[PATCH 5/6] wined3d: Implement SM5 ld_raw instruction.
Józef Kucia
jkucia at codeweavers.com
Thu Feb 16 06:02:23 CST 2017
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/wined3d/glsl_shader.c | 49 +++++++++++++++++++++++++++++++++++++++-------
1 file changed, 42 insertions(+), 7 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index adc6746..b583453 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -3831,9 +3831,7 @@ static void shader_glsl_float16(const struct wined3d_shader_instruction *ins)
dst = ins->dst[0];
for (i = 0; i < 4; ++i)
{
- write_mask = WINED3DSP_WRITEMASK_0 << i;
- dst.write_mask = ins->dst[0].write_mask & write_mask;
-
+ dst.write_mask = ins->dst[0].write_mask & (WINED3DSP_WRITEMASK_0 << i);
if (!(write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins,
&dst, dst.reg.data_type)))
continue;
@@ -3864,9 +3862,7 @@ static void shader_glsl_bitwise_op(const struct wined3d_shader_instruction *ins)
dst = ins->dst[0];
for (i = 0; i < 4; ++i)
{
- write_mask = WINED3DSP_WRITEMASK_0 << i;
- dst.write_mask = ins->dst[0].write_mask & write_mask;
-
+ dst.write_mask = ins->dst[0].write_mask & (WINED3DSP_WRITEMASK_0 << i);
if (!(write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins,
&dst, dst.reg.data_type)))
continue;
@@ -5034,6 +5030,45 @@ static void shader_glsl_ld_uav(const struct wined3d_shader_instruction *ins)
shader_glsl_get_prefix(version->type), uav_idx, image_coord_param.param_str, dst_swizzle);
}
+static void shader_glsl_ld_raw(const struct wined3d_shader_instruction *ins)
+{
+ const char *prefix = shader_glsl_get_prefix(ins->ctx->reg_maps->shader_version.type);
+ const struct wined3d_shader_src_param *src = &ins->src[1];
+ struct wined3d_string_buffer *buffer = ins->ctx->buffer;
+ struct wined3d_shader_dst_param dst;
+ const char *function, *resource;
+ struct glsl_src_param offset;
+ char dst_swizzle[6];
+ DWORD write_mask;
+ unsigned int i;
+
+ if (src->reg.type == WINED3DSPR_RESOURCE)
+ {
+ function = "texelFetch";
+ resource = "sampler";
+ }
+ else
+ {
+ function = "imageLoad";
+ resource = "image";
+ }
+
+ shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &offset);
+
+ dst = ins->dst[0];
+ for (i = 0; i < 4; ++i)
+ {
+ dst.write_mask = ins->dst[0].write_mask & (WINED3DSP_WRITEMASK_0 << i);
+ if (!(write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins,
+ &dst, dst.reg.data_type)))
+ continue;
+
+ shader_glsl_swizzle_to_str(src->swizzle, FALSE, write_mask, dst_swizzle);
+ shader_addline(buffer, "%s(%s_%s%u, %s / 4)%s);\n",
+ function, prefix, resource, src->reg.idx[0].offset, offset.param_str, dst_swizzle);
+ }
+}
+
static void shader_glsl_store_uav(const struct wined3d_shader_instruction *ins)
{
const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
@@ -9359,7 +9394,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
/* WINED3DSIH_LABEL */ shader_glsl_label,
/* WINED3DSIH_LD */ shader_glsl_ld,
/* WINED3DSIH_LD2DMS */ NULL,
- /* WINED3DSIH_LD_RAW */ NULL,
+ /* WINED3DSIH_LD_RAW */ shader_glsl_ld_raw,
/* WINED3DSIH_LD_STRUCTURED */ NULL,
/* WINED3DSIH_LD_UAV_TYPED */ shader_glsl_ld_uav,
/* WINED3DSIH_LIT */ shader_glsl_lit,
--
2.10.2
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