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https://gitlab.winehq.org/wine/vkd3d.git
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vkd3d-shader: Introduce struct vkd3d_shader_resource.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
committed by
Alexandre Julliard
parent
b7fb3a033b
commit
11980c3944
@@ -594,6 +594,7 @@ static void shader_sm4_read_dcl_resource(struct vkd3d_shader_instruction *ins,
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DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
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struct vkd3d_sm4_data *priv)
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{
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struct vkd3d_shader_semantic *semantic = &ins->declaration.semantic;
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enum vkd3d_sm4_resource_type resource_type;
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const DWORD *end = &tokens[token_count];
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enum vkd3d_sm4_data_type data_type;
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@@ -604,15 +605,15 @@ static void shader_sm4_read_dcl_resource(struct vkd3d_shader_instruction *ins,
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if (!resource_type || (resource_type >= ARRAY_SIZE(resource_type_table)))
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{
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FIXME("Unhandled resource type %#x.\n", resource_type);
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ins->declaration.semantic.resource_type = VKD3D_SHADER_RESOURCE_NONE;
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semantic->resource_type = VKD3D_SHADER_RESOURCE_NONE;
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}
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else
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{
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ins->declaration.semantic.resource_type = resource_type_table[resource_type];
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semantic->resource_type = resource_type_table[resource_type];
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}
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reg_data_type = opcode == VKD3D_SM4_OP_DCL_RESOURCE ? VKD3D_DATA_RESOURCE : VKD3D_DATA_UAV;
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shader_sm4_read_dst_param(priv, &tokens, end, reg_data_type, &ins->declaration.semantic.reg);
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ins->declaration.semantic.register_index = shader_sm4_map_resource_idx(&ins->declaration.semantic.reg.reg, priv);
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shader_sm4_read_dst_param(priv, &tokens, end, reg_data_type, &semantic->resource.reg);
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semantic->resource.register_index = shader_sm4_map_resource_idx(&semantic->resource.reg.reg, priv);
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components = *tokens++;
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if ((components & 0xfff0) != (components & 0xf) * 0x1110)
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@@ -622,17 +623,17 @@ static void shader_sm4_read_dcl_resource(struct vkd3d_shader_instruction *ins,
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if (!data_type || (data_type >= ARRAY_SIZE(data_type_table)))
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{
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FIXME("Unhandled data type %#x.\n", data_type);
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ins->declaration.semantic.resource_data_type = VKD3D_DATA_FLOAT;
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semantic->resource_data_type = VKD3D_DATA_FLOAT;
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}
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else
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{
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ins->declaration.semantic.resource_data_type = data_type_table[data_type];
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semantic->resource_data_type = data_type_table[data_type];
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}
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if (reg_data_type == VKD3D_DATA_UAV)
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ins->flags = (opcode_token & VKD3D_SM5_UAV_FLAGS_MASK) >> VKD3D_SM5_UAV_FLAGS_SHIFT;
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shader_sm4_read_register_space(priv, &tokens, end, &ins->declaration.semantic.register_space);
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shader_sm4_read_register_space(priv, &tokens, end, &semantic->resource.register_space);
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}
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static void shader_sm4_read_dcl_constant_buffer(struct vkd3d_shader_instruction *ins,
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@@ -869,29 +870,29 @@ static void shader_sm5_read_dcl_uav_raw(struct vkd3d_shader_instruction *ins,
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DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
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struct vkd3d_sm4_data *priv)
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{
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struct vkd3d_shader_raw_resource *resource = &ins->declaration.raw_resource;
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const DWORD *end = &tokens[token_count];
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shader_sm4_read_dst_param(priv, &tokens, end, VKD3D_DATA_UAV, &ins->declaration.raw_resource.dst);
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ins->declaration.raw_resource.register_index = shader_sm4_map_resource_idx(
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&ins->declaration.raw_resource.dst.reg, priv);
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shader_sm4_read_dst_param(priv, &tokens, end, VKD3D_DATA_UAV, &resource->resource.reg);
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resource->resource.register_index = shader_sm4_map_resource_idx(&resource->resource.reg.reg, priv);
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ins->flags = (opcode_token & VKD3D_SM5_UAV_FLAGS_MASK) >> VKD3D_SM5_UAV_FLAGS_SHIFT;
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shader_sm4_read_register_space(priv, &tokens, end, &ins->declaration.raw_resource.register_space);
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shader_sm4_read_register_space(priv, &tokens, end, &resource->resource.register_space);
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}
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static void shader_sm5_read_dcl_uav_structured(struct vkd3d_shader_instruction *ins,
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DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
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struct vkd3d_sm4_data *priv)
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{
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struct vkd3d_shader_structured_resource *resource = &ins->declaration.structured_resource;
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const DWORD *end = &tokens[token_count];
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shader_sm4_read_dst_param(priv, &tokens, end, VKD3D_DATA_UAV, &ins->declaration.structured_resource.reg);
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ins->declaration.structured_resource.register_index = shader_sm4_map_resource_idx(
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&ins->declaration.structured_resource.reg.reg, priv);
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shader_sm4_read_dst_param(priv, &tokens, end, VKD3D_DATA_UAV, &resource->resource.reg);
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resource->resource.register_index = shader_sm4_map_resource_idx(&resource->resource.reg.reg, priv);
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ins->flags = (opcode_token & VKD3D_SM5_UAV_FLAGS_MASK) >> VKD3D_SM5_UAV_FLAGS_SHIFT;
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ins->declaration.structured_resource.byte_stride = *tokens++;
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if (ins->declaration.structured_resource.byte_stride % 4)
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FIXME("Byte stride %u is not multiple of 4.\n", ins->declaration.structured_resource.byte_stride);
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shader_sm4_read_register_space(priv, &tokens, end, &ins->declaration.structured_resource.register_space);
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resource->byte_stride = *tokens++;
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if (resource->byte_stride % 4)
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FIXME("Byte stride %u is not multiple of 4.\n", resource->byte_stride);
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shader_sm4_read_register_space(priv, &tokens, end, &resource->resource.register_space);
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}
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static void shader_sm5_read_dcl_tgsm_raw(struct vkd3d_shader_instruction *ins,
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@@ -920,26 +921,27 @@ static void shader_sm5_read_dcl_resource_structured(struct vkd3d_shader_instruct
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DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
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struct vkd3d_sm4_data *priv)
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{
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struct vkd3d_shader_structured_resource *resource = &ins->declaration.structured_resource;
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const DWORD *end = &tokens[token_count];
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shader_sm4_read_dst_param(priv, &tokens, end, VKD3D_DATA_RESOURCE, &ins->declaration.structured_resource.reg);
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ins->declaration.structured_resource.register_index = shader_sm4_map_resource_idx(
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&ins->declaration.structured_resource.reg.reg, priv);
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ins->declaration.structured_resource.byte_stride = *tokens++;
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if (ins->declaration.structured_resource.byte_stride % 4)
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FIXME("Byte stride %u is not multiple of 4.\n", ins->declaration.structured_resource.byte_stride);
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shader_sm4_read_register_space(priv, &tokens, end, &ins->declaration.structured_resource.register_space);
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shader_sm4_read_dst_param(priv, &tokens, end, VKD3D_DATA_RESOURCE, &resource->resource.reg);
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resource->resource.register_index = shader_sm4_map_resource_idx(&resource->resource.reg.reg, priv);
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resource->byte_stride = *tokens++;
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if (resource->byte_stride % 4)
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FIXME("Byte stride %u is not multiple of 4.\n", resource->byte_stride);
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shader_sm4_read_register_space(priv, &tokens, end, &resource->resource.register_space);
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}
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static void shader_sm5_read_dcl_resource_raw(struct vkd3d_shader_instruction *ins,
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DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
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struct vkd3d_sm4_data *priv)
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{
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struct vkd3d_shader_raw_resource *resource = &ins->declaration.raw_resource;
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const DWORD *end = &tokens[token_count];
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shader_sm4_read_dst_param(priv, &tokens, end, VKD3D_DATA_RESOURCE, &ins->declaration.dst);
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ins->declaration.raw_resource.register_index = shader_sm4_map_resource_idx(&ins->declaration.dst.reg, priv);
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shader_sm4_read_register_space(priv, &tokens, end, &ins->declaration.raw_resource.register_space);
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shader_sm4_read_dst_param(priv, &tokens, end, VKD3D_DATA_RESOURCE, &resource->resource.reg);
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resource->resource.register_index = shader_sm4_map_resource_idx(&resource->resource.reg.reg, priv);
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shader_sm4_read_register_space(priv, &tokens, end, &resource->resource.register_space);
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}
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static void shader_sm5_read_sync(struct vkd3d_shader_instruction *ins,
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