wined3d: Implement SM5 store_uav_typed 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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@ -12776,18 +12776,18 @@ static void test_ps_cs_uav_binding(void)
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check_texture_float(ps_texture, 0.0f, 2);
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draw_quad(&test_context);
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todo_wine check_texture_float(cs_texture, 1.0f, 2);
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todo_wine check_texture_float(ps_texture, 1.0f, 2);
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check_texture_float(ps_texture, 1.0f, 2);
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input.x = 0.5f;
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cs_cb, 0, NULL, &input, 0, 0);
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ID3D11DeviceContext_Dispatch(context, 1, 1, 1);
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todo_wine check_texture_float(cs_texture, 0.5f, 2);
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todo_wine check_texture_float(ps_texture, 1.0f, 2);
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check_texture_float(ps_texture, 1.0f, 2);
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input.x = 2.0f;
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)ps_cb, 0, NULL, &input, 0, 0);
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draw_quad(&test_context);
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todo_wine check_texture_float(cs_texture, 0.5f, 2);
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todo_wine check_texture_float(ps_texture, 2.0f, 2);
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check_texture_float(ps_texture, 2.0f, 2);
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input.x = 8.0f;
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cs_cb, 0, NULL, &input, 0, 0);
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@ -12795,10 +12795,10 @@ static void test_ps_cs_uav_binding(void)
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)ps_cb, 0, NULL, &input, 0, 0);
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ID3D11DeviceContext_Dispatch(context, 1, 1, 1);
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todo_wine check_texture_float(cs_texture, 8.0f, 2);
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todo_wine check_texture_float(ps_texture, 2.0f, 2);
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check_texture_float(ps_texture, 2.0f, 2);
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draw_quad(&test_context);
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todo_wine check_texture_float(cs_texture, 8.0f, 2);
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todo_wine check_texture_float(ps_texture, 4.0f, 2);
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check_texture_float(ps_texture, 4.0f, 2);
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ID3D11ComputeShader_Release(cs);
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ID3D11PixelShader_Release(ps);
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@ -4922,7 +4922,7 @@ static void shader_glsl_atomic(const struct wined3d_shader_instruction *ins)
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if (resource_type >= ARRAY_SIZE(resource_type_info))
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{
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ERR("Unexpected resource type %#x.\n", resource_type);
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resource_type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
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return;
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}
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data_type = reg_maps->uav_resource_info[uav_idx].data_type;
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coord_mask = (1u << resource_type_info[resource_type].coord_size) - 1;
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@ -4968,6 +4968,38 @@ 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_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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const struct wined3d_shader_version *version = ®_maps->shader_version;
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struct glsl_src_param image_coord_param, image_data_param;
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enum wined3d_shader_resource_type resource_type;
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enum wined3d_data_type data_type;
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unsigned int uav_idx;
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DWORD coord_mask;
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uav_idx = ins->dst[0].reg.idx[0].offset;
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if (uav_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
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{
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ERR("Invalid UAV index %u.\n", uav_idx);
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return;
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}
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resource_type = reg_maps->uav_resource_info[uav_idx].type;
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if (resource_type >= ARRAY_SIZE(resource_type_info))
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{
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ERR("Unexpected resource type %#x.\n", resource_type);
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return;
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}
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data_type = reg_maps->uav_resource_info[uav_idx].data_type;
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coord_mask = (1u << resource_type_info[resource_type].coord_size) - 1;
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shader_glsl_add_src_param(ins, &ins->src[0], coord_mask, &image_coord_param);
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shader_glsl_add_src_param_ext(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &image_data_param, data_type);
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shader_addline(ins->ctx->buffer, "imageStore(%s_image%u, %s, %s);\n",
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shader_glsl_get_prefix(version->type), uav_idx,
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image_coord_param.param_str, image_data_param.param_str);
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}
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static void shader_glsl_resinfo(const struct wined3d_shader_instruction *ins)
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{
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const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version;
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@ -9094,7 +9126,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
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/* WINED3DSIH_SQRT */ shader_glsl_map2gl,
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/* WINED3DSIH_STORE_RAW */ NULL,
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/* WINED3DSIH_STORE_STRUCTURED */ NULL,
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/* WINED3DSIH_STORE_UAV_TYPED */ NULL,
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/* WINED3DSIH_STORE_UAV_TYPED */ shader_glsl_store_uav,
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/* WINED3DSIH_SUB */ shader_glsl_binop,
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/* WINED3DSIH_SWAPC */ NULL,
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/* WINED3DSIH_SWITCH */ shader_glsl_switch,
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