[PATCH 2/6] wined3d: Recognize SM5 dcl_tessellator_output_primitive opcode.

Józef Kucia jkucia at codeweavers.com
Fri Apr 1 04:21:38 CDT 2016


Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 dlls/wined3d/arb_program_shader.c |  1 +
 dlls/wined3d/glsl_shader.c        |  1 +
 dlls/wined3d/shader.c             | 29 +++++++++++++++++++++++++++++
 dlls/wined3d/shader_sm4.c         | 15 +++++++++++----
 dlls/wined3d/wined3d_private.h    | 10 ++++++++++
 5 files changed, 52 insertions(+), 4 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 1cb4d20..33746af 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -5249,6 +5249,7 @@ static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABL
     /* WINED3DSIH_DCL_SAMPLER                      */ NULL,
     /* WINED3DSIH_DCL_TEMPS                        */ NULL,
     /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN           */ NULL,
+    /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ 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 e35c6f6..bf78e1f 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -8143,6 +8143,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
     /* WINED3DSIH_DCL_SAMPLER                      */ shader_glsl_nop,
     /* WINED3DSIH_DCL_TEMPS                        */ shader_glsl_nop,
     /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN           */ NULL,
+    /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ 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 ec45dd8..4e1a617 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -75,6 +75,7 @@ static const char * const shader_opcode_names[] =
     /* WINED3DSIH_DCL_SAMPLER                      */ "dcl_sampler",
     /* WINED3DSIH_DCL_TEMPS                        */ "dcl_temps",
     /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN           */ "dcl_tessellator_domain",
+    /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ "dcl_tessellator_output_primitive",
     /* WINED3DSIH_DCL_UAV_TYPED                    */ "dcl_uav_typed",
     /* WINED3DSIH_DCL_VERTICES_OUT                 */ "dcl_maxOutputVertexCount",
     /* WINED3DSIH_DEF                              */ "def",
@@ -1318,6 +1319,29 @@ static void shader_dump_tessellator_domain(struct wined3d_string_buffer *buffer,
     }
 }
 
+static void shader_dump_tessellator_output_primitive(struct wined3d_string_buffer *buffer,
+        enum wined3d_tessellator_output_primitive output_primitive)
+{
+    switch (output_primitive)
+    {
+        case WINED3D_TESSELLATOR_OUTPUT_POINT:
+            shader_addline(buffer, "point");
+            break;
+        case WINED3D_TESSELLATOR_OUTPUT_LINE:
+            shader_addline(buffer, "line");
+            break;
+        case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW:
+            shader_addline(buffer, "triangle_cw");
+            break;
+        case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW:
+            shader_addline(buffer, "triangle_ccw");
+            break;
+        default:
+            shader_addline(buffer, "unknown_tessellator_output_primitive(%#x)", output_primitive);
+            break;
+    }
+}
+
 static void shader_dump_sysval_semantic(struct wined3d_string_buffer *buffer, enum wined3d_sysval_semantic semantic)
 {
     unsigned int i;
@@ -2119,6 +2143,11 @@ 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_domain(&buffer, ins.declaration.tessellator_domain);
         }
+        else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE)
+        {
+            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_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 936b84b..515061b 100644
--- a/dlls/wined3d/shader_sm4.c
+++ b/dlls/wined3d/shader_sm4.c
@@ -64,8 +64,8 @@ WINE_DECLARE_DEBUG_CHANNEL(d3d_bytecode);
 #define WINED3D_SM5_CONTROL_POINT_COUNT_SHIFT   11
 #define WINED3D_SM5_CONTROL_POINT_COUNT_MASK    (0xffu << WINED3D_SM5_CONTROL_POINT_COUNT_SHIFT)
 
-#define WINED3D_SM5_TESSELLATOR_DOMAIN_SHIFT    11
-#define WINED3D_SM5_TESSELLATOR_DOMAIN_MASK     (0xfu << WINED3D_SM5_TESSELLATOR_DOMAIN_SHIFT)
+#define WINED3D_SM5_TESSELLATOR_SHIFT           11
+#define WINED3D_SM5_TESSELLATOR_MASK            (0xfu << WINED3D_SM5_TESSELLATOR_SHIFT)
 
 #define WINED3D_SM4_OPCODE_MASK                 0xff
 
@@ -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_OUTPUT_PRIMITIVE = 0x97,
     WINED3D_SM5_OP_DCL_HS_MAX_TESSFACTOR            = 0x98,
     WINED3D_SM5_OP_DCL_HS_FORK_PHASE_INSTANCE_COUNT = 0x99,
     WINED3D_SM5_OP_DCL_UAV_TYPED                    = 0x9c,
@@ -419,6 +420,7 @@ 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_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, "",     ""},
     {WINED3D_SM5_OP_DCL_UAV_TYPED,                    WINED3DSIH_DCL_UAV_TYPED,                    "",     ""},
@@ -1046,8 +1048,13 @@ static void shader_sm4_read_instruction(void *data, const DWORD **ptr, struct wi
     }
     else if (opcode == WINED3D_SM5_OP_DCL_TESSELLATOR_DOMAIN)
     {
-        ins->declaration.tessellator_domain = (opcode_token & WINED3D_SM5_TESSELLATOR_DOMAIN_MASK)
-                >> WINED3D_SM5_TESSELLATOR_DOMAIN_SHIFT;
+        ins->declaration.tessellator_domain = (opcode_token & WINED3D_SM5_TESSELLATOR_MASK)
+                >> WINED3D_SM5_TESSELLATOR_SHIFT;
+    }
+    else if (opcode == WINED3D_SM5_OP_DCL_TESSELLATOR_OUTPUT_PRIMITIVE)
+    {
+        ins->declaration.tessellator_output_primitive = (opcode_token & WINED3D_SM5_TESSELLATOR_MASK)
+                >> WINED3D_SM5_TESSELLATOR_SHIFT;
     }
     else if (opcode == WINED3D_SM4_OP_DCL_OUTPUT_TOPOLOGY)
     {
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index e31d25c..603622e 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -446,6 +446,14 @@ enum wined3d_tessellator_domain
     WINED3D_TESSELLATOR_DOMAIN_QUAD      = 3,
 };
 
+enum wined3d_tessellator_output_primitive
+{
+    WINED3D_TESSELLATOR_OUTPUT_POINT        = 1,
+    WINED3D_TESSELLATOR_OUTPUT_LINE         = 2,
+    WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW  = 3,
+    WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW = 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
@@ -539,6 +547,7 @@ enum WINED3D_SHADER_INSTRUCTION_HANDLER
     WINED3DSIH_DCL_SAMPLER,
     WINED3DSIH_DCL_TEMPS,
     WINED3DSIH_DCL_TESSELLATOR_DOMAIN,
+    WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE,
     WINED3DSIH_DCL_UAV_TYPED,
     WINED3DSIH_DCL_VERTICES_OUT,
     WINED3DSIH_DEF,
@@ -866,6 +875,7 @@ struct wined3d_shader_instruction
         const struct wined3d_shader_immediate_constant_buffer *icb;
         struct wined3d_shader_structured_resource structured_resource;
         enum wined3d_tessellator_domain tessellator_domain;
+        enum wined3d_tessellator_output_primitive tessellator_output_primitive;
         float max_tessellation_factor;
     } declaration;
 };
-- 
2.4.10




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