wined3d: Fix handling of SM4+ integer registers.

There should be no behavior change for immediate constants and other
registers. After this fix a correct GLSL is generated for SM4+
instructions similar to the following:

mov r0.xyz, vThreadGroupID.xyzx
mov r0.w, vThreadIDInGroupFlattened.x

Previously, it was assumed that an integer register is always in a
position in which an integer type is expected.

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 2017-02-23 15:00:53 +01:00 committed by Alexandre Julliard
parent 80b17bef3b
commit b1b880fc75
1 changed files with 62 additions and 31 deletions

View File

@ -2955,6 +2955,48 @@ static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param
shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
}
static void shader_glsl_sprintf_cast(char *dst_param_str, const char *src_param_str,
enum wined3d_data_type dst_data_type, enum wined3d_data_type src_data_type)
{
if (dst_data_type == src_data_type)
{
sprintf(dst_param_str, "%s", src_param_str);
return;
}
if (src_data_type == WINED3D_DATA_FLOAT)
{
switch (dst_data_type)
{
case WINED3D_DATA_INT:
sprintf(dst_param_str, "floatBitsToInt(%s)", src_param_str);
return;
case WINED3D_DATA_RESOURCE:
case WINED3D_DATA_SAMPLER:
case WINED3D_DATA_UINT:
sprintf(dst_param_str, "floatBitsToUint(%s)", src_param_str);
return;
default:
break;
}
}
if (src_data_type == WINED3D_DATA_UINT && dst_data_type == WINED3D_DATA_FLOAT)
{
sprintf(dst_param_str, "uintBitsToFloat(%s)", src_param_str);
return;
}
if (src_data_type == WINED3D_DATA_INT && dst_data_type == WINED3D_DATA_FLOAT)
{
sprintf(dst_param_str, "intBitsToFloat(%s)", src_param_str);
return;
}
FIXME("Unhandled cast from %#x to %#x.\n", src_data_type, dst_data_type);
sprintf(dst_param_str, "%s", src_param_str);
}
/* From a given parameter token, generate the corresponding GLSL string.
* Also, return the actual register name and swizzle in case the
* caller needs this information as well. */
@ -2962,8 +3004,10 @@ static void shader_glsl_add_src_param_ext(const struct wined3d_shader_instructio
const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src,
enum wined3d_data_type data_type)
{
enum wined3d_data_type param_data_type;
BOOL is_color = FALSE;
char swizzle_str[6];
char reg_name[200];
glsl_src->reg_name[0] = '\0';
glsl_src->param_str[0] = '\0';
@ -2972,40 +3016,27 @@ static void shader_glsl_add_src_param_ext(const struct wined3d_shader_instructio
shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
if (wined3d_src->reg.type == WINED3DSPR_IMMCONST
|| wined3d_src->reg.type == WINED3DSPR_PRIMID
|| wined3d_src->reg.type == WINED3DSPR_LOCALTHREADINDEX
|| wined3d_src->reg.type == WINED3DSPR_THREADID
|| wined3d_src->reg.type == WINED3DSPR_THREADGROUPID
|| wined3d_src->reg.type == WINED3DSPR_LOCALTHREADID)
switch (wined3d_src->reg.type)
{
shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
case WINED3DSPR_IMMCONST:
param_data_type = data_type;
break;
case WINED3DSPR_PRIMID:
param_data_type = WINED3D_DATA_UINT;
break;
case WINED3DSPR_LOCALTHREADINDEX:
case WINED3DSPR_THREADID:
case WINED3DSPR_THREADGROUPID:
case WINED3DSPR_LOCALTHREADID:
param_data_type = WINED3D_DATA_INT;
break;
default:
param_data_type = WINED3D_DATA_FLOAT;
break;
}
else
{
char reg_name[200];
switch (data_type)
{
case WINED3D_DATA_FLOAT:
sprintf(reg_name, "%s", glsl_src->reg_name);
break;
case WINED3D_DATA_INT:
sprintf(reg_name, "floatBitsToInt(%s)", glsl_src->reg_name);
break;
case WINED3D_DATA_RESOURCE:
case WINED3D_DATA_SAMPLER:
case WINED3D_DATA_UINT:
sprintf(reg_name, "floatBitsToUint(%s)", glsl_src->reg_name);
break;
default:
FIXME("Unhandled data type %#x.\n", data_type);
sprintf(reg_name, "%s", glsl_src->reg_name);
break;
}
shader_glsl_gen_modifier(wined3d_src->modifiers, reg_name, swizzle_str, glsl_src->param_str);
}
shader_glsl_sprintf_cast(reg_name, glsl_src->reg_name, data_type, param_data_type);
shader_glsl_gen_modifier(wined3d_src->modifiers, reg_name, swizzle_str, glsl_src->param_str);
}
static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,