wined3d: Recognize SM5 dcl_thread_group opcode.
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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@ -5250,6 +5250,7 @@ static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABL
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/* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL,
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/* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL,
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/* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL,
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/* WINED3DSIH_DCL_THREAD_GROUP */ NULL,
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/* WINED3DSIH_DCL_UAV_TYPED */ NULL,
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/* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop,
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/* WINED3DSIH_DEF */ shader_hw_nop,
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@ -8588,6 +8588,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
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/* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL,
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/* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL,
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/* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL,
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/* WINED3DSIH_DCL_THREAD_GROUP */ NULL,
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/* WINED3DSIH_DCL_UAV_TYPED */ NULL,
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/* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop,
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/* WINED3DSIH_DEF */ shader_glsl_nop,
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@ -80,6 +80,7 @@ static const char * const shader_opcode_names[] =
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/* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ "dcl_tessellator_domain",
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/* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ "dcl_tessellator_output_primitive",
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/* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ "dcl_tessellator_partitioning",
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/* WINED3DSIH_DCL_THREAD_GROUP */ "dcl_thread_group",
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/* WINED3DSIH_DCL_UAV_TYPED */ "dcl_uav_typed",
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/* WINED3DSIH_DCL_VERTICES_OUT */ "dcl_maxOutputVertexCount",
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/* WINED3DSIH_DEF */ "def",
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@ -2267,6 +2268,13 @@ static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe
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shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
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shader_dump_tessellator_partitioning(&buffer, ins.declaration.tessellator_partitioning);
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}
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else if (ins.handler_idx == WINED3DSIH_DCL_THREAD_GROUP)
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{
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shader_addline(&buffer, "%s %u, %u, %u", shader_opcode_names[ins.handler_idx],
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ins.declaration.thread_group_size.x,
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ins.declaration.thread_group_size.y,
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ins.declaration.thread_group_size.z);
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}
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else if (ins.handler_idx == WINED3DSIH_DEF)
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{
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shader_addline(&buffer, "def c%u = %.8e, %.8e, %.8e, %.8e", shader_get_float_offset(ins.dst[0].reg.type,
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@ -219,6 +219,7 @@ enum wined3d_sm4_opcode
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WINED3D_SM5_OP_DCL_TESSELLATOR_OUTPUT_PRIMITIVE = 0x97,
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WINED3D_SM5_OP_DCL_HS_MAX_TESSFACTOR = 0x98,
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WINED3D_SM5_OP_DCL_HS_FORK_PHASE_INSTANCE_COUNT = 0x99,
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WINED3D_SM5_OP_DCL_THREAD_GROUP = 0x9b,
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WINED3D_SM5_OP_DCL_UAV_TYPED = 0x9c,
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WINED3D_SM5_OP_DCL_RESOURCE_STRUCTURED = 0xa2,
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WINED3D_SM5_OP_LD_UAV_TYPED = 0xa3,
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@ -617,6 +618,15 @@ static void shader_sm5_read_dcl_hs_max_tessfactor(struct wined3d_shader_instruct
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ins->declaration.max_tessellation_factor = *(float *)tokens;
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}
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static void shader_sm5_read_dcl_thread_group(struct wined3d_shader_instruction *ins,
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DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
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struct wined3d_sm4_data *priv)
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{
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ins->declaration.thread_group_size.x = *tokens++;
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ins->declaration.thread_group_size.y = *tokens++;
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ins->declaration.thread_group_size.z = *tokens++;
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}
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static void shader_sm5_read_dcl_resource_structured(struct wined3d_shader_instruction *ins,
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DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
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struct wined3d_sm4_data *priv)
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@ -773,6 +783,8 @@ static const struct wined3d_sm4_opcode_info opcode_table[] =
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shader_sm5_read_dcl_hs_max_tessfactor},
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{WINED3D_SM5_OP_DCL_HS_FORK_PHASE_INSTANCE_COUNT, WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT, "", "",
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shader_sm4_read_declaration_count},
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{WINED3D_SM5_OP_DCL_THREAD_GROUP, WINED3DSIH_DCL_THREAD_GROUP, "", "",
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shader_sm5_read_dcl_thread_group},
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{WINED3D_SM5_OP_DCL_UAV_TYPED, WINED3DSIH_DCL_UAV_TYPED, "", "",
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shader_sm4_read_dcl_resource},
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{WINED3D_SM5_OP_DCL_RESOURCE_STRUCTURED, WINED3DSIH_DCL_RESOURCE_STRUCTURED, "", "",
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@ -593,6 +593,7 @@ enum WINED3D_SHADER_INSTRUCTION_HANDLER
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WINED3DSIH_DCL_TESSELLATOR_DOMAIN,
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WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE,
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WINED3DSIH_DCL_TESSELLATOR_PARTITIONING,
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WINED3DSIH_DCL_THREAD_GROUP,
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WINED3DSIH_DCL_UAV_TYPED,
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WINED3DSIH_DCL_VERTICES_OUT,
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WINED3DSIH_DEF,
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@ -911,6 +912,11 @@ struct wined3d_shader_structured_resource
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unsigned int byte_stride;
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};
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struct wined3d_shader_thread_group_size
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{
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unsigned int x, y, z;
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};
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struct wined3d_shader_texel_offset
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{
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signed char u, v, w;
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@ -938,6 +944,7 @@ struct wined3d_shader_instruction
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UINT count;
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const struct wined3d_shader_immediate_constant_buffer *icb;
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struct wined3d_shader_structured_resource structured_resource;
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struct wined3d_shader_thread_group_size thread_group_size;
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enum wined3d_tessellator_domain tessellator_domain;
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enum wined3d_tessellator_output_primitive tessellator_output_primitive;
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enum wined3d_tessellator_partitioning tessellator_partitioning;
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