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Added patch to emulate sample_c_lz using textureGradOffset for sampler2DArrayShadow.
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@ -437,6 +437,7 @@ patch_enable_all ()
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enable_wined3d_WINED3DFMT_R32G32_UINT="$1"
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enable_wined3d_buffer_create="$1"
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enable_wined3d_buffer_sync_apple="$1"
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enable_wined3d_sample_c_lz="$1"
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enable_wined3d_wined3d_guess_gl_vendor="$1"
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enable_winedbg_Process_Arguments="$1"
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enable_winedevice_Default_Drivers="$1"
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@ -1554,6 +1555,9 @@ patch_enable ()
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wined3d-buffer_sync_apple)
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enable_wined3d_buffer_sync_apple="$2"
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;;
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wined3d-sample_c_lz)
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enable_wined3d_sample_c_lz="$2"
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;;
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wined3d-wined3d_guess_gl_vendor)
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enable_wined3d_wined3d_guess_gl_vendor="$2"
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;;
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@ -9091,6 +9095,21 @@ if test "$enable_wined3d_buffer_sync_apple" -eq 1; then
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) >> "$patchlist"
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fi
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# Patchset wined3d-sample_c_lz
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# |
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# | This patchset fixes the following Wine bugs:
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# | * [#42863] Emulate sample_c_lz using textureGradOffset for sampler2DArrayShadow
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# |
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# | Modified files:
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# | * dlls/wined3d/glsl_shader.c
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# |
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if test "$enable_wined3d_sample_c_lz" -eq 1; then
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patch_apply wined3d-sample_c_lz/0001-wined3d-Emulate-sample_c_lz-using-textureGradOffset-.patch
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(
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printf '%s\n' '+ { "Michael Müller", "wined3d: Emulate sample_c_lz using textureGradOffset for sampler2DArrayShadow.", 1 },';
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) >> "$patchlist"
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fi
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# Patchset wined3d-wined3d_guess_gl_vendor
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# |
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# | This patchset fixes the following Wine bugs:
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@ -0,0 +1,66 @@
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From a48ac71b79ca398816a306e1fb455a773de17e45 Mon Sep 17 00:00:00 2001
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From: =?UTF-8?q?Michael=20M=C3=BCller?= <michael@fds-team.de>
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Date: Sun, 25 Jun 2017 04:13:57 +0200
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Subject: wined3d: Emulate sample_c_lz using textureGradOffset for
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sampler2DArrayShadow.
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---
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dlls/wined3d/glsl_shader.c | 21 +++++++++++++++++++++
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1 file changed, 21 insertions(+)
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diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
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index b813cf3aaf8..82cca841475 100644
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--- a/dlls/wined3d/glsl_shader.c
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+++ b/dlls/wined3d/glsl_shader.c
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@@ -91,6 +91,7 @@ struct glsl_sample_function
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enum wined3d_data_type data_type;
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BOOL output_single_component;
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unsigned int offset_size;
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+ BOOL emulate_lod;
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};
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enum heap_node_op
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@@ -3439,6 +3440,18 @@ static void shader_glsl_get_sample_function(const struct wined3d_shader_context
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if (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_CUBE)
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projected = FALSE;
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+ /* emulate textureLod(sampler2DArrayShadow, ...) using textureGradOffset */
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+ if (shadow && lod && resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY)
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+ {
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+ sample_function->emulate_lod = TRUE;
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+ grad = offset = TRUE;
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+ lod = FALSE;
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+ }
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+ else
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+ {
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+ sample_function->emulate_lod = FALSE;
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+ }
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+
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if (needs_legacy_glsl_syntax(gl_info))
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{
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if (shadow)
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@@ -3600,6 +3613,7 @@ static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_
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const char *dx, const char *dy, const char *bias, const struct wined3d_shader_texel_offset *offset,
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const char *coord_reg_fmt, ...)
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{
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+ static const struct wined3d_shader_texel_offset dummy_offset = {0, 0, 0};
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const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version;
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char dst_swizzle[6];
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struct color_fixup_desc fixup;
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@@ -3668,6 +3682,13 @@ static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_
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break;
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}
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}
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+ if (sample_function->emulate_lod)
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+ {
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+ if (strcmp(bias, "0")) FIXME("Don't know how to emulate lod level %s\n", bias);
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+ if (!dx) dx = "vec2(0.0, 0.0)";
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+ if (!dy) dy = "vec2(0.0, 0.0)";
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+ if (!offset) offset = &dummy_offset;
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+ }
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if (dx && dy)
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shader_addline(ins->ctx->buffer, ", %s, %s", dx, dy);
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else if (bias)
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--
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2.13.1
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1
patches/wined3d-sample_c_lz/definition
Normal file
1
patches/wined3d-sample_c_lz/definition
Normal file
@ -0,0 +1 @@
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Fixes: [42863] Emulate sample_c_lz using textureGradOffset for sampler2DArrayShadow
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