[PATCH 3/5] wined3d: Implement SM4 resinfo instruction.
Józef Kucia
jkucia at codeweavers.com
Tue Jan 12 16:51:17 CST 2016
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/wined3d/glsl_shader.c | 73 +++++++++++++++++++++++++++++++++++++++++++++-
dlls/wined3d/shader.c | 3 +-
2 files changed, 74 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 0e5372c..1bed725 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -4260,6 +4260,77 @@ static void shader_glsl_ld(const struct wined3d_shader_instruction *ins)
shader_glsl_release_sample_function(ins->ctx, &sample_function);
}
+static void shader_glsl_resinfo(const struct wined3d_shader_instruction *ins)
+{
+ static const unsigned int texture_size_component_count[] =
+ {
+ 0, /* WINED3D_SHADER_RESOURCE_NONE */
+ 1, /* WINED3D_SHADER_RESOURCE_BUFFER */
+ 1, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
+ 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
+ 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
+ 3, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
+ 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
+ 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
+ 3, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
+ 3, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
+ };
+
+ const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version;
+ const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
+ enum wined3d_shader_resource_type resource_type;
+ unsigned int resource_idx, sampler_idx, i;
+ enum wined3d_data_type dst_data_type;
+ struct glsl_src_param lod_param;
+ DWORD dst_modifiers;
+ char dst_mask[6];
+
+ dst_modifiers = ins->dst[0].modifiers;
+ dst_data_type = ins->dst[0].reg.data_type;
+ if (dst_modifiers == WINED3DSPDM_UINT)
+ dst_data_type = WINED3D_DATA_UINT;
+ else if (dst_modifiers)
+ FIXME("Unhandled modifiers %#x.\n", dst_modifiers);
+ shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
+ shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], dst_data_type);
+
+ resource_idx = ins->src[1].reg.idx[0].offset;
+ resource_type = ins->ctx->reg_maps->resource_info[resource_idx].type;
+ shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &lod_param);
+ sampler_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map,
+ resource_idx, WINED3D_SAMPLER_DEFAULT);
+
+ if (resource_type >= ARRAY_SIZE(texture_size_component_count))
+ {
+ ERR("Unexpected resource type %#x.\n", resource_type);
+ resource_type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
+ }
+
+ if (dst_data_type == WINED3D_DATA_UINT)
+ shader_addline(ins->ctx->buffer, "uvec4(");
+ else
+ shader_addline(ins->ctx->buffer, "vec4(");
+
+ shader_addline(ins->ctx->buffer, "textureSize(%s_sampler%u, %s), ",
+ shader_glsl_get_prefix(version->type), sampler_idx, lod_param.param_str);
+
+ for (i = 0; i < 3 - texture_size_component_count[resource_type]; ++i)
+ shader_addline(ins->ctx->buffer, "0, ");
+
+ if (gl_info->supported[ARB_TEXTURE_QUERY_LEVELS])
+ {
+ shader_addline(ins->ctx->buffer, "textureQueryLevels(%s_sampler%u)",
+ shader_glsl_get_prefix(version->type), sampler_idx);
+ }
+ else
+ {
+ FIXME("textureQueryLevels is not supported, returning 1 mipmap level.\n");
+ shader_addline(ins->ctx->buffer, "1");
+ }
+
+ shader_addline(ins->ctx->buffer, ")%s);\n", dst_mask);
+}
+
static void shader_glsl_sample(const struct wined3d_shader_instruction *ins)
{
struct glsl_sample_function sample_function;
@@ -7950,7 +8021,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
/* WINED3DSIH_POW */ shader_glsl_pow,
/* WINED3DSIH_RCP */ shader_glsl_scalar_op,
/* WINED3DSIH_REP */ shader_glsl_rep,
- /* WINED3DSIH_RESINFO */ NULL,
+ /* WINED3DSIH_RESINFO */ shader_glsl_resinfo,
/* WINED3DSIH_RET */ shader_glsl_ret,
/* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl,
/* WINED3DSIH_RSQ */ shader_glsl_scalar_op,
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index b86c4fc..e344d9c 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -1074,7 +1074,8 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
shader_record_sample(reg_maps, ins.src[1].reg.idx[0].offset,
ins.src[2].reg.idx[0].offset, reg_maps->sampler_map.count);
}
- else if (ins.handler_idx == WINED3DSIH_LD)
+ else if (ins.handler_idx == WINED3DSIH_LD
+ || ins.handler_idx == WINED3DSIH_RESINFO)
{
shader_record_sample(reg_maps, ins.src[1].reg.idx[0].offset,
WINED3D_SAMPLER_DEFAULT, reg_maps->sampler_map.count);
--
2.4.10
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