Henri Verbeet : wined3d: Recognize the SM4 dcl_constantBuffer opcode.

Alexandre Julliard julliard at winehq.org
Tue Oct 2 14:09:39 CDT 2012


Module: wine
Branch: master
Commit: 6d948e1a8cdd8a9a5ae2b6124468275cbf13f2b8
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=6d948e1a8cdd8a9a5ae2b6124468275cbf13f2b8

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Mon Oct  1 22:48:13 2012 +0200

wined3d: Recognize the SM4 dcl_constantBuffer opcode.

---

 dlls/wined3d/arb_program_shader.c |    1 +
 dlls/wined3d/glsl_shader.c        |    1 +
 dlls/wined3d/shader.c             |    7 +++++++
 dlls/wined3d/shader_sm4.c         |   14 +++++++++++++-
 dlls/wined3d/wined3d_private.h    |    7 +++++--
 5 files changed, 27 insertions(+), 3 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index a54a37f..4f5efe0 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -5101,6 +5101,7 @@ static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABL
     /* WINED3DSIH_CRS                   */ shader_hw_map2gl,
     /* WINED3DSIH_CUT                   */ NULL,
     /* WINED3DSIH_DCL                   */ shader_hw_nop,
+    /* WINED3DSIH_DCL_CONSTANT_BUFFER   */ shader_hw_nop,
     /* WINED3DSIH_DCL_INPUT_PRIMITIVE   */ shader_hw_nop,
     /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY   */ shader_hw_nop,
     /* WINED3DSIH_DCL_VERTICES_OUT      */ shader_hw_nop,
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index db04c6a..d344bfa 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -5120,6 +5120,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
     /* WINED3DSIH_CRS                   */ shader_glsl_cross,
     /* WINED3DSIH_CUT                   */ shader_glsl_cut,
     /* WINED3DSIH_DCL                   */ shader_glsl_nop,
+    /* WINED3DSIH_DCL_CONSTANT_BUFFER   */ shader_glsl_nop,
     /* WINED3DSIH_DCL_INPUT_PRIMITIVE   */ shader_glsl_nop,
     /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY   */ shader_glsl_nop,
     /* WINED3DSIH_DCL_VERTICES_OUT      */ shader_glsl_nop,
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index 72f2fa6..d07809b 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -50,6 +50,7 @@ static const char * const shader_opcode_names[] =
     /* WINED3DSIH_CRS                   */ "crs",
     /* WINED3DSIH_CUT                   */ "cut",
     /* WINED3DSIH_DCL                   */ "dcl",
+    /* WINED3DSIH_DCL_CONSTANT_BUFFER   */ "dcl_constantBuffer",
     /* WINED3DSIH_DCL_INPUT_PRIMITIVE   */ "dcl_inputPrimitive",
     /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY   */ "dcl_outputTopology",
     /* WINED3DSIH_DCL_VERTICES_OUT      */ "dcl_maxOutputVertexCount",
@@ -1367,6 +1368,12 @@ static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe
             TRACE(" ");
             shader_dump_dst_param(&ins.declaration.semantic.reg, &shader_version);
         }
+        else if (ins.handler_idx == WINED3DSIH_DCL_CONSTANT_BUFFER)
+        {
+            TRACE("%s ", shader_opcode_names[ins.handler_idx]);
+            shader_dump_src_param(&ins.declaration.src, &shader_version);
+            TRACE(", %s", ins.flags & WINED3DSI_INDEXED_DYNAMIC ? "dynamicIndexed" : "immediateIndexed");
+        }
         else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PRIMITIVE
                 || ins.handler_idx == WINED3DSIH_DCL_OUTPUT_TOPOLOGY)
         {
diff --git a/dlls/wined3d/shader_sm4.c b/dlls/wined3d/shader_sm4.c
index f50fd76..cd93fb3 100644
--- a/dlls/wined3d/shader_sm4.c
+++ b/dlls/wined3d/shader_sm4.c
@@ -32,6 +32,9 @@ WINE_DECLARE_DEBUG_CHANNEL(d3d_bytecode);
 #define WINED3D_SM4_PRIMITIVE_TYPE_SHIFT        11
 #define WINED3D_SM4_PRIMITIVE_TYPE_MASK         (0x7 << WINED3D_SM4_PRIMITIVE_TYPE_SHIFT)
 
+#define WINED3D_SM4_INDEX_TYPE_SHIFT            11
+#define WINED3D_SM4_INDEX_TYPE_MASK             (0x1 << WINED3D_SM4_INDEX_TYPE_SHIFT)
+
 #define WINED3D_SM4_OPCODE_MASK                 0xff
 
 #define WINED3D_SM4_REGISTER_MODIFIER           (1 << 31)
@@ -102,6 +105,7 @@ enum wined3d_sm4_opcode
     WINED3D_SM4_OP_USHR                 = 0x55,
     WINED3D_SM4_OP_UTOF                 = 0x56,
     WINED3D_SM4_OP_XOR                  = 0x57,
+    WINED3D_SM4_OP_DCL_CONSTANT_BUFFER  = 0x59,
     WINED3D_SM4_OP_DCL_OUTPUT_TOPOLOGY  = 0x5c,
     WINED3D_SM4_OP_DCL_INPUT_PRIMITIVE  = 0x5d,
     WINED3D_SM4_OP_DCL_VERTICES_OUT     = 0x5e,
@@ -222,6 +226,7 @@ static const struct wined3d_sm4_opcode_info opcode_table[] =
     {WINED3D_SM4_OP_USHR,                   WINED3DSIH_USHR,                "U",    "UU"},
     {WINED3D_SM4_OP_UTOF,                   WINED3DSIH_UTOF,                "F",    "U"},
     {WINED3D_SM4_OP_XOR,                    WINED3DSIH_XOR,                 "U",    "UU"},
+    {WINED3D_SM4_OP_DCL_CONSTANT_BUFFER,    WINED3DSIH_DCL_CONSTANT_BUFFER, "",     ""},
     {WINED3D_SM4_OP_DCL_OUTPUT_TOPOLOGY,    WINED3DSIH_DCL_OUTPUT_TOPOLOGY, "",     ""},
     {WINED3D_SM4_OP_DCL_INPUT_PRIMITIVE,    WINED3DSIH_DCL_INPUT_PRIMITIVE, "",     ""},
     {WINED3D_SM4_OP_DCL_VERTICES_OUT,       WINED3DSIH_DCL_VERTICES_OUT,    "",     ""},
@@ -592,7 +597,14 @@ static void shader_sm4_read_instruction(void *data, const DWORD **ptr, struct wi
         FIXME("Skipping modifier 0x%08x.\n", modifier);
     }
 
-    if (opcode == WINED3D_SM4_OP_DCL_OUTPUT_TOPOLOGY)
+    if (opcode == WINED3D_SM4_OP_DCL_CONSTANT_BUFFER)
+    {
+        shader_sm4_read_src_param(priv, &p, WINED3D_DATA_FLOAT,
+                &ins->declaration.src, NULL);
+        if (opcode_token & WINED3D_SM4_INDEX_TYPE_MASK)
+            ins->flags |= WINED3DSI_INDEXED_DYNAMIC;
+    }
+    else if (opcode == WINED3D_SM4_OP_DCL_OUTPUT_TOPOLOGY)
     {
         enum wined3d_sm4_output_primitive_type primitive_type;
 
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 6db495f..b14e85d 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -374,8 +374,9 @@ enum wined3d_shader_dst_modifier
 };
 
 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
-#define WINED3DSI_TEXLD_PROJECT 1
-#define WINED3DSI_TEXLD_BIAS    2
+#define WINED3DSI_TEXLD_PROJECT     0x1
+#define WINED3DSI_TEXLD_BIAS        0x2
+#define WINED3DSI_INDEXED_DYNAMIC   0x4
 
 enum wined3d_shader_rel_op
 {
@@ -439,6 +440,7 @@ enum WINED3D_SHADER_INSTRUCTION_HANDLER
     WINED3DSIH_CRS,
     WINED3DSIH_CUT,
     WINED3DSIH_DCL,
+    WINED3DSIH_DCL_CONSTANT_BUFFER,
     WINED3DSIH_DCL_INPUT_PRIMITIVE,
     WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
     WINED3DSIH_DCL_VERTICES_OUT,
@@ -670,6 +672,7 @@ struct wined3d_shader_instruction
     {
         struct wined3d_shader_semantic semantic;
         enum wined3d_primitive_type primitive_type;
+        struct wined3d_shader_src_param src;
         UINT count;
     } declaration;
 };




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