[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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