[PATCH 2/7] wined3d: Fix handling of SM4+ integer registers.
Józef Kucia
jkucia at codeweavers.com
Thu Feb 23 08:00:53 CST 2017
There should be no behavior change for immediate constants and other
registers. After this fix a correct GLSL is generated for SM4+
instructions similar to the following:
mov r0.xyz, vThreadGroupID.xyzx
mov r0.w, vThreadIDInGroupFlattened.x
Previously, it was assumed that an integer register is always in a
position in which an integer type is expected.
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
The alternative solution to this problem is to simply always wrap
integer register values in *intBitsToFloat(), but this would produce
ugly GLSL code.
---
dlls/wined3d/glsl_shader.c | 93 ++++++++++++++++++++++++++++++----------------
1 file changed, 62 insertions(+), 31 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 44e1513..f026e78 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -2955,6 +2955,48 @@ static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param
shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
}
+static void shader_glsl_sprintf_cast(char *dst_param_str, const char *src_param_str,
+ enum wined3d_data_type dst_data_type, enum wined3d_data_type src_data_type)
+{
+ if (dst_data_type == src_data_type)
+ {
+ sprintf(dst_param_str, "%s", src_param_str);
+ return;
+ }
+
+ if (src_data_type == WINED3D_DATA_FLOAT)
+ {
+ switch (dst_data_type)
+ {
+ case WINED3D_DATA_INT:
+ sprintf(dst_param_str, "floatBitsToInt(%s)", src_param_str);
+ return;
+ case WINED3D_DATA_RESOURCE:
+ case WINED3D_DATA_SAMPLER:
+ case WINED3D_DATA_UINT:
+ sprintf(dst_param_str, "floatBitsToUint(%s)", src_param_str);
+ return;
+ default:
+ break;
+ }
+ }
+
+ if (src_data_type == WINED3D_DATA_UINT && dst_data_type == WINED3D_DATA_FLOAT)
+ {
+ sprintf(dst_param_str, "uintBitsToFloat(%s)", src_param_str);
+ return;
+ }
+
+ if (src_data_type == WINED3D_DATA_INT && dst_data_type == WINED3D_DATA_FLOAT)
+ {
+ sprintf(dst_param_str, "intBitsToFloat(%s)", src_param_str);
+ return;
+ }
+
+ FIXME("Unhandled cast from %#x to %#x.\n", src_data_type, dst_data_type);
+ sprintf(dst_param_str, "%s", src_param_str);
+}
+
/* From a given parameter token, generate the corresponding GLSL string.
* Also, return the actual register name and swizzle in case the
* caller needs this information as well. */
@@ -2962,8 +3004,10 @@ static void shader_glsl_add_src_param_ext(const struct wined3d_shader_instructio
const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src,
enum wined3d_data_type data_type)
{
+ enum wined3d_data_type param_data_type;
BOOL is_color = FALSE;
char swizzle_str[6];
+ char reg_name[200];
glsl_src->reg_name[0] = '\0';
glsl_src->param_str[0] = '\0';
@@ -2972,40 +3016,27 @@ static void shader_glsl_add_src_param_ext(const struct wined3d_shader_instructio
shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
- if (wined3d_src->reg.type == WINED3DSPR_IMMCONST
- || wined3d_src->reg.type == WINED3DSPR_PRIMID
- || wined3d_src->reg.type == WINED3DSPR_LOCALTHREADINDEX
- || wined3d_src->reg.type == WINED3DSPR_THREADID
- || wined3d_src->reg.type == WINED3DSPR_THREADGROUPID
- || wined3d_src->reg.type == WINED3DSPR_LOCALTHREADID)
+ switch (wined3d_src->reg.type)
{
- shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
+ case WINED3DSPR_IMMCONST:
+ param_data_type = data_type;
+ break;
+ case WINED3DSPR_PRIMID:
+ param_data_type = WINED3D_DATA_UINT;
+ break;
+ case WINED3DSPR_LOCALTHREADINDEX:
+ case WINED3DSPR_THREADID:
+ case WINED3DSPR_THREADGROUPID:
+ case WINED3DSPR_LOCALTHREADID:
+ param_data_type = WINED3D_DATA_INT;
+ break;
+ default:
+ param_data_type = WINED3D_DATA_FLOAT;
+ break;
}
- else
- {
- char reg_name[200];
-
- switch (data_type)
- {
- case WINED3D_DATA_FLOAT:
- sprintf(reg_name, "%s", glsl_src->reg_name);
- break;
- case WINED3D_DATA_INT:
- sprintf(reg_name, "floatBitsToInt(%s)", glsl_src->reg_name);
- break;
- case WINED3D_DATA_RESOURCE:
- case WINED3D_DATA_SAMPLER:
- case WINED3D_DATA_UINT:
- sprintf(reg_name, "floatBitsToUint(%s)", glsl_src->reg_name);
- break;
- default:
- FIXME("Unhandled data type %#x.\n", data_type);
- sprintf(reg_name, "%s", glsl_src->reg_name);
- break;
- }
- shader_glsl_gen_modifier(wined3d_src->modifiers, reg_name, swizzle_str, glsl_src->param_str);
- }
+ shader_glsl_sprintf_cast(reg_name, glsl_src->reg_name, data_type, param_data_type);
+ shader_glsl_gen_modifier(wined3d_src->modifiers, reg_name, swizzle_str, glsl_src->param_str);
}
static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
--
2.10.2
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