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Added patch to emulate textureLod(samplerCubeShadow, ...) in wined3d using shadowCubeGrad.
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@ -9295,8 +9295,10 @@ fi
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# |
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if test "$enable_wined3d_sample_c_lz" -eq 1; then
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patch_apply wined3d-sample_c_lz/0001-wined3d-Emulate-sample_c_lz-using-textureGradOffset-.patch
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patch_apply wined3d-sample_c_lz/0002-wined3d-Emulate-textureLod-samplerCubeShadow-.-using.patch
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(
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printf '%s\n' '+ { "Michael Müller", "wined3d: Emulate sample_c_lz using textureGradOffset for sampler2DArrayShadow.", 1 },';
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printf '%s\n' '+ { "Michael Müller", "wined3d: Emulate textureLod(samplerCubeShadow, ...) using shadowCubeGrad.", 1 },';
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) >> "$patchlist"
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fi
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@ -0,0 +1,116 @@
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From d905b0fdca811863cb7966259cb2efe173a63fd5 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: Tue, 11 Jul 2017 22:17:55 +0200
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Subject: wined3d: Emulate textureLod(samplerCubeShadow, ...) using
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shadowCubeGrad.
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---
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dlls/wined3d/glsl_shader.c | 54 ++++++++++++++++++++++++++++++++++------------
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1 file changed, 40 insertions(+), 14 deletions(-)
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diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
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index 82cca841475..1a446fe62a4 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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@@ -91,7 +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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+ enum wined3d_shader_resource_type emulate_lod;
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};
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enum heap_node_op
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@@ -3417,6 +3417,7 @@ static void shader_glsl_get_sample_function(const struct wined3d_shader_context
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enum wined3d_shader_resource_type resource_type = ctx->reg_maps->resource_info[resource_idx].type;
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struct shader_glsl_ctx_priv *priv = ctx->backend_data;
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const struct wined3d_gl_info *gl_info = ctx->gl_info;
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+ BOOL legacy_syntax = needs_legacy_glsl_syntax(gl_info);
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BOOL shadow = glsl_is_shadow_sampler(ctx->shader, priv->cur_ps_args, resource_idx, sampler_idx);
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BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
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BOOL texrect = ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL
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@@ -3429,6 +3430,7 @@ static void shader_glsl_get_sample_function(const struct wined3d_shader_context
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unsigned int coord_size, deriv_size;
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sample_function->data_type = ctx->reg_maps->resource_info[resource_idx].data_type;
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+ sample_function->emulate_lod = WINED3D_SHADER_RESOURCE_NONE;
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if (resource_type >= ARRAY_SIZE(resource_type_info))
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{
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@@ -3440,19 +3442,30 @@ 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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+ if (shadow && lod)
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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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+ switch (resource_type)
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+ {
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+ /* emulate textureLod(sampler2DArrayShadow, ...) using textureGradOffset */
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+ case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY:
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+ sample_function->emulate_lod = resource_type;
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+ grad = offset = TRUE;
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+ lod = FALSE;
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+ break;
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+
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+ /* emulate textureLod(samplerCubeShadow, ...) using shadowCubeGrad */
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+ case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
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+ sample_function->emulate_lod = resource_type;
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+ grad = legacy_syntax = TRUE;
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+ lod = FALSE;
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+ break;
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+
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+ default:
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+ break;
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+ }
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}
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- if (needs_legacy_glsl_syntax(gl_info))
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+ if (legacy_syntax)
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{
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if (shadow)
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base = "shadow";
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@@ -3492,7 +3505,7 @@ static void shader_glsl_get_sample_function(const struct wined3d_shader_context
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sample_function->offset_size = offset ? deriv_size : 0;
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sample_function->coord_mask = (1u << coord_size) - 1;
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sample_function->deriv_mask = (1u << deriv_size) - 1;
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- sample_function->output_single_component = shadow && !needs_legacy_glsl_syntax(gl_info);
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+ sample_function->output_single_component = shadow && !legacy_syntax;
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}
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static void shader_glsl_release_sample_function(const struct wined3d_shader_context *ctx,
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@@ -3685,8 +3698,21 @@ static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_
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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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+ switch (sample_function->emulate_lod)
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+ {
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+ case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY:
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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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+ break;
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+
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+ case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
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+ if (!dx) dx = "vec3(0.0, 0.0, 0.0)";
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+ if (!dy) dy = "vec3(0.0, 0.0, 0.0)";
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+ break;
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+
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+ default:
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+ break;
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+ }
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if (!offset) offset = &dummy_offset;
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}
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if (dx && dy)
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--
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2.13.1
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