=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: wined3d: Implement SM4 ld instruction.
Alexandre Julliard
julliard at wine.codeweavers.com
Wed Jan 6 14:50:57 CST 2016
Module: wine
Branch: master
Commit: 524556e7f883c736c6058901505e65b2a98fc971
URL: http://source.winehq.org/git/wine.git/?a=commit;h=524556e7f883c736c6058901505e65b2a98fc971
Author: Józef Kucia <jkucia at codeweavers.com>
Date: Tue Jan 5 21:52:32 2016 +0100
wined3d: Implement SM4 ld instruction.
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/glsl_shader.c | 38 +++++++++++++++++++++++++++++++++-----
dlls/wined3d/shader_sm4.c | 2 +-
2 files changed, 34 insertions(+), 6 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index d0285ef..66a541a 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -44,10 +44,11 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
WINE_DECLARE_DEBUG_CHANNEL(d3d);
WINE_DECLARE_DEBUG_CHANNEL(winediag);
-#define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
-#define WINED3D_GLSL_SAMPLE_NPOT 0x2
-#define WINED3D_GLSL_SAMPLE_LOD 0x4
-#define WINED3D_GLSL_SAMPLE_GRAD 0x8
+#define WINED3D_GLSL_SAMPLE_PROJECTED 0x01
+#define WINED3D_GLSL_SAMPLE_NPOT 0x02
+#define WINED3D_GLSL_SAMPLE_LOD 0x04
+#define WINED3D_GLSL_SAMPLE_GRAD 0x08
+#define WINED3D_GLSL_SAMPLE_LOAD 0x10
struct glsl_dst_param
{
@@ -2674,6 +2675,15 @@ static void shader_glsl_get_sample_function(const struct wined3d_shader_context
}
}
+ if (flags & WINED3D_GLSL_SAMPLE_LOAD)
+ {
+ if (flags != WINED3D_GLSL_SAMPLE_LOAD)
+ ERR("Unexpected flags for texelFetch %#x.\n", flags & ~WINED3D_GLSL_SAMPLE_LOAD);
+
+ base = "texelFetch";
+ type_part = "";
+ }
+
sample_function->name = string_buffer_get(priv->string_buffers);
string_buffer_sprintf(sample_function->name, "%s%s%s%s%s", base, type_part, projected ? "Proj" : "",
lod ? "Lod" : grad ? "Grad" : "", suffix);
@@ -4231,6 +4241,24 @@ static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler
return ~0u;
}
+/* FIXME: The current implementation does not handle multisample textures correctly. */
+static void shader_glsl_ld(const struct wined3d_shader_instruction *ins)
+{
+ struct glsl_src_param coord_param, lod_param;
+ struct glsl_sample_function sample_function;
+ unsigned int sampler_idx;
+
+ shader_glsl_get_sample_function(ins->ctx, ins->src[1].reg.idx[0].offset, WINED3D_GLSL_SAMPLE_LOAD,
+ &sample_function);
+ shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
+ shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
+ sampler_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map,
+ ins->src[1].reg.idx[0].offset, WINED3D_SAMPLER_DEFAULT);
+ shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE,
+ NULL, NULL, lod_param.param_str, "%s", coord_param.param_str);
+ shader_glsl_release_sample_function(ins->ctx, &sample_function);
+}
+
static void shader_glsl_sample(const struct wined3d_shader_instruction *ins)
{
struct glsl_sample_function sample_function;
@@ -7883,7 +7911,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
/* WINED3DSIH_ISHL */ shader_glsl_binop,
/* WINED3DSIH_ITOF */ shader_glsl_to_float,
/* WINED3DSIH_LABEL */ shader_glsl_label,
- /* WINED3DSIH_LD */ NULL,
+ /* WINED3DSIH_LD */ shader_glsl_ld,
/* WINED3DSIH_LIT */ shader_glsl_lit,
/* WINED3DSIH_LOG */ shader_glsl_scalar_op,
/* WINED3DSIH_LOGP */ shader_glsl_scalar_op,
diff --git a/dlls/wined3d/shader_sm4.c b/dlls/wined3d/shader_sm4.c
index a915b0d..d0d6291 100644
--- a/dlls/wined3d/shader_sm4.c
+++ b/dlls/wined3d/shader_sm4.c
@@ -274,7 +274,7 @@ static const struct wined3d_sm4_opcode_info opcode_table[] =
{WINED3D_SM4_OP_IMUL, WINED3DSIH_IMUL, "II", "II"},
{WINED3D_SM4_OP_ISHL, WINED3DSIH_ISHL, "I", "II"},
{WINED3D_SM4_OP_ITOF, WINED3DSIH_ITOF, "F", "I"},
- {WINED3D_SM4_OP_LD, WINED3DSIH_LD, "U", "FR"},
+ {WINED3D_SM4_OP_LD, WINED3DSIH_LD, "U", "IR"},
{WINED3D_SM4_OP_LOG, WINED3DSIH_LOG, "F", "F"},
{WINED3D_SM4_OP_LOOP, WINED3DSIH_LOOP, "", ""},
{WINED3D_SM4_OP_LT, WINED3DSIH_LT, "U", "FF"},
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