wined3d: Recognize hull shader phases.
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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@ -10346,10 +10346,10 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
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/* WINED3DSIH_GATHER4_C */ shader_glsl_gather4,
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/* WINED3DSIH_GATHER4_C */ shader_glsl_gather4,
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/* WINED3DSIH_GATHER4_PO */ shader_glsl_gather4,
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/* WINED3DSIH_GATHER4_PO */ shader_glsl_gather4,
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/* WINED3DSIH_GE */ shader_glsl_relop,
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/* WINED3DSIH_GE */ shader_glsl_relop,
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/* WINED3DSIH_HS_CONTROL_POINT_PHASE */ NULL,
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/* WINED3DSIH_HS_CONTROL_POINT_PHASE */ shader_glsl_nop,
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/* WINED3DSIH_HS_DECLS */ shader_glsl_nop,
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/* WINED3DSIH_HS_DECLS */ shader_glsl_nop,
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/* WINED3DSIH_HS_FORK_PHASE */ NULL,
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/* WINED3DSIH_HS_FORK_PHASE */ shader_glsl_nop,
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/* WINED3DSIH_HS_JOIN_PHASE */ NULL,
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/* WINED3DSIH_HS_JOIN_PHASE */ shader_glsl_nop,
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/* WINED3DSIH_IADD */ shader_glsl_binop,
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/* WINED3DSIH_IADD */ shader_glsl_binop,
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/* WINED3DSIH_IBFE */ shader_glsl_bitwise_op,
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/* WINED3DSIH_IBFE */ shader_glsl_bitwise_op,
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/* WINED3DSIH_IEQ */ shader_glsl_relop,
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/* WINED3DSIH_IEQ */ shader_glsl_relop,
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@ -900,6 +900,62 @@ static HRESULT shader_reg_maps_add_tgsm(struct wined3d_shader_reg_maps *reg_maps
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return S_OK;
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return S_OK;
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}
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}
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static HRESULT shader_record_shader_phase(struct wined3d_shader *shader,
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struct wined3d_shader_phase **current_phase, const struct wined3d_shader_instruction *ins,
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const DWORD *current_instruction_ptr, const DWORD *previous_instruction_ptr)
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{
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struct wined3d_shader_phase *phase;
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if ((phase = *current_phase))
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{
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phase->end = previous_instruction_ptr;
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*current_phase = NULL;
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}
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if (shader->reg_maps.shader_version.type != WINED3D_SHADER_TYPE_HULL)
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{
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ERR("Unexpected shader type %#x.\n", shader->reg_maps.shader_version.type);
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return E_FAIL;
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}
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switch (ins->handler_idx)
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{
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case WINED3DSIH_HS_CONTROL_POINT_PHASE:
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if (shader->u.hs.phases.control_point)
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{
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FIXME("Multiple control point phases.\n");
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HeapFree(GetProcessHeap(), 0, shader->u.hs.phases.control_point);
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}
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if (!(shader->u.hs.phases.control_point = HeapAlloc(GetProcessHeap(),
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HEAP_ZERO_MEMORY, sizeof(*shader->u.hs.phases.control_point))))
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return E_OUTOFMEMORY;
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phase = shader->u.hs.phases.control_point;
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break;
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case WINED3DSIH_HS_FORK_PHASE:
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if (!wined3d_array_reserve((void **)&shader->u.hs.phases.fork,
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&shader->u.hs.phases.fork_size, shader->u.hs.phases.fork_count + 1,
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sizeof(*shader->u.hs.phases.fork)))
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return E_OUTOFMEMORY;
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phase = &shader->u.hs.phases.fork[shader->u.hs.phases.fork_count++];
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break;
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case WINED3DSIH_HS_JOIN_PHASE:
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if (!wined3d_array_reserve((void **)&shader->u.hs.phases.join,
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&shader->u.hs.phases.join_size, shader->u.hs.phases.join_count + 1,
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sizeof(*shader->u.hs.phases.join)))
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return E_OUTOFMEMORY;
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phase = &shader->u.hs.phases.join[shader->u.hs.phases.join_count++];
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break;
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default:
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ERR("Unexpected opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
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return E_FAIL;
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}
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phase->start = current_instruction_ptr;
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*current_phase = phase;
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return WINED3D_OK;
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}
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/* Note that this does not count the loop register as an address register. */
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/* Note that this does not count the loop register as an address register. */
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static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const struct wined3d_shader_frontend *fe,
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static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const struct wined3d_shader_frontend *fe,
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struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_signature *input_signature,
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struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_signature *input_signature,
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@ -908,9 +964,10 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
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struct wined3d_shader_signature_element input_signature_elements[max(MAX_ATTRIBS, MAX_REG_INPUT)];
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struct wined3d_shader_signature_element input_signature_elements[max(MAX_ATTRIBS, MAX_REG_INPUT)];
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struct wined3d_shader_signature_element output_signature_elements[MAX_REG_OUTPUT];
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struct wined3d_shader_signature_element output_signature_elements[MAX_REG_OUTPUT];
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unsigned int cur_loop_depth = 0, max_loop_depth = 0;
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unsigned int cur_loop_depth = 0, max_loop_depth = 0;
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void *fe_data = shader->frontend_data;
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struct wined3d_shader_version shader_version;
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struct wined3d_shader_version shader_version;
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const DWORD *ptr;
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struct wined3d_shader_phase *phase = NULL;
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const DWORD *ptr, *prev_ins, *current_ins;
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void *fe_data = shader->frontend_data;
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unsigned int i;
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unsigned int i;
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HRESULT hr;
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HRESULT hr;
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@ -921,6 +978,7 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
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list_init(®_maps->indexable_temps);
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list_init(®_maps->indexable_temps);
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fe->shader_read_header(fe_data, &ptr, &shader_version);
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fe->shader_read_header(fe_data, &ptr, &shader_version);
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prev_ins = current_ins = ptr;
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reg_maps->shader_version = shader_version;
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reg_maps->shader_version = shader_version;
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shader_set_limits(shader);
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shader_set_limits(shader);
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@ -936,6 +994,7 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
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{
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{
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struct wined3d_shader_instruction ins;
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struct wined3d_shader_instruction ins;
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current_ins = ptr;
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/* Fetch opcode. */
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/* Fetch opcode. */
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fe->shader_read_instruction(fe_data, &ptr, &ins);
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fe->shader_read_instruction(fe_data, &ptr, &ins);
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@ -1239,6 +1298,14 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
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list_add_head(&shader->constantsB, &lconst->entry);
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list_add_head(&shader->constantsB, &lconst->entry);
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reg_maps->local_bool_consts |= (1u << lconst->idx);
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reg_maps->local_bool_consts |= (1u << lconst->idx);
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}
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}
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/* Handle shader phases. */
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else if (ins.handler_idx == WINED3DSIH_HS_CONTROL_POINT_PHASE
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|| ins.handler_idx == WINED3DSIH_HS_FORK_PHASE
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|| ins.handler_idx == WINED3DSIH_HS_JOIN_PHASE)
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{
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if (FAILED(hr = shader_record_shader_phase(shader, &phase, &ins, current_ins, prev_ins)))
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return hr;
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}
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/* For subroutine prototypes. */
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/* For subroutine prototypes. */
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else if (ins.handler_idx == WINED3DSIH_LABEL)
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else if (ins.handler_idx == WINED3DSIH_LABEL)
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{
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{
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@ -1557,9 +1624,17 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
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}
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}
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}
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}
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}
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}
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prev_ins = current_ins;
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}
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}
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reg_maps->loop_depth = max_loop_depth;
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reg_maps->loop_depth = max_loop_depth;
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if (phase)
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{
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phase->end = prev_ins;
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phase = NULL;
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}
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/* PS before 2.0 don't have explicit color outputs. Instead the value of
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/* PS before 2.0 don't have explicit color outputs. Instead the value of
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* R0 is written to the render target. */
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* R0 is written to the render target. */
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if (shader_version.major < 2 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
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if (shader_version.major < 2 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
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@ -2873,8 +2948,16 @@ static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe
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static void shader_cleanup(struct wined3d_shader *shader)
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static void shader_cleanup(struct wined3d_shader *shader)
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{
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{
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if (shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
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if (shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_HULL)
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{
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HeapFree(GetProcessHeap(), 0, shader->u.hs.phases.control_point);
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HeapFree(GetProcessHeap(), 0, shader->u.hs.phases.fork);
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HeapFree(GetProcessHeap(), 0, shader->u.hs.phases.join);
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}
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else if (shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
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{
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HeapFree(GetProcessHeap(), 0, shader->u.gs.so_desc.elements);
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HeapFree(GetProcessHeap(), 0, shader->u.gs.so_desc.elements);
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}
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HeapFree(GetProcessHeap(), 0, shader->patch_constant_signature.elements);
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HeapFree(GetProcessHeap(), 0, shader->patch_constant_signature.elements);
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HeapFree(GetProcessHeap(), 0, shader->output_signature.elements);
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HeapFree(GetProcessHeap(), 0, shader->output_signature.elements);
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@ -3699,9 +3699,11 @@ int shader_addline(struct wined3d_string_buffer *buffer, const char *fmt, ...) P
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BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc) DECLSPEC_HIDDEN;
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BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc) DECLSPEC_HIDDEN;
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int shader_vaddline(struct wined3d_string_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
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int shader_vaddline(struct wined3d_string_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
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/* Vertex shader utility functions */
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struct wined3d_shader_phase
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BOOL vshader_get_input(const struct wined3d_shader *shader,
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{
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BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
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const DWORD *start;
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const DWORD *end;
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};
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struct wined3d_vertex_shader
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struct wined3d_vertex_shader
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{
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{
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@ -3710,6 +3712,16 @@ struct wined3d_vertex_shader
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struct wined3d_hull_shader
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struct wined3d_hull_shader
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{
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{
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struct
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{
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struct wined3d_shader_phase *control_point;
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unsigned int fork_count;
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unsigned int join_count;
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struct wined3d_shader_phase *fork;
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SIZE_T fork_size;
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struct wined3d_shader_phase *join;
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SIZE_T join_size;
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} phases;
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unsigned int output_vertex_count;
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unsigned int output_vertex_count;
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enum wined3d_tessellator_output_primitive tessellator_output_primitive;
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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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enum wined3d_tessellator_partitioning tessellator_partitioning;
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@ -3796,6 +3808,8 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
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BOOL position_transformed, struct ps_compile_args *args,
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BOOL position_transformed, struct ps_compile_args *args,
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const struct wined3d_context *context) DECLSPEC_HIDDEN;
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const struct wined3d_context *context) DECLSPEC_HIDDEN;
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BOOL vshader_get_input(const struct wined3d_shader *shader,
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BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
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void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
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void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
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WORD swizzle_map, struct vs_compile_args *args,
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WORD swizzle_map, struct vs_compile_args *args,
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const struct wined3d_d3d_info *d3d_info) DECLSPEC_HIDDEN;
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const struct wined3d_d3d_info *d3d_info) DECLSPEC_HIDDEN;
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