wined3d: Accept multiple instruction modifiers in SM4+ shaders.
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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@ -1146,11 +1146,42 @@ static BOOL shader_sm4_read_dst_param(struct wined3d_sm4_data *priv, const DWORD
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return TRUE;
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}
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static void shader_sm4_read_instruction_modifier(DWORD modifier, struct wined3d_shader_instruction *ins)
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{
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static const DWORD recognized_bits = WINED3D_SM4_INSTRUCTION_MODIFIER
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| WINED3D_SM4_MODIFIER_AOFFIMMI
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| WINED3D_SM4_AOFFIMMI_U_MASK
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| WINED3D_SM4_AOFFIMMI_V_MASK
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| WINED3D_SM4_AOFFIMMI_W_MASK;
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if (modifier & ~recognized_bits)
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{
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FIXME("Unhandled modifier 0x%08x.\n", modifier);
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}
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else
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{
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/* Bit fields are used for sign extension */
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struct
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{
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int u : 4;
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int v : 4;
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int w : 4;
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}
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aoffimmi;
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aoffimmi.u = (modifier & WINED3D_SM4_AOFFIMMI_U_MASK) >> WINED3D_SM4_AOFFIMMI_U_SHIFT;
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aoffimmi.v = (modifier & WINED3D_SM4_AOFFIMMI_V_MASK) >> WINED3D_SM4_AOFFIMMI_V_SHIFT;
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aoffimmi.w = (modifier & WINED3D_SM4_AOFFIMMI_W_MASK) >> WINED3D_SM4_AOFFIMMI_W_SHIFT;
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ins->texel_offset.u = aoffimmi.u;
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ins->texel_offset.v = aoffimmi.v;
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ins->texel_offset.w = aoffimmi.w;
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}
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}
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static void shader_sm4_read_instruction(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins)
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{
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const struct wined3d_sm4_opcode_info *opcode_info;
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DWORD opcode_token, opcode, previous_token;
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struct wined3d_sm4_data *priv = data;
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DWORD opcode_token, opcode;
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unsigned int i, len;
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const DWORD *p;
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@ -1195,36 +1226,9 @@ static void shader_sm4_read_instruction(void *data, const DWORD **ptr, struct wi
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p = *ptr;
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*ptr += len;
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if (opcode_token & WINED3D_SM4_INSTRUCTION_MODIFIER)
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{
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static const DWORD recognized_bits = WINED3D_SM4_MODIFIER_AOFFIMMI
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| WINED3D_SM4_AOFFIMMI_U_MASK
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| WINED3D_SM4_AOFFIMMI_V_MASK
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| WINED3D_SM4_AOFFIMMI_W_MASK;
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DWORD modifier = *p++;
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/* Bit fields are used for sign extension */
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struct
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{
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int u : 4;
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int v : 4;
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int w : 4;
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}
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aoffimmi;
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if (modifier & ~recognized_bits)
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{
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FIXME("Skipping modifier 0x%08x.\n", modifier);
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}
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else
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{
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aoffimmi.u = (modifier & WINED3D_SM4_AOFFIMMI_U_MASK) >> WINED3D_SM4_AOFFIMMI_U_SHIFT;
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aoffimmi.v = (modifier & WINED3D_SM4_AOFFIMMI_V_MASK) >> WINED3D_SM4_AOFFIMMI_V_SHIFT;
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aoffimmi.w = (modifier & WINED3D_SM4_AOFFIMMI_W_MASK) >> WINED3D_SM4_AOFFIMMI_W_SHIFT;
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ins->texel_offset.u = aoffimmi.u;
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ins->texel_offset.v = aoffimmi.v;
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ins->texel_offset.w = aoffimmi.w;
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}
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}
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previous_token = opcode_token;
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while (previous_token & WINED3D_SM4_INSTRUCTION_MODIFIER)
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shader_sm4_read_instruction_modifier(previous_token = *p++, ins);
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if (opcode_info->read_opcode_func)
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{
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