[PATCH 3/5] wined3d: Use ARB_texture_swizzle for color fixups when possible.
Matteo Bruni
mbruni at codeweavers.com
Wed Mar 23 15:19:10 CDT 2016
Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
---
dlls/wined3d/cs.c | 4 +++-
dlls/wined3d/glsl_shader.c | 8 ++++----
dlls/wined3d/shader.c | 5 ++++-
dlls/wined3d/texture.c | 27 +++++++++++++++++++++++++++
dlls/wined3d/utils.c | 5 ++++-
dlls/wined3d/wined3d_private.h | 6 ++++++
6 files changed, 48 insertions(+), 7 deletions(-)
diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c
index 6e7a57b..34e0475 100644
--- a/dlls/wined3d/cs.c
+++ b/dlls/wined3d/cs.c
@@ -634,6 +634,7 @@ void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_sha
static void wined3d_cs_exec_set_texture(struct wined3d_cs *cs, const void *data)
{
+ const struct wined3d_gl_info *gl_info = &cs->device->adapter->gl_info;
const struct wined3d_d3d_info *d3d_info = &cs->device->adapter->d3d_info;
const struct wined3d_cs_set_texture *op = data;
struct wined3d_texture *prev;
@@ -653,7 +654,8 @@ static void wined3d_cs_exec_set_texture(struct wined3d_cs *cs, const void *data)
op->texture->sampler = op->stage;
if (!prev || op->texture->target != prev->target
- || !is_same_fixup(new_format->color_fixup, old_format->color_fixup)
+ || (!is_same_fixup(new_format->color_fixup, old_format->color_fixup)
+ && !(can_use_texture_swizzle(gl_info, new_format) && can_use_texture_swizzle(gl_info, old_format)))
|| (new_fmt_flags & WINED3DFMT_FLAG_SHADOW) != (old_fmt_flags & WINED3DFMT_FLAG_SHADOW))
device_invalidate_state(cs->device, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL));
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 11f103e..ff379b7 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -2883,9 +2883,8 @@ static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_
shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
- /* FIXME: We currently don't support fixups for vertex shaders or anything
- * above SM3. Note that for SM4+ the sampler index doesn't have to match
- * the resource index. */
+ /* If ARB_texture_swizzle is supported we don't need to do anything here.
+ * We actually rely on it for vertex shaders and SM4+. */
if (version->type == WINED3D_SHADER_TYPE_PIXEL && version->major < 4)
{
const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
@@ -8035,7 +8034,8 @@ static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct s
if (gl_info->glsl_version >= MAKEDWORD_VERSION(4, 30) && gl_info->supported[WINED3D_GL_VERSION_4_3])
shader_model = 5;
else if (gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50) && gl_info->supported[WINED3D_GL_VERSION_3_2]
- && gl_info->supported[ARB_SHADER_BIT_ENCODING] && gl_info->supported[ARB_SAMPLER_OBJECTS])
+ && gl_info->supported[ARB_SHADER_BIT_ENCODING] && gl_info->supported[ARB_SAMPLER_OBJECTS]
+ && gl_info->supported[ARB_TEXTURE_SWIZZLE])
shader_model = 4;
/* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
* texldd and texldl instructions. */
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index 9aa0fa1..db30868 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -2786,7 +2786,10 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
continue;
}
- args->color_fixup[i] = texture->resource.format->color_fixup;
+ if (can_use_texture_swizzle(gl_info, texture->resource.format))
+ args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
+ else
+ args->color_fixup[i] = texture->resource.format->color_fixup;
if (texture->resource.format_flags & WINED3DFMT_FLAG_SHADOW)
args->shadow |= 1u << i;
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index 2687bf1..401eb26 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -187,6 +187,8 @@ void wined3d_texture_bind(struct wined3d_texture *texture,
struct wined3d_context *context, BOOL srgb)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
+ const struct wined3d_format *format = texture->resource.format;
+ const struct color_fixup_desc fixup = format->color_fixup;
struct gl_texture *gl_tex;
GLenum target;
@@ -298,6 +300,31 @@ void wined3d_texture_bind(struct wined3d_texture *texture,
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY);
checkGLcall("glTexParameteri(GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY)");
}
+
+ if (!is_identity_fixup(fixup) && can_use_texture_swizzle(gl_info, format))
+ {
+ static const GLenum swizzle_source[] =
+ {
+ GL_ZERO, /* CHANNEL_SOURCE_ZERO */
+ GL_ONE, /* CHANNEL_SOURCE_ONE */
+ GL_RED, /* CHANNEL_SOURCE_X */
+ GL_GREEN, /* CHANNEL_SOURCE_Y */
+ GL_BLUE, /* CHANNEL_SOURCE_Z */
+ GL_ALPHA, /* CHANNEL_SOURCE_W */
+ };
+ struct
+ {
+ GLint x, y, z, w;
+ }
+ swizzle;
+
+ swizzle.x = swizzle_source[fixup.x_source];
+ swizzle.y = swizzle_source[fixup.y_source];
+ swizzle.z = swizzle_source[fixup.z_source];
+ swizzle.w = swizzle_source[fixup.w_source];
+ gl_info->gl_ops.gl.p_glTexParameteriv(target, GL_TEXTURE_SWIZZLE_RGBA, &swizzle.x);
+ checkGLcall("glTexParameteriv(GL_TEXTURE_SWIZZLE_RGBA)");
+ }
}
/* Context activation is done by the caller. */
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index 506bc07..df22e80 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -4840,7 +4840,10 @@ void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d
if ((texture = state->textures[i]))
{
- settings->op[i].color_fixup = texture->resource.format->color_fixup;
+ if (can_use_texture_swizzle(gl_info, texture->resource.format))
+ settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
+ else
+ settings->op[i].color_fixup = texture->resource.format->color_fixup;
if (ignore_textype)
{
settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 9e83e6a..50dc046 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -3435,6 +3435,12 @@ static inline BOOL needs_srgb_write(const struct wined3d_context *context,
&& fb->render_targets[0] && fb->render_targets[0]->format_flags & WINED3DFMT_FLAG_SRGB_WRITE;
}
+static inline BOOL can_use_texture_swizzle(const struct wined3d_gl_info *gl_info, const struct wined3d_format *format)
+{
+ return gl_info->supported[ARB_TEXTURE_SWIZZLE] && !is_complex_fixup(format->color_fixup)
+ && !is_scaling_fixup(format->color_fixup);
+}
+
/* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
#define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
--
2.7.3
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