wined3d: Recognize SM4 dcl_input 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>
This commit is contained in:
Józef Kucia 2016-02-02 11:32:28 +01:00 committed by Alexandre Julliard
parent 3013125240
commit 0de89fd1bf
5 changed files with 10 additions and 2 deletions

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@ -5228,6 +5228,7 @@ static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABL
/* WINED3DSIH_DCL */ shader_hw_nop, /* WINED3DSIH_DCL */ shader_hw_nop,
/* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_hw_nop, /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_hw_nop,
/* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ NULL, /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ NULL,
/* WINED3DSIH_DCL_INPUT */ NULL,
/* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop, /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop,
/* WINED3DSIH_DCL_INPUT_PS */ NULL, /* WINED3DSIH_DCL_INPUT_PS */ NULL,
/* WINED3DSIH_DCL_OUTPUT */ NULL, /* WINED3DSIH_DCL_OUTPUT */ NULL,

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@ -8016,6 +8016,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
/* WINED3DSIH_DCL */ shader_glsl_nop, /* WINED3DSIH_DCL */ shader_glsl_nop,
/* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop, /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop,
/* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ NULL, /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ NULL,
/* WINED3DSIH_DCL_INPUT */ shader_glsl_nop,
/* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop, /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop,
/* WINED3DSIH_DCL_INPUT_PS */ NULL, /* WINED3DSIH_DCL_INPUT_PS */ NULL,
/* WINED3DSIH_DCL_OUTPUT */ shader_glsl_nop, /* WINED3DSIH_DCL_OUTPUT */ shader_glsl_nop,

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@ -56,6 +56,7 @@ static const char * const shader_opcode_names[] =
/* WINED3DSIH_DCL */ "dcl", /* WINED3DSIH_DCL */ "dcl",
/* WINED3DSIH_DCL_CONSTANT_BUFFER */ "dcl_constantBuffer", /* WINED3DSIH_DCL_CONSTANT_BUFFER */ "dcl_constantBuffer",
/* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ "dcl_immediateConstantBuffer", /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ "dcl_immediateConstantBuffer",
/* WINED3DSIH_DCL_INPUT */ "dcl_input",
/* WINED3DSIH_DCL_INPUT_PRIMITIVE */ "dcl_inputPrimitive", /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ "dcl_inputPrimitive",
/* WINED3DSIH_DCL_INPUT_PS */ "dcl_input_ps", /* WINED3DSIH_DCL_INPUT_PS */ "dcl_input_ps",
/* WINED3DSIH_DCL_OUTPUT */ "dcl_output", /* WINED3DSIH_DCL_OUTPUT */ "dcl_output",
@ -1883,7 +1884,8 @@ static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe
TRACE(" "); TRACE(" ");
shader_dump_dst_param(&ins.declaration.dst, &shader_version); shader_dump_dst_param(&ins.declaration.dst, &shader_version);
} }
else if (ins.handler_idx == WINED3DSIH_DCL_OUTPUT) else if (ins.handler_idx == WINED3DSIH_DCL_INPUT
|| ins.handler_idx == WINED3DSIH_DCL_OUTPUT)
{ {
TRACE("%s ", shader_opcode_names[ins.handler_idx]); TRACE("%s ", shader_opcode_names[ins.handler_idx]);
shader_dump_dst_param(&ins.declaration.dst, &shader_version); shader_dump_dst_param(&ins.declaration.dst, &shader_version);

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@ -161,6 +161,7 @@ enum wined3d_sm4_opcode
WINED3D_SM4_OP_DCL_OUTPUT_TOPOLOGY = 0x5c, WINED3D_SM4_OP_DCL_OUTPUT_TOPOLOGY = 0x5c,
WINED3D_SM4_OP_DCL_INPUT_PRIMITIVE = 0x5d, WINED3D_SM4_OP_DCL_INPUT_PRIMITIVE = 0x5d,
WINED3D_SM4_OP_DCL_VERTICES_OUT = 0x5e, WINED3D_SM4_OP_DCL_VERTICES_OUT = 0x5e,
WINED3D_SM4_OP_DCL_INPUT = 0x5f,
WINED3D_SM4_OP_DCL_INPUT_PS = 0x62, WINED3D_SM4_OP_DCL_INPUT_PS = 0x62,
WINED3D_SM4_OP_DCL_OUTPUT = 0x65, WINED3D_SM4_OP_DCL_OUTPUT = 0x65,
WINED3D_SM4_OP_DCL_TEMPS = 0x68, WINED3D_SM4_OP_DCL_TEMPS = 0x68,
@ -365,6 +366,7 @@ static const struct wined3d_sm4_opcode_info opcode_table[] =
{WINED3D_SM4_OP_DCL_OUTPUT_TOPOLOGY, WINED3DSIH_DCL_OUTPUT_TOPOLOGY, "", ""}, {WINED3D_SM4_OP_DCL_OUTPUT_TOPOLOGY, WINED3DSIH_DCL_OUTPUT_TOPOLOGY, "", ""},
{WINED3D_SM4_OP_DCL_INPUT_PRIMITIVE, WINED3DSIH_DCL_INPUT_PRIMITIVE, "", ""}, {WINED3D_SM4_OP_DCL_INPUT_PRIMITIVE, WINED3DSIH_DCL_INPUT_PRIMITIVE, "", ""},
{WINED3D_SM4_OP_DCL_VERTICES_OUT, WINED3DSIH_DCL_VERTICES_OUT, "", ""}, {WINED3D_SM4_OP_DCL_VERTICES_OUT, WINED3DSIH_DCL_VERTICES_OUT, "", ""},
{WINED3D_SM4_OP_DCL_INPUT, WINED3DSIH_DCL_INPUT, "", ""},
{WINED3D_SM4_OP_DCL_INPUT_PS, WINED3DSIH_DCL_INPUT_PS, "", ""}, {WINED3D_SM4_OP_DCL_INPUT_PS, WINED3DSIH_DCL_INPUT_PS, "", ""},
{WINED3D_SM4_OP_DCL_OUTPUT, WINED3DSIH_DCL_OUTPUT, "", ""}, {WINED3D_SM4_OP_DCL_OUTPUT, WINED3DSIH_DCL_OUTPUT, "", ""},
{WINED3D_SM4_OP_DCL_TEMPS, WINED3DSIH_DCL_TEMPS, "", ""}, {WINED3D_SM4_OP_DCL_TEMPS, WINED3DSIH_DCL_TEMPS, "", ""},
@ -983,7 +985,8 @@ static void shader_sm4_read_instruction(void *data, const DWORD **ptr, struct wi
ins->flags = (opcode_token & WINED3D_SM4_INTERPOLATION_MODE_MASK) >> WINED3D_SM4_INTERPOLATION_MODE_SHIFT; ins->flags = (opcode_token & WINED3D_SM4_INTERPOLATION_MODE_MASK) >> WINED3D_SM4_INTERPOLATION_MODE_SHIFT;
shader_sm4_read_dst_param(priv, &p, WINED3D_DATA_FLOAT, &ins->declaration.dst); shader_sm4_read_dst_param(priv, &p, WINED3D_DATA_FLOAT, &ins->declaration.dst);
} }
else if (opcode == WINED3D_SM4_OP_DCL_OUTPUT) else if (opcode == WINED3D_SM4_OP_DCL_INPUT
|| opcode == WINED3D_SM4_OP_DCL_OUTPUT)
{ {
shader_sm4_read_dst_param(priv, &p, WINED3D_DATA_FLOAT, &ins->declaration.dst); shader_sm4_read_dst_param(priv, &p, WINED3D_DATA_FLOAT, &ins->declaration.dst);
} }

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@ -500,6 +500,7 @@ enum WINED3D_SHADER_INSTRUCTION_HANDLER
WINED3DSIH_DCL, WINED3DSIH_DCL,
WINED3DSIH_DCL_CONSTANT_BUFFER, WINED3DSIH_DCL_CONSTANT_BUFFER,
WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER, WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER,
WINED3DSIH_DCL_INPUT,
WINED3DSIH_DCL_INPUT_PRIMITIVE, WINED3DSIH_DCL_INPUT_PRIMITIVE,
WINED3DSIH_DCL_INPUT_PS, WINED3DSIH_DCL_INPUT_PS,
WINED3DSIH_DCL_OUTPUT, WINED3DSIH_DCL_OUTPUT,