[PATCH 1/6] wined3d: Add support for 2D array texture samplers.
Józef Kucia
jkucia at codeweavers.com
Thu May 19 03:49:37 CDT 2016
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/wined3d/glsl_shader.c | 33 +++++++++++++++++++++++----------
1 file changed, 23 insertions(+), 10 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 4e58262..c345d67 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1860,6 +1860,13 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
sampler_type = "samplerCube";
break;
+ case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY:
+ if (shadow_sampler)
+ sampler_type = "sampler2DArrayShadow";
+ else
+ sampler_type = "sampler2DArray";
+ break;
+
default:
sampler_type = "unsupported_sampler";
FIXME("Unhandled resource type %#x.\n", reg_maps->resource_info[entry->resource_idx].type);
@@ -2699,16 +2706,16 @@ static void shader_glsl_get_sample_function(const struct wined3d_shader_context
}
resource_types[] =
{
- {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 */
+ {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, "2DArray"}, /* 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;
@@ -5492,6 +5499,8 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
shader_addline(buffer, "#extension GL_ARB_uniform_buffer_object : enable\n");
if (gl_info->supported[EXT_GPU_SHADER4])
shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
+ if (gl_info->supported[EXT_TEXTURE_ARRAY])
+ shader_addline(buffer, "#extension GL_EXT_texture_array : enable\n");
/* Base Declarations */
shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
@@ -5581,6 +5590,8 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
shader_addline(buffer, "#extension GL_ARB_uniform_buffer_object : enable\n");
if (gl_info->supported[EXT_GPU_SHADER4])
shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
+ if (gl_info->supported[EXT_TEXTURE_ARRAY])
+ shader_addline(buffer, "#extension GL_EXT_texture_array : enable\n");
memset(&priv_ctx, 0, sizeof(priv_ctx));
priv_ctx.cur_vs_args = args;
@@ -5668,6 +5679,8 @@ static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context
shader_addline(buffer, "#extension GL_ARB_uniform_buffer_object : enable\n");
if (gl_info->supported[EXT_GPU_SHADER4])
shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
+ if (gl_info->supported[EXT_TEXTURE_ARRAY])
+ shader_addline(buffer, "#extension GL_EXT_texture_array : enable\n");
memset(&priv_ctx, 0, sizeof(priv_ctx));
priv_ctx.string_buffers = string_buffers;
--
2.7.3
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