vkd3d-shader: Change the memory layout of swizzles to allow for future swizzle components.

We may want to add e.g. VKD3D_SHADER_SWIZZLE_ONE and
VKD3D_SHADER_SWIZZLE_ZERO in the future.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2020-08-20 23:39:41 +04:30 committed by Alexandre Julliard
parent 2dd0d207d5
commit 9efcf45d7a
2 changed files with 23 additions and 8 deletions

View File

@ -741,17 +741,27 @@ enum vkd3d_shader_swizzle_component
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_SWIZZLE_COMPONENT),
};
#define VKD3D_SHADER_SWIZZLE_MASK (0x3u)
#define VKD3D_SHADER_SWIZZLE_SHIFT(idx) (2u * (idx))
#define VKD3D_SHADER_SWIZZLE_MASK (0xffu)
#define VKD3D_SHADER_SWIZZLE_SHIFT(idx) (8u * (idx))
#define VKD3D_SHADER_SWIZZLE(x, y, z, w) \
(((VKD3D_SHADER_SWIZZLE_ ## x) << VKD3D_SHADER_SWIZZLE_SHIFT(0)) \
| ((VKD3D_SHADER_SWIZZLE_ ## y) << VKD3D_SHADER_SWIZZLE_SHIFT(1)) \
| ((VKD3D_SHADER_SWIZZLE_ ## z) << VKD3D_SHADER_SWIZZLE_SHIFT(2)) \
| ((VKD3D_SHADER_SWIZZLE_ ## w) << VKD3D_SHADER_SWIZZLE_SHIFT(3)))
vkd3d_shader_create_swizzle(VKD3D_SHADER_SWIZZLE_ ## x, \
VKD3D_SHADER_SWIZZLE_ ## y, \
VKD3D_SHADER_SWIZZLE_ ## z, \
VKD3D_SHADER_SWIZZLE_ ## w)
#define VKD3D_SHADER_NO_SWIZZLE VKD3D_SHADER_SWIZZLE(X, Y, Z, W)
static inline uint32_t vkd3d_shader_create_swizzle(enum vkd3d_shader_swizzle_component x,
enum vkd3d_shader_swizzle_component y, enum vkd3d_shader_swizzle_component z,
enum vkd3d_shader_swizzle_component w)
{
return ((x & VKD3D_SHADER_SWIZZLE_MASK) << VKD3D_SHADER_SWIZZLE_SHIFT(0))
| ((y & VKD3D_SHADER_SWIZZLE_MASK) << VKD3D_SHADER_SWIZZLE_SHIFT(1))
| ((z & VKD3D_SHADER_SWIZZLE_MASK) << VKD3D_SHADER_SWIZZLE_SHIFT(2))
| ((w & VKD3D_SHADER_SWIZZLE_MASK) << VKD3D_SHADER_SWIZZLE_SHIFT(3));
}
#ifndef VKD3D_SHADER_NO_PROTOTYPES
const char *vkd3d_shader_get_version(unsigned int *major, unsigned int *minor);

View File

@ -1638,6 +1638,11 @@ static bool shader_sm4_is_scalar_register(const struct vkd3d_shader_register *re
}
}
static uint32_t swizzle_from_sm4(uint32_t s)
{
return vkd3d_shader_create_swizzle(s & 0x3, (s >> 2) & 0x3, (s >> 4) & 0x3, (s >> 6) & 0x3);
}
static bool shader_sm4_read_src_param(struct vkd3d_sm4_data *priv, const DWORD **ptr, const DWORD *end,
enum vkd3d_data_type data_type, struct vkd3d_shader_src_param *src_param)
{
@ -1676,11 +1681,11 @@ static bool shader_sm4_read_src_param(struct vkd3d_sm4_data *priv, const DWORD *
case VKD3D_SM4_SWIZZLE_SCALAR:
src_param->swizzle = (token & VKD3D_SM4_SWIZZLE_MASK) >> VKD3D_SM4_SWIZZLE_SHIFT;
src_param->swizzle = (src_param->swizzle & 0x3) * 0x55;
src_param->swizzle = (src_param->swizzle & 0x3) * 0x01010101;
break;
case VKD3D_SM4_SWIZZLE_VEC4:
src_param->swizzle = (token & VKD3D_SM4_SWIZZLE_MASK) >> VKD3D_SM4_SWIZZLE_SHIFT;
src_param->swizzle = swizzle_from_sm4((token & VKD3D_SM4_SWIZZLE_MASK) >> VKD3D_SM4_SWIZZLE_SHIFT);
break;
default: