[PATCH 2/8] wined3d: Implement SM4.1 gather4 instruction.
Józef Kucia
jkucia at codeweavers.com
Tue Apr 11 06:30:31 CDT 2017
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
It doesn't seem beneficial to teach shader_glsl_gen_sample_code() about
textureGather().
---
dlls/wined3d/glsl_shader.c | 76 +++++++++++++++++++++++++++++++++++++++++-----
dlls/wined3d/shader.c | 3 +-
2 files changed, 70 insertions(+), 9 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 348de8f..c617393 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -3434,6 +3434,18 @@ static BOOL shader_glsl_has_core_grad(const struct wined3d_gl_info *gl_info,
return shader_glsl_get_version(gl_info, version) >= 130 || gl_info->supported[EXT_GPU_SHADER4];
}
+static void shader_glsl_get_coord_size(enum wined3d_shader_resource_type resource_type,
+ unsigned int *coord_size, unsigned int *deriv_size)
+{
+ const BOOL is_array = resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
+ || resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY;
+
+ *coord_size = resource_type_info[resource_type].coord_size;
+ *deriv_size = *coord_size;
+ if (is_array)
+ --(*deriv_size);
+}
+
static void shader_glsl_get_sample_function(const struct wined3d_shader_context *ctx,
DWORD resource_idx, DWORD sampler_idx, DWORD flags, struct glsl_sample_function *sample_function)
{
@@ -3450,7 +3462,6 @@ static void shader_glsl_get_sample_function(const struct wined3d_shader_context
BOOL offset = flags & WINED3D_GLSL_SAMPLE_OFFSET;
const char *base = "texture", *type_part = "", *suffix = "";
unsigned int coord_size, deriv_size;
- BOOL array;
sample_function->data_type = ctx->reg_maps->resource_info[resource_idx].data_type;
@@ -3459,8 +3470,6 @@ static void shader_glsl_get_sample_function(const struct wined3d_shader_context
ERR("Unexpected resource type %#x.\n", resource_type);
resource_type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
}
- array = resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
- || resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY;
/* Note that there's no such thing as a projected cube texture. */
if (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_CUBE)
@@ -3500,12 +3509,9 @@ static void shader_glsl_get_sample_function(const struct wined3d_shader_context
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_type_info[resource_type].coord_size;
- deriv_size = coord_size;
+ shader_glsl_get_coord_size(resource_type, &coord_size, &deriv_size);
if (shadow)
++coord_size;
- if (array)
- --deriv_size;
sample_function->offset_size = offset ? deriv_size : 0;
sample_function->coord_mask = (1u << coord_size) - 1;
sample_function->deriv_mask = (1u << deriv_size) - 1;
@@ -5918,6 +5924,58 @@ static void shader_glsl_sample_c(const struct wined3d_shader_instruction *ins)
shader_glsl_release_sample_function(ins->ctx, &sample_function);
}
+static void shader_glsl_gather4(const struct wined3d_shader_instruction *ins)
+{
+ const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
+ const char *prefix = shader_glsl_get_prefix(reg_maps->shader_version.type);
+ const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
+ const struct wined3d_shader_resource_info *resource_info;
+ unsigned int resource_idx, sampler_idx, sampler_bind_idx;
+ struct wined3d_string_buffer *buffer = ins->ctx->buffer;
+ unsigned int coord_size, offset_size;
+ struct glsl_src_param coord_param;
+ char dst_swizzle[6];
+ BOOL has_offset;
+
+ if (!gl_info->supported[ARB_TEXTURE_GATHER])
+ {
+ FIXME("OpenGL implementation does not support textureGather.\n");
+ return;
+ }
+
+ has_offset = wined3d_shader_instruction_has_texel_offset(ins);
+
+ resource_idx = ins->src[1].reg.idx[0].offset;
+ sampler_idx = ins->src[2].reg.idx[0].offset;
+ sampler_bind_idx = shader_glsl_find_sampler(®_maps->sampler_map, resource_idx, sampler_idx);
+
+ if (!(resource_info = shader_glsl_get_resource_info(ins, &ins->src[1].reg)))
+ return;
+
+ if (resource_info->type >= ARRAY_SIZE(resource_type_info))
+ {
+ ERR("Unexpected resource type %#x.\n", resource_info->type);
+ return;
+ }
+ shader_glsl_get_coord_size(resource_info->type, &coord_size, &offset_size);
+
+ shader_glsl_swizzle_to_str(ins->src[1].swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
+ shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], resource_info->data_type);
+
+ shader_glsl_add_src_param(ins, &ins->src[0], (1u << coord_size) - 1, &coord_param);
+
+ shader_addline(buffer, "textureGather%s(%s_sampler%u, %s",
+ has_offset ? "Offset" : "", prefix, sampler_bind_idx, coord_param.param_str);
+ if (has_offset)
+ {
+ int offset_immdata[4] = {ins->texel_offset.u, ins->texel_offset.v, ins->texel_offset.w};
+ shader_addline(buffer, ", ");
+ shader_glsl_append_imm_ivec(buffer, offset_immdata, offset_size);
+ }
+
+ shader_addline(buffer, ")%s);\n", dst_swizzle);
+}
+
static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
{
/* FIXME: Make this work for more than just 2D textures */
@@ -7004,6 +7062,8 @@ static void shader_glsl_enable_extensions(struct wined3d_string_buffer *buffer,
shader_addline(buffer, "#extension GL_ARB_shading_language_packing : enable\n");
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
shader_addline(buffer, "#extension GL_ARB_texture_cube_map_array : enable\n");
+ if (gl_info->supported[ARB_TEXTURE_GATHER])
+ shader_addline(buffer, "#extension GL_ARB_texture_gather : enable\n");
if (gl_info->supported[ARB_TEXTURE_QUERY_LEVELS])
shader_addline(buffer, "#extension GL_ARB_texture_query_levels : enable\n");
if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
@@ -9979,7 +10039,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
/* WINED3DSIH_FRC */ shader_glsl_map2gl,
/* WINED3DSIH_FTOI */ shader_glsl_to_int,
/* WINED3DSIH_FTOU */ shader_glsl_to_uint,
- /* WINED3DSIH_GATHER4 */ NULL,
+ /* WINED3DSIH_GATHER4 */ shader_glsl_gather4,
/* WINED3DSIH_GATHER4_C */ NULL,
/* WINED3DSIH_GE */ shader_glsl_relop,
/* WINED3DSIH_HS_CONTROL_POINT_PHASE */ NULL,
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index 3783006..f44ce28 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -1448,7 +1448,8 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
{
--cur_loop_depth;
}
- else if (ins.handler_idx == WINED3DSIH_SAMPLE
+ else if (ins.handler_idx == WINED3DSIH_GATHER4
+ || ins.handler_idx == WINED3DSIH_SAMPLE
|| ins.handler_idx == WINED3DSIH_SAMPLE_B
|| ins.handler_idx == WINED3DSIH_SAMPLE_C
|| ins.handler_idx == WINED3DSIH_SAMPLE_C_LZ
--
2.10.2
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