[PATCH 01/11] wined3d: Implement return instruction.

Józef Kucia jkucia at codeweavers.com
Wed Dec 7 05:42:55 CST 2016


Based on a patch by Andrew Wesie.

Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 dlls/d3d10core/tests/device.c |   6 +-
 dlls/d3d11/tests/d3d11.c      |   6 +-
 dlls/wined3d/glsl_shader.c    | 150 ++++++++++++++++++++++++++++--------------
 3 files changed, 106 insertions(+), 56 deletions(-)

diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c
index aad9184..f278f42 100644
--- a/dlls/d3d10core/tests/device.c
+++ b/dlls/d3d10core/tests/device.c
@@ -7643,7 +7643,7 @@ static void test_swapchain_flip(void)
 
     ID3D10Device_Draw(device, 4, 0);
     color = get_texture_color(offscreen, 120, 240);
-    todo_wine ok(compare_color(color, 0x7f0000ff, 1), "Got unexpected color 0x%08x.\n", color);
+    ok(compare_color(color, 0x7f0000ff, 1), "Got unexpected color 0x%08x.\n", color);
 
     /* DXGI moves buffers in the same direction as earlier versions. Buffer 2 becomes buffer 1,
      * buffer 1 becomes the new buffer 0, and buffer 0 becomes buffer n - 1. However, only buffer
@@ -7660,7 +7660,7 @@ static void test_swapchain_flip(void)
 
     ID3D10Device_Draw(device, 4, 0);
     color = get_texture_color(offscreen, 120, 240); /* green, buf 0 */
-    todo_wine ok(compare_color(color, 0x7f00ff00, 1), "Got unexpected color 0x%08x.\n", color);
+    ok(compare_color(color, 0x7f00ff00, 1), "Got unexpected color 0x%08x.\n", color);
     /* Buffer 1 is still untouched. */
 
     color = get_texture_color(backbuffer_0, 320, 240); /* green */
@@ -7674,7 +7674,7 @@ static void test_swapchain_flip(void)
 
     ID3D10Device_Draw(device, 4, 0);
     color = get_texture_color(offscreen, 120, 240); /* blue, buf 0 */
-    todo_wine ok(compare_color(color, 0x7fff0000, 1), "Got unexpected color 0x%08x.\n", color);
+    ok(compare_color(color, 0x7fff0000, 1), "Got unexpected color 0x%08x.\n", color);
     color = get_texture_color(offscreen, 360, 240); /* red, buf 1 */
     ok(compare_color(color, 0x7f0000ff, 1), "Got unexpected color 0x%08x.\n", color);
 
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index bad38d3..d8fc21e 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -7962,7 +7962,7 @@ static void test_swapchain_flip(void)
 
     ID3D11DeviceContext_Draw(context, 4, 0);
     color = get_texture_color(offscreen, 120, 240);
-    todo_wine ok(compare_color(color, 0x7f0000ff, 1), "Got unexpected color 0x%08x.\n", color);
+    ok(compare_color(color, 0x7f0000ff, 1), "Got unexpected color 0x%08x.\n", color);
 
     /* DXGI moves buffers in the same direction as earlier versions. Buffer 2
      * becomes buffer 1, buffer 1 becomes the new buffer 0, and buffer 0
@@ -7980,7 +7980,7 @@ static void test_swapchain_flip(void)
 
     ID3D11DeviceContext_Draw(context, 4, 0);
     color = get_texture_color(offscreen, 120, 240); /* green, buf 0 */
-    todo_wine ok(compare_color(color, 0x7f00ff00, 1), "Got unexpected color 0x%08x.\n", color);
+    ok(compare_color(color, 0x7f00ff00, 1), "Got unexpected color 0x%08x.\n", color);
     /* Buffer 1 is still untouched. */
 
     color = get_texture_color(backbuffer_0, 320, 240); /* green */
@@ -7994,7 +7994,7 @@ static void test_swapchain_flip(void)
 
     ID3D11DeviceContext_Draw(context, 4, 0);
     color = get_texture_color(offscreen, 120, 240); /* blue, buf 0 */
-    todo_wine ok(compare_color(color, 0x7fff0000, 1), "Got unexpected color 0x%08x.\n", color);
+    ok(compare_color(color, 0x7fff0000, 1), "Got unexpected color 0x%08x.\n", color);
     color = get_texture_color(offscreen, 360, 240); /* red, buf 1 */
     ok(compare_color(color, 0x7f0000ff, 1), "Got unexpected color 0x%08x.\n", color);
 
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 434444a..b3e7607 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -290,6 +290,8 @@ struct glsl_ffp_destroy_ctx
     const struct wined3d_gl_info *gl_info;
 };
 
+static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context *ctx);
+
 static const char *debug_gl_shader_type(GLenum type)
 {
     switch (type)
@@ -4553,9 +4555,13 @@ static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
 
 static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
 {
-    /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
-     * function only suppresses the unhandled instruction warning
-     */
+    const struct wined3d_shader_version *version = &ins->ctx->shader->reg_maps.shader_version;
+
+    if (version->major >= 4)
+    {
+        shader_glsl_generate_shader_epilogue(ins->ctx);
+        shader_addline(ins->ctx->buffer, "return;\n");
+    }
 }
 
 /*********************************************
@@ -6065,6 +6071,26 @@ static void shader_glsl_enable_extensions(struct wined3d_string_buffer *buffer,
         shader_addline(buffer, "#extension GL_EXT_texture_array : enable\n");
 }
 
+static void shader_glsl_generate_ps_epilogue(const struct wined3d_gl_info *gl_info,
+        struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader,
+        const struct ps_compile_args *args)
+{
+    const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
+
+    /* Pixel shaders < 2.0 place the resulting color in R0 implicitly. */
+    if (reg_maps->shader_version.major < 2)
+        shader_addline(buffer, "%s[0] = R0;\n", get_fragment_output(gl_info));
+
+    if (args->srgb_correction)
+        shader_glsl_generate_srgb_write_correction(buffer, gl_info);
+
+    /* SM < 3 does not replace the fog stage. */
+    if (reg_maps->shader_version.major < 3)
+        shader_glsl_generate_fog_code(buffer, gl_info, args->fog);
+
+    shader_glsl_generate_alpha_test(buffer, gl_info, args->alpha_test_func + 1);
+}
+
 /* Context activation is done by the caller. */
 static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
         struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
@@ -6171,18 +6197,9 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
     /* Base Shader Body */
     shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
 
-    /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
-    if (reg_maps->shader_version.major < 2)
-        shader_addline(buffer, "%s[0] = R0;\n", get_fragment_output(gl_info));
-
-    if (args->srgb_correction)
-        shader_glsl_generate_srgb_write_correction(buffer, gl_info);
-
-    /* SM < 3 does not replace the fog stage. */
-    if (reg_maps->shader_version.major < 3)
-        shader_glsl_generate_fog_code(buffer, gl_info, args->fog);
-
-    shader_glsl_generate_alpha_test(buffer, gl_info, args->alpha_test_func + 1);
+    /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
+    if (reg_maps->shader_version.major < 4)
+        shader_glsl_generate_ps_epilogue(gl_info, buffer, shader, args);
 
     shader_addline(buffer, "}\n");
 
@@ -6192,6 +6209,49 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
     return shader_id;
 }
 
+static void shader_glsl_generate_vs_epilogue(const struct wined3d_gl_info *gl_info,
+        struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader,
+        const struct vs_compile_args *args)
+{
+    const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
+    BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
+    unsigned int i;
+
+    /* Unpack outputs. */
+    shader_addline(buffer, "setup_vs_output(vs_out);\n");
+
+    /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
+     * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
+     * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
+     * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0).
+     */
+    if (reg_maps->shader_version.major < 3)
+    {
+        if (args->fog_src == VS_FOG_Z)
+            shader_addline(buffer, "%s = gl_Position.z;\n",
+                    legacy_context ? "gl_FogFragCoord" : "ffp_varying_fogcoord");
+        else if (!reg_maps->fog)
+            shader_addline(buffer, "%s = 0.0;\n",
+                    legacy_context ? "gl_FogFragCoord" : "ffp_varying_fogcoord");
+    }
+
+    /* We always store the clipplanes without y inversion. */
+    if (args->clip_enabled)
+    {
+        if (legacy_context)
+            shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
+        else
+            for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
+                shader_addline(buffer, "gl_ClipDistance[%u] = dot(gl_Position, clip_planes[%u]);\n", i, i);
+    }
+
+    if (args->point_size && !args->per_vertex_point_size)
+        shader_addline(buffer, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
+
+    if (args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL && !gl_info->supported[ARB_CLIP_CONTROL])
+        shader_glsl_fixup_position(buffer);
+}
+
 /* Context activation is done by the caller. */
 static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
         struct shader_glsl_priv *priv, const struct wined3d_shader *shader, const struct vs_compile_args *args)
@@ -6200,10 +6260,8 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
     const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
     struct wined3d_string_buffer *buffer = &priv->shader_buffer;
     const struct wined3d_gl_info *gl_info = context->gl_info;
-    BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
     const DWORD *function = shader->function;
     struct shader_glsl_ctx_priv priv_ctx;
-    unsigned int i;
 
     /* Create the hw GLSL shader program and assign it as the shader->prgId */
     GLuint shader_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
@@ -6239,39 +6297,9 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
     /* Base Shader Body */
     shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
 
-    /* Unpack outputs */
-    shader_addline(buffer, "setup_vs_output(vs_out);\n");
-
-    /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
-     * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
-     * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
-     * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
-     */
-    if (reg_maps->shader_version.major < 3)
-    {
-        if (args->fog_src == VS_FOG_Z)
-            shader_addline(buffer, "%s = gl_Position.z;\n",
-                    legacy_context ? "gl_FogFragCoord" : "ffp_varying_fogcoord");
-        else if (!reg_maps->fog)
-            shader_addline(buffer, "%s = 0.0;\n",
-                    legacy_context ? "gl_FogFragCoord" : "ffp_varying_fogcoord");
-    }
-
-    /* We always store the clipplanes without y inversion */
-    if (args->clip_enabled)
-    {
-        if (legacy_context)
-            shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
-        else
-            for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
-                shader_addline(buffer, "gl_ClipDistance[%u] = dot(gl_Position, clip_planes[%u]);\n", i, i);
-    }
-
-    if (args->point_size && !args->per_vertex_point_size)
-        shader_addline(buffer, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
-
-    if (args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL && !gl_info->supported[ARB_CLIP_CONTROL])
-        shader_glsl_fixup_position(buffer);
+    /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
+    if (reg_maps->shader_version.major < 4)
+        shader_glsl_generate_vs_epilogue(gl_info, buffer, shader, args);
 
     shader_addline(buffer, "}\n");
 
@@ -6317,6 +6345,28 @@ static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context
     return shader_id;
 }
 
+static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context *ctx)
+{
+    const struct shader_glsl_ctx_priv *priv = ctx->backend_data;
+    const struct wined3d_gl_info *gl_info = ctx->gl_info;
+    const struct wined3d_shader *shader = ctx->shader;
+
+    switch (shader->reg_maps.shader_version.type)
+    {
+        case WINED3D_SHADER_TYPE_PIXEL:
+            shader_glsl_generate_ps_epilogue(gl_info, ctx->buffer, shader, priv->cur_ps_args);
+            break;
+        case WINED3D_SHADER_TYPE_VERTEX:
+            shader_glsl_generate_vs_epilogue(gl_info, ctx->buffer, shader, priv->cur_vs_args);
+            break;
+        case WINED3D_SHADER_TYPE_GEOMETRY:
+            break;
+        default:
+            FIXME("Unhandled shader type %#x.\n", shader->reg_maps.shader_version.type);
+            break;
+    }
+}
+
 static GLuint find_glsl_pshader(const struct wined3d_context *context,
         struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
         struct wined3d_shader *shader,
-- 
2.7.3




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