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>
This commit is contained in:
Józef Kucia 2017-05-18 15:19:58 +02:00 committed by Alexandre Julliard
parent e233b3424a
commit 2b85e49e1b
3 changed files with 106 additions and 9 deletions

View file

@ -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,

View file

@ -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(&reg_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);

View file

@ -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;