wined3d: Declare a 1D sampler for TEXDP3TEX (GLSL).

oldstable
Jason Green 2006-07-28 15:34:39 -04:00 committed by Alexandre Julliard
parent d353ab7879
commit 2e52b36bb3
4 changed files with 52 additions and 29 deletions

View File

@ -299,7 +299,7 @@ HRESULT shader_get_registers_used(
/* Fake sampler usage, only set reserved bit and ttype */
DWORD sampler_code = *pToken & D3DSP_REGNUM_MASK;
reg_maps->samplers[sampler_code] = (0x1 << 31) | D3DSTT_2D;
reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
} else if (D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 &&
(D3DSIO_TEXM3x3SPEC == curOpcode->opcode ||
@ -310,7 +310,13 @@ HRESULT shader_get_registers_used(
* we waited to generate the shader until the textures were all bound.
* For now, use Cube textures because they are more common. */
DWORD sampler_code = *pToken & D3DSP_REGNUM_MASK;
reg_maps->samplers[sampler_code] = (0x1 << 31) | D3DSTT_CUBE;
reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_CUBE;
} else if (D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 &&
(D3DSIO_TEXDP3TEX == curOpcode->opcode)) {
/* 1D Sampler usage */
DWORD sampler_code = *pToken & D3DSP_REGNUM_MASK;
reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_1D;
}
/* This will loop over all the registers and try to
@ -364,12 +370,12 @@ static void shader_dump_decl_usage(
TRACE("dcl");
if (regtype == D3DSPR_SAMPLER) {
DWORD ttype = decl & D3DSP_TEXTURETYPE_MASK;
DWORD ttype = decl & WINED3DSP_TEXTURETYPE_MASK;
switch (ttype) {
case D3DSTT_2D: TRACE("_2d"); break;
case D3DSTT_CUBE: TRACE("_cube"); break;
case D3DSTT_VOLUME: TRACE("_volume"); break;
case WINED3DSTT_2D: TRACE("_2d"); break;
case WINED3DSTT_CUBE: TRACE("_cube"); break;
case WINED3DSTT_VOLUME: TRACE("_volume"); break;
default: TRACE("_unknown_ttype(%08lx)", ttype);
}

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@ -355,16 +355,19 @@ void shader_generate_glsl_declarations(
for (i = 0; i < This->baseShader.limits.sampler; i++) {
if (reg_maps->samplers[i]) {
DWORD stype = reg_maps->samplers[i] & D3DSP_TEXTURETYPE_MASK;
DWORD stype = reg_maps->samplers[i] & WINED3DSP_TEXTURETYPE_MASK;
switch (stype) {
case D3DSTT_2D:
case WINED3DSTT_1D:
shader_addline(buffer, "uniform sampler1D %csampler%lu;\n", prefix, i);
break;
case WINED3DSTT_2D:
shader_addline(buffer, "uniform sampler2D %csampler%lu;\n", prefix, i);
break;
case D3DSTT_CUBE:
case WINED3DSTT_CUBE:
shader_addline(buffer, "uniform samplerCube %csampler%lu;\n", prefix, i);
break;
case D3DSTT_VOLUME:
case WINED3DSTT_VOLUME:
shader_addline(buffer, "uniform sampler3D %csampler%lu;\n", prefix, i);
break;
default:
@ -1341,16 +1344,16 @@ void pshader_glsl_tex(SHADER_OPCODE_ARG* arg) {
sampler_code = arg->src[1] & D3DSP_REGNUM_MASK;
}
sampler_type = arg->reg_maps->samplers[sampler_code] & D3DSP_TEXTURETYPE_MASK;
sampler_type = arg->reg_maps->samplers[sampler_code] & WINED3DSP_TEXTURETYPE_MASK;
switch(sampler_type) {
case D3DSTT_2D:
case WINED3DSTT_2D:
shader_addline(buffer, "%s = texture2D(%s, %s.st);\n", dst_str, sampler_str, coord_reg);
break;
case D3DSTT_CUBE:
case WINED3DSTT_CUBE:
shader_addline(buffer, "%s = textureCube(%s, %s.stp);\n", dst_str, sampler_str, coord_reg);
break;
case D3DSTT_VOLUME:
case WINED3DSTT_VOLUME:
shader_addline(buffer, "%s = texture3D(%s, %s.stp);\n", dst_str, sampler_str, coord_reg);
break;
default:
@ -1505,14 +1508,14 @@ void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg) {
char dimensions[5];
DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
DWORD src0_regnum = arg->src[0] & D3DSP_REGNUM_MASK;
DWORD stype = arg->reg_maps->samplers[src0_regnum] & D3DSP_TEXTURETYPE_MASK;
DWORD stype = arg->reg_maps->samplers[src0_regnum] & WINED3DSP_TEXTURETYPE_MASK;
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
switch (stype) {
case D3DSTT_2D: strcpy(dimensions, "2D"); break;
case D3DSTT_CUBE: strcpy(dimensions, "Cube"); break;
case D3DSTT_VOLUME: strcpy(dimensions, "3D"); break;
case WINED3DSTT_2D: strcpy(dimensions, "2D"); break;
case WINED3DSTT_CUBE: strcpy(dimensions, "Cube"); break;
case WINED3DSTT_VOLUME: strcpy(dimensions, "3D"); break;
default:
strcpy(dimensions, "");
FIXME("Unrecognized sampler type: %#lx\n", stype);
@ -1522,7 +1525,7 @@ void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg) {
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_name, src0_mask, src0_str);
shader_addline(arg->buffer, "tmp0.z = dot(vec3(T%lu), vec3(%s));\n", reg, src0_str);
shader_addline(arg->buffer, "T%lu = texture%s(Psampler%lu, tmp0.%s);\n",
reg, dimensions, reg, (stype == D3DSTT_2D) ? "xy" : "xyz");
reg, dimensions, reg, (stype == WINED3DSTT_2D) ? "xy" : "xyz");
current_state->current_row = 0;
}
@ -1555,12 +1558,12 @@ void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg) {
char src1_str[100], src1_name[50], src1_mask[6];
SHADER_BUFFER* buffer = arg->buffer;
SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
DWORD stype = arg->reg_maps->samplers[reg] & D3DSP_TEXTURETYPE_MASK;
DWORD stype = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
switch (stype) {
case D3DSTT_2D: strcpy(dimensions, "2D"); break;
case D3DSTT_CUBE: strcpy(dimensions, "Cube"); break;
case D3DSTT_VOLUME: strcpy(dimensions, "3D"); break;
case WINED3DSTT_2D: strcpy(dimensions, "2D"); break;
case WINED3DSTT_CUBE: strcpy(dimensions, "Cube"); break;
case WINED3DSTT_VOLUME: strcpy(dimensions, "3D"); break;
default:
strcpy(dimensions, "");
FIXME("Unrecognized sampler type: %#lx\n", stype);
@ -1578,7 +1581,7 @@ void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg) {
/* Sample the texture */
shader_addline(buffer, "T%lu = texture%s(Psampler%lu, tmp0.%s);\n",
reg, dimensions, reg, (stype == D3DSTT_2D) ? "xy" : "xyz");
reg, dimensions, reg, (stype == WINED3DSTT_2D) ? "xy" : "xyz");
current_state->current_row = 0;
}
@ -1677,11 +1680,11 @@ void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg) {
char dst_mask[6], src0_mask[6];
char dimensions[5];
DWORD src0_regnum = arg->src[0] & D3DSP_REGNUM_MASK;
DWORD stype = arg->reg_maps->samplers[src0_regnum] & D3DSP_TEXTURETYPE_MASK;
DWORD stype = arg->reg_maps->samplers[src0_regnum] & WINED3DSP_TEXTURETYPE_MASK;
switch (stype) {
case D3DSTT_2D: strcpy(dimensions, "2D"); break;
case D3DSTT_CUBE: strcpy(dimensions, "Cube"); break;
case D3DSTT_VOLUME: strcpy(dimensions, "3D"); break;
case WINED3DSTT_2D: strcpy(dimensions, "2D"); break;
case WINED3DSTT_CUBE: strcpy(dimensions, "Cube"); break;
case WINED3DSTT_VOLUME: strcpy(dimensions, "3D"); break;
default:
strcpy(dimensions, "");
FIXME("Unrecognized sampler type: %#lx\n", stype);
@ -1693,7 +1696,7 @@ void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg) {
shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
shader_addline(arg->buffer, "%stexture%s(Psampler%lu, %s.%s))%s;\n",
tmpLine, dimensions, src0_regnum, dst_reg, (stype == D3DSTT_2D) ? "xy" : "xyz", dst_mask);
tmpLine, dimensions, src0_regnum, dst_reg, (stype == WINED3DSTT_2D) ? "xy" : "xyz", dst_mask);
}
/** Process the D3DSIO_TEXKILL instruction in GLSL.

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@ -471,6 +471,7 @@ typedef enum _D3DSHADER_INSTRUCTION_OPCODE_TYPE {
typedef enum _D3DSAMPLER_TEXTURE_TYPE {
D3DSTT_UNKNOWN = 0 << D3DSP_TEXTURETYPE_SHIFT,
D3DSTT_1D = 1 << D3DSP_TEXTURETYPE_SHIFT,
D3DSTT_2D = 2 << D3DSP_TEXTURETYPE_SHIFT,
D3DSTT_CUBE = 3 << D3DSP_TEXTURETYPE_SHIFT,
D3DSTT_VOLUME = 4 << D3DSP_TEXTURETYPE_SHIFT,

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@ -994,6 +994,19 @@ typedef enum _WINED3DDECLUSAGE {
WINED3DSHADERDECLUSAGE_MAX_USAGE
} WINED3DSHADERDECLUSAGE;
#define WINED3DSP_TEXTURETYPE_SHIFT 27
#define WINED3DSP_TEXTURETYPE_MASK 0x78000000
typedef enum _WINED3DSAMPLER_TEXTURE_TYPE {
WINED3DSTT_UNKNOWN = 0 << WINED3DSP_TEXTURETYPE_SHIFT,
WINED3DSTT_1D = 1 << WINED3DSP_TEXTURETYPE_SHIFT,
WINED3DSTT_2D = 2 << WINED3DSP_TEXTURETYPE_SHIFT,
WINED3DSTT_CUBE = 3 << WINED3DSP_TEXTURETYPE_SHIFT,
WINED3DSTT_VOLUME = 4 << WINED3DSP_TEXTURETYPE_SHIFT,
WINED3DSTT_FORCE_DWORD = 0x7FFFFFFF
} WINED3DSAMPLER_TEXTURE_TYPE;
#define WINED3DUSAGE_RENDERTARGET 0x00000001L
#define WINED3DUSAGE_DEPTHSTENCIL 0x00000002L
#define WINED3DUSAGE_WRITEONLY 0x00000008L