wined3d: Introduce a (stub) SPIR-V fixed-function fragment pipe implementation.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2020-05-18 20:22:48 +04:30 committed by Alexandre Julliard
parent 029282dedc
commit a282a8e765
3 changed files with 85 additions and 1 deletions

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@ -1939,7 +1939,7 @@ static BOOL wined3d_adapter_vk_init(struct wined3d_adapter_vk *adapter_vk,
goto fail_vulkan;
adapter->vertex_pipe = wined3d_spirv_vertex_pipe_init_vk();
adapter->fragment_pipe = &none_fragment_pipe;
adapter->fragment_pipe = wined3d_spirv_fragment_pipe_init_vk();
adapter->misc_state_template = misc_state_template_vk;
adapter->shader_backend = wined3d_spirv_shader_backend_init_vk();

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@ -581,3 +581,85 @@ const struct wined3d_vertex_pipe_ops *wined3d_spirv_vertex_pipe_init_vk(void)
{
return &spirv_vertex_pipe_vk;
}
static void spirv_fragment_pipe_vk_fp_enable(const struct wined3d_context *context, BOOL enable)
{
/* Nothing to do. */
}
static void spirv_fragment_pipe_vk_fp_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps)
{
memset(caps, 0, sizeof(*caps));
}
static uint32_t spirv_fragment_pipe_vk_fp_get_emul_mask(const struct wined3d_gl_info *gl_info)
{
return 0;
}
static void *spirv_fragment_pipe_vk_fp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
{
if (shader_backend != &spirv_shader_backend_vk)
{
FIXME("SPIR-V fragment pipe without SPIR-V shader backend not implemented.\n");
return NULL;
}
return shader_priv;
}
static void spirv_fragment_pipe_vk_fp_free(struct wined3d_device *device, struct wined3d_context *context)
{
/* Nothing to do. */
}
static BOOL spirv_fragment_pipe_vk_fp_alloc_context_data(struct wined3d_context *context)
{
return TRUE;
}
static void spirv_fragment_pipe_vk_fp_free_context_data(struct wined3d_context *context)
{
/* Nothing to do. */
}
static const struct wined3d_state_entry_template spirv_fragment_pipe_vk_fp_states[] =
{
{STATE_RENDER(WINED3D_RS_SHADEMODE), {STATE_RENDER(WINED3D_RS_SHADEMODE), state_nop}},
{STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_nop}},
{STATE_RENDER(WINED3D_RS_ALPHAREF), {STATE_RENDER(WINED3D_RS_ALPHAREF), state_nop}},
{STATE_RENDER(WINED3D_RS_ALPHAFUNC), {STATE_RENDER(WINED3D_RS_ALPHAFUNC), state_nop}},
{STATE_RENDER(WINED3D_RS_FOGENABLE), {STATE_RENDER(WINED3D_RS_FOGENABLE), state_nop}},
{STATE_RENDER(WINED3D_RS_SPECULARENABLE), {STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_nop}},
{STATE_RENDER(WINED3D_RS_FOGCOLOR), {STATE_RENDER(WINED3D_RS_FOGCOLOR), state_nop}},
{STATE_RENDER(WINED3D_RS_FOGTABLEMODE), {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), state_nop}},
{STATE_RENDER(WINED3D_RS_FOGSTART), {STATE_RENDER(WINED3D_RS_FOGSTART), state_nop}},
{STATE_RENDER(WINED3D_RS_FOGEND), {STATE_RENDER(WINED3D_RS_FOGEND), state_nop}},
{STATE_RENDER(WINED3D_RS_FOGDENSITY), {STATE_RENDER(WINED3D_RS_FOGDENSITY), state_nop}},
{STATE_RENDER(WINED3D_RS_COLORKEYENABLE), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), state_nop}},
{STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_nop}},
{STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), state_nop}},
{STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_nop}},
{STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_nop}},
{STATE_POINT_ENABLE, {STATE_POINT_ENABLE, state_nop}},
{STATE_COLOR_KEY, {STATE_COLOR_KEY, state_nop}},
{0}, /* Terminate */
};
static const struct wined3d_fragment_pipe_ops spirv_fragment_pipe_vk =
{
.fp_enable = spirv_fragment_pipe_vk_fp_enable,
.get_caps = spirv_fragment_pipe_vk_fp_get_caps,
.get_emul_mask = spirv_fragment_pipe_vk_fp_get_emul_mask,
.alloc_private = spirv_fragment_pipe_vk_fp_alloc,
.free_private = spirv_fragment_pipe_vk_fp_free,
.allocate_context_data = spirv_fragment_pipe_vk_fp_alloc_context_data,
.free_context_data = spirv_fragment_pipe_vk_fp_free_context_data,
.color_fixup_supported = shader_spirv_color_fixup_supported,
.states = spirv_fragment_pipe_vk_fp_states,
};
const struct wined3d_fragment_pipe_ops *wined3d_spirv_fragment_pipe_init_vk(void)
{
return &spirv_fragment_pipe_vk;
}

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@ -2513,6 +2513,8 @@ extern const struct wined3d_fragment_pipe_ops nvts_fragment_pipeline DECLSPEC_HI
extern const struct wined3d_fragment_pipe_ops nvrc_fragment_pipeline DECLSPEC_HIDDEN;
extern const struct wined3d_fragment_pipe_ops glsl_fragment_pipe DECLSPEC_HIDDEN;
const struct wined3d_fragment_pipe_ops *wined3d_spirv_fragment_pipe_init_vk(void) DECLSPEC_HIDDEN;
extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN;
extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN;
extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN;