wined3d: Recognize SM5 dcl_resource_raw instruction.
Signed-off-by: Guillaume Charifi <guillaume.charifi@sfr.fr> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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363d70aba2
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@ -5066,6 +5066,7 @@ static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABL
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/* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ NULL,
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/* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ NULL,
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/* WINED3DSIH_DCL_OUTPUT_SIV */ NULL,
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/* WINED3DSIH_DCL_OUTPUT_SIV */ NULL,
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/* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop,
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/* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop,
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/* WINED3DSIH_DCL_RESOURCE_RAW */ NULL,
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/* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ NULL,
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/* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ NULL,
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/* WINED3DSIH_DCL_SAMPLER */ NULL,
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/* WINED3DSIH_DCL_SAMPLER */ NULL,
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/* WINED3DSIH_DCL_STREAM */ NULL,
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/* WINED3DSIH_DCL_STREAM */ NULL,
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@ -8926,6 +8926,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
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/* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ NULL,
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/* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ NULL,
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/* WINED3DSIH_DCL_OUTPUT_SIV */ shader_glsl_nop,
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/* WINED3DSIH_DCL_OUTPUT_SIV */ shader_glsl_nop,
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/* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop,
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/* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop,
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/* WINED3DSIH_DCL_RESOURCE_RAW */ NULL,
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/* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ NULL,
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/* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ NULL,
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/* WINED3DSIH_DCL_SAMPLER */ shader_glsl_nop,
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/* WINED3DSIH_DCL_SAMPLER */ shader_glsl_nop,
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/* WINED3DSIH_DCL_STREAM */ NULL,
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/* WINED3DSIH_DCL_STREAM */ NULL,
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@ -91,6 +91,7 @@ static const char * const shader_opcode_names[] =
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/* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ "dcl_output_control_point_count",
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/* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ "dcl_output_control_point_count",
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/* WINED3DSIH_DCL_OUTPUT_SIV */ "dcl_output_siv",
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/* WINED3DSIH_DCL_OUTPUT_SIV */ "dcl_output_siv",
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/* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ "dcl_outputTopology",
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/* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ "dcl_outputTopology",
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/* WINED3DSIH_DCL_RESOURCE_RAW */ "dcl_resource_raw",
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/* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ "dcl_resource_structured",
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/* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ "dcl_resource_structured",
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/* WINED3DSIH_DCL_SAMPLER */ "dcl_sampler",
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/* WINED3DSIH_DCL_SAMPLER */ "dcl_sampler",
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/* WINED3DSIH_DCL_STREAM */ "dcl_stream",
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/* WINED3DSIH_DCL_STREAM */ "dcl_stream",
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@ -2442,6 +2443,11 @@ static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe
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shader_opcode_names[ins.handler_idx], ins.declaration.fp.index,
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shader_opcode_names[ins.handler_idx], ins.declaration.fp.index,
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ins.declaration.fp.array_size, ins.declaration.fp.body_count);
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ins.declaration.fp.array_size, ins.declaration.fp.body_count);
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}
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}
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else if (ins.handler_idx == WINED3DSIH_DCL_RESOURCE_RAW)
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{
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shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
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shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
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}
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else if (ins.handler_idx == WINED3DSIH_DCL_RESOURCE_STRUCTURED)
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else if (ins.handler_idx == WINED3DSIH_DCL_RESOURCE_STRUCTURED)
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{
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{
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shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
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shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
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@ -258,6 +258,7 @@ enum wined3d_sm4_opcode
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WINED3D_SM5_OP_DCL_UAV_STRUCTURED = 0x9e,
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WINED3D_SM5_OP_DCL_UAV_STRUCTURED = 0x9e,
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WINED3D_SM5_OP_DCL_TGSM_RAW = 0x9f,
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WINED3D_SM5_OP_DCL_TGSM_RAW = 0x9f,
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WINED3D_SM5_OP_DCL_TGSM_STRUCTURED = 0xa0,
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WINED3D_SM5_OP_DCL_TGSM_STRUCTURED = 0xa0,
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WINED3D_SM5_OP_DCL_RESOURCE_RAW = 0xa1,
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WINED3D_SM5_OP_DCL_RESOURCE_STRUCTURED = 0xa2,
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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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WINED3D_SM5_OP_LD_UAV_TYPED = 0xa3,
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WINED3D_SM5_OP_STORE_UAV_TYPED = 0xa4,
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WINED3D_SM5_OP_STORE_UAV_TYPED = 0xa4,
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@ -774,6 +775,13 @@ static void shader_sm5_read_dcl_resource_structured(struct wined3d_shader_instru
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ins->declaration.structured_resource.byte_stride = *tokens;
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ins->declaration.structured_resource.byte_stride = *tokens;
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}
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}
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static void shader_sm5_read_dcl_resource_raw(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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shader_sm4_read_dst_param(priv, &tokens, WINED3D_DATA_RESOURCE, &ins->declaration.dst);
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}
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static void shader_sm5_read_sync(struct wined3d_shader_instruction *ins,
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static void shader_sm5_read_sync(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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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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struct wined3d_sm4_data *priv)
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@ -971,6 +979,8 @@ static const struct wined3d_sm4_opcode_info opcode_table[] =
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shader_sm5_read_dcl_tgsm_raw},
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shader_sm5_read_dcl_tgsm_raw},
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{WINED3D_SM5_OP_DCL_TGSM_STRUCTURED, WINED3DSIH_DCL_TGSM_STRUCTURED, "", "",
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{WINED3D_SM5_OP_DCL_TGSM_STRUCTURED, WINED3DSIH_DCL_TGSM_STRUCTURED, "", "",
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shader_sm5_read_dcl_tgsm_structured},
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shader_sm5_read_dcl_tgsm_structured},
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{WINED3D_SM5_OP_DCL_RESOURCE_RAW, WINED3DSIH_DCL_RESOURCE_RAW, "", "",
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shader_sm5_read_dcl_resource_raw},
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{WINED3D_SM5_OP_DCL_RESOURCE_STRUCTURED, WINED3DSIH_DCL_RESOURCE_STRUCTURED, "", "",
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{WINED3D_SM5_OP_DCL_RESOURCE_STRUCTURED, WINED3DSIH_DCL_RESOURCE_STRUCTURED, "", "",
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shader_sm5_read_dcl_resource_structured},
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shader_sm5_read_dcl_resource_structured},
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{WINED3D_SM5_OP_LD_UAV_TYPED, WINED3DSIH_LD_UAV_TYPED, "u", "iU"},
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{WINED3D_SM5_OP_LD_UAV_TYPED, WINED3DSIH_LD_UAV_TYPED, "u", "iU"},
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@ -621,6 +621,7 @@ enum WINED3D_SHADER_INSTRUCTION_HANDLER
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WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT,
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WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT,
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WINED3DSIH_DCL_OUTPUT_SIV,
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WINED3DSIH_DCL_OUTPUT_SIV,
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WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
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WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
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WINED3DSIH_DCL_RESOURCE_RAW,
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WINED3DSIH_DCL_RESOURCE_STRUCTURED,
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WINED3DSIH_DCL_RESOURCE_STRUCTURED,
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WINED3DSIH_DCL_SAMPLER,
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WINED3DSIH_DCL_SAMPLER,
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WINED3DSIH_DCL_STREAM,
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WINED3DSIH_DCL_STREAM,
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