wined3d: Recognize SM4 dcl_input_sgv opcode.

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 2016-02-02 11:32:31 +01:00 committed by Alexandre Julliard
parent 2001412546
commit d08f7276ad
5 changed files with 10 additions and 2 deletions

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@ -5233,6 +5233,7 @@ static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABL
/* WINED3DSIH_DCL_INPUT_PS */ NULL, /* WINED3DSIH_DCL_INPUT_PS */ NULL,
/* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL, /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL,
/* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL, /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL,
/* WINED3DSIH_DCL_INPUT_SGV */ NULL,
/* WINED3DSIH_DCL_OUTPUT */ NULL, /* WINED3DSIH_DCL_OUTPUT */ NULL,
/* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop, /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop,
/* WINED3DSIH_DCL_SAMPLER */ NULL, /* WINED3DSIH_DCL_SAMPLER */ NULL,

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@ -8021,6 +8021,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
/* WINED3DSIH_DCL_INPUT_PS */ NULL, /* WINED3DSIH_DCL_INPUT_PS */ NULL,
/* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL, /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL,
/* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL, /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL,
/* WINED3DSIH_DCL_INPUT_SGV */ shader_glsl_nop,
/* WINED3DSIH_DCL_OUTPUT */ shader_glsl_nop, /* WINED3DSIH_DCL_OUTPUT */ shader_glsl_nop,
/* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop, /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop,
/* WINED3DSIH_DCL_SAMPLER */ NULL, /* WINED3DSIH_DCL_SAMPLER */ NULL,

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@ -61,6 +61,7 @@ static const char * const shader_opcode_names[] =
/* WINED3DSIH_DCL_INPUT_PS */ "dcl_input_ps", /* WINED3DSIH_DCL_INPUT_PS */ "dcl_input_ps",
/* WINED3DSIH_DCL_INPUT_PS_SGV */ "dcl_input_ps_sgv", /* WINED3DSIH_DCL_INPUT_PS_SGV */ "dcl_input_ps_sgv",
/* WINED3DSIH_DCL_INPUT_PS_SIV */ "dcl_input_ps_siv", /* WINED3DSIH_DCL_INPUT_PS_SIV */ "dcl_input_ps_siv",
/* WINED3DSIH_DCL_INPUT_SGV */ "dcl_input_sgv",
/* WINED3DSIH_DCL_OUTPUT */ "dcl_output", /* WINED3DSIH_DCL_OUTPUT */ "dcl_output",
/* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ "dcl_outputTopology", /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ "dcl_outputTopology",
/* WINED3DSIH_DCL_SAMPLER */ "dcl_sampler", /* WINED3DSIH_DCL_SAMPLER */ "dcl_sampler",
@ -1916,7 +1917,8 @@ static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe
TRACE(" "); TRACE(" ");
shader_dump_dst_param(&ins.declaration.dst, &shader_version); shader_dump_dst_param(&ins.declaration.dst, &shader_version);
} }
else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS_SGV) else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS_SGV
|| ins.handler_idx == WINED3DSIH_DCL_INPUT_SGV)
{ {
TRACE("%s ", shader_opcode_names[ins.handler_idx]); TRACE("%s ", shader_opcode_names[ins.handler_idx]);
shader_dump_dst_param(&ins.declaration.register_semantic.reg, &shader_version); shader_dump_dst_param(&ins.declaration.register_semantic.reg, &shader_version);

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@ -162,6 +162,7 @@ enum wined3d_sm4_opcode
WINED3D_SM4_OP_DCL_INPUT_PRIMITIVE = 0x5d, WINED3D_SM4_OP_DCL_INPUT_PRIMITIVE = 0x5d,
WINED3D_SM4_OP_DCL_VERTICES_OUT = 0x5e, WINED3D_SM4_OP_DCL_VERTICES_OUT = 0x5e,
WINED3D_SM4_OP_DCL_INPUT = 0x5f, WINED3D_SM4_OP_DCL_INPUT = 0x5f,
WINED3D_SM4_OP_DCL_INPUT_SGV = 0x60,
WINED3D_SM4_OP_DCL_INPUT_PS = 0x62, WINED3D_SM4_OP_DCL_INPUT_PS = 0x62,
WINED3D_SM4_OP_DCL_INPUT_PS_SGV = 0x63, WINED3D_SM4_OP_DCL_INPUT_PS_SGV = 0x63,
WINED3D_SM4_OP_DCL_INPUT_PS_SIV = 0x64, WINED3D_SM4_OP_DCL_INPUT_PS_SIV = 0x64,
@ -369,6 +370,7 @@ static const struct wined3d_sm4_opcode_info opcode_table[] =
{WINED3D_SM4_OP_DCL_INPUT_PRIMITIVE, WINED3DSIH_DCL_INPUT_PRIMITIVE, "", ""}, {WINED3D_SM4_OP_DCL_INPUT_PRIMITIVE, WINED3DSIH_DCL_INPUT_PRIMITIVE, "", ""},
{WINED3D_SM4_OP_DCL_VERTICES_OUT, WINED3DSIH_DCL_VERTICES_OUT, "", ""}, {WINED3D_SM4_OP_DCL_VERTICES_OUT, WINED3DSIH_DCL_VERTICES_OUT, "", ""},
{WINED3D_SM4_OP_DCL_INPUT, WINED3DSIH_DCL_INPUT, "", ""}, {WINED3D_SM4_OP_DCL_INPUT, WINED3DSIH_DCL_INPUT, "", ""},
{WINED3D_SM4_OP_DCL_INPUT_SGV, WINED3DSIH_DCL_INPUT_SGV, "", ""},
{WINED3D_SM4_OP_DCL_INPUT_PS, WINED3DSIH_DCL_INPUT_PS, "", ""}, {WINED3D_SM4_OP_DCL_INPUT_PS, WINED3DSIH_DCL_INPUT_PS, "", ""},
{WINED3D_SM4_OP_DCL_INPUT_PS_SGV, WINED3DSIH_DCL_INPUT_PS_SGV, "", ""}, {WINED3D_SM4_OP_DCL_INPUT_PS_SGV, WINED3DSIH_DCL_INPUT_PS_SGV, "", ""},
{WINED3D_SM4_OP_DCL_INPUT_PS_SIV, WINED3DSIH_DCL_INPUT_PS_SIV, "", ""}, {WINED3D_SM4_OP_DCL_INPUT_PS_SIV, WINED3DSIH_DCL_INPUT_PS_SIV, "", ""},
@ -989,7 +991,8 @@ static void shader_sm4_read_instruction(void *data, const DWORD **ptr, struct wi
ins->flags = (opcode_token & WINED3D_SM4_INTERPOLATION_MODE_MASK) >> WINED3D_SM4_INTERPOLATION_MODE_SHIFT; ins->flags = (opcode_token & WINED3D_SM4_INTERPOLATION_MODE_MASK) >> WINED3D_SM4_INTERPOLATION_MODE_SHIFT;
shader_sm4_read_dst_param(priv, &p, WINED3D_DATA_FLOAT, &ins->declaration.dst); shader_sm4_read_dst_param(priv, &p, WINED3D_DATA_FLOAT, &ins->declaration.dst);
} }
else if (opcode == WINED3D_SM4_OP_DCL_INPUT_PS_SGV) else if (opcode == WINED3D_SM4_OP_DCL_INPUT_PS_SGV
|| opcode == WINED3D_SM4_OP_DCL_INPUT_SGV)
{ {
shader_sm4_read_dst_param(priv, &p, WINED3D_DATA_FLOAT, &ins->declaration.register_semantic.reg); shader_sm4_read_dst_param(priv, &p, WINED3D_DATA_FLOAT, &ins->declaration.register_semantic.reg);
ins->declaration.register_semantic.sysval_semantic = *p++; ins->declaration.register_semantic.sysval_semantic = *p++;

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@ -505,6 +505,7 @@ enum WINED3D_SHADER_INSTRUCTION_HANDLER
WINED3DSIH_DCL_INPUT_PS, WINED3DSIH_DCL_INPUT_PS,
WINED3DSIH_DCL_INPUT_PS_SGV, WINED3DSIH_DCL_INPUT_PS_SGV,
WINED3DSIH_DCL_INPUT_PS_SIV, WINED3DSIH_DCL_INPUT_PS_SIV,
WINED3DSIH_DCL_INPUT_SGV,
WINED3DSIH_DCL_OUTPUT, WINED3DSIH_DCL_OUTPUT,
WINED3DSIH_DCL_OUTPUT_TOPOLOGY, WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
WINED3DSIH_DCL_SAMPLER, WINED3DSIH_DCL_SAMPLER,