[PATCH 5/7] wined3d: Implement ld_structured instruction.
Józef Kucia
jkucia at codeweavers.com
Fri Feb 24 05:27:39 CST 2017
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/wined3d/glsl_shader.c | 45 +++++++++++++++++++++++++++++++++++----------
1 file changed, 35 insertions(+), 10 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 28a3b3b..8345888 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -5068,28 +5068,51 @@ 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)
+static void shader_glsl_ld_buffer(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];
+ const struct wined3d_shader_src_param *src = &ins->src[ins->src_count - 1];
+ const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
+ unsigned int i, swizzle, resource_idx, stride, src_idx = 0;
+ struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
+ struct glsl_src_param structure_idx, offset;
+ struct wined3d_string_buffer *address;
struct wined3d_shader_dst_param dst;
const char *function, *resource;
- struct glsl_src_param offset;
- unsigned int i, swizzle;
+ resource_idx = src->reg.idx[0].offset;
if (src->reg.type == WINED3DSPR_RESOURCE)
{
+ if (resource_idx >= ARRAY_SIZE(reg_maps->resource_info))
+ {
+ ERR("Invalid resource index %u.\n", resource_idx);
+ return;
+ }
+ stride = reg_maps->resource_info[resource_idx].stride;
function = "texelFetch";
resource = "sampler";
}
else
{
+ if (resource_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
+ {
+ ERR("Invalid UAV index %u.\n", resource_idx);
+ return;
+ }
+ stride = reg_maps->uav_resource_info[resource_idx].stride;
function = "imageLoad";
resource = "image";
}
- shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &offset);
+ address = string_buffer_get(priv->string_buffers);
+ if (ins->handler_idx == WINED3DSIH_LD_STRUCTURED)
+ {
+ shader_glsl_add_src_param(ins, &ins->src[src_idx++], WINED3DSP_WRITEMASK_0, &structure_idx);
+ shader_addline(address, "%s * %u + ", structure_idx.param_str, stride);
+ }
+ shader_glsl_add_src_param(ins, &ins->src[src_idx++], WINED3DSP_WRITEMASK_0, &offset);
+ shader_addline(address, "%s / 4", offset.param_str);
dst = ins->dst[0];
for (i = 0; i < 4; ++i)
@@ -5099,9 +5122,11 @@ static void shader_glsl_ld_raw(const struct wined3d_shader_instruction *ins)
continue;
swizzle = shader_glsl_swizzle_get_component(src->swizzle, i);
- shader_addline(buffer, "%s(%s_%s%u, %s / 4 + %u).x);\n",
- function, prefix, resource, src->reg.idx[0].offset, offset.param_str, swizzle);
+ shader_addline(buffer, "%s(%s_%s%u, %s + %u).x);\n",
+ function, prefix, resource, src->reg.idx[0].offset, address->buffer, swizzle);
}
+
+ string_buffer_release(priv->string_buffers, address);
}
static void shader_glsl_store_uav(const struct wined3d_shader_instruction *ins)
@@ -5139,8 +5164,8 @@ static void shader_glsl_store_uav(const struct wined3d_shader_instruction *ins)
static void shader_glsl_store_buffer(const struct wined3d_shader_instruction *ins)
{
const char *prefix = shader_glsl_get_prefix(ins->ctx->reg_maps->shader_version.type);
- struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
+ struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
struct glsl_src_param structure_idx, offset, data;
struct wined3d_string_buffer *address;
@@ -9450,8 +9475,8 @@ 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 */ shader_glsl_ld_raw,
- /* WINED3DSIH_LD_STRUCTURED */ NULL,
+ /* WINED3DSIH_LD_RAW */ shader_glsl_ld_buffer,
+ /* WINED3DSIH_LD_STRUCTURED */ shader_glsl_ld_buffer,
/* WINED3DSIH_LD_UAV_TYPED */ shader_glsl_ld_uav,
/* WINED3DSIH_LIT */ shader_glsl_lit,
/* WINED3DSIH_LOD */ NULL,
--
2.10.2
More information about the wine-patches
mailing list