wined3d: Add compute shader type.
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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@ -4842,7 +4842,8 @@ static void shader_arb_disable(void *shader_priv, struct wined3d_context *contex
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| (1u << WINED3D_SHADER_TYPE_VERTEX)
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| (1u << WINED3D_SHADER_TYPE_GEOMETRY)
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| (1u << WINED3D_SHADER_TYPE_HULL)
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| (1u << WINED3D_SHADER_TYPE_DOMAIN);
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| (1u << WINED3D_SHADER_TYPE_DOMAIN)
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| (1u << WINED3D_SHADER_TYPE_COMPUTE);
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}
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/* Context activation is done by the caller. */
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@ -5117,6 +5118,7 @@ static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct sh
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caps->hs_version = 0;
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caps->ds_version = 0;
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caps->gs_version = 0;
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caps->cs_version = 0;
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if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
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{
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@ -1987,7 +1987,8 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
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| (1u << WINED3D_SHADER_TYPE_VERTEX)
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| (1u << WINED3D_SHADER_TYPE_GEOMETRY)
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| (1u << WINED3D_SHADER_TYPE_HULL)
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| (1u << WINED3D_SHADER_TYPE_DOMAIN);
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| (1u << WINED3D_SHADER_TYPE_DOMAIN)
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| (1u << WINED3D_SHADER_TYPE_COMPUTE);
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/* If this happens to be the first context for the device, dummy textures
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* are not created yet. In that case, they will be created (and bound) by
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@ -3839,6 +3839,7 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter, DWORD
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adapter->d3d_info.limits.ds_version = shader_caps.ds_version;
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adapter->d3d_info.limits.gs_version = shader_caps.gs_version;
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adapter->d3d_info.limits.ps_version = shader_caps.ps_version;
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adapter->d3d_info.limits.cs_version = shader_caps.cs_version;
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adapter->d3d_info.limits.vs_uniform_count = shader_caps.vs_uniform_count;
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adapter->d3d_info.limits.ps_uniform_count = shader_caps.ps_uniform_count;
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adapter->d3d_info.limits.varying_count = shader_caps.varying_count;
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@ -279,6 +279,7 @@ static const char *debug_gl_shader_type(GLenum type)
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WINED3D_TO_STR(GL_TESS_EVALUATION_SHADER);
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WINED3D_TO_STR(GL_GEOMETRY_SHADER);
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WINED3D_TO_STR(GL_FRAGMENT_SHADER);
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WINED3D_TO_STR(GL_COMPUTE_SHADER);
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#undef WINED3D_TO_STR
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default:
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return wine_dbg_sprintf("UNKNOWN(%#x)", type);
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@ -304,6 +305,9 @@ static const char *shader_glsl_get_prefix(enum wined3d_shader_type type)
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case WINED3D_SHADER_TYPE_PIXEL:
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return "ps";
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case WINED3D_SHADER_TYPE_COMPUTE:
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return "cs";
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default:
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FIXME("Unhandled shader type %#x.\n", type);
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return "unknown";
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@ -8092,7 +8096,8 @@ static void shader_glsl_invalidate_current_program(struct wined3d_context *conte
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| (1u << WINED3D_SHADER_TYPE_VERTEX)
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| (1u << WINED3D_SHADER_TYPE_GEOMETRY)
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| (1u << WINED3D_SHADER_TYPE_HULL)
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| (1u << WINED3D_SHADER_TYPE_DOMAIN);
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| (1u << WINED3D_SHADER_TYPE_DOMAIN)
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| (1u << WINED3D_SHADER_TYPE_COMPUTE);
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}
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/* Context activation is done by the caller. */
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@ -8492,6 +8497,7 @@ static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct s
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caps->ds_version = min(wined3d_settings.max_sm_ds, shader_model);
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caps->gs_version = min(wined3d_settings.max_sm_gs, shader_model);
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caps->ps_version = min(wined3d_settings.max_sm_ps, shader_model);
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caps->cs_version = min(wined3d_settings.max_sm_cs, shader_model);
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caps->vs_uniform_count = min(WINED3D_MAX_VS_CONSTS_F, gl_info->limits.glsl_vs_float_constants);
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caps->ps_uniform_count = min(WINED3D_MAX_PS_CONSTS_F, gl_info->limits.glsl_ps_float_constants);
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@ -582,6 +582,11 @@ static void shader_set_limits(struct wined3d_shader *shader)
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{WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), {16, 16, 224, 16, 0, 12}},
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{WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 32}},
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{0}
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},
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cs_limits[] =
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{
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/* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
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{WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 0}},
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};
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const struct limits_entry *limits_array;
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DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
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@ -608,6 +613,9 @@ static void shader_set_limits(struct wined3d_shader *shader)
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case WINED3D_SHADER_TYPE_PIXEL:
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limits_array = ps_limits;
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break;
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case WINED3D_SHADER_TYPE_COMPUTE:
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limits_array = cs_limits;
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break;
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}
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while (limits_array[i].min_version && limits_array[i].min_version <= shader_version)
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@ -2111,6 +2119,10 @@ static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe
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type_prefix = "ps";
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break;
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case WINED3D_SHADER_TYPE_COMPUTE:
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type_prefix = "cs";
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break;
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default:
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FIXME("Unhandled shader type %#x.\n", shader_version.type);
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type_prefix = "unknown";
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@ -2413,7 +2425,8 @@ static void shader_none_disable(void *shader_priv, struct wined3d_context *conte
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| (1u << WINED3D_SHADER_TYPE_VERTEX)
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| (1u << WINED3D_SHADER_TYPE_GEOMETRY)
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| (1u << WINED3D_SHADER_TYPE_HULL)
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| (1u << WINED3D_SHADER_TYPE_DOMAIN);
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| (1u << WINED3D_SHADER_TYPE_DOMAIN)
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| (1u << WINED3D_SHADER_TYPE_COMPUTE);
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}
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static HRESULT shader_none_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
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@ -2475,6 +2488,7 @@ static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct s
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caps->ds_version = 0;
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caps->gs_version = 0;
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caps->ps_version = 0;
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caps->cs_version = 0;
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caps->vs_uniform_count = 0;
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caps->ps_uniform_count = 0;
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caps->ps_1x_max_value = 0.0f;
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@ -2584,8 +2598,11 @@ static HRESULT shader_set_function(struct wined3d_shader *shader, const DWORD *b
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case WINED3D_SHADER_TYPE_PIXEL:
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backend_version = d3d_info->limits.ps_version;
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break;
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case WINED3D_SHADER_TYPE_COMPUTE:
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backend_version = d3d_info->limits.cs_version;
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break;
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default:
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FIXME("No backend version-checking for this shader type\n");
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FIXME("No backend version-checking for this shader type.\n");
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backend_version = 0;
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}
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if (reg_maps->shader_version.major > backend_version)
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@ -4186,6 +4186,7 @@ const char *debug_shader_type(enum wined3d_shader_type type)
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WINED3D_TO_STR(WINED3D_SHADER_TYPE_GEOMETRY);
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WINED3D_TO_STR(WINED3D_SHADER_TYPE_HULL);
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WINED3D_TO_STR(WINED3D_SHADER_TYPE_DOMAIN);
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WINED3D_TO_STR(WINED3D_SHADER_TYPE_COMPUTE);
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#undef WINED3D_TO_STR
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default:
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FIXME("Unrecognized shader type %#x.\n", type);
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@ -89,6 +89,7 @@ struct wined3d_settings wined3d_settings =
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~0U, /* No DS shader model limit by default. */
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~0U, /* No GS shader model limit by default. */
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~0U, /* No PS shader model limit by default. */
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~0u, /* No CS shader model limit by default. */
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FALSE, /* 3D support enabled by default. */
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};
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@ -325,6 +326,8 @@ static BOOL wined3d_dll_init(HINSTANCE hInstDLL)
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TRACE("Limiting GS shader model to %u.\n", wined3d_settings.max_sm_gs);
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if (!get_config_key_dword(hkey, appkey, "MaxShaderModelPS", &wined3d_settings.max_sm_ps))
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TRACE("Limiting PS shader model to %u.\n", wined3d_settings.max_sm_ps);
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if (!get_config_key_dword(hkey, appkey, "MaxShaderModelCS", &wined3d_settings.max_sm_cs))
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TRACE("Limiting CS shader model to %u.\n", wined3d_settings.max_sm_cs);
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if (!get_config_key(hkey, appkey, "DirectDrawRenderer", buffer, size)
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&& !strcmp(buffer, "gdi"))
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{
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@ -308,6 +308,7 @@ struct wined3d_settings
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unsigned int max_sm_ds;
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unsigned int max_sm_gs;
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unsigned int max_sm_ps;
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unsigned int max_sm_cs;
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BOOL no_3d;
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};
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@ -738,6 +739,7 @@ enum wined3d_shader_type
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WINED3D_SHADER_TYPE_GEOMETRY,
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WINED3D_SHADER_TYPE_HULL,
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WINED3D_SHADER_TYPE_DOMAIN,
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WINED3D_SHADER_TYPE_COMPUTE,
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WINED3D_SHADER_TYPE_COUNT,
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};
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@ -981,6 +983,7 @@ struct shader_caps
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unsigned int ds_version;
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unsigned int gs_version;
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unsigned int ps_version;
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unsigned int cs_version;
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DWORD vs_uniform_count;
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DWORD ps_uniform_count;
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@ -2004,7 +2007,7 @@ struct wined3d_driver_info
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struct wined3d_d3d_limits
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{
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unsigned int vs_version, hs_version, ds_version, gs_version, ps_version;
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unsigned int vs_version, hs_version, ds_version, gs_version, ps_version, cs_version;
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DWORD vs_uniform_count;
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DWORD ps_uniform_count;
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UINT varying_count;
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