Module: wine Branch: master Commit: 2b85e49e1b5dabdd169b15a834a623a3d9c7e505 URL: http://source.winehq.org/git/wine.git/?a=commit;h=2b85e49e1b5dabdd169b15a834...
Author: Józef Kucia jkucia@codeweavers.com Date: Thu May 18 15:19:58 2017 +0200
wined3d: Recognize hull shader phases.
Signed-off-by: Józef Kucia jkucia@codeweavers.com Signed-off-by: Henri Verbeet hverbeet@codeweavers.com Signed-off-by: Alexandre Julliard julliard@winehq.org
---
dlls/wined3d/glsl_shader.c | 6 +-- dlls/wined3d/shader.c | 89 ++++++++++++++++++++++++++++++++++++++++-- dlls/wined3d/wined3d_private.h | 20 ++++++++-- 3 files changed, 106 insertions(+), 9 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 522a30d..5d08a48 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -10346,10 +10346,10 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB /* WINED3DSIH_GATHER4_C */ shader_glsl_gather4, /* WINED3DSIH_GATHER4_PO */ shader_glsl_gather4, /* WINED3DSIH_GE */ shader_glsl_relop, - /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ NULL, + /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ shader_glsl_nop, /* WINED3DSIH_HS_DECLS */ shader_glsl_nop, - /* WINED3DSIH_HS_FORK_PHASE */ NULL, - /* WINED3DSIH_HS_JOIN_PHASE */ NULL, + /* WINED3DSIH_HS_FORK_PHASE */ shader_glsl_nop, + /* WINED3DSIH_HS_JOIN_PHASE */ shader_glsl_nop, /* WINED3DSIH_IADD */ shader_glsl_binop, /* WINED3DSIH_IBFE */ shader_glsl_bitwise_op, /* WINED3DSIH_IEQ */ shader_glsl_relop, diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c index 0f12b69..146ad63 100644 --- a/dlls/wined3d/shader.c +++ b/dlls/wined3d/shader.c @@ -900,6 +900,62 @@ static HRESULT shader_reg_maps_add_tgsm(struct wined3d_shader_reg_maps *reg_maps return S_OK; }
+static HRESULT shader_record_shader_phase(struct wined3d_shader *shader, + struct wined3d_shader_phase **current_phase, const struct wined3d_shader_instruction *ins, + const DWORD *current_instruction_ptr, const DWORD *previous_instruction_ptr) +{ + struct wined3d_shader_phase *phase; + + if ((phase = *current_phase)) + { + phase->end = previous_instruction_ptr; + *current_phase = NULL; + } + + if (shader->reg_maps.shader_version.type != WINED3D_SHADER_TYPE_HULL) + { + ERR("Unexpected shader type %#x.\n", shader->reg_maps.shader_version.type); + return E_FAIL; + } + + switch (ins->handler_idx) + { + case WINED3DSIH_HS_CONTROL_POINT_PHASE: + if (shader->u.hs.phases.control_point) + { + FIXME("Multiple control point phases.\n"); + HeapFree(GetProcessHeap(), 0, shader->u.hs.phases.control_point); + } + if (!(shader->u.hs.phases.control_point = HeapAlloc(GetProcessHeap(), + HEAP_ZERO_MEMORY, sizeof(*shader->u.hs.phases.control_point)))) + return E_OUTOFMEMORY; + phase = shader->u.hs.phases.control_point; + break; + case WINED3DSIH_HS_FORK_PHASE: + if (!wined3d_array_reserve((void **)&shader->u.hs.phases.fork, + &shader->u.hs.phases.fork_size, shader->u.hs.phases.fork_count + 1, + sizeof(*shader->u.hs.phases.fork))) + return E_OUTOFMEMORY; + phase = &shader->u.hs.phases.fork[shader->u.hs.phases.fork_count++]; + break; + case WINED3DSIH_HS_JOIN_PHASE: + if (!wined3d_array_reserve((void **)&shader->u.hs.phases.join, + &shader->u.hs.phases.join_size, shader->u.hs.phases.join_count + 1, + sizeof(*shader->u.hs.phases.join))) + return E_OUTOFMEMORY; + phase = &shader->u.hs.phases.join[shader->u.hs.phases.join_count++]; + break; + default: + ERR("Unexpected opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx)); + return E_FAIL; + } + + phase->start = current_instruction_ptr; + *current_phase = phase; + + return WINED3D_OK; +} + /* Note that this does not count the loop register as an address register. */ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const struct wined3d_shader_frontend *fe, struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_signature *input_signature, @@ -908,9 +964,10 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st struct wined3d_shader_signature_element input_signature_elements[max(MAX_ATTRIBS, MAX_REG_INPUT)]; struct wined3d_shader_signature_element output_signature_elements[MAX_REG_OUTPUT]; unsigned int cur_loop_depth = 0, max_loop_depth = 0; - void *fe_data = shader->frontend_data; struct wined3d_shader_version shader_version; - const DWORD *ptr; + struct wined3d_shader_phase *phase = NULL; + const DWORD *ptr, *prev_ins, *current_ins; + void *fe_data = shader->frontend_data; unsigned int i; HRESULT hr;
@@ -921,6 +978,7 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st list_init(®_maps->indexable_temps);
fe->shader_read_header(fe_data, &ptr, &shader_version); + prev_ins = current_ins = ptr; reg_maps->shader_version = shader_version;
shader_set_limits(shader); @@ -936,6 +994,7 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st { struct wined3d_shader_instruction ins;
+ current_ins = ptr; /* Fetch opcode. */ fe->shader_read_instruction(fe_data, &ptr, &ins);
@@ -1239,6 +1298,14 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st list_add_head(&shader->constantsB, &lconst->entry); reg_maps->local_bool_consts |= (1u << lconst->idx); } + /* Handle shader phases. */ + else if (ins.handler_idx == WINED3DSIH_HS_CONTROL_POINT_PHASE + || ins.handler_idx == WINED3DSIH_HS_FORK_PHASE + || ins.handler_idx == WINED3DSIH_HS_JOIN_PHASE) + { + if (FAILED(hr = shader_record_shader_phase(shader, &phase, &ins, current_ins, prev_ins))) + return hr; + } /* For subroutine prototypes. */ else if (ins.handler_idx == WINED3DSIH_LABEL) { @@ -1557,9 +1624,17 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st } } } + + prev_ins = current_ins; } reg_maps->loop_depth = max_loop_depth;
+ if (phase) + { + phase->end = prev_ins; + phase = NULL; + } + /* PS before 2.0 don't have explicit color outputs. Instead the value of * R0 is written to the render target. */ if (shader_version.major < 2 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL) @@ -2873,8 +2948,16 @@ static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe
static void shader_cleanup(struct wined3d_shader *shader) { - if (shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY) + if (shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_HULL) + { + HeapFree(GetProcessHeap(), 0, shader->u.hs.phases.control_point); + HeapFree(GetProcessHeap(), 0, shader->u.hs.phases.fork); + HeapFree(GetProcessHeap(), 0, shader->u.hs.phases.join); + } + else if (shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY) + { HeapFree(GetProcessHeap(), 0, shader->u.gs.so_desc.elements); + }
HeapFree(GetProcessHeap(), 0, shader->patch_constant_signature.elements); HeapFree(GetProcessHeap(), 0, shader->output_signature.elements); diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 70dd8ed..34548a3 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -3699,9 +3699,11 @@ int shader_addline(struct wined3d_string_buffer *buffer, const char *fmt, ...) P BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc) DECLSPEC_HIDDEN; int shader_vaddline(struct wined3d_string_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
-/* Vertex shader utility functions */ -BOOL vshader_get_input(const struct wined3d_shader *shader, - BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN; +struct wined3d_shader_phase +{ + const DWORD *start; + const DWORD *end; +};
struct wined3d_vertex_shader { @@ -3710,6 +3712,16 @@ struct wined3d_vertex_shader
struct wined3d_hull_shader { + struct + { + struct wined3d_shader_phase *control_point; + unsigned int fork_count; + unsigned int join_count; + struct wined3d_shader_phase *fork; + SIZE_T fork_size; + struct wined3d_shader_phase *join; + SIZE_T join_size; + } phases; unsigned int output_vertex_count; enum wined3d_tessellator_output_primitive tessellator_output_primitive; enum wined3d_tessellator_partitioning tessellator_partitioning; @@ -3796,6 +3808,8 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3 BOOL position_transformed, struct ps_compile_args *args, const struct wined3d_context *context) DECLSPEC_HIDDEN;
+BOOL vshader_get_input(const struct wined3d_shader *shader, + BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN; void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, WORD swizzle_map, struct vs_compile_args *args, const struct wined3d_d3d_info *d3d_info) DECLSPEC_HIDDEN;