=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: wined3d: Recognize SM5 dcl_thread_group opcode.
Alexandre Julliard
julliard at winehq.org
Tue Jun 21 11:13:48 CDT 2016
Module: wine
Branch: master
Commit: 0c83f4d5bec8b01e1e6dcbb0a9a9932b6c24570b
URL: http://source.winehq.org/git/wine.git/?a=commit;h=0c83f4d5bec8b01e1e6dcbb0a9a9932b6c24570b
Author: Józef Kucia <jkucia at codeweavers.com>
Date: Tue Jun 21 13:10:02 2016 +0200
wined3d: Recognize SM5 dcl_thread_group opcode.
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/wined3d/arb_program_shader.c | 1 +
dlls/wined3d/glsl_shader.c | 1 +
dlls/wined3d/shader.c | 8 ++++++++
dlls/wined3d/shader_sm4.c | 12 ++++++++++++
dlls/wined3d/wined3d_private.h | 7 +++++++
5 files changed, 29 insertions(+)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 62102b2..00cc495 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -5250,6 +5250,7 @@ static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABL
/* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL,
/* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL,
/* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL,
+ /* WINED3DSIH_DCL_THREAD_GROUP */ NULL,
/* WINED3DSIH_DCL_UAV_TYPED */ NULL,
/* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop,
/* WINED3DSIH_DEF */ shader_hw_nop,
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 9223bf0..bb2beb4 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -8588,6 +8588,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
/* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL,
/* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL,
/* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL,
+ /* WINED3DSIH_DCL_THREAD_GROUP */ NULL,
/* WINED3DSIH_DCL_UAV_TYPED */ NULL,
/* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop,
/* WINED3DSIH_DEF */ shader_glsl_nop,
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index 729a137..8f3e145 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -80,6 +80,7 @@ static const char * const shader_opcode_names[] =
/* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ "dcl_tessellator_domain",
/* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ "dcl_tessellator_output_primitive",
/* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ "dcl_tessellator_partitioning",
+ /* WINED3DSIH_DCL_THREAD_GROUP */ "dcl_thread_group",
/* WINED3DSIH_DCL_UAV_TYPED */ "dcl_uav_typed",
/* WINED3DSIH_DCL_VERTICES_OUT */ "dcl_maxOutputVertexCount",
/* WINED3DSIH_DEF */ "def",
@@ -2267,6 +2268,13 @@ static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe
shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
shader_dump_tessellator_partitioning(&buffer, ins.declaration.tessellator_partitioning);
}
+ else if (ins.handler_idx == WINED3DSIH_DCL_THREAD_GROUP)
+ {
+ shader_addline(&buffer, "%s %u, %u, %u", shader_opcode_names[ins.handler_idx],
+ ins.declaration.thread_group_size.x,
+ ins.declaration.thread_group_size.y,
+ ins.declaration.thread_group_size.z);
+ }
else if (ins.handler_idx == WINED3DSIH_DEF)
{
shader_addline(&buffer, "def c%u = %.8e, %.8e, %.8e, %.8e", shader_get_float_offset(ins.dst[0].reg.type,
diff --git a/dlls/wined3d/shader_sm4.c b/dlls/wined3d/shader_sm4.c
index f56f976..6e224f6 100644
--- a/dlls/wined3d/shader_sm4.c
+++ b/dlls/wined3d/shader_sm4.c
@@ -219,6 +219,7 @@ enum wined3d_sm4_opcode
WINED3D_SM5_OP_DCL_TESSELLATOR_OUTPUT_PRIMITIVE = 0x97,
WINED3D_SM5_OP_DCL_HS_MAX_TESSFACTOR = 0x98,
WINED3D_SM5_OP_DCL_HS_FORK_PHASE_INSTANCE_COUNT = 0x99,
+ WINED3D_SM5_OP_DCL_THREAD_GROUP = 0x9b,
WINED3D_SM5_OP_DCL_UAV_TYPED = 0x9c,
WINED3D_SM5_OP_DCL_RESOURCE_STRUCTURED = 0xa2,
WINED3D_SM5_OP_LD_UAV_TYPED = 0xa3,
@@ -617,6 +618,15 @@ static void shader_sm5_read_dcl_hs_max_tessfactor(struct wined3d_shader_instruct
ins->declaration.max_tessellation_factor = *(float *)tokens;
}
+static void shader_sm5_read_dcl_thread_group(struct wined3d_shader_instruction *ins,
+ DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
+ struct wined3d_sm4_data *priv)
+{
+ ins->declaration.thread_group_size.x = *tokens++;
+ ins->declaration.thread_group_size.y = *tokens++;
+ ins->declaration.thread_group_size.z = *tokens++;
+}
+
static void shader_sm5_read_dcl_resource_structured(struct wined3d_shader_instruction *ins,
DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
struct wined3d_sm4_data *priv)
@@ -773,6 +783,8 @@ static const struct wined3d_sm4_opcode_info opcode_table[] =
shader_sm5_read_dcl_hs_max_tessfactor},
{WINED3D_SM5_OP_DCL_HS_FORK_PHASE_INSTANCE_COUNT, WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT, "", "",
shader_sm4_read_declaration_count},
+ {WINED3D_SM5_OP_DCL_THREAD_GROUP, WINED3DSIH_DCL_THREAD_GROUP, "", "",
+ shader_sm5_read_dcl_thread_group},
{WINED3D_SM5_OP_DCL_UAV_TYPED, WINED3DSIH_DCL_UAV_TYPED, "", "",
shader_sm4_read_dcl_resource},
{WINED3D_SM5_OP_DCL_RESOURCE_STRUCTURED, WINED3DSIH_DCL_RESOURCE_STRUCTURED, "", "",
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index b44b2fa..78cbe24 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -593,6 +593,7 @@ enum WINED3D_SHADER_INSTRUCTION_HANDLER
WINED3DSIH_DCL_TESSELLATOR_DOMAIN,
WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE,
WINED3DSIH_DCL_TESSELLATOR_PARTITIONING,
+ WINED3DSIH_DCL_THREAD_GROUP,
WINED3DSIH_DCL_UAV_TYPED,
WINED3DSIH_DCL_VERTICES_OUT,
WINED3DSIH_DEF,
@@ -911,6 +912,11 @@ struct wined3d_shader_structured_resource
unsigned int byte_stride;
};
+struct wined3d_shader_thread_group_size
+{
+ unsigned int x, y, z;
+};
+
struct wined3d_shader_texel_offset
{
signed char u, v, w;
@@ -938,6 +944,7 @@ struct wined3d_shader_instruction
UINT count;
const struct wined3d_shader_immediate_constant_buffer *icb;
struct wined3d_shader_structured_resource structured_resource;
+ struct wined3d_shader_thread_group_size thread_group_size;
enum wined3d_tessellator_domain tessellator_domain;
enum wined3d_tessellator_output_primitive tessellator_output_primitive;
enum wined3d_tessellator_partitioning tessellator_partitioning;
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