diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index 00cc4954ff5..f81e8ea9cf6 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -5250,6 +5250,7 @@ static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABL /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL, /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL, /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL, + /* WINED3DSIH_DCL_TGSM_RAW */ NULL, /* WINED3DSIH_DCL_THREAD_GROUP */ NULL, /* WINED3DSIH_DCL_UAV_TYPED */ NULL, /* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop, diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index bb2beb43e09..921904f464c 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -8588,6 +8588,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL, /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL, /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL, + /* WINED3DSIH_DCL_TGSM_RAW */ NULL, /* WINED3DSIH_DCL_THREAD_GROUP */ NULL, /* WINED3DSIH_DCL_UAV_TYPED */ NULL, /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop, diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c index b79416f0b39..1859c0f7d02 100644 --- a/dlls/wined3d/shader.c +++ b/dlls/wined3d/shader.c @@ -80,6 +80,7 @@ static const char * const shader_opcode_names[] = /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ "dcl_tessellator_domain", /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ "dcl_tessellator_output_primitive", /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ "dcl_tessellator_partitioning", + /* WINED3DSIH_DCL_TGSM_RAW */ "dcl_tgsm_raw", /* WINED3DSIH_DCL_THREAD_GROUP */ "dcl_thread_group", /* WINED3DSIH_DCL_UAV_TYPED */ "dcl_uav_typed", /* WINED3DSIH_DCL_VERTICES_OUT */ "dcl_maxOutputVertexCount", @@ -2272,6 +2273,12 @@ static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]); shader_dump_tessellator_partitioning(&buffer, ins.declaration.tessellator_partitioning); } + else if (ins.handler_idx == WINED3DSIH_DCL_TGSM_RAW) + { + shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]); + shader_dump_dst_param(&buffer, &ins.declaration.tgsm_raw.reg, &shader_version); + shader_addline(&buffer, ", %u", ins.declaration.tgsm_raw.byte_count); + } else if (ins.handler_idx == WINED3DSIH_DCL_THREAD_GROUP) { shader_addline(&buffer, "%s %u, %u, %u", shader_opcode_names[ins.handler_idx], diff --git a/dlls/wined3d/shader_sm4.c b/dlls/wined3d/shader_sm4.c index 447861c0594..959b10c338f 100644 --- a/dlls/wined3d/shader_sm4.c +++ b/dlls/wined3d/shader_sm4.c @@ -221,6 +221,7 @@ enum wined3d_sm4_opcode WINED3D_SM5_OP_DCL_HS_FORK_PHASE_INSTANCE_COUNT = 0x99, WINED3D_SM5_OP_DCL_THREAD_GROUP = 0x9b, WINED3D_SM5_OP_DCL_UAV_TYPED = 0x9c, + WINED3D_SM5_OP_DCL_TGSM_RAW = 0x9f, WINED3D_SM5_OP_DCL_RESOURCE_STRUCTURED = 0xa2, WINED3D_SM5_OP_LD_UAV_TYPED = 0xa3, WINED3D_SM5_OP_STORE_UAV_TYPED = 0xa4, @@ -628,6 +629,14 @@ static void shader_sm5_read_dcl_thread_group(struct wined3d_shader_instruction * ins->declaration.thread_group_size.z = *tokens++; } +static void shader_sm5_read_dcl_tgsm_raw(struct wined3d_shader_instruction *ins, + DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, + struct wined3d_sm4_data *priv) +{ + shader_sm4_read_dst_param(priv, &tokens, WINED3D_DATA_FLOAT, &ins->declaration.tgsm_raw.reg); + ins->declaration.tgsm_raw.byte_count = *tokens; +} + static void shader_sm5_read_dcl_resource_structured(struct wined3d_shader_instruction *ins, DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, struct wined3d_sm4_data *priv) @@ -788,6 +797,8 @@ static const struct wined3d_sm4_opcode_info opcode_table[] = shader_sm5_read_dcl_thread_group}, {WINED3D_SM5_OP_DCL_UAV_TYPED, WINED3DSIH_DCL_UAV_TYPED, "", "", shader_sm4_read_dcl_resource}, + {WINED3D_SM5_OP_DCL_TGSM_RAW, WINED3DSIH_DCL_TGSM_RAW, "", "", + shader_sm5_read_dcl_tgsm_raw}, {WINED3D_SM5_OP_DCL_RESOURCE_STRUCTURED, WINED3DSIH_DCL_RESOURCE_STRUCTURED, "", "", shader_sm5_read_dcl_resource_structured}, {WINED3D_SM5_OP_LD_UAV_TYPED, WINED3DSIH_LD_UAV_TYPED, "u", "iU"}, diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 40eb8e005ad..45207dff095 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -594,6 +594,7 @@ enum WINED3D_SHADER_INSTRUCTION_HANDLER WINED3DSIH_DCL_TESSELLATOR_DOMAIN, WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE, WINED3DSIH_DCL_TESSELLATOR_PARTITIONING, + WINED3DSIH_DCL_TGSM_RAW, WINED3DSIH_DCL_THREAD_GROUP, WINED3DSIH_DCL_UAV_TYPED, WINED3DSIH_DCL_VERTICES_OUT, @@ -913,6 +914,12 @@ struct wined3d_shader_structured_resource unsigned int byte_stride; }; +struct wined3d_shader_tgsm_raw +{ + struct wined3d_shader_dst_param reg; + unsigned int byte_count; +}; + struct wined3d_shader_thread_group_size { unsigned int x, y, z; @@ -945,6 +952,7 @@ struct wined3d_shader_instruction UINT count; const struct wined3d_shader_immediate_constant_buffer *icb; struct wined3d_shader_structured_resource structured_resource; + struct wined3d_shader_tgsm_raw tgsm_raw; struct wined3d_shader_thread_group_size thread_group_size; enum wined3d_tessellator_domain tessellator_domain; enum wined3d_tessellator_output_primitive tessellator_output_primitive;