Module: wine
Branch: master
Commit: 0b1b7d7b11b84a197b5c208610026588e74bb8a7
URL:
http://source.winehq.org/git/wine.git/?a=commit;h=0b1b7d7b11b84a197b5c20861…
Author: Józef Kucia <jkucia(a)codeweavers.com>
Date: Tue Feb 28 14:42:35 2017 +0100
wined3d: Implement atomic instructions on structured buffer memory.
Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard(a)winehq.org>
---
dlls/wined3d/glsl_shader.c | 47 ++++++++++++++++++++++++++++++----------------
1 file changed, 31 insertions(+), 16 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 025ba1d..0fd463d 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -4965,10 +4965,13 @@ static void shader_glsl_atomic(const struct
wined3d_shader_instruction *ins)
&& ins->handler_idx <= WINED3DSIH_IMM_ATOMIC_XOR;
const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
const struct wined3d_shader_version *version = ®_maps->shader_version;
- struct glsl_src_param coord_param, data_param, data_param2;
+ struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
+ struct glsl_src_param structure_idx, offset, data, data2;
+ struct wined3d_string_buffer *buffer = ins->ctx->buffer;
enum wined3d_shader_resource_type resource_type;
+ struct wined3d_string_buffer *address;
enum wined3d_data_type data_type;
- unsigned int uav_idx;
+ unsigned int uav_idx, stride;
DWORD coord_mask;
const char *op;
@@ -4981,6 +4984,7 @@ static void shader_glsl_atomic(const struct
wined3d_shader_instruction *ins)
}
data_type = reg_maps->uav_resource_info[uav_idx].data_type;
coord_mask = (1u << resource_type_info[resource_type].coord_size) - 1;
+ stride = reg_maps->uav_resource_info[uav_idx].stride;
switch (ins->handler_idx)
{
@@ -5048,29 +5052,40 @@ static void shader_glsl_atomic(const struct
wined3d_shader_instruction *ins)
return;
}
+ address = string_buffer_get(priv->string_buffers);
+ if (stride)
+ {
+ shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0,
&structure_idx);
+ shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1,
&offset);
+ string_buffer_sprintf(address, "%s * %u + %s / 4",
structure_idx.param_str, stride, offset.param_str);
+ }
+ else
+ {
+ shader_glsl_add_src_param(ins, &ins->src[0], coord_mask, &offset);
+ string_buffer_sprintf(address, "%s", offset.param_str);
+ if (reg_maps->uav_resource_info[uav_idx].flags & WINED3D_VIEW_BUFFER_RAW)
+ shader_addline(address, "/ 4");
+ }
+
if (is_imm_instruction)
shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0],
data_type);
- shader_glsl_add_src_param(ins, &ins->src[0], coord_mask, &coord_param);
-
- if (reg_maps->uav_resource_info[uav_idx].flags & WINED3D_VIEW_BUFFER_RAW)
- shader_addline(ins->ctx->buffer, "%s(%s_image%u, %s / 4, ",
- op, shader_glsl_get_prefix(version->type), uav_idx,
coord_param.param_str);
- else
- shader_addline(ins->ctx->buffer, "%s(%s_image%u, %s, ",
- op, shader_glsl_get_prefix(version->type), uav_idx,
coord_param.param_str);
+ shader_addline(buffer, "%s(%s_image%u, %s, ",
+ op, shader_glsl_get_prefix(version->type), uav_idx, address->buffer);
- shader_glsl_add_src_param_ext(ins, &ins->src[1], WINED3DSP_WRITEMASK_0,
&data_param, data_type);
- shader_addline(ins->ctx->buffer, "%s", data_param.param_str);
+ shader_glsl_add_src_param_ext(ins, &ins->src[1], WINED3DSP_WRITEMASK_0,
&data, data_type);
+ shader_addline(buffer, "%s", data.param_str);
if (ins->src_count >= 3)
{
- shader_glsl_add_src_param_ext(ins, &ins->src[2], WINED3DSP_WRITEMASK_0,
&data_param2, data_type);
- shader_addline(ins->ctx->buffer, ", %s", data_param2.param_str);
+ shader_glsl_add_src_param_ext(ins, &ins->src[2], WINED3DSP_WRITEMASK_0,
&data2, data_type);
+ shader_addline(buffer, ", %s", data2.param_str);
}
if (is_imm_instruction)
- shader_addline(ins->ctx->buffer, ")");
- shader_addline(ins->ctx->buffer, ");\n");
+ shader_addline(buffer, ")");
+ shader_addline(buffer, ");\n");
+
+ string_buffer_release(priv->string_buffers, address);
}
static void shader_glsl_ld_uav(const struct wined3d_shader_instruction *ins)