[PATCH 1/3] wined3d: Recognize conservative depth output registers.

Józef Kucia jkucia at codeweavers.com
Sun Sep 10 07:25:39 CDT 2017


From: Michael Müller <michael at fds-team.de>

Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---

With some modifications.

---
 dlls/wined3d/glsl_shader.c     | 2 ++
 dlls/wined3d/shader.c          | 8 ++++++++
 dlls/wined3d/shader_sm4.c      | 4 ++++
 dlls/wined3d/wined3d_private.h | 4 ++++
 4 files changed, 18 insertions(+)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 7290fc71a1..efcd383f13 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -2904,6 +2904,8 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
             break;
 
         case WINED3DSPR_DEPTHOUT:
+        case WINED3DSPR_DEPTHOUTGE:
+        case WINED3DSPR_DEPTHOUTLE:
             sprintf(register_name, "gl_FragDepth");
             break;
 
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index 8ed2cb9ed9..70c6de9f1d 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -2143,6 +2143,14 @@ static void shader_dump_register(struct wined3d_string_buffer *buffer,
             shader_addline(buffer, "oDepth");
             break;
 
+        case WINED3DSPR_DEPTHOUTGE:
+            shader_addline(buffer, "oDepthGE");
+            break;
+
+        case WINED3DSPR_DEPTHOUTLE:
+            shader_addline(buffer, "oDepthLE");
+            break;
+
         case WINED3DSPR_ATTROUT:
             shader_addline(buffer, "oD");
             break;
diff --git a/dlls/wined3d/shader_sm4.c b/dlls/wined3d/shader_sm4.c
index 123ecbc78a..e3d74e274e 100644
--- a/dlls/wined3d/shader_sm4.c
+++ b/dlls/wined3d/shader_sm4.c
@@ -333,6 +333,8 @@ enum wined3d_sm4_register_type
     WINED3D_SM5_RT_COVERAGE                = 0x23,
     WINED3D_SM5_RT_LOCAL_THREAD_INDEX      = 0x24,
     WINED3D_SM5_RT_GS_INSTANCE_ID          = 0x25,
+    WINED3D_SM5_RT_DEPTHOUT_GREATER_EQUAL  = 0x26,
+    WINED3D_SM5_RT_DEPTHOUT_LESS_EQUAL     = 0x27,
 };
 
 enum wined3d_sm4_output_primitive_type
@@ -1148,6 +1150,8 @@ static const enum wined3d_shader_register_type register_type_table[] =
     /* WINED3D_SM5_RT_COVERAGE */                WINED3DSPR_COVERAGE,
     /* WINED3D_SM5_RT_LOCAL_THREAD_INDEX */      WINED3DSPR_LOCALTHREADINDEX,
     /* WINED3D_SM5_RT_GS_INSTANCE_ID */          WINED3DSPR_GSINSTID,
+    /* WINED3D_SM5_RT_DEPTHOUT_GREATER_EQUAL */  WINED3DSPR_DEPTHOUTGE,
+    /* WINED3D_SM5_RT_DEPTHOUT_LESS_EQUAL */     WINED3DSPR_DEPTHOUTLE,
 };
 
 static const struct wined3d_sm4_opcode_info *get_opcode_info(enum wined3d_sm4_opcode opcode)
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index e12f2a6ca3..603b3cf12c 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -490,6 +490,8 @@ enum wined3d_shader_register_type
     WINED3DSPR_COVERAGE,
     WINED3DSPR_SAMPLEMASK,
     WINED3DSPR_GSINSTID,
+    WINED3DSPR_DEPTHOUTGE,
+    WINED3DSPR_DEPTHOUTLE,
 };
 
 enum wined3d_data_type
@@ -3994,6 +3996,8 @@ static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
             return FALSE;
 
         case WINED3DSPR_DEPTHOUT:   /* oDepth */
+        case WINED3DSPR_DEPTHOUTGE:
+        case WINED3DSPR_DEPTHOUTLE:
         case WINED3DSPR_CONSTBOOL:  /* b# */
         case WINED3DSPR_LOOP:       /* aL */
         case WINED3DSPR_PREDICATE:  /* p0 */
-- 
2.13.5




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