=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: wined3d: Recognize SM5 dcl_tessellator_partitioning opcode.

Alexandre Julliard julliard at wine.codeweavers.com
Fri Apr 1 10:04:31 CDT 2016


Module: wine
Branch: master
Commit: 873912847e8e1a3cf86f02d8766e7da8e132db91
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=873912847e8e1a3cf86f02d8766e7da8e132db91

Author: Józef Kucia <jkucia at codeweavers.com>
Date:   Fri Apr  1 11:21:39 2016 +0200

wined3d: Recognize SM5 dcl_tessellator_partitioning 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             | 29 +++++++++++++++++++++++++++++
 dlls/wined3d/shader_sm4.c         |  7 +++++++
 dlls/wined3d/wined3d_private.h    | 10 ++++++++++
 5 files changed, 48 insertions(+)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 33746af..247c6f3 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_TEMPS                        */ NULL,
     /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN           */ NULL,
     /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL,
+    /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING     */ 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 89f5b5e..1c59d63 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -8164,6 +8164,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
     /* WINED3DSIH_DCL_TEMPS                        */ shader_glsl_nop,
     /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN           */ NULL,
     /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL,
+    /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING     */ 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 4e1a617..eb8f13f 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -76,6 +76,7 @@ static const char * const shader_opcode_names[] =
     /* WINED3DSIH_DCL_TEMPS                        */ "dcl_temps",
     /* 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_UAV_TYPED                    */ "dcl_uav_typed",
     /* WINED3DSIH_DCL_VERTICES_OUT                 */ "dcl_maxOutputVertexCount",
     /* WINED3DSIH_DEF                              */ "def",
@@ -1342,6 +1343,29 @@ static void shader_dump_tessellator_output_primitive(struct wined3d_string_buffe
     }
 }
 
+static void shader_dump_tessellator_partitioning(struct wined3d_string_buffer *buffer,
+        enum wined3d_tessellator_partitioning partitioning)
+{
+    switch (partitioning)
+    {
+        case WINED3D_TESSELLATOR_PARTITIONING_INTEGER:
+            shader_addline(buffer, "integer");
+            break;
+        case WINED3D_TESSELLATOR_PARTITIONING_POW2:
+            shader_addline(buffer, "pow2");
+            break;
+        case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD:
+            shader_addline(buffer, "fractional_odd");
+            break;
+        case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN:
+            shader_addline(buffer, "fractional_even");
+            break;
+        default:
+            shader_addline(buffer, "unknown_tessellator_partitioning(%#x)", partitioning);
+            break;
+    }
+}
+
 static void shader_dump_sysval_semantic(struct wined3d_string_buffer *buffer, enum wined3d_sysval_semantic semantic)
 {
     unsigned int i;
@@ -2148,6 +2172,11 @@ 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_output_primitive(&buffer, ins.declaration.tessellator_output_primitive);
         }
+        else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_PARTITIONING)
+        {
+            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_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 515061b..c5817be 100644
--- a/dlls/wined3d/shader_sm4.c
+++ b/dlls/wined3d/shader_sm4.c
@@ -199,6 +199,7 @@ enum wined3d_sm4_opcode
     WINED3D_SM5_OP_DCL_INPUT_CONTROL_POINT_COUNT    = 0x93,
     WINED3D_SM5_OP_DCL_OUTPUT_CONTROL_POINT_COUNT   = 0x94,
     WINED3D_SM5_OP_DCL_TESSELLATOR_DOMAIN           = 0x95,
+    WINED3D_SM5_OP_DCL_TESSELLATOR_PARTITIONING     = 0x96,
     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,
@@ -420,6 +421,7 @@ static const struct wined3d_sm4_opcode_info opcode_table[] =
     {WINED3D_SM5_OP_DCL_INPUT_CONTROL_POINT_COUNT,    WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT,    "",     ""},
     {WINED3D_SM5_OP_DCL_OUTPUT_CONTROL_POINT_COUNT,   WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT,   "",     ""},
     {WINED3D_SM5_OP_DCL_TESSELLATOR_DOMAIN,           WINED3DSIH_DCL_TESSELLATOR_DOMAIN,           "",     ""},
+    {WINED3D_SM5_OP_DCL_TESSELLATOR_PARTITIONING,     WINED3DSIH_DCL_TESSELLATOR_PARTITIONING,     "",     ""},
     {WINED3D_SM5_OP_DCL_TESSELLATOR_OUTPUT_PRIMITIVE, WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE, "",     ""},
     {WINED3D_SM5_OP_DCL_HS_MAX_TESSFACTOR,            WINED3DSIH_DCL_HS_MAX_TESSFACTOR,            "",     ""},
     {WINED3D_SM5_OP_DCL_HS_FORK_PHASE_INSTANCE_COUNT, WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT, "",     ""},
@@ -1056,6 +1058,11 @@ static void shader_sm4_read_instruction(void *data, const DWORD **ptr, struct wi
         ins->declaration.tessellator_output_primitive = (opcode_token & WINED3D_SM5_TESSELLATOR_MASK)
                 >> WINED3D_SM5_TESSELLATOR_SHIFT;
     }
+    else if (opcode == WINED3D_SM5_OP_DCL_TESSELLATOR_PARTITIONING)
+    {
+        ins->declaration.tessellator_partitioning = (opcode_token & WINED3D_SM5_TESSELLATOR_MASK)
+                >> WINED3D_SM5_TESSELLATOR_SHIFT;
+    }
     else if (opcode == WINED3D_SM4_OP_DCL_OUTPUT_TOPOLOGY)
     {
         enum wined3d_sm4_output_primitive_type primitive_type;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 0bcc82d..b089d37 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -454,6 +454,14 @@ enum wined3d_tessellator_output_primitive
     WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW = 4,
 };
 
+enum wined3d_tessellator_partitioning
+{
+    WINED3D_TESSELLATOR_PARTITIONING_INTEGER         = 1,
+    WINED3D_TESSELLATOR_PARTITIONING_POW2            = 2,
+    WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD  = 3,
+    WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4,
+};
+
 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
 #define WINED3DSI_TEXLD_PROJECT     0x1
 #define WINED3DSI_TEXLD_BIAS        0x2
@@ -548,6 +556,7 @@ enum WINED3D_SHADER_INSTRUCTION_HANDLER
     WINED3DSIH_DCL_TEMPS,
     WINED3DSIH_DCL_TESSELLATOR_DOMAIN,
     WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE,
+    WINED3DSIH_DCL_TESSELLATOR_PARTITIONING,
     WINED3DSIH_DCL_UAV_TYPED,
     WINED3DSIH_DCL_VERTICES_OUT,
     WINED3DSIH_DEF,
@@ -876,6 +885,7 @@ struct wined3d_shader_instruction
         struct wined3d_shader_structured_resource structured_resource;
         enum wined3d_tessellator_domain tessellator_domain;
         enum wined3d_tessellator_output_primitive tessellator_output_primitive;
+        enum wined3d_tessellator_partitioning tessellator_partitioning;
         float max_tessellation_factor;
     } declaration;
 };




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