[PATCH 3/5] wined3d: Correctly handle modifiers on instructions with multiple destination registers.

Matteo Bruni mbruni at codeweavers.com
Fri Mar 5 10:06:22 CST 2021


Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
---
 dlls/wined3d/glsl_shader.c | 108 +++++++++++++++++++------------------
 1 file changed, 57 insertions(+), 51 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 45eebcc2c20..9ba024ed3c7 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -2541,9 +2541,9 @@ static void shader_generate_glsl_declarations(const struct wined3d_context_gl *c
     shader_addline(buffer, "vec4 tmp0;\n");
     shader_addline(buffer, "vec4 tmp1;\n");
     if (gl_info->supported[ARB_GPU_SHADER5])
-        shader_addline(buffer, "precise vec4 tmp_precise;\n");
+        shader_addline(buffer, "precise vec4 tmp_precise[2];\n");
     else
-        shader_addline(buffer, "/* precise */ vec4 tmp_precise;\n");
+        shader_addline(buffer, "/* precise */ vec4 tmp_precise[2];\n");
 
     if (!shader->load_local_constsF)
     {
@@ -3270,7 +3270,7 @@ static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *
 /* Append the destination part of the instruction to the buffer, return the effective write mask */
 static DWORD shader_glsl_append_dst_ext(struct wined3d_string_buffer *buffer,
         const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst,
-        enum wined3d_data_type data_type)
+        unsigned int dst_idx, enum wined3d_data_type data_type)
 {
     struct glsl_dst_param glsl_dst;
     DWORD mask;
@@ -3278,7 +3278,7 @@ static DWORD shader_glsl_append_dst_ext(struct wined3d_string_buffer *buffer,
     if ((mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst)))
     {
         if (ins->flags & WINED3DSI_PRECISE_XYZW)
-            sprintf(glsl_dst.reg_name, "tmp_precise");
+            sprintf(glsl_dst.reg_name, "tmp_precise[%u]", dst_idx);
 
         switch (data_type)
         {
@@ -3312,44 +3312,50 @@ static DWORD shader_glsl_append_dst_ext(struct wined3d_string_buffer *buffer,
 /* Append the destination part of the instruction to the buffer, return the effective write mask */
 static DWORD shader_glsl_append_dst(struct wined3d_string_buffer *buffer, const struct wined3d_shader_instruction *ins)
 {
-    return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
+    return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], 0, ins->dst[0].reg.data_type);
 }
 
 /** Process GLSL instruction modifiers */
 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
 {
+    const struct wined3d_shader_dst_param *dst;
     struct glsl_dst_param dst_param;
     DWORD modifiers;
+    unsigned int i;
 
-    if (!ins->dst_count) return;
-
-    if (ins->flags & WINED3DSI_PRECISE_XYZW)
+    for (i = 0; i < ins->dst_count; ++i)
     {
-        shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
-        shader_addline(ins->ctx->buffer, "%s%s = tmp_precise%s;\n",
-                dst_param.reg_name, dst_param.mask_str, dst_param.mask_str);
-    }
+        if ((dst = &ins->dst[i])->reg.type == WINED3DSPR_NULL)
+            continue;
 
-    modifiers = ins->dst[0].modifiers;
-    if (!modifiers) return;
+        if (ins->flags & WINED3DSI_PRECISE_XYZW)
+        {
+            shader_glsl_add_dst_param(ins, dst, &dst_param);
+            shader_addline(ins->ctx->buffer, "%s%s = tmp_precise[%u]%s;\n",
+                    dst_param.reg_name, dst_param.mask_str, i, dst_param.mask_str);
+        }
 
-    shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
+        if (!(modifiers = dst->modifiers))
+            continue;
 
-    if (modifiers & WINED3DSPDM_SATURATE)
-    {
-        /* _SAT means to clamp the value of the register to between 0 and 1 */
-        shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
-                dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
-    }
+        shader_glsl_add_dst_param(ins, dst, &dst_param);
 
-    if (modifiers & WINED3DSPDM_MSAMPCENTROID)
-    {
-        FIXME("_centroid modifier not handled\n");
-    }
+        if (modifiers & WINED3DSPDM_SATURATE)
+        {
+            /* _SAT means to clamp the value of the register to between 0 and 1 */
+            shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
+                    dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
+        }
 
-    if (modifiers & WINED3DSPDM_PARTIALPRECISION)
-    {
-        /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
+        if (modifiers & WINED3DSPDM_MSAMPCENTROID)
+        {
+            FIXME("_centroid modifier not handled\n");
+        }
+
+        if (modifiers & WINED3DSPDM_PARTIALPRECISION)
+        {
+            /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
+        }
     }
 }
 
@@ -3606,7 +3612,7 @@ static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_
         fixup = COLOR_FIXUP_IDENTITY;
     }
 
-    shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], sample_function->data_type);
+    shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], 0, sample_function->data_type);
 
     if (sample_function->output_single_component)
         shader_addline(ins->ctx->buffer, "vec4(");
@@ -3837,7 +3843,7 @@ static void shader_glsl_mul_extended(const struct wined3d_shader_instruction *in
 
     if (ins->dst[1].reg.type != WINED3DSPR_NULL)
     {
-        write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
+        write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], 1, ins->dst[1].reg.data_type);
         shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
         shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
 
@@ -3864,17 +3870,17 @@ static void shader_glsl_udiv(const struct wined3d_shader_instruction *ins)
             shader_addline(buffer, "tmp0%s = uintBitsToFloat(%s / %s);\n",
                     dst_mask, src0_param.param_str, src1_param.param_str);
 
-            write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
+            write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], 1, ins->dst[1].reg.data_type);
             shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
             shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
             shader_addline(buffer, "%s %% %s);\n", src0_param.param_str, src1_param.param_str);
 
-            shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], WINED3D_DATA_FLOAT);
+            shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], 0, WINED3D_DATA_FLOAT);
             shader_addline(buffer, "tmp0%s);\n", dst_mask);
         }
         else
         {
-            write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
+            write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], 0, ins->dst[0].reg.data_type);
             shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
             shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
             shader_addline(buffer, "%s / %s);\n", src0_param.param_str, src1_param.param_str);
@@ -3882,7 +3888,7 @@ static void shader_glsl_udiv(const struct wined3d_shader_instruction *ins)
     }
     else if (ins->dst[1].reg.type != WINED3DSPR_NULL)
     {
-        write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
+        write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], 1, ins->dst[1].reg.data_type);
         shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
         shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
         shader_addline(buffer, "%s %% %s);\n", src0_param.param_str, src1_param.param_str);
@@ -4106,7 +4112,7 @@ static void shader_glsl_float16(const struct wined3d_shader_instruction *ins)
     {
         dst.write_mask = ins->dst[0].write_mask & (WINED3DSP_WRITEMASK_0 << i);
         if (!(write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins,
-                &dst, dst.reg.data_type)))
+                &dst, 0, dst.reg.data_type)))
             continue;
 
         shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src);
@@ -4149,7 +4155,7 @@ static void shader_glsl_bitwise_op(const struct wined3d_shader_instruction *ins)
         if (tmp_dst && (write_mask = shader_glsl_get_write_mask(&dst, mask_char)))
             shader_addline(buffer, "tmp0%s = %sBitsToFloat(", mask_char,
                     dst.reg.data_type == WINED3D_DATA_INT ? "int" : "uint");
-        else if (!(write_mask = shader_glsl_append_dst_ext(buffer, ins, &dst, dst.reg.data_type)))
+        else if (!(write_mask = shader_glsl_append_dst_ext(buffer, ins, &dst, 0, dst.reg.data_type)))
             continue;
 
         for (j = 0; j < ins->src_count; ++j)
@@ -4162,7 +4168,7 @@ static void shader_glsl_bitwise_op(const struct wined3d_shader_instruction *ins)
 
     if (tmp_dst)
     {
-        shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], WINED3D_DATA_FLOAT);
+        shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], 0, WINED3D_DATA_FLOAT);
         shader_glsl_get_write_mask(&ins->dst[0], mask_char);
         shader_addline(buffer, "tmp0%s);\n", mask_char);
     }
@@ -4395,7 +4401,7 @@ static void shader_glsl_swapc(const struct wined3d_shader_instruction *ins)
             dst[j].write_mask = ins->dst[j].write_mask & (WINED3DSP_WRITEMASK_0 << i);
             if (tmp_dst[j] && (write_mask = shader_glsl_get_write_mask(&dst[j], mask_char)))
                 shader_addline(buffer, "tmp%u%s = (", j, mask_char);
-            else if (!(write_mask = shader_glsl_append_dst_ext(buffer, ins, &dst[j], dst[j].reg.data_type)))
+            else if (!(write_mask = shader_glsl_append_dst_ext(buffer, ins, &dst[j], j, dst[j].reg.data_type)))
                 continue;
 
             for (k = 0; k < ARRAY_SIZE(src); ++k)
@@ -4411,7 +4417,7 @@ static void shader_glsl_swapc(const struct wined3d_shader_instruction *ins)
         if (tmp_dst[i])
         {
             shader_glsl_get_write_mask(&ins->dst[i], mask_char);
-            shader_glsl_append_dst_ext(buffer, ins, &ins->dst[i], ins->dst[i].reg.data_type);
+            shader_glsl_append_dst_ext(buffer, ins, &ins->dst[i], i, ins->dst[i].reg.data_type);
             shader_addline(buffer, "tmp%u%s);\n", i, mask_char);
         }
     }
@@ -4501,7 +4507,7 @@ static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
                 continue;
             shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
         }
-        else if (!(write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst, dst.reg.data_type)))
+        else if (!(write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst, 0, dst.reg.data_type)))
             continue;
 
         shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
@@ -4779,23 +4785,23 @@ static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
             shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
             shader_addline(buffer, "tmp0%s = sin(%s);\n", dst_mask, src0_param.param_str);
 
-            write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
+            write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], 1, ins->dst[1].reg.data_type);
             shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
             shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
 
-            shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
+            shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], 0, ins->dst[0].reg.data_type);
             shader_addline(buffer, "tmp0%s);\n", dst_mask);
         }
         else
         {
-            write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
+            write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], 0, ins->dst[0].reg.data_type);
             shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
             shader_addline(buffer, "sin(%s));\n", src0_param.param_str);
         }
     }
     else if (ins->dst[1].reg.type != WINED3DSPR_NULL)
     {
-        write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
+        write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], 1, ins->dst[1].reg.data_type);
         shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
         shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
     }
@@ -5461,7 +5467,7 @@ static void shader_glsl_atomic(const struct wined3d_shader_instruction *ins)
     }
 
     if (is_imm_instruction)
-        shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], data_type);
+        shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], 0, data_type);
 
     if (is_tgsm)
         shader_addline(buffer, "%s(%s_%s%u[%s], ",
@@ -5525,7 +5531,7 @@ static void shader_glsl_ld_uav(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;
 
-    write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], data_type);
+    write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], 0, data_type);
     shader_glsl_get_swizzle(&ins->src[1], FALSE, write_mask, dst_swizzle);
 
     shader_glsl_add_src_param(ins, &ins->src[0], coord_mask, &image_coord_param);
@@ -5605,7 +5611,7 @@ static void shader_glsl_ld_raw_structured(const struct wined3d_shader_instructio
     for (i = 0; i < 4; ++i)
     {
         dst.write_mask = ins->dst[0].write_mask & (WINED3DSP_WRITEMASK_0 << i);
-        if (!shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst, dst.reg.data_type))
+        if (!shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst, 0, dst.reg.data_type))
             continue;
 
         swizzle = shader_glsl_swizzle_get_component(src->swizzle, i);
@@ -5856,7 +5862,7 @@ static void shader_glsl_resinfo(const struct wined3d_shader_instruction *ins)
         return;
     }
 
-    write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], dst_data_type);
+    write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], 0, dst_data_type);
     shader_glsl_get_swizzle(&ins->src[1], FALSE, write_mask, dst_swizzle);
 
     if (dst_data_type == WINED3D_DATA_UINT)
@@ -5924,7 +5930,7 @@ static void shader_glsl_sample_info(const struct wined3d_shader_instruction *ins
     else if (ins->flags)
         FIXME("Unhandled flags %#x.\n", ins->flags);
 
-    write_mask = shader_glsl_append_dst_ext(buffer, ins, dst, dst_data_type);
+    write_mask = shader_glsl_append_dst_ext(buffer, ins, dst, 0, dst_data_type);
     shader_glsl_get_swizzle(src, FALSE, write_mask, dst_swizzle);
 
     if (dst_data_type == WINED3D_DATA_UINT)
@@ -6093,7 +6099,7 @@ static void shader_glsl_gen_sample_c_lz_emulation(const struct wined3d_shader_in
     WARN("Emitting textureGrad() for sample_c_lz.\n");
 
     shader_glsl_swizzle_to_str(WINED3DSP_NOSWIZZLE, FALSE, ins->dst[0].write_mask, dst_swizzle);
-    shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], sample_function->data_type);
+    shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], 0, sample_function->data_type);
     shader_addline(buffer, "vec4(textureGrad%s(%s_sampler%u, vec%u(%s, %s), vec%u(0.0), vec%u(0.0)",
             sample_function->offset_size ? "Offset" : "",
             shader_glsl_get_prefix(version->type), sampler_bind_idx,
@@ -6197,7 +6203,7 @@ static void shader_glsl_gather4(const struct wined3d_shader_instruction *ins)
     shader_glsl_get_coord_size(resource_info->type, &coord_size, &offset_size);
 
     shader_glsl_swizzle_to_str(ins->src[resource_param_idx].swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
-    shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], resource_info->data_type);
+    shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], 0, resource_info->data_type);
 
     shader_glsl_add_src_param(ins, &ins->src[0], (1u << coord_size) - 1, &coord_param);
 
-- 
2.26.2




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