_instruction
shader_glsl_color_correction_ext(ins->ctx->buffer, reg_name, ins->dst[0].write_mask, fixup);
}
-static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
+static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
unsigned int sampler_bind_idx, const struct glsl_sample_function *sample_function, DWORD swizzle,
- const char *dx, const char *dy, const char *bias, const char *coord_reg_fmt, ...)
+ const char *dx, const char *dy, const char *bias, const struct wined3d_shader_texel_offset *offset,
+ const char *coord_reg_fmt, ...)
{
const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version;
char dst_swizzle[6];
@@ -2921,11 +2959,16 @@ static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_s
}
}
if (dx && dy)
- shader_addline(ins->ctx->buffer, ", %s, %s)", dx, dy);
+ shader_addline(ins->ctx->buffer, ", %s, %s", dx, dy);
else if (bias)
- shader_addline(ins->ctx->buffer, ", %s)", bias);
- else
- shader_addline(ins->ctx->buffer, ")");
+ shader_addline(ins->ctx->buffer, ", %s", bias);
+ if (sample_function->offset_size)
+ {
+ int offset_immdata[4] = {offset->u, offset->v, offset->w};
+ shader_addline(ins->ctx->buffer, ", ");
+ shader_glsl_append_imm_ivec(ins->ctx->buffer, offset_immdata, sample_function->offset_size);
+ }
+ shader_addline(ins->ctx->buffer, ")");
if (sample_function->output_single_component)
shader_addline(ins->ctx->buffer, ")");
@@ -4211,7 +4254,7 @@ static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
{
char coord_mask[6];
shader_glsl_write_mask_to_str(mask, coord_mask);
- shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, NULL,
+ shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, NULL, NULL,
"T%u%s", resource_idx, coord_mask);
}
else
@@ -4223,9 +4266,9 @@ static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
struct glsl_src_param bias;
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
- "%s", coord_param.param_str);
+ NULL, "%s", coord_param.param_str);
} else {
- shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, NULL,
+ shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, NULL, NULL,
"%s", coord_param.param_str);
}
}
@@ -4258,8 +4301,8 @@ static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
- shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
- "%s", coord_param.param_str);
+ shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str,
+ NULL, NULL, "%s", coord_param.param_str);
shader_glsl_release_sample_function(ins->ctx, &sample_function);
}
@@ -4291,7 +4334,7 @@ static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
* even without the appropriate extension. */
WARN("Using %s in fragment shader.\n", sample_function.name->buffer);
}
- shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
+ shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str, NULL,
"%s", coord_param.param_str);
shader_glsl_release_sample_function(ins->ctx, &sample_function);
}
@@ -4398,7 +4441,7 @@ static void shader_glsl_ld(const struct wined3d_shader_instruction *ins)
sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map,
ins->src[1].reg.idx[0].offset, WINED3D_SAMPLER_DEFAULT);
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.param_str, NULL, "%s", coord_param.param_str);
shader_glsl_release_sample_function(ins->ctx, &sample_function);
}
@@ -4446,7 +4489,7 @@ static void shader_glsl_sample(const struct wined3d_shader_instruction *ins)
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,
- dx_param_str, dy_param_str, lod_param_str, "%s", coord_param.param_str);
+ dx_param_str, dy_param_str, lod_param_str, NULL, "%s", coord_param.param_str);
shader_glsl_release_sample_function(ins->ctx, &sample_function);
}
@@ -4517,17 +4560,17 @@ static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
{
case 1:
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
- "dot(ffp_texcoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
+ NULL, "dot(ffp_texcoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
break;
case 2:
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
- "vec2(dot(ffp_texcoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
+ NULL, "vec2(dot(ffp_texcoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
break;
case 3:
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
- "vec3(dot(ffp_texcoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
+ NULL, "vec3(dot(ffp_texcoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
break;
default:
@@ -4635,7 +4678,7 @@ static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
/* Sample the texture using the calculated coordinates */
- shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
+ shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL, "tmp0.xy");
shader_glsl_release_sample_function(ins->ctx, &sample_function);
}
@@ -4656,7 +4699,7 @@ static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
/* Sample the texture using the calculated coordinates */
- shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
+ shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL, "tmp0.xyz");
shader_glsl_release_sample_function(ins->ctx, &sample_function);
tex_mx->current_row = 0;
@@ -4708,7 +4751,7 @@ static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins
/* Sample the texture */
shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE,
- NULL, NULL, NULL, "tmp0%s", coord_mask);
+ NULL, NULL, NULL, NULL, "tmp0%s", coord_mask);
shader_glsl_release_sample_function(ins->ctx, &sample_function);
tex_mx->current_row = 0;
@@ -4742,7 +4785,7 @@ static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *in
/* Sample the texture using the calculated coordinates */
shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE,
- NULL, NULL, NULL, "tmp0%s", coord_mask);
+ NULL, NULL, NULL, NULL, "tmp0%s", coord_mask);
shader_glsl_release_sample_function(ins->ctx, &sample_function);
tex_mx->current_row = 0;
@@ -4800,7 +4843,7 @@ static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
- shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
+ shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL,
"T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
coord_param.param_str, coord_mask);
@@ -4843,7 +4886,7 @@ static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
- shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
+ shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL,
"%s.wx", src0_param.reg_name);
shader_glsl_release_sample_function(ins->ctx, &sample_function);
}
@@ -4859,7 +4902,7 @@ static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
- shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
+ shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL,
"%s.yz", src0_param.reg_name);
shader_glsl_release_sample_function(ins->ctx, &sample_function);
}
@@ -4876,7 +4919,7 @@ static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
- shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
+ shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL,
"%s", src0_param.param_str);
shader_glsl_release_sample_function(ins->ctx, &sample_function);
}
--
2.4.10
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