wined3d: Recognize SM5 dcl_tgsm_structured 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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@ -5251,6 +5251,7 @@ static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABL
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/* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL,
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/* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL,
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/* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL,
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/* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL,
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/* WINED3DSIH_DCL_TGSM_RAW */ NULL,
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/* WINED3DSIH_DCL_TGSM_RAW */ NULL,
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/* WINED3DSIH_DCL_TGSM_STRUCTURED */ NULL,
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/* WINED3DSIH_DCL_THREAD_GROUP */ NULL,
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/* WINED3DSIH_DCL_THREAD_GROUP */ NULL,
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/* WINED3DSIH_DCL_UAV_TYPED */ 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_DCL_VERTICES_OUT */ shader_hw_nop,
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@ -8589,6 +8589,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
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/* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL,
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/* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL,
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/* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL,
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/* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL,
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/* WINED3DSIH_DCL_TGSM_RAW */ NULL,
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/* WINED3DSIH_DCL_TGSM_RAW */ NULL,
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/* WINED3DSIH_DCL_TGSM_STRUCTURED */ NULL,
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/* WINED3DSIH_DCL_THREAD_GROUP */ NULL,
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/* WINED3DSIH_DCL_THREAD_GROUP */ NULL,
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/* WINED3DSIH_DCL_UAV_TYPED */ 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_DCL_VERTICES_OUT */ shader_glsl_nop,
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@ -81,6 +81,7 @@ static const char * const shader_opcode_names[] =
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/* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ "dcl_tessellator_output_primitive",
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/* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ "dcl_tessellator_output_primitive",
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/* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ "dcl_tessellator_partitioning",
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/* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ "dcl_tessellator_partitioning",
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/* WINED3DSIH_DCL_TGSM_RAW */ "dcl_tgsm_raw",
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/* WINED3DSIH_DCL_TGSM_RAW */ "dcl_tgsm_raw",
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/* WINED3DSIH_DCL_TGSM_STRUCTURED */ "dcl_tgsm_structured",
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/* WINED3DSIH_DCL_THREAD_GROUP */ "dcl_thread_group",
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/* WINED3DSIH_DCL_THREAD_GROUP */ "dcl_thread_group",
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/* WINED3DSIH_DCL_UAV_TYPED */ "dcl_uav_typed",
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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_DCL_VERTICES_OUT */ "dcl_maxOutputVertexCount",
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@ -2279,6 +2280,13 @@ static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe
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shader_dump_dst_param(&buffer, &ins.declaration.tgsm_raw.reg, &shader_version);
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shader_dump_dst_param(&buffer, &ins.declaration.tgsm_raw.reg, &shader_version);
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shader_addline(&buffer, ", %u", ins.declaration.tgsm_raw.byte_count);
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shader_addline(&buffer, ", %u", ins.declaration.tgsm_raw.byte_count);
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}
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}
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else if (ins.handler_idx == WINED3DSIH_DCL_TGSM_STRUCTURED)
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{
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shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
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shader_dump_dst_param(&buffer, &ins.declaration.tgsm_structured.reg, &shader_version);
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shader_addline(&buffer, ", %u, %u", ins.declaration.tgsm_structured.byte_stride,
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ins.declaration.tgsm_structured.structure_count);
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}
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else if (ins.handler_idx == WINED3DSIH_DCL_THREAD_GROUP)
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else if (ins.handler_idx == WINED3DSIH_DCL_THREAD_GROUP)
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{
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{
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shader_addline(&buffer, "%s %u, %u, %u", shader_opcode_names[ins.handler_idx],
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shader_addline(&buffer, "%s %u, %u, %u", shader_opcode_names[ins.handler_idx],
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@ -222,6 +222,7 @@ enum wined3d_sm4_opcode
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WINED3D_SM5_OP_DCL_THREAD_GROUP = 0x9b,
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WINED3D_SM5_OP_DCL_THREAD_GROUP = 0x9b,
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WINED3D_SM5_OP_DCL_UAV_TYPED = 0x9c,
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WINED3D_SM5_OP_DCL_UAV_TYPED = 0x9c,
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WINED3D_SM5_OP_DCL_TGSM_RAW = 0x9f,
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WINED3D_SM5_OP_DCL_TGSM_RAW = 0x9f,
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WINED3D_SM5_OP_DCL_TGSM_STRUCTURED = 0xa0,
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WINED3D_SM5_OP_DCL_RESOURCE_STRUCTURED = 0xa2,
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WINED3D_SM5_OP_DCL_RESOURCE_STRUCTURED = 0xa2,
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WINED3D_SM5_OP_LD_UAV_TYPED = 0xa3,
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WINED3D_SM5_OP_LD_UAV_TYPED = 0xa3,
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WINED3D_SM5_OP_STORE_UAV_TYPED = 0xa4,
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WINED3D_SM5_OP_STORE_UAV_TYPED = 0xa4,
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@ -637,6 +638,15 @@ static void shader_sm5_read_dcl_tgsm_raw(struct wined3d_shader_instruction *ins,
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ins->declaration.tgsm_raw.byte_count = *tokens;
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ins->declaration.tgsm_raw.byte_count = *tokens;
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}
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}
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static void shader_sm5_read_dcl_tgsm_structured(struct wined3d_shader_instruction *ins,
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DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
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struct wined3d_sm4_data *priv)
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{
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shader_sm4_read_dst_param(priv, &tokens, WINED3D_DATA_FLOAT, &ins->declaration.tgsm_structured.reg);
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ins->declaration.tgsm_structured.byte_stride = *tokens++;
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ins->declaration.tgsm_structured.structure_count = *tokens;
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}
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static void shader_sm5_read_dcl_resource_structured(struct wined3d_shader_instruction *ins,
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static void shader_sm5_read_dcl_resource_structured(struct wined3d_shader_instruction *ins,
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DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
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DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
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struct wined3d_sm4_data *priv)
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struct wined3d_sm4_data *priv)
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@ -799,6 +809,8 @@ static const struct wined3d_sm4_opcode_info opcode_table[] =
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shader_sm4_read_dcl_resource},
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shader_sm4_read_dcl_resource},
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{WINED3D_SM5_OP_DCL_TGSM_RAW, WINED3DSIH_DCL_TGSM_RAW, "", "",
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{WINED3D_SM5_OP_DCL_TGSM_RAW, WINED3DSIH_DCL_TGSM_RAW, "", "",
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shader_sm5_read_dcl_tgsm_raw},
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shader_sm5_read_dcl_tgsm_raw},
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{WINED3D_SM5_OP_DCL_TGSM_STRUCTURED, WINED3DSIH_DCL_TGSM_STRUCTURED, "", "",
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shader_sm5_read_dcl_tgsm_structured},
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{WINED3D_SM5_OP_DCL_RESOURCE_STRUCTURED, WINED3DSIH_DCL_RESOURCE_STRUCTURED, "", "",
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{WINED3D_SM5_OP_DCL_RESOURCE_STRUCTURED, WINED3DSIH_DCL_RESOURCE_STRUCTURED, "", "",
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shader_sm5_read_dcl_resource_structured},
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shader_sm5_read_dcl_resource_structured},
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{WINED3D_SM5_OP_LD_UAV_TYPED, WINED3DSIH_LD_UAV_TYPED, "u", "iU"},
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{WINED3D_SM5_OP_LD_UAV_TYPED, WINED3DSIH_LD_UAV_TYPED, "u", "iU"},
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@ -595,6 +595,7 @@ enum WINED3D_SHADER_INSTRUCTION_HANDLER
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WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE,
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WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE,
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WINED3DSIH_DCL_TESSELLATOR_PARTITIONING,
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WINED3DSIH_DCL_TESSELLATOR_PARTITIONING,
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WINED3DSIH_DCL_TGSM_RAW,
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WINED3DSIH_DCL_TGSM_RAW,
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WINED3DSIH_DCL_TGSM_STRUCTURED,
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WINED3DSIH_DCL_THREAD_GROUP,
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WINED3DSIH_DCL_THREAD_GROUP,
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WINED3DSIH_DCL_UAV_TYPED,
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WINED3DSIH_DCL_UAV_TYPED,
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WINED3DSIH_DCL_VERTICES_OUT,
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WINED3DSIH_DCL_VERTICES_OUT,
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@ -920,6 +921,13 @@ struct wined3d_shader_tgsm_raw
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unsigned int byte_count;
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unsigned int byte_count;
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};
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};
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struct wined3d_shader_tgsm_structured
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{
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struct wined3d_shader_dst_param reg;
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unsigned int byte_stride;
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unsigned int structure_count;
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};
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struct wined3d_shader_thread_group_size
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struct wined3d_shader_thread_group_size
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{
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{
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unsigned int x, y, z;
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unsigned int x, y, z;
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@ -953,6 +961,7 @@ struct wined3d_shader_instruction
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const struct wined3d_shader_immediate_constant_buffer *icb;
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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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struct wined3d_shader_structured_resource structured_resource;
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struct wined3d_shader_tgsm_raw tgsm_raw;
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struct wined3d_shader_tgsm_raw tgsm_raw;
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struct wined3d_shader_tgsm_structured tgsm_structured;
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struct wined3d_shader_thread_group_size thread_group_size;
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struct wined3d_shader_thread_group_size thread_group_size;
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enum wined3d_tessellator_domain tessellator_domain;
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enum wined3d_tessellator_domain tessellator_domain;
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enum wined3d_tessellator_output_primitive tessellator_output_primitive;
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enum wined3d_tessellator_output_primitive tessellator_output_primitive;
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