wined3d: Recognize SM5 dcl_tessellator_partitioning opcode.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2016-04-01 11:21:39 +02:00 committed by Alexandre Julliard
parent 90dcb4db72
commit 873912847e
5 changed files with 48 additions and 0 deletions

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@ -5250,6 +5250,7 @@ static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABL
/* WINED3DSIH_DCL_TEMPS */ NULL,
/* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL,
/* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL,
/* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL,
/* WINED3DSIH_DCL_UAV_TYPED */ NULL,
/* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop,
/* WINED3DSIH_DEF */ shader_hw_nop,

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@ -8164,6 +8164,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
/* WINED3DSIH_DCL_TEMPS */ shader_glsl_nop,
/* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL,
/* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL,
/* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL,
/* WINED3DSIH_DCL_UAV_TYPED */ NULL,
/* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop,
/* WINED3DSIH_DEF */ shader_glsl_nop,

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@ -76,6 +76,7 @@ static const char * const shader_opcode_names[] =
/* WINED3DSIH_DCL_TEMPS */ "dcl_temps",
/* 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_UAV_TYPED */ "dcl_uav_typed",
/* WINED3DSIH_DCL_VERTICES_OUT */ "dcl_maxOutputVertexCount",
/* WINED3DSIH_DEF */ "def",
@ -1342,6 +1343,29 @@ static void shader_dump_tessellator_output_primitive(struct wined3d_string_buffe
}
}
static void shader_dump_tessellator_partitioning(struct wined3d_string_buffer *buffer,
enum wined3d_tessellator_partitioning partitioning)
{
switch (partitioning)
{
case WINED3D_TESSELLATOR_PARTITIONING_INTEGER:
shader_addline(buffer, "integer");
break;
case WINED3D_TESSELLATOR_PARTITIONING_POW2:
shader_addline(buffer, "pow2");
break;
case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD:
shader_addline(buffer, "fractional_odd");
break;
case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN:
shader_addline(buffer, "fractional_even");
break;
default:
shader_addline(buffer, "unknown_tessellator_partitioning(%#x)", partitioning);
break;
}
}
static void shader_dump_sysval_semantic(struct wined3d_string_buffer *buffer, enum wined3d_sysval_semantic semantic)
{
unsigned int i;
@ -2148,6 +2172,11 @@ 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_output_primitive(&buffer, ins.declaration.tessellator_output_primitive);
}
else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_PARTITIONING)
{
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_DEF)
{
shader_addline(&buffer, "def c%u = %.8e, %.8e, %.8e, %.8e", shader_get_float_offset(ins.dst[0].reg.type,

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@ -199,6 +199,7 @@ enum wined3d_sm4_opcode
WINED3D_SM5_OP_DCL_INPUT_CONTROL_POINT_COUNT = 0x93,
WINED3D_SM5_OP_DCL_OUTPUT_CONTROL_POINT_COUNT = 0x94,
WINED3D_SM5_OP_DCL_TESSELLATOR_DOMAIN = 0x95,
WINED3D_SM5_OP_DCL_TESSELLATOR_PARTITIONING = 0x96,
WINED3D_SM5_OP_DCL_TESSELLATOR_OUTPUT_PRIMITIVE = 0x97,
WINED3D_SM5_OP_DCL_HS_MAX_TESSFACTOR = 0x98,
WINED3D_SM5_OP_DCL_HS_FORK_PHASE_INSTANCE_COUNT = 0x99,
@ -420,6 +421,7 @@ static const struct wined3d_sm4_opcode_info opcode_table[] =
{WINED3D_SM5_OP_DCL_INPUT_CONTROL_POINT_COUNT, WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT, "", ""},
{WINED3D_SM5_OP_DCL_OUTPUT_CONTROL_POINT_COUNT, WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT, "", ""},
{WINED3D_SM5_OP_DCL_TESSELLATOR_DOMAIN, WINED3DSIH_DCL_TESSELLATOR_DOMAIN, "", ""},
{WINED3D_SM5_OP_DCL_TESSELLATOR_PARTITIONING, WINED3DSIH_DCL_TESSELLATOR_PARTITIONING, "", ""},
{WINED3D_SM5_OP_DCL_TESSELLATOR_OUTPUT_PRIMITIVE, WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE, "", ""},
{WINED3D_SM5_OP_DCL_HS_MAX_TESSFACTOR, WINED3DSIH_DCL_HS_MAX_TESSFACTOR, "", ""},
{WINED3D_SM5_OP_DCL_HS_FORK_PHASE_INSTANCE_COUNT, WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT, "", ""},
@ -1056,6 +1058,11 @@ static void shader_sm4_read_instruction(void *data, const DWORD **ptr, struct wi
ins->declaration.tessellator_output_primitive = (opcode_token & WINED3D_SM5_TESSELLATOR_MASK)
>> WINED3D_SM5_TESSELLATOR_SHIFT;
}
else if (opcode == WINED3D_SM5_OP_DCL_TESSELLATOR_PARTITIONING)
{
ins->declaration.tessellator_partitioning = (opcode_token & WINED3D_SM5_TESSELLATOR_MASK)
>> WINED3D_SM5_TESSELLATOR_SHIFT;
}
else if (opcode == WINED3D_SM4_OP_DCL_OUTPUT_TOPOLOGY)
{
enum wined3d_sm4_output_primitive_type primitive_type;

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@ -454,6 +454,14 @@ enum wined3d_tessellator_output_primitive
WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW = 4,
};
enum wined3d_tessellator_partitioning
{
WINED3D_TESSELLATOR_PARTITIONING_INTEGER = 1,
WINED3D_TESSELLATOR_PARTITIONING_POW2 = 2,
WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3,
WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4,
};
/* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
#define WINED3DSI_TEXLD_PROJECT 0x1
#define WINED3DSI_TEXLD_BIAS 0x2
@ -548,6 +556,7 @@ enum WINED3D_SHADER_INSTRUCTION_HANDLER
WINED3DSIH_DCL_TEMPS,
WINED3DSIH_DCL_TESSELLATOR_DOMAIN,
WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE,
WINED3DSIH_DCL_TESSELLATOR_PARTITIONING,
WINED3DSIH_DCL_UAV_TYPED,
WINED3DSIH_DCL_VERTICES_OUT,
WINED3DSIH_DEF,
@ -876,6 +885,7 @@ struct wined3d_shader_instruction
struct wined3d_shader_structured_resource structured_resource;
enum wined3d_tessellator_domain tessellator_domain;
enum wined3d_tessellator_output_primitive tessellator_output_primitive;
enum wined3d_tessellator_partitioning tessellator_partitioning;
float max_tessellation_factor;
} declaration;
};