wined3d: Implement SM5 gather4_po_c opcode.
A combination of gather4_c and gather4_po. Signed-off-by: Sven Hesse <drmccoy@drmccoy.de> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -5128,6 +5128,7 @@ static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABL
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/* WINED3DSIH_GATHER4 */ NULL,
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/* WINED3DSIH_GATHER4 */ NULL,
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/* WINED3DSIH_GATHER4_C */ NULL,
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/* WINED3DSIH_GATHER4_C */ NULL,
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/* WINED3DSIH_GATHER4_PO */ NULL,
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/* WINED3DSIH_GATHER4_PO */ NULL,
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/* WINED3DSIH_GATHER4_PO_C */ NULL,
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/* WINED3DSIH_GE */ NULL,
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/* WINED3DSIH_GE */ NULL,
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/* WINED3DSIH_HS_CONTROL_POINT_PHASE */ NULL,
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/* WINED3DSIH_HS_CONTROL_POINT_PHASE */ NULL,
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/* WINED3DSIH_HS_DECLS */ NULL,
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/* WINED3DSIH_HS_DECLS */ NULL,
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@ -5877,9 +5877,11 @@ static void shader_glsl_gather4(const struct wined3d_shader_instruction *ins)
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}
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}
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has_offset = ins->handler_idx == WINED3DSIH_GATHER4_PO
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has_offset = ins->handler_idx == WINED3DSIH_GATHER4_PO
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|| ins->handler_idx == WINED3DSIH_GATHER4_PO_C
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|| wined3d_shader_instruction_has_texel_offset(ins);
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|| wined3d_shader_instruction_has_texel_offset(ins);
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resource_param_idx = ins->handler_idx == WINED3DSIH_GATHER4_PO ? 2 : 1;
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resource_param_idx =
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(ins->handler_idx == WINED3DSIH_GATHER4_PO || ins->handler_idx == WINED3DSIH_GATHER4_PO_C) ? 2 : 1;
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resource_idx = ins->src[resource_param_idx].reg.idx[0].offset;
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resource_idx = ins->src[resource_param_idx].reg.idx[0].offset;
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sampler_idx = ins->src[resource_param_idx + 1].reg.idx[0].offset;
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sampler_idx = ins->src[resource_param_idx + 1].reg.idx[0].offset;
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component_idx = shader_glsl_swizzle_get_component(ins->src[resource_param_idx + 1].swizzle, 0);
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component_idx = shader_glsl_swizzle_get_component(ins->src[resource_param_idx + 1].swizzle, 0);
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@ -5902,12 +5904,12 @@ static void shader_glsl_gather4(const struct wined3d_shader_instruction *ins)
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shader_addline(buffer, "textureGather%s(%s_sampler%u, %s",
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shader_addline(buffer, "textureGather%s(%s_sampler%u, %s",
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has_offset ? "Offset" : "", prefix, sampler_bind_idx, coord_param.param_str);
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has_offset ? "Offset" : "", prefix, sampler_bind_idx, coord_param.param_str);
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if (ins->handler_idx == WINED3DSIH_GATHER4_C)
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if (ins->handler_idx == WINED3DSIH_GATHER4_C || ins->handler_idx == WINED3DSIH_GATHER4_PO_C)
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{
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{
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shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &compare_param);
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shader_glsl_add_src_param(ins, &ins->src[resource_param_idx + 2], WINED3DSP_WRITEMASK_0, &compare_param);
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shader_addline(buffer, ", %s", compare_param.param_str);
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shader_addline(buffer, ", %s", compare_param.param_str);
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}
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}
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if (ins->handler_idx == WINED3DSIH_GATHER4_PO)
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if (ins->handler_idx == WINED3DSIH_GATHER4_PO || ins->handler_idx == WINED3DSIH_GATHER4_PO_C)
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{
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{
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shader_glsl_add_src_param(ins, &ins->src[1], (1u << offset_size) - 1, &offset_param);
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shader_glsl_add_src_param(ins, &ins->src[1], (1u << offset_size) - 1, &offset_param);
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shader_addline(buffer, ", %s", offset_param.param_str);
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shader_addline(buffer, ", %s", offset_param.param_str);
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@ -10681,6 +10683,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
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/* WINED3DSIH_GATHER4 */ shader_glsl_gather4,
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/* WINED3DSIH_GATHER4 */ shader_glsl_gather4,
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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_GATHER4_PO_C */ 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 */ shader_glsl_nop,
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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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@ -148,6 +148,7 @@ static const char * const shader_opcode_names[] =
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/* WINED3DSIH_GATHER4 */ "gather4",
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/* WINED3DSIH_GATHER4 */ "gather4",
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/* WINED3DSIH_GATHER4_C */ "gather4_c",
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/* WINED3DSIH_GATHER4_C */ "gather4_c",
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/* WINED3DSIH_GATHER4_PO */ "gather4_po",
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/* WINED3DSIH_GATHER4_PO */ "gather4_po",
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/* WINED3DSIH_GATHER4_PO_C */ "gather4_po_c",
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/* WINED3DSIH_GE */ "ge",
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/* WINED3DSIH_GE */ "ge",
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/* WINED3DSIH_HS_CONTROL_POINT_PHASE */ "hs_control_point_phase",
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/* WINED3DSIH_HS_CONTROL_POINT_PHASE */ "hs_control_point_phase",
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/* WINED3DSIH_HS_DECLS */ "hs_decls",
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/* WINED3DSIH_HS_DECLS */ "hs_decls",
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@ -1586,7 +1587,8 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
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shader_record_sample(reg_maps, ins.src[1].reg.idx[0].offset,
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shader_record_sample(reg_maps, ins.src[1].reg.idx[0].offset,
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ins.src[2].reg.idx[0].offset, reg_maps->sampler_map.count);
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ins.src[2].reg.idx[0].offset, reg_maps->sampler_map.count);
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}
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}
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else if (ins.handler_idx == WINED3DSIH_GATHER4_PO)
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else if (ins.handler_idx == WINED3DSIH_GATHER4_PO
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|| ins.handler_idx == WINED3DSIH_GATHER4_PO_C)
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{
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{
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shader_record_sample(reg_maps, ins.src[2].reg.idx[0].offset,
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shader_record_sample(reg_maps, ins.src[2].reg.idx[0].offset,
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ins.src[3].reg.idx[0].offset, reg_maps->sampler_map.count);
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ins.src[3].reg.idx[0].offset, reg_maps->sampler_map.count);
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@ -235,6 +235,7 @@ enum wined3d_sm4_opcode
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WINED3D_SM5_OP_DERIV_RTY_FINE = 0x7d,
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WINED3D_SM5_OP_DERIV_RTY_FINE = 0x7d,
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WINED3D_SM5_OP_GATHER4_C = 0x7e,
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WINED3D_SM5_OP_GATHER4_C = 0x7e,
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WINED3D_SM5_OP_GATHER4_PO = 0x7f,
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WINED3D_SM5_OP_GATHER4_PO = 0x7f,
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WINED3D_SM5_OP_GATHER4_PO_C = 0x80,
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WINED3D_SM5_OP_RCP = 0x81,
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WINED3D_SM5_OP_RCP = 0x81,
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WINED3D_SM5_OP_F32TOF16 = 0x82,
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WINED3D_SM5_OP_F32TOF16 = 0x82,
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WINED3D_SM5_OP_F16TOF32 = 0x83,
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WINED3D_SM5_OP_F16TOF32 = 0x83,
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@ -1014,6 +1015,7 @@ static const struct wined3d_sm4_opcode_info opcode_table[] =
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{WINED3D_SM5_OP_DERIV_RTY_FINE, WINED3DSIH_DSY_FINE, "f", "f"},
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{WINED3D_SM5_OP_DERIV_RTY_FINE, WINED3DSIH_DSY_FINE, "f", "f"},
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{WINED3D_SM5_OP_GATHER4_C, WINED3DSIH_GATHER4_C, "f", "fRSf"},
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{WINED3D_SM5_OP_GATHER4_C, WINED3DSIH_GATHER4_C, "f", "fRSf"},
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{WINED3D_SM5_OP_GATHER4_PO, WINED3DSIH_GATHER4_PO, "f", "fiRS"},
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{WINED3D_SM5_OP_GATHER4_PO, WINED3DSIH_GATHER4_PO, "f", "fiRS"},
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{WINED3D_SM5_OP_GATHER4_PO_C, WINED3DSIH_GATHER4_PO_C, "f", "fiRSf"},
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{WINED3D_SM5_OP_RCP, WINED3DSIH_RCP, "f", "f"},
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{WINED3D_SM5_OP_RCP, WINED3DSIH_RCP, "f", "f"},
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{WINED3D_SM5_OP_F32TOF16, WINED3DSIH_F32TOF16, "u", "f"},
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{WINED3D_SM5_OP_F32TOF16, WINED3DSIH_F32TOF16, "u", "f"},
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{WINED3D_SM5_OP_F16TOF32, WINED3DSIH_F16TOF32, "f", "u"},
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{WINED3D_SM5_OP_F16TOF32, WINED3DSIH_F16TOF32, "f", "u"},
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@ -773,6 +773,7 @@ enum WINED3D_SHADER_INSTRUCTION_HANDLER
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WINED3DSIH_GATHER4,
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WINED3DSIH_GATHER4,
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WINED3DSIH_GATHER4_C,
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WINED3DSIH_GATHER4_C,
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WINED3DSIH_GATHER4_PO,
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WINED3DSIH_GATHER4_PO,
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WINED3DSIH_GATHER4_PO_C,
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WINED3DSIH_GE,
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WINED3DSIH_GE,
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WINED3DSIH_HS_CONTROL_POINT_PHASE,
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WINED3DSIH_HS_CONTROL_POINT_PHASE,
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WINED3DSIH_HS_DECLS,
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WINED3DSIH_HS_DECLS,
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