wined3d: Use the np2_fixup to find out if a RECT texture is used.

oldstable
Stefan Dösinger 2013-04-13 16:37:15 +02:00 committed by Alexandre Julliard
parent 196c88cfc4
commit 547be26d90
2 changed files with 15 additions and 12 deletions

View File

@ -1368,14 +1368,14 @@ static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD
{
struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
const struct wined3d_shader *shader = ins->ctx->shader;
const struct wined3d_texture *texture;
const char *tex_type;
BOOL np2_fixup = FALSE;
struct wined3d_device *device = shader->device;
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
const char *mod;
BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
const struct wined3d_shader *shader;
const struct wined3d_device *device;
const struct wined3d_gl_info *gl_info;
/* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
@ -1386,13 +1386,15 @@ static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD
break;
case WINED3DSTT_2D:
texture = device->stateBlock->state.textures[sampler_idx];
if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
{
shader = ins->ctx->shader;
device = shader->device;
gl_info = &device->adapter->gl_info;
if (pshader && priv->cur_ps_args->super.np2_fixup & (1 << sampler_idx)
&& gl_info->supported[ARB_TEXTURE_RECTANGLE])
tex_type = "RECT";
} else {
else
tex_type = "2D";
}
if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
{
if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))

View File

@ -1058,7 +1058,7 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
if (reg_maps->sampler_type[i])
{
BOOL shadow_sampler = version->type == WINED3D_SHADER_TYPE_PIXEL && (ps_args->shadow & (1 << i));
const struct wined3d_texture *texture;
BOOL tex_rect;
switch (reg_maps->sampler_type[i])
{
@ -1069,17 +1069,18 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
shader_addline(buffer, "uniform sampler1D %s_sampler%u;\n", prefix, i);
break;
case WINED3DSTT_2D:
texture = state->textures[i];
tex_rect = version->type == WINED3D_SHADER_TYPE_PIXEL && (ps_args->np2_fixup & (1 << i));
tex_rect = tex_rect && gl_info->supported[ARB_TEXTURE_RECTANGLE];
if (shadow_sampler)
{
if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
if (tex_rect)
shader_addline(buffer, "uniform sampler2DRectShadow %s_sampler%u;\n", prefix, i);
else
shader_addline(buffer, "uniform sampler2DShadow %s_sampler%u;\n", prefix, i);
}
else
{
if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
if (tex_rect)
shader_addline(buffer, "uniform sampler2DRect %s_sampler%u;\n", prefix, i);
else
shader_addline(buffer, "uniform sampler2D %s_sampler%u;\n", prefix, i);