Skip to content
Projects
Groups
Snippets
Help
This project
Loading...
Sign in / Register
Toggle navigation
W
wine-winehq
Project
Project
Details
Activity
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Registry
Registry
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
wine
wine-winehq
Commits
3aa9fe6b
Commit
3aa9fe6b
authored
Dec 03, 2014
by
Henri Verbeet
Committed by
Alexandre Julliard
Dec 03, 2014
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
wined3d: Record the data type of shader resources.
parent
f7e485dc
Hide whitespace changes
Inline
Side-by-side
Showing
7 changed files
with
115 additions
and
39 deletions
+115
-39
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+1
-1
context.c
dlls/wined3d/context.c
+16
-16
glsl_shader.c
dlls/wined3d/glsl_shader.c
+8
-8
shader.c
dlls/wined3d/shader.c
+43
-13
shader_sm1.c
dlls/wined3d/shader_sm1.c
+1
-0
shader_sm4.c
dlls/wined3d/shader_sm4.c
+36
-0
wined3d_private.h
dlls/wined3d/wined3d_private.h
+10
-1
No files found.
dlls/wined3d/arb_program_shader.c
View file @
3aa9fe6b
...
...
@@ -1390,7 +1390,7 @@ static const char *shader_arb_get_modifier(const struct wined3d_shader_instructi
static
void
shader_hw_sample
(
const
struct
wined3d_shader_instruction
*
ins
,
DWORD
sampler_idx
,
const
char
*
dst_str
,
const
char
*
coord_reg
,
WORD
flags
,
const
char
*
dsx
,
const
char
*
dsy
)
{
enum
wined3d_shader_resource_type
resource_type
=
ins
->
ctx
->
reg_maps
->
resource_
type
[
sampler_idx
]
;
enum
wined3d_shader_resource_type
resource_type
=
ins
->
ctx
->
reg_maps
->
resource_
info
[
sampler_idx
].
type
;
struct
wined3d_shader_buffer
*
buffer
=
ins
->
ctx
->
buffer
;
const
char
*
tex_type
;
BOOL
np2_fixup
=
FALSE
;
...
...
dlls/wined3d/context.c
View file @
3aa9fe6b
...
...
@@ -2585,14 +2585,14 @@ static void context_map_fixed_function_samplers(struct wined3d_context *context,
static
void
context_map_psamplers
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
)
{
const
enum
wined3d_shader_resource_type
*
resource_type
=
state
->
shader
[
WINED3D_SHADER_TYPE_PIXEL
]
->
reg_maps
.
resource_
type
;
const
struct
wined3d_shader_resource_info
*
resource_info
=
state
->
shader
[
WINED3D_SHADER_TYPE_PIXEL
]
->
reg_maps
.
resource_
info
;
unsigned
int
i
;
const
struct
wined3d_d3d_info
*
d3d_info
=
context
->
d3d_info
;
for
(
i
=
0
;
i
<
MAX_FRAGMENT_SAMPLERS
;
++
i
)
{
if
(
resource_
type
[
i
]
&&
context
->
tex_unit_map
[
i
]
!=
i
)
if
(
resource_
info
[
i
].
type
&&
context
->
tex_unit_map
[
i
]
!=
i
)
{
context_map_stage
(
context
,
i
,
i
);
context_invalidate_state
(
context
,
STATE_SAMPLER
(
i
));
...
...
@@ -2603,8 +2603,8 @@ static void context_map_psamplers(struct wined3d_context *context, const struct
}
static
BOOL
context_unit_free_for_vs
(
const
struct
wined3d_context
*
context
,
const
enum
wined3d_shader_resource_type
*
ps_resource_types
,
const
enum
wined3d_shader_resource_type
*
vs_resource_types
,
DWORD
unit
)
const
struct
wined3d_shader_resource_info
*
ps_resource_info
,
const
struct
wined3d_shader_resource_info
*
vs_resource_info
,
DWORD
unit
)
{
DWORD
current_mapping
=
context
->
rev_tex_unit_map
[
unit
];
...
...
@@ -2616,25 +2616,25 @@ static BOOL context_unit_free_for_vs(const struct wined3d_context *context,
{
/* Used by a fragment sampler */
if
(
!
ps_resource_
types
)
if
(
!
ps_resource_
info
)
{
/* No pixel shader, check fixed function */
return
current_mapping
>=
MAX_TEXTURES
||
!
(
context
->
fixed_function_usage_map
&
(
1
<<
current_mapping
));
}
/* Pixel shader, check the shader's sampler map */
return
!
ps_resource_
types
[
current_mapping
]
;
return
!
ps_resource_
info
[
current_mapping
].
type
;
}
/* Used by a vertex sampler */
return
!
vs_resource_
types
[
current_mapping
-
MAX_FRAGMENT_SAMPLERS
]
;
return
!
vs_resource_
info
[
current_mapping
-
MAX_FRAGMENT_SAMPLERS
].
type
;
}
static
void
context_map_vsamplers
(
struct
wined3d_context
*
context
,
BOOL
ps
,
const
struct
wined3d_state
*
state
)
{
const
enum
wined3d_shader_resource_type
*
vs_resource_type
=
state
->
shader
[
WINED3D_SHADER_TYPE_VERTEX
]
->
reg_maps
.
resource_
type
;
const
enum
wined3d_shader_resource_type
*
ps_resource_type
=
NULL
;
const
struct
wined3d_shader_resource_info
*
vs_resource_info
=
state
->
shader
[
WINED3D_SHADER_TYPE_VERTEX
]
->
reg_maps
.
resource_
info
;
const
struct
wined3d_shader_resource_info
*
ps_resource_info
=
NULL
;
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
int
start
=
min
(
MAX_COMBINED_SAMPLERS
,
gl_info
->
limits
.
combined_samplers
)
-
1
;
int
i
;
...
...
@@ -2643,12 +2643,12 @@ static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, cons
* resource's specific type. Otherwise we'd need to call
* shader_update_samplers() here for 1.x pixelshaders. */
if
(
ps
)
ps_resource_
type
=
state
->
shader
[
WINED3D_SHADER_TYPE_PIXEL
]
->
reg_maps
.
resource_type
;
ps_resource_
info
=
state
->
shader
[
WINED3D_SHADER_TYPE_PIXEL
]
->
reg_maps
.
resource_info
;
for
(
i
=
0
;
i
<
MAX_VERTEX_SAMPLERS
;
++
i
)
{
DWORD
vsampler_idx
=
i
+
MAX_FRAGMENT_SAMPLERS
;
if
(
vs_resource_
type
[
i
]
)
if
(
vs_resource_
info
[
i
].
type
)
{
if
(
context
->
tex_unit_map
[
vsampler_idx
]
!=
WINED3D_UNMAPPED_STAGE
)
{
...
...
@@ -2658,7 +2658,7 @@ static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, cons
while
(
start
>=
0
)
{
if
(
context_unit_free_for_vs
(
context
,
ps_resource_
type
,
vs_resource_type
,
start
))
if
(
context_unit_free_for_vs
(
context
,
ps_resource_
info
,
vs_resource_info
,
start
))
{
context_map_stage
(
context
,
vsampler_idx
,
start
);
context_invalidate_state
(
context
,
STATE_SAMPLER
(
vsampler_idx
));
...
...
@@ -2930,7 +2930,7 @@ static void context_preload_textures(struct wined3d_context *context, const stru
{
for
(
i
=
0
;
i
<
MAX_VERTEX_SAMPLERS
;
++
i
)
{
if
(
state
->
shader
[
WINED3D_SHADER_TYPE_VERTEX
]
->
reg_maps
.
resource_
type
[
i
]
)
if
(
state
->
shader
[
WINED3D_SHADER_TYPE_VERTEX
]
->
reg_maps
.
resource_
info
[
i
].
type
)
context_preload_texture
(
context
,
state
,
MAX_FRAGMENT_SAMPLERS
+
i
);
}
}
...
...
@@ -2939,7 +2939,7 @@ static void context_preload_textures(struct wined3d_context *context, const stru
{
for
(
i
=
0
;
i
<
MAX_FRAGMENT_SAMPLERS
;
++
i
)
{
if
(
state
->
shader
[
WINED3D_SHADER_TYPE_PIXEL
]
->
reg_maps
.
resource_
type
[
i
]
)
if
(
state
->
shader
[
WINED3D_SHADER_TYPE_PIXEL
]
->
reg_maps
.
resource_
info
[
i
].
type
)
context_preload_texture
(
context
,
state
,
i
);
}
}
...
...
dlls/wined3d/glsl_shader.c
View file @
3aa9fe6b
...
...
@@ -1066,11 +1066,11 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
{
BOOL
shadow_sampler
,
tex_rect
;
if
(
!
reg_maps
->
resource_
type
[
i
]
)
if
(
!
reg_maps
->
resource_
info
[
i
].
type
)
continue
;
shadow_sampler
=
version
->
type
==
WINED3D_SHADER_TYPE_PIXEL
&&
(
ps_args
->
shadow
&
(
1
<<
i
));
switch
(
reg_maps
->
resource_
type
[
i
]
)
switch
(
reg_maps
->
resource_
info
[
i
].
type
)
{
case
WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
if
(
shadow_sampler
)
...
...
@@ -1112,7 +1112,7 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
default:
shader_addline
(
buffer
,
"uniform unsupported_sampler %s_sampler%u;
\n
"
,
prefix
,
i
);
FIXME
(
"Unhandled resource type %#x.
\n
"
,
reg_maps
->
resource_
type
[
i
]
);
FIXME
(
"Unhandled resource type %#x.
\n
"
,
reg_maps
->
resource_
info
[
i
].
type
);
break
;
}
}
...
...
@@ -1134,10 +1134,10 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
for
(
i
=
0
;
i
<
shader
->
limits
->
sampler
;
++
i
)
{
if
(
!
reg_maps
->
resource_
type
[
i
]
||
!
(
ps_args
->
np2_fixup
&
(
1
<<
i
)))
if
(
!
reg_maps
->
resource_
info
[
i
].
type
||
!
(
ps_args
->
np2_fixup
&
(
1
<<
i
)))
continue
;
if
(
reg_maps
->
resource_
type
[
i
]
!=
WINED3D_SHADER_RESOURCE_TEXTURE_2D
)
if
(
reg_maps
->
resource_
info
[
i
].
type
!=
WINED3D_SHADER_RESOURCE_TEXTURE_2D
)
{
FIXME
(
"Non-2D texture is flagged for NP2 texcoord fixup.
\n
"
);
continue
;
...
...
@@ -1890,7 +1890,7 @@ static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op)
static
void
shader_glsl_get_sample_function
(
const
struct
wined3d_shader_context
*
ctx
,
DWORD
resource_idx
,
DWORD
flags
,
struct
glsl_sample_function
*
sample_function
)
{
enum
wined3d_shader_resource_type
resource_type
=
ctx
->
reg_maps
->
resource_
type
[
resource_idx
]
;
enum
wined3d_shader_resource_type
resource_type
=
ctx
->
reg_maps
->
resource_
info
[
resource_idx
].
type
;
const
struct
wined3d_gl_info
*
gl_info
=
ctx
->
gl_info
;
BOOL
shadow
=
ctx
->
reg_maps
->
shader_version
.
type
==
WINED3D_SHADER_TYPE_PIXEL
&&
(((
const
struct
shader_glsl_ctx_priv
*
)
ctx
->
backend_data
)
->
cur_ps_args
->
shadow
&
(
1
<<
resource_idx
));
...
...
@@ -3468,7 +3468,7 @@ static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
{
DWORD
flags
=
(
priv
->
cur_ps_args
->
tex_transform
>>
resource_idx
*
WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
&
WINED3D_PSARGS_TEXTRANSFORM_MASK
;
enum
wined3d_shader_resource_type
resource_type
=
ins
->
ctx
->
reg_maps
->
resource_
type
[
resource_idx
]
;
enum
wined3d_shader_resource_type
resource_type
=
ins
->
ctx
->
reg_maps
->
resource_
info
[
resource_idx
].
type
;
/* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
if
(
flags
&
WINED3D_PSARGS_PROJECTED
&&
resource_type
!=
WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
...
...
@@ -3507,7 +3507,7 @@ static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
else
{
if
((
ins
->
flags
&
WINED3DSI_TEXLD_PROJECT
)
&&
ins
->
ctx
->
reg_maps
->
resource_
type
[
resource_idx
]
!=
WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
&&
ins
->
ctx
->
reg_maps
->
resource_
info
[
resource_idx
].
type
!=
WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
{
/* ps 2.0 texldp instruction always divides by the fourth component. */
sample_flags
|=
WINED3D_GLSL_SAMPLE_PROJECTED
;
...
...
dlls/wined3d/shader.c
View file @
3aa9fe6b
...
...
@@ -664,12 +664,13 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
case
WINED3DSPR_SAMPLER
:
case
WINED3DSPR_RESOURCE
:
if
(
reg_idx
>=
ARRAY_SIZE
(
reg_maps
->
resource_
type
))
if
(
reg_idx
>=
ARRAY_SIZE
(
reg_maps
->
resource_
info
))
{
ERR
(
"Invalid resource index %u.
\n
"
,
reg_idx
);
break
;
}
reg_maps
->
resource_type
[
reg_idx
]
=
semantic
->
resource_type
;
reg_maps
->
resource_info
[
reg_idx
].
type
=
semantic
->
resource_type
;
reg_maps
->
resource_info
[
reg_idx
].
data_type
=
semantic
->
resource_data_type
;
break
;
default:
...
...
@@ -897,17 +898,20 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
||
ins
.
handler_idx
==
WINED3DSIH_TEXREG2GB
||
ins
.
handler_idx
==
WINED3DSIH_TEXREG2RGB
))
{
unsigned
int
reg_idx
=
ins
.
dst
[
i
].
reg
.
idx
[
0
].
offset
;
TRACE
(
"Setting fake 2D resource for 1.x pixelshader.
\n
"
);
reg_maps
->
resource_type
[
ins
.
dst
[
i
].
reg
.
idx
[
0
].
offset
]
=
WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
reg_maps
->
resource_info
[
reg_idx
].
type
=
WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
reg_maps
->
resource_info
[
reg_idx
].
data_type
=
WINED3D_DATA_FLOAT
;
/* texbem is only valid with < 1.4 pixel shaders */
if
(
ins
.
handler_idx
==
WINED3DSIH_TEXBEM
||
ins
.
handler_idx
==
WINED3DSIH_TEXBEML
)
{
reg_maps
->
bumpmat
|=
1
<<
ins
.
dst
[
i
].
reg
.
idx
[
0
].
offset
;
reg_maps
->
bumpmat
|=
1
<<
reg_idx
;
if
(
ins
.
handler_idx
==
WINED3DSIH_TEXBEML
)
{
reg_maps
->
luminanceparams
|=
1
<<
ins
.
dst
[
i
].
reg
.
idx
[
0
].
offset
;
reg_maps
->
luminanceparams
|=
1
<<
reg_idx
;
}
}
}
...
...
@@ -1063,6 +1067,32 @@ static void shader_dump_decl_usage(const struct wined3d_shader_semantic *semanti
TRACE
(
"unknown"
);
break
;
}
switch
(
semantic
->
resource_data_type
)
{
case
WINED3D_DATA_FLOAT
:
TRACE
(
" (float)"
);
break
;
case
WINED3D_DATA_INT
:
TRACE
(
" (int)"
);
break
;
case
WINED3D_DATA_UINT
:
TRACE
(
" (uint)"
);
break
;
case
WINED3D_DATA_UNORM
:
TRACE
(
" (unorm)"
);
break
;
case
WINED3D_DATA_SNORM
:
TRACE
(
" (snorm)"
);
break
;
default:
TRACE
(
" (unknown)"
);
break
;
}
}
else
{
...
...
@@ -2179,7 +2209,7 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
if
(
!
state
->
shader
[
WINED3D_SHADER_TYPE_VERTEX
])
{
enum
wined3d_shader_resource_type
resource_type
=
shader
->
reg_maps
.
resource_
type
[
i
]
;
enum
wined3d_shader_resource_type
resource_type
=
shader
->
reg_maps
.
resource_
info
[
i
].
type
;
unsigned
int
j
;
unsigned
int
index
=
state
->
texture_states
[
i
][
WINED3D_TSS_TEXCOORD_INDEX
];
DWORD
max_valid
=
WINED3D_TTFF_COUNT4
;
...
...
@@ -2229,7 +2259,7 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
{
const
struct
wined3d_texture
*
texture
=
state
->
textures
[
i
];
if
(
!
shader
->
reg_maps
.
resource_
type
[
i
]
)
if
(
!
shader
->
reg_maps
.
resource_
info
[
i
].
type
)
continue
;
/* Treat unbound textures as 2D. The dummy texture will provide
...
...
@@ -2258,7 +2288,7 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
for
(
i
=
0
;
i
<
MAX_FRAGMENT_SAMPLERS
;
++
i
)
{
if
(
!
shader
->
reg_maps
.
resource_
type
[
i
]
)
if
(
!
shader
->
reg_maps
.
resource_
info
[
i
].
type
)
continue
;
texture
=
state
->
textures
[
i
];
...
...
@@ -2429,7 +2459,7 @@ static HRESULT pixelshader_init(struct wined3d_shader *shader, struct wined3d_de
void
pixelshader_update_resource_types
(
struct
wined3d_shader
*
shader
,
WORD
tex_types
)
{
struct
wined3d_shader_reg_maps
*
reg_maps
=
&
shader
->
reg_maps
;
enum
wined3d_shader_resource_type
*
resource_type
=
reg_maps
->
resource_type
;
struct
wined3d_shader_resource_info
*
resource_info
=
reg_maps
->
resource_info
;
unsigned
int
i
;
if
(
reg_maps
->
shader_version
.
major
!=
1
)
return
;
...
...
@@ -2437,21 +2467,21 @@ void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_t
for
(
i
=
0
;
i
<
shader
->
limits
->
sampler
;
++
i
)
{
/* We don't sample from this sampler. */
if
(
!
resource_
type
[
i
]
)
if
(
!
resource_
info
[
i
].
type
)
continue
;
switch
((
tex_types
>>
i
*
WINED3D_PSARGS_TEXTYPE_SHIFT
)
&
WINED3D_PSARGS_TEXTYPE_MASK
)
{
case
WINED3D_SHADER_TEX_2D
:
resource_
type
[
i
]
=
WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
resource_
info
[
i
].
type
=
WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
break
;
case
WINED3D_SHADER_TEX_3D
:
resource_
type
[
i
]
=
WINED3D_SHADER_RESOURCE_TEXTURE_3D
;
resource_
info
[
i
].
type
=
WINED3D_SHADER_RESOURCE_TEXTURE_3D
;
break
;
case
WINED3D_SHADER_TEX_CUBE
:
resource_
type
[
i
]
=
WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
;
resource_
info
[
i
].
type
=
WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
;
break
;
}
}
...
...
dlls/wined3d/shader_sm1.c
View file @
3aa9fe6b
...
...
@@ -646,6 +646,7 @@ static void shader_sm1_read_semantic(const DWORD **ptr, struct wined3d_shader_se
{
semantic
->
resource_type
=
resource_type_table
[
resource_type
];
}
semantic
->
resource_data_type
=
WINED3D_DATA_FLOAT
;
shader_parse_dst_param
(
dst_token
,
NULL
,
&
semantic
->
reg
);
}
...
...
dlls/wined3d/shader_sm4.c
View file @
3aa9fe6b
...
...
@@ -185,6 +185,15 @@ enum wined3d_sm4_resource_type
WINED3D_SM4_RESOURCE_TEXTURE_2DMSARRAY
=
0x9
,
};
enum
wined3d_sm4_data_type
{
WINED3D_SM4_DATA_UNORM
=
0x1
,
WINED3D_SM4_DATA_SNORM
=
0x2
,
WINED3D_SM4_DATA_INT
=
0x3
,
WINED3D_SM4_DATA_UINT
=
0x4
,
WINED3D_SM4_DATA_FLOAT
=
0x5
,
};
struct
wined3d_shader_src_param_entry
{
struct
list
entry
;
...
...
@@ -356,6 +365,16 @@ static const enum wined3d_shader_resource_type resource_type_table[] =
/* WINED3D_SM4_RESOURCE_TEXTURE_2DMSARRAY */
WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY
,
};
static
const
enum
wined3d_data_type
data_type_table
[]
=
{
/* 0 */
WINED3D_DATA_FLOAT
,
/* WINED3D_SM4_DATA_UNORM */
WINED3D_DATA_UNORM
,
/* WINED3D_SM4_DATA_SNORM */
WINED3D_DATA_SNORM
,
/* WINED3D_SM4_DATA_INT */
WINED3D_DATA_INT
,
/* WINED3D_SM4_DATA_UINT */
WINED3D_DATA_UINT
,
/* WINED3D_SM4_DATA_FLOAT */
WINED3D_DATA_FLOAT
,
};
static
BOOL
shader_sm4_read_src_param
(
struct
wined3d_sm4_data
*
priv
,
const
DWORD
**
ptr
,
enum
wined3d_data_type
data_type
,
struct
wined3d_shader_src_param
*
src_param
);
...
...
@@ -779,6 +798,8 @@ static void shader_sm4_read_instruction(void *data, const DWORD **ptr, struct wi
if
(
opcode
==
WINED3D_SM4_OP_DCL_RESOURCE
)
{
enum
wined3d_sm4_resource_type
resource_type
;
enum
wined3d_sm4_data_type
data_type
;
DWORD
components
;
resource_type
=
(
opcode_token
&
WINED3D_SM4_RESOURCE_TYPE_MASK
)
>>
WINED3D_SM4_RESOURCE_TYPE_SHIFT
;
if
(
!
resource_type
||
(
resource_type
>=
ARRAY_SIZE
(
resource_type_table
)))
...
...
@@ -791,6 +812,21 @@ static void shader_sm4_read_instruction(void *data, const DWORD **ptr, struct wi
ins
->
declaration
.
semantic
.
resource_type
=
resource_type_table
[
resource_type
];
}
shader_sm4_read_dst_param
(
priv
,
&
p
,
WINED3D_DATA_RESOURCE
,
&
ins
->
declaration
.
semantic
.
reg
);
components
=
*
p
++
;
if
((
components
&
0xfff0
)
!=
(
components
&
0xf
)
*
0x1110
)
FIXME
(
"Components (%#x) have different data types.
\n
"
,
components
);
data_type
=
components
&
0xf
;
if
(
!
data_type
||
(
data_type
>=
ARRAY_SIZE
(
data_type_table
)))
{
FIXME
(
"Unhandled data type %#x.
\n
"
,
data_type
);
ins
->
declaration
.
semantic
.
resource_data_type
=
WINED3D_DATA_FLOAT
;
}
else
{
ins
->
declaration
.
semantic
.
resource_data_type
=
data_type_table
[
data_type
];
}
}
else
if
(
opcode
==
WINED3D_SM4_OP_DCL_CONSTANT_BUFFER
)
{
...
...
dlls/wined3d/wined3d_private.h
View file @
3aa9fe6b
...
...
@@ -347,6 +347,8 @@ enum wined3d_data_type
WINED3D_DATA_RESOURCE
,
WINED3D_DATA_SAMPLER
,
WINED3D_DATA_UINT
,
WINED3D_DATA_UNORM
,
WINED3D_DATA_SNORM
,
};
enum
wined3d_immconst_type
...
...
@@ -574,6 +576,12 @@ struct wined3d_shader_version
BYTE
minor
;
};
struct
wined3d_shader_resource_info
{
enum
wined3d_shader_resource_type
type
;
enum
wined3d_data_type
data_type
;
};
#define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
struct
wined3d_shader_reg_maps
...
...
@@ -593,7 +601,7 @@ struct wined3d_shader_reg_maps
WORD
local_bool_consts
;
/* MAX_CONST_B, 16 */
UINT
cb_sizes
[
WINED3D_MAX_CBS
];
enum
wined3d_shader_resource_type
resource_type
[
max
(
MAX_FRAGMENT_SAMPLERS
,
MAX_VERTEX_SAMPLERS
)];
struct
wined3d_shader_resource_info
resource_info
[
max
(
MAX_FRAGMENT_SAMPLERS
,
MAX_VERTEX_SAMPLERS
)];
BYTE
bumpmat
;
/* MAX_TEXTURES, 8 */
BYTE
luminanceparams
;
/* MAX_TEXTURES, 8 */
...
...
@@ -679,6 +687,7 @@ struct wined3d_shader_semantic
enum
wined3d_decl_usage
usage
;
UINT
usage_idx
;
enum
wined3d_shader_resource_type
resource_type
;
enum
wined3d_data_type
resource_data_type
;
struct
wined3d_shader_dst_param
reg
;
};
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment