wined3d: Recognize SM4 dcl_input_ps_siv 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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e02f6ebf91
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2001412546
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@ -5232,6 +5232,7 @@ static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABL
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/* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop,
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/* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop,
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/* WINED3DSIH_DCL_INPUT_PS */ NULL,
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/* WINED3DSIH_DCL_INPUT_PS */ NULL,
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/* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL,
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/* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL,
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/* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL,
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/* WINED3DSIH_DCL_OUTPUT */ NULL,
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/* WINED3DSIH_DCL_OUTPUT */ 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_SAMPLER */ NULL,
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/* WINED3DSIH_DCL_SAMPLER */ NULL,
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@ -8020,6 +8020,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
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/* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop,
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/* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop,
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/* WINED3DSIH_DCL_INPUT_PS */ NULL,
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/* WINED3DSIH_DCL_INPUT_PS */ NULL,
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/* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL,
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/* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL,
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/* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL,
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/* WINED3DSIH_DCL_OUTPUT */ shader_glsl_nop,
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/* WINED3DSIH_DCL_OUTPUT */ 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_SAMPLER */ NULL,
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/* WINED3DSIH_DCL_SAMPLER */ NULL,
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@ -60,6 +60,7 @@ static const char * const shader_opcode_names[] =
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/* WINED3DSIH_DCL_INPUT_PRIMITIVE */ "dcl_inputPrimitive",
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/* WINED3DSIH_DCL_INPUT_PRIMITIVE */ "dcl_inputPrimitive",
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/* WINED3DSIH_DCL_INPUT_PS */ "dcl_input_ps",
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/* WINED3DSIH_DCL_INPUT_PS */ "dcl_input_ps",
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/* WINED3DSIH_DCL_INPUT_PS_SGV */ "dcl_input_ps_sgv",
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/* WINED3DSIH_DCL_INPUT_PS_SGV */ "dcl_input_ps_sgv",
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/* WINED3DSIH_DCL_INPUT_PS_SIV */ "dcl_input_ps_siv",
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/* WINED3DSIH_DCL_OUTPUT */ "dcl_output",
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/* WINED3DSIH_DCL_OUTPUT */ "dcl_output",
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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_SAMPLER */ "dcl_sampler",
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/* WINED3DSIH_DCL_SAMPLER */ "dcl_sampler",
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@ -1922,6 +1923,15 @@ static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe
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TRACE(", ");
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TRACE(", ");
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shader_dump_sysval_semantic(ins.declaration.register_semantic.sysval_semantic);
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shader_dump_sysval_semantic(ins.declaration.register_semantic.sysval_semantic);
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}
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}
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else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS_SIV)
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{
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TRACE("%s ", shader_opcode_names[ins.handler_idx]);
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shader_dump_interpolation_mode(ins.flags);
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TRACE(" ");
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shader_dump_dst_param(&ins.declaration.register_semantic.reg, &shader_version);
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TRACE(", ");
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shader_dump_sysval_semantic(ins.declaration.register_semantic.sysval_semantic);
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}
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else if (ins.handler_idx == WINED3DSIH_DCL_INPUT
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else if (ins.handler_idx == WINED3DSIH_DCL_INPUT
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|| ins.handler_idx == WINED3DSIH_DCL_OUTPUT)
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|| ins.handler_idx == WINED3DSIH_DCL_OUTPUT)
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{
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{
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@ -164,6 +164,7 @@ enum wined3d_sm4_opcode
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WINED3D_SM4_OP_DCL_INPUT = 0x5f,
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WINED3D_SM4_OP_DCL_INPUT = 0x5f,
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WINED3D_SM4_OP_DCL_INPUT_PS = 0x62,
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WINED3D_SM4_OP_DCL_INPUT_PS = 0x62,
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WINED3D_SM4_OP_DCL_INPUT_PS_SGV = 0x63,
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WINED3D_SM4_OP_DCL_INPUT_PS_SGV = 0x63,
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WINED3D_SM4_OP_DCL_INPUT_PS_SIV = 0x64,
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WINED3D_SM4_OP_DCL_OUTPUT = 0x65,
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WINED3D_SM4_OP_DCL_OUTPUT = 0x65,
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WINED3D_SM4_OP_DCL_TEMPS = 0x68,
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WINED3D_SM4_OP_DCL_TEMPS = 0x68,
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};
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};
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@ -370,6 +371,7 @@ static const struct wined3d_sm4_opcode_info opcode_table[] =
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{WINED3D_SM4_OP_DCL_INPUT, WINED3DSIH_DCL_INPUT, "", ""},
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{WINED3D_SM4_OP_DCL_INPUT, WINED3DSIH_DCL_INPUT, "", ""},
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{WINED3D_SM4_OP_DCL_INPUT_PS, WINED3DSIH_DCL_INPUT_PS, "", ""},
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{WINED3D_SM4_OP_DCL_INPUT_PS, WINED3DSIH_DCL_INPUT_PS, "", ""},
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{WINED3D_SM4_OP_DCL_INPUT_PS_SGV, WINED3DSIH_DCL_INPUT_PS_SGV, "", ""},
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{WINED3D_SM4_OP_DCL_INPUT_PS_SGV, WINED3DSIH_DCL_INPUT_PS_SGV, "", ""},
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{WINED3D_SM4_OP_DCL_INPUT_PS_SIV, WINED3DSIH_DCL_INPUT_PS_SIV, "", ""},
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{WINED3D_SM4_OP_DCL_OUTPUT, WINED3DSIH_DCL_OUTPUT, "", ""},
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{WINED3D_SM4_OP_DCL_OUTPUT, WINED3DSIH_DCL_OUTPUT, "", ""},
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{WINED3D_SM4_OP_DCL_TEMPS, WINED3DSIH_DCL_TEMPS, "", ""},
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{WINED3D_SM4_OP_DCL_TEMPS, WINED3DSIH_DCL_TEMPS, "", ""},
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};
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};
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@ -992,6 +994,12 @@ static void shader_sm4_read_instruction(void *data, const DWORD **ptr, struct wi
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shader_sm4_read_dst_param(priv, &p, WINED3D_DATA_FLOAT, &ins->declaration.register_semantic.reg);
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shader_sm4_read_dst_param(priv, &p, WINED3D_DATA_FLOAT, &ins->declaration.register_semantic.reg);
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ins->declaration.register_semantic.sysval_semantic = *p++;
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ins->declaration.register_semantic.sysval_semantic = *p++;
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}
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}
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else if (opcode == WINED3D_SM4_OP_DCL_INPUT_PS_SIV)
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{
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ins->flags = (opcode_token & WINED3D_SM4_INTERPOLATION_MODE_MASK) >> WINED3D_SM4_INTERPOLATION_MODE_SHIFT;
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shader_sm4_read_dst_param(priv, &p, WINED3D_DATA_FLOAT, &ins->declaration.register_semantic.reg);
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ins->declaration.register_semantic.sysval_semantic = *p++;
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}
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else if (opcode == WINED3D_SM4_OP_DCL_INPUT
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else if (opcode == WINED3D_SM4_OP_DCL_INPUT
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|| opcode == WINED3D_SM4_OP_DCL_OUTPUT)
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|| opcode == WINED3D_SM4_OP_DCL_OUTPUT)
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{
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{
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@ -504,6 +504,7 @@ enum WINED3D_SHADER_INSTRUCTION_HANDLER
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WINED3DSIH_DCL_INPUT_PRIMITIVE,
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WINED3DSIH_DCL_INPUT_PRIMITIVE,
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WINED3DSIH_DCL_INPUT_PS,
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WINED3DSIH_DCL_INPUT_PS,
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WINED3DSIH_DCL_INPUT_PS_SGV,
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WINED3DSIH_DCL_INPUT_PS_SGV,
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WINED3DSIH_DCL_INPUT_PS_SIV,
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WINED3DSIH_DCL_OUTPUT,
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WINED3DSIH_DCL_OUTPUT,
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WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
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WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
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WINED3DSIH_DCL_SAMPLER,
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WINED3DSIH_DCL_SAMPLER,
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