wined3d: Recognize SM5 dcl_tessellator_domain 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>
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@ -5248,6 +5248,7 @@ static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABL
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/* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ NULL,
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/* WINED3DSIH_DCL_SAMPLER */ NULL,
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/* WINED3DSIH_DCL_TEMPS */ NULL,
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/* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL,
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/* WINED3DSIH_DCL_UAV_TYPED */ NULL,
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/* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop,
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/* WINED3DSIH_DEF */ shader_hw_nop,
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@ -8162,6 +8162,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
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/* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ NULL,
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/* WINED3DSIH_DCL_SAMPLER */ shader_glsl_nop,
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/* WINED3DSIH_DCL_TEMPS */ shader_glsl_nop,
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/* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL,
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/* WINED3DSIH_DCL_UAV_TYPED */ NULL,
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/* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop,
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/* WINED3DSIH_DEF */ shader_glsl_nop,
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@ -74,6 +74,7 @@ static const char * const shader_opcode_names[] =
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/* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ "dcl_resource_structured",
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/* WINED3DSIH_DCL_SAMPLER */ "dcl_sampler",
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/* WINED3DSIH_DCL_TEMPS */ "dcl_temps",
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/* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ "dcl_tessellator_domain",
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/* WINED3DSIH_DCL_UAV_TYPED */ "dcl_uav_typed",
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/* WINED3DSIH_DCL_VERTICES_OUT */ "dcl_maxOutputVertexCount",
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/* WINED3DSIH_DEF */ "def",
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@ -1297,6 +1298,26 @@ static void shader_dump_global_flags(struct wined3d_string_buffer *buffer, DWORD
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shader_addline(buffer, "unknown_flags(%#x)", global_flags);
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}
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static void shader_dump_tessellator_domain(struct wined3d_string_buffer *buffer,
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enum wined3d_tessellator_domain domain)
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{
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switch (domain)
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{
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case WINED3D_TESSELLATOR_DOMAIN_LINE:
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shader_addline(buffer, "line");
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break;
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case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE:
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shader_addline(buffer, "triangle");
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break;
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case WINED3D_TESSELLATOR_DOMAIN_QUAD:
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shader_addline(buffer, "quad");
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break;
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default:
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shader_addline(buffer, "unknown_tessellator_domain(%#x)", domain);
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break;
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}
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}
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static void shader_dump_sysval_semantic(struct wined3d_string_buffer *buffer, enum wined3d_sysval_semantic semantic)
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{
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unsigned int i;
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@ -2093,6 +2114,11 @@ static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe
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{
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shader_addline(&buffer, "%s %u", shader_opcode_names[ins.handler_idx], ins.declaration.count);
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}
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else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_DOMAIN)
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{
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shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
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shader_dump_tessellator_domain(&buffer, ins.declaration.tessellator_domain);
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}
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else if (ins.handler_idx == WINED3DSIH_DEF)
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{
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shader_addline(&buffer, "def c%u = %.8e, %.8e, %.8e, %.8e", shader_get_float_offset(ins.dst[0].reg.type,
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@ -64,6 +64,9 @@ WINE_DECLARE_DEBUG_CHANNEL(d3d_bytecode);
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#define WINED3D_SM5_CONTROL_POINT_COUNT_SHIFT 11
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#define WINED3D_SM5_CONTROL_POINT_COUNT_MASK (0xffu << WINED3D_SM5_CONTROL_POINT_COUNT_SHIFT)
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#define WINED3D_SM5_TESSELLATOR_DOMAIN_SHIFT 11
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#define WINED3D_SM5_TESSELLATOR_DOMAIN_MASK (0xfu << WINED3D_SM5_TESSELLATOR_DOMAIN_SHIFT)
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#define WINED3D_SM4_OPCODE_MASK 0xff
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#define WINED3D_SM4_REGISTER_MODIFIER (0x1u << 31)
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@ -195,6 +198,7 @@ enum wined3d_sm4_opcode
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WINED3D_SM5_OP_DERIV_RTY_FINE = 0x7d,
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WINED3D_SM5_OP_DCL_INPUT_CONTROL_POINT_COUNT = 0x93,
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WINED3D_SM5_OP_DCL_OUTPUT_CONTROL_POINT_COUNT = 0x94,
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WINED3D_SM5_OP_DCL_TESSELLATOR_DOMAIN = 0x95,
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WINED3D_SM5_OP_DCL_HS_MAX_TESSFACTOR = 0x98,
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WINED3D_SM5_OP_DCL_HS_FORK_PHASE_INSTANCE_COUNT = 0x99,
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WINED3D_SM5_OP_DCL_UAV_TYPED = 0x9c,
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@ -414,6 +418,7 @@ static const struct wined3d_sm4_opcode_info opcode_table[] =
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{WINED3D_SM5_OP_DERIV_RTY_FINE, WINED3DSIH_DSY_FINE, "f", "f"},
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{WINED3D_SM5_OP_DCL_INPUT_CONTROL_POINT_COUNT, WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT, "", ""},
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{WINED3D_SM5_OP_DCL_OUTPUT_CONTROL_POINT_COUNT, WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT, "", ""},
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{WINED3D_SM5_OP_DCL_TESSELLATOR_DOMAIN, WINED3DSIH_DCL_TESSELLATOR_DOMAIN, "", ""},
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{WINED3D_SM5_OP_DCL_HS_MAX_TESSFACTOR, WINED3DSIH_DCL_HS_MAX_TESSFACTOR, "", ""},
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{WINED3D_SM5_OP_DCL_HS_FORK_PHASE_INSTANCE_COUNT, WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT, "", ""},
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{WINED3D_SM5_OP_DCL_UAV_TYPED, WINED3DSIH_DCL_UAV_TYPED, "", ""},
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@ -1039,6 +1044,11 @@ static void shader_sm4_read_instruction(void *data, const DWORD **ptr, struct wi
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FIXME("Unhandled sampler mode %#x.\n", ins->flags);
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shader_sm4_read_dst_param(priv, &p, WINED3D_DATA_SAMPLER, &ins->declaration.dst);
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}
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else if (opcode == WINED3D_SM5_OP_DCL_TESSELLATOR_DOMAIN)
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{
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ins->declaration.tessellator_domain = (opcode_token & WINED3D_SM5_TESSELLATOR_DOMAIN_MASK)
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>> WINED3D_SM5_TESSELLATOR_DOMAIN_SHIFT;
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}
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else if (opcode == WINED3D_SM4_OP_DCL_OUTPUT_TOPOLOGY)
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{
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enum wined3d_sm4_output_primitive_type primitive_type;
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@ -439,6 +439,13 @@ enum wined3d_shader_global_flags
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WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS = 0x8,
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};
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enum wined3d_tessellator_domain
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{
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WINED3D_TESSELLATOR_DOMAIN_LINE = 1,
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WINED3D_TESSELLATOR_DOMAIN_TRIANGLE = 2,
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WINED3D_TESSELLATOR_DOMAIN_QUAD = 3,
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};
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/* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
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#define WINED3DSI_TEXLD_PROJECT 0x1
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#define WINED3DSI_TEXLD_BIAS 0x2
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@ -531,6 +538,7 @@ enum WINED3D_SHADER_INSTRUCTION_HANDLER
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WINED3DSIH_DCL_RESOURCE_STRUCTURED,
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WINED3DSIH_DCL_SAMPLER,
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WINED3DSIH_DCL_TEMPS,
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WINED3DSIH_DCL_TESSELLATOR_DOMAIN,
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WINED3DSIH_DCL_UAV_TYPED,
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WINED3DSIH_DCL_VERTICES_OUT,
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WINED3DSIH_DEF,
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@ -857,6 +865,7 @@ struct wined3d_shader_instruction
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UINT count;
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const struct wined3d_shader_immediate_constant_buffer *icb;
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struct wined3d_shader_structured_resource structured_resource;
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enum wined3d_tessellator_domain tessellator_domain;
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float max_tessellation_factor;
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} declaration;
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};
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