wined3d: Implement atomic instructions on structured buffer memory.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -4965,10 +4965,13 @@ static void shader_glsl_atomic(const struct wined3d_shader_instruction *ins)
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&& ins->handler_idx <= WINED3DSIH_IMM_ATOMIC_XOR;
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const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
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const struct wined3d_shader_version *version = ®_maps->shader_version;
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struct glsl_src_param coord_param, data_param, data_param2;
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struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
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struct glsl_src_param structure_idx, offset, data, data2;
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struct wined3d_string_buffer *buffer = ins->ctx->buffer;
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enum wined3d_shader_resource_type resource_type;
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struct wined3d_string_buffer *address;
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enum wined3d_data_type data_type;
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unsigned int uav_idx;
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unsigned int uav_idx, stride;
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DWORD coord_mask;
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const char *op;
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@ -4981,6 +4984,7 @@ static void shader_glsl_atomic(const struct wined3d_shader_instruction *ins)
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}
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data_type = reg_maps->uav_resource_info[uav_idx].data_type;
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coord_mask = (1u << resource_type_info[resource_type].coord_size) - 1;
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stride = reg_maps->uav_resource_info[uav_idx].stride;
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switch (ins->handler_idx)
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{
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@ -5048,29 +5052,40 @@ static void shader_glsl_atomic(const struct wined3d_shader_instruction *ins)
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return;
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}
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if (is_imm_instruction)
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shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], data_type);
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shader_glsl_add_src_param(ins, &ins->src[0], coord_mask, &coord_param);
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if (reg_maps->uav_resource_info[uav_idx].flags & WINED3D_VIEW_BUFFER_RAW)
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shader_addline(ins->ctx->buffer, "%s(%s_image%u, %s / 4, ",
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op, shader_glsl_get_prefix(version->type), uav_idx, coord_param.param_str);
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else
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shader_addline(ins->ctx->buffer, "%s(%s_image%u, %s, ",
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op, shader_glsl_get_prefix(version->type), uav_idx, coord_param.param_str);
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shader_glsl_add_src_param_ext(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &data_param, data_type);
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shader_addline(ins->ctx->buffer, "%s", data_param.param_str);
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if (ins->src_count >= 3)
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address = string_buffer_get(priv->string_buffers);
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if (stride)
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{
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shader_glsl_add_src_param_ext(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &data_param2, data_type);
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shader_addline(ins->ctx->buffer, ", %s", data_param2.param_str);
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shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &structure_idx);
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shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &offset);
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string_buffer_sprintf(address, "%s * %u + %s / 4", structure_idx.param_str, stride, offset.param_str);
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}
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else
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{
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shader_glsl_add_src_param(ins, &ins->src[0], coord_mask, &offset);
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string_buffer_sprintf(address, "%s", offset.param_str);
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if (reg_maps->uav_resource_info[uav_idx].flags & WINED3D_VIEW_BUFFER_RAW)
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shader_addline(address, "/ 4");
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}
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if (is_imm_instruction)
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shader_addline(ins->ctx->buffer, ")");
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shader_addline(ins->ctx->buffer, ");\n");
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shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], data_type);
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shader_addline(buffer, "%s(%s_image%u, %s, ",
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op, shader_glsl_get_prefix(version->type), uav_idx, address->buffer);
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shader_glsl_add_src_param_ext(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &data, data_type);
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shader_addline(buffer, "%s", data.param_str);
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if (ins->src_count >= 3)
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{
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shader_glsl_add_src_param_ext(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &data2, data_type);
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shader_addline(buffer, ", %s", data2.param_str);
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}
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if (is_imm_instruction)
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shader_addline(buffer, ")");
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shader_addline(buffer, ");\n");
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string_buffer_release(priv->string_buffers, address);
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}
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static void shader_glsl_ld_uav(const struct wined3d_shader_instruction *ins)
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