[PATCH 1/5] wined3d: Implement oMask register.

Józef Kucia jkucia at codeweavers.com
Thu May 17 06:17:37 CDT 2018


Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 dlls/wined3d/glsl_shader.c     | 10 ++++++++++
 dlls/wined3d/shader.c          |  4 ++++
 dlls/wined3d/wined3d_private.h |  6 ++++--
 3 files changed, 18 insertions(+), 2 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index da7e70071d19..6f23cf8a4034 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -3242,6 +3242,10 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
                 sprintf(register_name, "vpc[%u]", reg->idx[0].offset);
             break;
 
+        case WINED3DSPR_SAMPLEMASK:
+            sprintf(register_name, "sample_mask");
+            break;
+
         default:
             FIXME("Unhandled register type %#x.\n", reg->type);
             sprintf(register_name, "unrecognized_register");
@@ -7627,6 +7631,9 @@ static void shader_glsl_generate_ps_epilogue(const struct wined3d_gl_info *gl_in
         shader_glsl_generate_fog_code(buffer, gl_info, args->fog);
 
     shader_glsl_generate_alpha_test(buffer, gl_info, args->alpha_test_func + 1);
+
+    if (reg_maps->sample_mask)
+        shader_addline(buffer, "gl_SampleMask[0] = floatBitsToInt(sample_mask);\n");
 }
 
 /* Context activation is done by the caller. */
@@ -7822,6 +7829,9 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
 
     shader_addline(buffer, "void main()\n{\n");
 
+    if (reg_maps->sample_mask)
+        shader_addline(buffer, "float sample_mask = uintBitsToFloat(0xffffffffu);\n");
+
     /* Direct3D applications expect integer vPos values, while OpenGL drivers
      * add approximately 0.5. This causes off-by-one problems as spotted by
      * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index 45ae04a9bec9..3a0a3022172f 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -810,6 +810,10 @@ static BOOL shader_record_register_usage(struct wined3d_shader *shader, struct w
             reg_maps->vocp = 1;
             break;
 
+        case WINED3DSPR_SAMPLEMASK:
+            reg_maps->sample_mask = 1;
+            break;
+
         default:
             TRACE("Not recording register of type %#x and [%#x][%#x].\n",
                     reg->type, reg->idx[0].offset, reg->idx[1].offset);
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index b2e4372e9ae5..f40d1639496b 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1040,7 +1040,8 @@ struct wined3d_shader_reg_maps
     DWORD vocp           : 1;
     DWORD input_rel_addressing : 1;
     DWORD viewport_array : 1;
-    DWORD padding        : 15;
+    DWORD sample_mask    : 1;
+    DWORD padding        : 14;
 
     DWORD rt_mask; /* Used render targets, 32 max. */
 
@@ -4115,13 +4116,14 @@ static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
             /* oPos */
             return FALSE;
 
+        case WINED3DSPR_CONSTBOOL:  /* b# */
         case WINED3DSPR_DEPTHOUT:   /* oDepth */
         case WINED3DSPR_DEPTHOUTGE:
         case WINED3DSPR_DEPTHOUTLE:
-        case WINED3DSPR_CONSTBOOL:  /* b# */
         case WINED3DSPR_LOOP:       /* aL */
         case WINED3DSPR_PREDICATE:  /* p0 */
         case WINED3DSPR_PRIMID:     /* primID */
+        case WINED3DSPR_SAMPLEMASK: /* oMask */
             return TRUE;
 
         case WINED3DSPR_MISCTYPE:
-- 
2.16.1




More information about the wine-devel mailing list