wined3d: Recognize SM5 dcl_hs_max_tessfactor 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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@ -5231,6 +5231,7 @@ static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABL
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/* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_hw_nop,
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/* WINED3DSIH_DCL_GLOBAL_FLAGS */ NULL,
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/* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ NULL,
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/* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ NULL,
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/* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ NULL,
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/* WINED3DSIH_DCL_INPUT */ NULL,
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/* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ NULL,
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@ -8125,6 +8125,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
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/* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop,
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/* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop,
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/* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ NULL,
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/* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ NULL,
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/* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ NULL,
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/* WINED3DSIH_DCL_INPUT */ shader_glsl_nop,
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/* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ NULL,
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@ -57,6 +57,7 @@ static const char * const shader_opcode_names[] =
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/* WINED3DSIH_DCL_CONSTANT_BUFFER */ "dcl_constantBuffer",
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/* WINED3DSIH_DCL_GLOBAL_FLAGS */ "dcl_globalFlags",
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/* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ "dcl_hs_fork_phase_instance_count",
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/* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ "dcl_hs_max_tessfactor",
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/* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ "dcl_immediateConstantBuffer",
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/* WINED3DSIH_DCL_INPUT */ "dcl_input",
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/* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ "dcl_input_control_point_count",
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@ -2011,6 +2012,11 @@ static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe
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shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
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shader_dump_global_flags(&buffer, ins.flags);
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}
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else if (ins.handler_idx == WINED3DSIH_DCL_HS_MAX_TESSFACTOR)
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{
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shader_addline(&buffer, "%s %.8e", shader_opcode_names[ins.handler_idx],
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ins.declaration.max_tessellation_factor);
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}
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else if (ins.handler_idx == WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER)
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{
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shader_addline(&buffer, "%s {\n", shader_opcode_names[ins.handler_idx]);
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@ -195,6 +195,7 @@ 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_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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WINED3D_SM5_OP_DCL_RESOURCE_STRUCTURED = 0xa2,
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@ -412,6 +413,7 @@ 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_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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{WINED3D_SM5_OP_DCL_RESOURCE_STRUCTURED, WINED3DSIH_DCL_RESOURCE_STRUCTURED, "", ""},
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@ -1009,6 +1011,10 @@ static void shader_sm4_read_instruction(void *data, const DWORD **ptr, struct wi
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if (opcode_token & WINED3D_SM4_INDEX_TYPE_MASK)
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ins->flags |= WINED3DSI_INDEXED_DYNAMIC;
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}
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else if (opcode == WINED3D_SM5_OP_DCL_HS_MAX_TESSFACTOR)
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{
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ins->declaration.max_tessellation_factor = *(float *)p++;
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}
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else if (opcode == WINED3D_SM4_OP_DCL_SAMPLER)
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{
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ins->flags = (opcode_token & WINED3D_SM4_SAMPLER_MODE_MASK) >> WINED3D_SM4_SAMPLER_MODE_SHIFT;
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@ -513,6 +513,7 @@ enum WINED3D_SHADER_INSTRUCTION_HANDLER
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WINED3DSIH_DCL_CONSTANT_BUFFER,
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WINED3DSIH_DCL_GLOBAL_FLAGS,
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WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT,
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WINED3DSIH_DCL_HS_MAX_TESSFACTOR,
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WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER,
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WINED3DSIH_DCL_INPUT,
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WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT,
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@ -855,6 +856,7 @@ 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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float max_tessellation_factor;
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} declaration;
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};
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