Commit c8ce9520 authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

wined3d: Implement SM4 resinfo instruction.

parent e8a35314
...@@ -4240,6 +4240,77 @@ static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler ...@@ -4240,6 +4240,77 @@ static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler
return ~0u; return ~0u;
} }
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;
char dst_swizzle[6];
DWORD write_mask;
dst_data_type = ins->dst[0].reg.data_type;
if (ins->flags == WINED3DSI_RESINFO_UINT)
dst_data_type = WINED3D_DATA_UINT;
else if (ins->flags)
FIXME("Unhandled flags %#x.\n", ins->flags);
write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], dst_data_type);
shader_glsl_get_swizzle(&ins->src[1], FALSE, write_mask, dst_swizzle);
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_swizzle);
}
/* FIXME: The current implementation does not handle multisample textures correctly. */ /* FIXME: The current implementation does not handle multisample textures correctly. */
static void shader_glsl_ld(const struct wined3d_shader_instruction *ins) static void shader_glsl_ld(const struct wined3d_shader_instruction *ins)
{ {
...@@ -7948,7 +8019,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB ...@@ -7948,7 +8019,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
/* WINED3DSIH_POW */ shader_glsl_pow, /* WINED3DSIH_POW */ shader_glsl_pow,
/* WINED3DSIH_RCP */ shader_glsl_scalar_op, /* WINED3DSIH_RCP */ shader_glsl_scalar_op,
/* WINED3DSIH_REP */ shader_glsl_rep, /* WINED3DSIH_REP */ shader_glsl_rep,
/* WINED3DSIH_RESINFO */ NULL, /* WINED3DSIH_RESINFO */ shader_glsl_resinfo,
/* WINED3DSIH_RET */ shader_glsl_ret, /* WINED3DSIH_RET */ shader_glsl_ret,
/* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl, /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl,
/* WINED3DSIH_RSQ */ shader_glsl_scalar_op, /* WINED3DSIH_RSQ */ shader_glsl_scalar_op,
......
...@@ -1074,7 +1074,8 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st ...@@ -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, shader_record_sample(reg_maps, ins.src[1].reg.idx[0].offset,
ins.src[2].reg.idx[0].offset, reg_maps->sampler_map.count); 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, shader_record_sample(reg_maps, ins.src[1].reg.idx[0].offset,
WINED3D_SAMPLER_DEFAULT, reg_maps->sampler_map.count); WINED3D_SAMPLER_DEFAULT, reg_maps->sampler_map.count);
......
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