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