diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index cf27d1f9366..a28b529e14e 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -1390,8 +1390,8 @@ static const char *shader_arb_get_modifier(const struct wined3d_shader_instructi static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx, const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy) { + enum wined3d_shader_resource_type resource_type = ins->ctx->reg_maps->resource_type[sampler_idx]; struct wined3d_shader_buffer *buffer = ins->ctx->buffer; - DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx]; const char *tex_type; BOOL np2_fixup = FALSE; struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; @@ -1404,12 +1404,13 @@ static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */ if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS; - switch(sampler_type) { - case WINED3DSTT_1D: + switch (resource_type) + { + case WINED3D_SHADER_RESOURCE_TEXTURE_1D: tex_type = "1D"; break; - case WINED3DSTT_2D: + case WINED3D_SHADER_RESOURCE_TEXTURE_2D: shader = ins->ctx->shader; device = shader->device; gl_info = &device->adapter->gl_info; @@ -1429,16 +1430,16 @@ static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD } break; - case WINED3DSTT_VOLUME: + case WINED3D_SHADER_RESOURCE_TEXTURE_3D: tex_type = "3D"; break; - case WINED3DSTT_CUBE: + case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE: tex_type = "CUBE"; break; default: - ERR("Unexpected texture type %d\n", sampler_type); + ERR("Unexpected resource type %#x.\n", resource_type); tex_type = ""; } @@ -4376,7 +4377,7 @@ static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_shader *sh shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args; - pixelshader_update_samplers(shader, args->super.tex_types); + pixelshader_update_resource_types(shader, args->super.tex_types); if (!shader_buffer_init(&buffer)) { diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index 376f68cad61..75161c6ef81 100644 --- a/dlls/wined3d/context.c +++ b/dlls/wined3d/context.c @@ -2585,14 +2585,14 @@ static void context_map_fixed_function_samplers(struct wined3d_context *context, static void context_map_psamplers(struct wined3d_context *context, const struct wined3d_state *state) { - const enum wined3d_sampler_texture_type *sampler_type = - state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.sampler_type; + const enum wined3d_shader_resource_type *resource_type = + state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_type; unsigned int i; const struct wined3d_d3d_info *d3d_info = context->d3d_info; for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) { - if (sampler_type[i] && context->tex_unit_map[i] != i) + if (resource_type[i] && context->tex_unit_map[i] != i) { context_map_stage(context, i, i); context_invalidate_state(context, STATE_SAMPLER(i)); @@ -2603,8 +2603,8 @@ static void context_map_psamplers(struct wined3d_context *context, const struct } static BOOL context_unit_free_for_vs(const struct wined3d_context *context, - const enum wined3d_sampler_texture_type *pshader_sampler_tokens, - const enum wined3d_sampler_texture_type *vshader_sampler_tokens, DWORD unit) + const enum wined3d_shader_resource_type *ps_resource_types, + const enum wined3d_shader_resource_type *vs_resource_types, DWORD unit) { DWORD current_mapping = context->rev_tex_unit_map[unit]; @@ -2616,39 +2616,39 @@ static BOOL context_unit_free_for_vs(const struct wined3d_context *context, { /* Used by a fragment sampler */ - if (!pshader_sampler_tokens) + if (!ps_resource_types) { /* No pixel shader, check fixed function */ return current_mapping >= MAX_TEXTURES || !(context->fixed_function_usage_map & (1 << current_mapping)); } /* Pixel shader, check the shader's sampler map */ - return !pshader_sampler_tokens[current_mapping]; + return !ps_resource_types[current_mapping]; } /* Used by a vertex sampler */ - return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS]; + return !vs_resource_types[current_mapping - MAX_FRAGMENT_SAMPLERS]; } static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, const struct wined3d_state *state) { - const enum wined3d_sampler_texture_type *vshader_sampler_type = - state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.sampler_type; - const enum wined3d_sampler_texture_type *pshader_sampler_type = NULL; + const enum wined3d_shader_resource_type *vs_resource_type = + state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_type; + const enum wined3d_shader_resource_type *ps_resource_type = NULL; const struct wined3d_gl_info *gl_info = context->gl_info; int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1; int i; + /* Note that we only care if a resource is used or not, not the + * resource's specific type. Otherwise we'd need to call + * shader_update_samplers() here for 1.x pixelshaders. */ if (ps) - { - /* Note that we only care if a sampler is sampled or not, not the sampler's specific type. - * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */ - pshader_sampler_type = state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.sampler_type; - } + ps_resource_type = state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_type; - for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) { + for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) + { DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS; - if (vshader_sampler_type[i]) + if (vs_resource_type[i]) { if (context->tex_unit_map[vsampler_idx] != WINED3D_UNMAPPED_STAGE) { @@ -2658,7 +2658,7 @@ static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, cons while (start >= 0) { - if (context_unit_free_for_vs(context, pshader_sampler_type, vshader_sampler_type, start)) + if (context_unit_free_for_vs(context, ps_resource_type, vs_resource_type, start)) { context_map_stage(context, vsampler_idx, start); context_invalidate_state(context, STATE_SAMPLER(vsampler_idx)); @@ -2930,7 +2930,7 @@ static void context_preload_textures(struct wined3d_context *context, const stru { for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) { - if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.sampler_type[i]) + if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_type[i]) context_preload_texture(context, state, MAX_FRAGMENT_SAMPLERS + i); } } @@ -2939,7 +2939,7 @@ static void context_preload_textures(struct wined3d_context *context, const stru { for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) { - if (state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.sampler_type[i]) + if (state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_type[i]) context_preload_texture(context, state, i); } } diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index a71459ef17b..ea6f4c90f2f 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -1064,52 +1064,56 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont /* Declare texture samplers */ for (i = 0; i < shader->limits->sampler; ++i) { - if (reg_maps->sampler_type[i]) - { - BOOL shadow_sampler = version->type == WINED3D_SHADER_TYPE_PIXEL && (ps_args->shadow & (1 << i)); - BOOL tex_rect; + BOOL shadow_sampler, tex_rect; - switch (reg_maps->sampler_type[i]) - { - case WINED3DSTT_1D: - if (shadow_sampler) - shader_addline(buffer, "uniform sampler1DShadow %s_sampler%u;\n", prefix, i); + if (!reg_maps->resource_type[i]) + continue; + + shadow_sampler = version->type == WINED3D_SHADER_TYPE_PIXEL && (ps_args->shadow & (1 << i)); + switch (reg_maps->resource_type[i]) + { + case WINED3D_SHADER_RESOURCE_TEXTURE_1D: + if (shadow_sampler) + shader_addline(buffer, "uniform sampler1DShadow %s_sampler%u;\n", prefix, i); + else + shader_addline(buffer, "uniform sampler1D %s_sampler%u;\n", prefix, i); + break; + + case WINED3D_SHADER_RESOURCE_TEXTURE_2D: + 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 (tex_rect) + shader_addline(buffer, "uniform sampler2DRectShadow %s_sampler%u;\n", prefix, i); else - shader_addline(buffer, "uniform sampler1D %s_sampler%u;\n", prefix, i); - break; - case WINED3DSTT_2D: - 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 (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); - } + shader_addline(buffer, "uniform sampler2DShadow %s_sampler%u;\n", prefix, i); + } + else + { + if (tex_rect) + shader_addline(buffer, "uniform sampler2DRect %s_sampler%u;\n", prefix, i); else - { - 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); - } - break; - case WINED3DSTT_CUBE: - if (shadow_sampler) - FIXME("Unsupported Cube shadow sampler.\n"); - shader_addline(buffer, "uniform samplerCube %s_sampler%u;\n", prefix, i); - break; - case WINED3DSTT_VOLUME: - if (shadow_sampler) - FIXME("Unsupported 3D shadow sampler.\n"); - shader_addline(buffer, "uniform sampler3D %s_sampler%u;\n", prefix, i); - break; - default: - shader_addline(buffer, "uniform unsupported_sampler %s_sampler%u;\n", prefix, i); - FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]); - break; - } + shader_addline(buffer, "uniform sampler2D %s_sampler%u;\n", prefix, i); + } + break; + + case WINED3D_SHADER_RESOURCE_TEXTURE_3D: + if (shadow_sampler) + FIXME("Unsupported 3D shadow sampler.\n"); + shader_addline(buffer, "uniform sampler3D %s_sampler%u;\n", prefix, i); + break; + + case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE: + if (shadow_sampler) + FIXME("Unsupported Cube shadow sampler.\n"); + shader_addline(buffer, "uniform samplerCube %s_sampler%u;\n", prefix, i); + break; + + default: + shader_addline(buffer, "uniform unsupported_sampler %s_sampler%u;\n", prefix, i); + FIXME("Unhandled resource type %#x.\n", reg_maps->resource_type[i]); + break; } } @@ -1130,17 +1134,16 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont for (i = 0; i < shader->limits->sampler; ++i) { - if (reg_maps->sampler_type[i]) + if (!reg_maps->resource_type[i] || !(ps_args->np2_fixup & (1 << i))) + continue; + + if (reg_maps->resource_type[i] != WINED3D_SHADER_RESOURCE_TEXTURE_2D) { - if (!(ps_args->np2_fixup & (1 << i))) continue; - - if (WINED3DSTT_2D != reg_maps->sampler_type[i]) { - FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n"); - continue; - } - - fixup->idx[i] = cur++; + FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n"); + continue; } + + fixup->idx[i] = cur++; } fixup->num_consts = (cur + 1) >> 1; @@ -1885,20 +1888,21 @@ static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op) } static void shader_glsl_get_sample_function(const struct wined3d_shader_context *ctx, - DWORD sampler_idx, DWORD flags, struct glsl_sample_function *sample_function) + DWORD resource_idx, DWORD flags, struct glsl_sample_function *sample_function) { - enum wined3d_sampler_texture_type sampler_type = ctx->reg_maps->sampler_type[sampler_idx]; + enum wined3d_shader_resource_type resource_type = ctx->reg_maps->resource_type[resource_idx]; const struct wined3d_gl_info *gl_info = ctx->gl_info; BOOL shadow = ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL - && (((const struct shader_glsl_ctx_priv *)ctx->backend_data)->cur_ps_args->shadow & (1 << sampler_idx)); + && (((const struct shader_glsl_ctx_priv *)ctx->backend_data)->cur_ps_args->shadow & (1 << resource_idx)); BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED; BOOL texrect = flags & WINED3D_GLSL_SAMPLE_NPOT && gl_info->supported[ARB_TEXTURE_RECTANGLE]; BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD; BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD; /* Note that there's no such thing as a projected cube texture. */ - switch(sampler_type) { - case WINED3DSTT_1D: + switch (resource_type) + { + case WINED3D_SHADER_RESOURCE_TEXTURE_1D: if (shadow) { if (lod) @@ -1949,7 +1953,7 @@ static void shader_glsl_get_sample_function(const struct wined3d_shader_context } break; - case WINED3DSTT_2D: + case WINED3D_SHADER_RESOURCE_TEXTURE_2D: if (shadow) { if (texrect) @@ -2052,40 +2056,7 @@ static void shader_glsl_get_sample_function(const struct wined3d_shader_context } break; - case WINED3DSTT_CUBE: - if (shadow) - { - FIXME("Unsupported Cube shadow function.\n"); - sample_function->name = "unsupportedCubeShadow"; - sample_function->coord_mask = 0; - } - else - { - if (lod) - { - sample_function->name = "textureCubeLod"; - } - else if (grad) - { - if (gl_info->supported[EXT_GPU_SHADER4]) - sample_function->name = "textureCubeGrad"; - else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD]) - sample_function->name = "textureCubeGradARB"; - else - { - FIXME("Unsupported Cube grad function.\n"); - sample_function->name = "unsupportedCubeGrad"; - } - } - else - { - sample_function->name = "textureCube"; - } - sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; - } - break; - - case WINED3DSTT_VOLUME: + case WINED3D_SHADER_RESOURCE_TEXTURE_3D: if (shadow) { FIXME("Unsupported 3D shadow function.\n"); @@ -2118,10 +2089,43 @@ static void shader_glsl_get_sample_function(const struct wined3d_shader_context } break; + case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE: + if (shadow) + { + FIXME("Unsupported Cube shadow function.\n"); + sample_function->name = "unsupportedCubeShadow"; + sample_function->coord_mask = 0; + } + else + { + if (lod) + { + sample_function->name = "textureCubeLod"; + } + else if (grad) + { + if (gl_info->supported[EXT_GPU_SHADER4]) + sample_function->name = "textureCubeGrad"; + else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD]) + sample_function->name = "textureCubeGradARB"; + else + { + FIXME("Unsupported Cube grad function.\n"); + sample_function->name = "unsupportedCubeGrad"; + } + } + else + { + sample_function->name = "textureCube"; + } + sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; + } + break; + default: sample_function->name = ""; sample_function->coord_mask = 0; - FIXME("Unrecognized sampler type: %#x;\n", sampler_type); + FIXME("Unhandled resource type %#x.\n", resource_type); break; } } @@ -3449,25 +3453,25 @@ static void shader_glsl_tex(const struct wined3d_shader_instruction *ins) ins->ctx->reg_maps->shader_version.minor); struct glsl_sample_function sample_function; DWORD sample_flags = 0; - DWORD sampler_idx; + DWORD resource_idx; DWORD mask = 0, swizzle; const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data; /* 1.0-1.4: Use destination register as sampler source. * 2.0+: Use provided sampler source. */ if (shader_version < WINED3D_SHADER_VERSION(2,0)) - sampler_idx = ins->dst[0].reg.idx[0].offset; + resource_idx = ins->dst[0].reg.idx[0].offset; else - sampler_idx = ins->src[1].reg.idx[0].offset; + resource_idx = ins->src[1].reg.idx[0].offset; if (shader_version < WINED3D_SHADER_VERSION(1,4)) { - DWORD flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT) + DWORD flags = (priv->cur_ps_args->tex_transform >> resource_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT) & WINED3D_PSARGS_TEXTRANSFORM_MASK; - enum wined3d_sampler_texture_type sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx]; + enum wined3d_shader_resource_type resource_type = ins->ctx->reg_maps->resource_type[resource_idx]; /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */ - if (flags & WINED3D_PSARGS_PROJECTED && sampler_type != WINED3DSTT_CUBE) + if (flags & WINED3D_PSARGS_PROJECTED && resource_type != WINED3D_SHADER_RESOURCE_TEXTURE_CUBE) { sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED; switch (flags & ~WINED3D_PSARGS_PROJECTED) @@ -3503,7 +3507,7 @@ static void shader_glsl_tex(const struct wined3d_shader_instruction *ins) else { if ((ins->flags & WINED3DSI_TEXLD_PROJECT) - && ins->ctx->reg_maps->sampler_type[sampler_idx] != WINED3DSTT_CUBE) + && ins->ctx->reg_maps->resource_type[resource_idx] != WINED3D_SHADER_RESOURCE_TEXTURE_CUBE) { /* ps 2.0 texldp instruction always divides by the fourth component. */ sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED; @@ -3511,10 +3515,10 @@ static void shader_glsl_tex(const struct wined3d_shader_instruction *ins) } } - if (priv->cur_ps_args->np2_fixup & (1 << sampler_idx)) + if (priv->cur_ps_args->np2_fixup & (1 << resource_idx)) sample_flags |= WINED3D_GLSL_SAMPLE_NPOT; - shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function); + shader_glsl_get_sample_function(ins->ctx, resource_idx, sample_flags, &sample_function); mask |= sample_function.coord_mask; if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE; @@ -3526,8 +3530,8 @@ static void shader_glsl_tex(const struct wined3d_shader_instruction *ins) { char coord_mask[6]; shader_glsl_write_mask_to_str(mask, coord_mask); - shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL, - "T%u%s", sampler_idx, coord_mask); + shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, NULL, + "T%u%s", resource_idx, coord_mask); } else { @@ -3537,10 +3541,10 @@ static void shader_glsl_tex(const struct wined3d_shader_instruction *ins) { struct glsl_src_param bias; shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias); - shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str, + shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, bias.param_str, "%s", coord_param.param_str); } else { - shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL, + shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, NULL, "%s", coord_param.param_str); } } @@ -4677,7 +4681,7 @@ static GLhandleARB find_glsl_pshader(const struct wined3d_context *context, memset(np2fixup, 0, sizeof(*np2fixup)); *np2fixup_info = args->np2_fixup ? np2fixup : NULL; - pixelshader_update_samplers(shader, args->tex_types); + pixelshader_update_resource_types(shader, args->tex_types); shader_buffer_clear(buffer); ret = shader_glsl_generate_pshader(context, buffer, shader, args, np2fixup); diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c index 95ce397e1ba..39ac45e95ca 100644 --- a/dlls/wined3d/shader.c +++ b/dlls/wined3d/shader.c @@ -662,14 +662,13 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st reg_maps->fog = 1; break; - /* Save sampler usage token. */ case WINED3DSPR_SAMPLER: - if (reg_idx >= ARRAY_SIZE(reg_maps->sampler_type)) + if (reg_idx >= ARRAY_SIZE(reg_maps->resource_type)) { - ERR("Invalid sampler index %u.\n", reg_idx); + ERR("Invalid resource index %u.\n", reg_idx); break; } - reg_maps->sampler_type[reg_idx] = semantic->sampler_type; + reg_maps->resource_type[reg_idx] = semantic->resource_type; break; default: @@ -897,11 +896,8 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st || ins.handler_idx == WINED3DSIH_TEXREG2GB || ins.handler_idx == WINED3DSIH_TEXREG2RGB)) { - /* Fake sampler usage, only set reserved bit and type. */ - DWORD sampler_code = ins.dst[i].reg.idx[0].offset; - - TRACE("Setting fake 2D sampler for 1.x pixelshader.\n"); - reg_maps->sampler_type[sampler_code] = WINED3DSTT_2D; + TRACE("Setting fake 2D resource for 1.x pixelshader.\n"); + reg_maps->resource_type[ins.dst[i].reg.idx[0].offset] = WINED3D_SHADER_RESOURCE_TEXTURE_2D; /* texbem is only valid with < 1.4 pixel shaders */ if (ins.handler_idx == WINED3DSIH_TEXBEM @@ -1002,12 +998,23 @@ static void shader_dump_decl_usage(const struct wined3d_shader_semantic *semanti if (semantic->reg.reg.type == WINED3DSPR_SAMPLER) { - switch (semantic->sampler_type) + switch (semantic->resource_type) { - case WINED3DSTT_2D: TRACE("_2d"); break; - case WINED3DSTT_CUBE: TRACE("_cube"); break; - case WINED3DSTT_VOLUME: TRACE("_volume"); break; - default: TRACE("_unknown_ttype(0x%08x)", semantic->sampler_type); + case WINED3D_SHADER_RESOURCE_TEXTURE_2D: + TRACE("_2d"); + break; + + case WINED3D_SHADER_RESOURCE_TEXTURE_3D: + TRACE("_volume"); + break; + + case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE: + TRACE("_cube"); + break; + + default: + TRACE("_unknown_ttype(0x%08x)", semantic->resource_type); + break; } } else @@ -2125,10 +2132,10 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3 if (!state->shader[WINED3D_SHADER_TYPE_VERTEX]) { + enum wined3d_shader_resource_type resource_type = shader->reg_maps.resource_type[i]; unsigned int j; unsigned int index = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX]; DWORD max_valid = WINED3D_TTFF_COUNT4; - enum wined3d_sampler_texture_type sampler_type = shader->reg_maps.sampler_type[i]; for (j = 0; j < state->vertex_declaration->element_count; ++j) { @@ -2148,15 +2155,17 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3 tex_transform, max_valid); tex_transform = max_valid; } - if ((sampler_type == WINED3DSTT_1D && tex_transform > WINED3D_TTFF_COUNT1) - || (sampler_type == WINED3DSTT_2D && tex_transform > WINED3D_TTFF_COUNT2) - || (sampler_type == WINED3DSTT_VOLUME && tex_transform > WINED3D_TTFF_COUNT3)) + if ((resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_1D && tex_transform > WINED3D_TTFF_COUNT1) + || (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2D + && tex_transform > WINED3D_TTFF_COUNT2) + || (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_3D + && tex_transform > WINED3D_TTFF_COUNT3)) tex_transform |= WINED3D_PSARGS_PROJECTED; else { WARN("Application requested projected texture with unsuitable texture coordinates.\n"); WARN("(texture unit %u, transform flags %#x, sampler type %u).\n", - i, tex_transform, sampler_type); + i, tex_transform, resource_type); } } else @@ -2173,7 +2182,7 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3 { const struct wined3d_texture *texture = state->textures[i]; - if (!shader->reg_maps.sampler_type[i]) + if (!shader->reg_maps.resource_type[i]) continue; /* Treat unbound textures as 2D. The dummy texture will provide @@ -2202,7 +2211,7 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) { - if (!shader->reg_maps.sampler_type[i]) + if (!shader->reg_maps.resource_type[i]) continue; texture = state->textures[i]; @@ -2370,10 +2379,10 @@ static HRESULT pixelshader_init(struct wined3d_shader *shader, struct wined3d_de return WINED3D_OK; } -void pixelshader_update_samplers(struct wined3d_shader *shader, WORD tex_types) +void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types) { struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps; - enum wined3d_sampler_texture_type *sampler_type = reg_maps->sampler_type; + enum wined3d_shader_resource_type *resource_type = reg_maps->resource_type; unsigned int i; if (reg_maps->shader_version.major != 1) return; @@ -2381,20 +2390,21 @@ void pixelshader_update_samplers(struct wined3d_shader *shader, WORD tex_types) for (i = 0; i < shader->limits->sampler; ++i) { /* We don't sample from this sampler. */ - if (!sampler_type[i]) continue; + if (!resource_type[i]) + continue; switch ((tex_types >> i * WINED3D_PSARGS_TEXTYPE_SHIFT) & WINED3D_PSARGS_TEXTYPE_MASK) { case WINED3D_SHADER_TEX_2D: - sampler_type[i] = WINED3DSTT_2D; + resource_type[i] = WINED3D_SHADER_RESOURCE_TEXTURE_2D; break; case WINED3D_SHADER_TEX_3D: - sampler_type[i] = WINED3DSTT_VOLUME; + resource_type[i] = WINED3D_SHADER_RESOURCE_TEXTURE_3D; break; case WINED3D_SHADER_TEX_CUBE: - sampler_type[i] = WINED3DSTT_CUBE; + resource_type[i] = WINED3D_SHADER_RESOURCE_TEXTURE_CUBE; break; } } diff --git a/dlls/wined3d/shader_sm1.c b/dlls/wined3d/shader_sm1.c index 34e0f8cc9ad..3d9050d7b7e 100644 --- a/dlls/wined3d/shader_sm1.c +++ b/dlls/wined3d/shader_sm1.c @@ -36,8 +36,8 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); #define WINED3DSP_DCL_USAGEINDEX_MASK (0xf << WINED3DSP_DCL_USAGEINDEX_SHIFT) /* DCL sampler type */ -#define WINED3DSP_TEXTURETYPE_SHIFT 27 -#define WINED3DSP_TEXTURETYPE_MASK (0xf << WINED3DSP_TEXTURETYPE_SHIFT) +#define WINED3D_SM1_RESOURCE_TYPE_SHIFT 27 +#define WINED3D_SM1_RESOURCE_TYPE_MASK (0xf << WINED3D_SM1_RESOURCE_TYPE_SHIFT) /* Opcode-related masks */ #define WINED3DSI_OPCODE_MASK 0x0000ffff @@ -99,6 +99,15 @@ enum WINED3DSHADER_ADDRESSMODE_TYPE WINED3DSHADER_ADDRMODE_RELATIVE = 1 << WINED3DSHADER_ADDRESSMODE_SHIFT, }; +enum wined3d_sm1_resource_type +{ + WINED3D_SM1_RESOURCE_UNKNOWN = 0x0, + WINED3D_SM1_RESOURCE_TEXTURE_1D = 0x1, + WINED3D_SM1_RESOURCE_TEXTURE_2D = 0x2, + WINED3D_SM1_RESOURCE_TEXTURE_CUBE = 0x3, + WINED3D_SM1_RESOURCE_TEXTURE_3D = 0x4, +}; + enum wined3d_sm1_opcode { WINED3D_SM1_OP_NOP = 0x00, @@ -377,6 +386,15 @@ static const struct wined3d_sm1_opcode_info ps_opcode_table[] = {0, 0, 0, WINED3DSIH_TABLE_SIZE, 0, 0 }, }; +static const enum wined3d_shader_resource_type resource_type_table[] = +{ + /* WINED3D_SM1_RESOURCE_UNKNOWN */ WINED3D_SHADER_RESOURCE_NONE, + /* WINED3D_SM1_RESOURCE_TEXTURE_1D */ WINED3D_SHADER_RESOURCE_TEXTURE_1D, + /* WINED3D_SM1_RESOURCE_TEXTURE_2D */ WINED3D_SHADER_RESOURCE_TEXTURE_2D, + /* WINED3D_SM1_RESOURCE_TEXTURE_CUBE */ WINED3D_SHADER_RESOURCE_TEXTURE_CUBE, + /* WINED3D_SM1_RESOURCE_TEXTURE_3D */ WINED3D_SHADER_RESOURCE_TEXTURE_3D, +}; + /* Read a parameter opcode from the input stream, * and possibly a relative addressing token. * Return the number of tokens read */ @@ -612,12 +630,22 @@ static void shader_sm1_read_dst_param(struct wined3d_sm1_data *priv, const DWORD static void shader_sm1_read_semantic(const DWORD **ptr, struct wined3d_shader_semantic *semantic) { + enum wined3d_sm1_resource_type resource_type; DWORD usage_token = *(*ptr)++; DWORD dst_token = *(*ptr)++; semantic->usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT; semantic->usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT; - semantic->sampler_type = (usage_token & WINED3DSP_TEXTURETYPE_MASK) >> WINED3DSP_TEXTURETYPE_SHIFT; + resource_type = (usage_token & WINED3D_SM1_RESOURCE_TYPE_MASK) >> WINED3D_SM1_RESOURCE_TYPE_SHIFT; + if (resource_type >= ARRAY_SIZE(resource_type_table)) + { + FIXME("Unhandled resource type %#x.\n", resource_type); + semantic->resource_type = WINED3D_SHADER_RESOURCE_NONE; + } + else + { + semantic->resource_type = resource_type_table[resource_type]; + } shader_parse_dst_param(dst_token, NULL, &semantic->reg); } diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 050383c7143..2020d7874ea 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -283,13 +283,13 @@ struct wined3d_settings extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN; -enum wined3d_sampler_texture_type +enum wined3d_shader_resource_type { - WINED3DSTT_UNKNOWN = 0, - WINED3DSTT_1D = 1, - WINED3DSTT_2D = 2, - WINED3DSTT_CUBE = 3, - WINED3DSTT_VOLUME = 4, + WINED3D_SHADER_RESOURCE_NONE, + WINED3D_SHADER_RESOURCE_TEXTURE_1D, + WINED3D_SHADER_RESOURCE_TEXTURE_2D, + WINED3D_SHADER_RESOURCE_TEXTURE_3D, + WINED3D_SHADER_RESOURCE_TEXTURE_CUBE, }; #define WINED3D_SHADER_CONST_VS_F 0x00000001 @@ -588,7 +588,7 @@ struct wined3d_shader_reg_maps WORD local_bool_consts; /* MAX_CONST_B, 16 */ UINT cb_sizes[WINED3D_MAX_CBS]; - enum wined3d_sampler_texture_type sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)]; + enum wined3d_shader_resource_type resource_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)]; BYTE bumpmat; /* MAX_TEXTURES, 8 */ BYTE luminanceparams; /* MAX_TEXTURES, 8 */ @@ -673,7 +673,7 @@ struct wined3d_shader_semantic { enum wined3d_decl_usage usage; UINT usage_idx; - enum wined3d_sampler_texture_type sampler_type; + enum wined3d_shader_resource_type resource_type; struct wined3d_shader_dst_param reg; }; @@ -2910,7 +2910,7 @@ struct wined3d_shader } u; }; -void pixelshader_update_samplers(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN; +void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN; void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, BOOL position_transformed, struct ps_compile_args *args, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;