wined3d: Implement SM5 bfi instruction.
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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@ -10731,29 +10731,28 @@ static void test_uint_shader_instructions(void)
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const struct shader *ps;
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unsigned int bits[4];
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struct uvec4 expected_result;
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BOOL todo;
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}
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tests[] =
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{
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{&ps_bfi, { 0, 0, 0, 0}, { 0, 0, 0, 0}, TRUE},
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{&ps_bfi, { 0, 0, 0, 1}, { 1, 1, 1, 1}, TRUE},
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{&ps_bfi, { ~0u, 0, ~0u, 0}, {0x7fffffff, 0x7fffffff, 0x7fffffff, 0x7fffffff}, TRUE},
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{&ps_bfi, { ~0u, ~0u, ~0u, 0}, {0x80000000, 0x80000000, 0x80000000, 0x80000000}, TRUE},
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{&ps_bfi, { ~0u, 0x1fu, ~0u, 0}, {0x80000000, 0x80000000, 0x80000000, 0x80000000}, TRUE},
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{&ps_bfi, { ~0u, ~0x1fu, ~0u, 0}, {0x7fffffff, 0x7fffffff, 0x7fffffff, 0x7fffffff}, TRUE},
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{&ps_bfi, { 0, 0, 0xff, 1}, { 1, 1, 1, 1}, TRUE},
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{&ps_bfi, { 0, 0, 0xff, 2}, { 2, 2, 2, 2}, TRUE},
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{&ps_bfi, { 16, 16, 0xff, 0xff}, {0x00ff00ff, 0x00ff00ff, 0x00ff00ff, 0x00ff00ff}, TRUE},
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{&ps_bfi, { 0, 0, ~0u, ~0u}, { ~0u, ~0u, ~0u, ~0u}, TRUE},
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{&ps_bfi, {~0x1fu, 0, ~0u, 0}, { 0, 0, 0, 0}, TRUE},
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{&ps_bfi, {~0x1fu, 0, ~0u, 1}, { 1, 1, 1, 1}, TRUE},
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{&ps_bfi, {~0x1fu, 0, ~0u, 2}, { 2, 2, 2, 2}, TRUE},
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{&ps_bfi, { 0, ~0x1fu, ~0u, 0}, { 0, 0, 0, 0}, TRUE},
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{&ps_bfi, { 0, ~0x1fu, ~0u, 1}, { 1, 1, 1, 1}, TRUE},
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{&ps_bfi, { 0, ~0x1fu, ~0u, 2}, { 2, 2, 2, 2}, TRUE},
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{&ps_bfi, {~0x1fu, ~0x1fu, ~0u, 0}, { 0, 0, 0, 0}, TRUE},
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{&ps_bfi, {~0x1fu, ~0x1fu, ~0u, 1}, { 1, 1, 1, 1}, TRUE},
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{&ps_bfi, {~0x1fu, ~0x1fu, ~0u, 2}, { 2, 2, 2, 2}, TRUE},
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{&ps_bfi, { 0, 0, 0, 0}, { 0, 0, 0, 0}},
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{&ps_bfi, { 0, 0, 0, 1}, { 1, 1, 1, 1}},
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{&ps_bfi, { ~0u, 0, ~0u, 0}, {0x7fffffff, 0x7fffffff, 0x7fffffff, 0x7fffffff}},
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{&ps_bfi, { ~0u, ~0u, ~0u, 0}, {0x80000000, 0x80000000, 0x80000000, 0x80000000}},
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{&ps_bfi, { ~0u, 0x1fu, ~0u, 0}, {0x80000000, 0x80000000, 0x80000000, 0x80000000}},
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{&ps_bfi, { ~0u, ~0x1fu, ~0u, 0}, {0x7fffffff, 0x7fffffff, 0x7fffffff, 0x7fffffff}},
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{&ps_bfi, { 0, 0, 0xff, 1}, { 1, 1, 1, 1}},
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{&ps_bfi, { 0, 0, 0xff, 2}, { 2, 2, 2, 2}},
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{&ps_bfi, { 16, 16, 0xff, 0xff}, {0x00ff00ff, 0x00ff00ff, 0x00ff00ff, 0x00ff00ff}},
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{&ps_bfi, { 0, 0, ~0u, ~0u}, { ~0u, ~0u, ~0u, ~0u}},
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{&ps_bfi, {~0x1fu, 0, ~0u, 0}, { 0, 0, 0, 0}},
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{&ps_bfi, {~0x1fu, 0, ~0u, 1}, { 1, 1, 1, 1}},
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{&ps_bfi, {~0x1fu, 0, ~0u, 2}, { 2, 2, 2, 2}},
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{&ps_bfi, { 0, ~0x1fu, ~0u, 0}, { 0, 0, 0, 0}},
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{&ps_bfi, { 0, ~0x1fu, ~0u, 1}, { 1, 1, 1, 1}},
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{&ps_bfi, { 0, ~0x1fu, ~0u, 2}, { 2, 2, 2, 2}},
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{&ps_bfi, {~0x1fu, ~0x1fu, ~0u, 0}, { 0, 0, 0, 0}},
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{&ps_bfi, {~0x1fu, ~0x1fu, ~0u, 1}, { 1, 1, 1, 1}},
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{&ps_bfi, {~0x1fu, ~0x1fu, ~0u, 2}, { 2, 2, 2, 2}},
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{&ps_bfrev, {0x12345678}, {0x1e6a2c48, 0x12345678, 0x1e6a0000, 0x2c480000}},
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{&ps_bfrev, {0xffff0000}, {0x0000ffff, 0xffff0000, 0x00000000, 0xffff0000}},
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@ -10809,7 +10808,6 @@ static void test_uint_shader_instructions(void)
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, tests[i].bits, 0, 0);
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draw_quad(&test_context);
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todo_wine_if(tests[i].todo)
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check_texture_uvec4(texture, &tests[i].expected_result);
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ID3D11PixelShader_Release(ps);
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@ -3791,6 +3791,30 @@ static void shader_glsl_float16(const struct wined3d_shader_instruction *ins)
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}
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}
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static void shader_glsl_bitwise_op(const struct wined3d_shader_instruction *ins)
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{
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struct wined3d_shader_dst_param dst;
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struct glsl_src_param src[4];
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unsigned int i, j;
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DWORD write_mask;
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dst = ins->dst[0];
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for (i = 0; i < 4; ++i)
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{
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write_mask = WINED3DSP_WRITEMASK_0 << i;
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dst.write_mask = ins->dst[0].write_mask & write_mask;
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if (!(write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins,
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&dst, dst.reg.data_type)))
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continue;
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for (j = 0; j < ARRAY_SIZE(src); ++j)
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shader_glsl_add_src_param(ins, &ins->src[j], write_mask, &src[j]);
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shader_addline(ins->ctx->buffer, "bitfieldInsert(%s, %s, %s & 0x1f, %s & 0x1f));\n",
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src[3].param_str, src[2].param_str, src[1].param_str, src[0].param_str);
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}
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}
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static void shader_glsl_nop(const struct wined3d_shader_instruction *ins) {}
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static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
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@ -8844,7 +8868,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
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/* WINED3DSIH_ATOMIC_UMIN */ NULL,
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/* WINED3DSIH_ATOMIC_XOR */ NULL,
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/* WINED3DSIH_BEM */ shader_glsl_bem,
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/* WINED3DSIH_BFI */ NULL,
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/* WINED3DSIH_BFI */ shader_glsl_bitwise_op,
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/* WINED3DSIH_BFREV */ shader_glsl_map2gl,
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/* WINED3DSIH_BREAK */ shader_glsl_break,
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/* WINED3DSIH_BREAKC */ shader_glsl_breakc,
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