wined3d: Implement SM5 ld_raw instruction.
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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@ -3831,9 +3831,7 @@ static void shader_glsl_float16(const struct wined3d_shader_instruction *ins)
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dst = ins->dst[0];
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for (i = 0; i < 4; ++i)
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{
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write_mask = WINED3DSP_WRITEMASK_0 << i;
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dst.write_mask = ins->dst[0].write_mask & write_mask;
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dst.write_mask = ins->dst[0].write_mask & (WINED3DSP_WRITEMASK_0 << i);
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if (!(write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins,
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&dst, dst.reg.data_type)))
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continue;
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@ -3864,9 +3862,7 @@ static void shader_glsl_bitwise_op(const struct wined3d_shader_instruction *ins)
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dst = ins->dst[0];
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for (i = 0; i < 4; ++i)
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{
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write_mask = WINED3DSP_WRITEMASK_0 << i;
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dst.write_mask = ins->dst[0].write_mask & write_mask;
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dst.write_mask = ins->dst[0].write_mask & (WINED3DSP_WRITEMASK_0 << i);
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if (!(write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins,
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&dst, dst.reg.data_type)))
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continue;
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@ -5034,6 +5030,45 @@ static void shader_glsl_ld_uav(const struct wined3d_shader_instruction *ins)
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shader_glsl_get_prefix(version->type), uav_idx, image_coord_param.param_str, dst_swizzle);
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}
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static void shader_glsl_ld_raw(const struct wined3d_shader_instruction *ins)
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{
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const char *prefix = shader_glsl_get_prefix(ins->ctx->reg_maps->shader_version.type);
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const struct wined3d_shader_src_param *src = &ins->src[1];
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struct wined3d_string_buffer *buffer = ins->ctx->buffer;
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struct wined3d_shader_dst_param dst;
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const char *function, *resource;
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struct glsl_src_param offset;
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char dst_swizzle[6];
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DWORD write_mask;
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unsigned int i;
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if (src->reg.type == WINED3DSPR_RESOURCE)
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{
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function = "texelFetch";
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resource = "sampler";
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}
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else
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{
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function = "imageLoad";
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resource = "image";
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}
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shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &offset);
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dst = ins->dst[0];
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for (i = 0; i < 4; ++i)
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{
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dst.write_mask = ins->dst[0].write_mask & (WINED3DSP_WRITEMASK_0 << i);
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if (!(write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins,
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&dst, dst.reg.data_type)))
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continue;
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shader_glsl_swizzle_to_str(src->swizzle, FALSE, write_mask, dst_swizzle);
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shader_addline(buffer, "%s(%s_%s%u, %s / 4)%s);\n",
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function, prefix, resource, src->reg.idx[0].offset, offset.param_str, dst_swizzle);
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}
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}
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static void shader_glsl_store_uav(const struct wined3d_shader_instruction *ins)
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{
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const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
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@ -9359,7 +9394,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
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/* WINED3DSIH_LABEL */ shader_glsl_label,
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/* WINED3DSIH_LD */ shader_glsl_ld,
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/* WINED3DSIH_LD2DMS */ NULL,
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/* WINED3DSIH_LD_RAW */ NULL,
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/* WINED3DSIH_LD_RAW */ shader_glsl_ld_raw,
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/* WINED3DSIH_LD_STRUCTURED */ NULL,
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/* WINED3DSIH_LD_UAV_TYPED */ shader_glsl_ld_uav,
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/* WINED3DSIH_LIT */ shader_glsl_lit,
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