vkd3d-shader/tpf: Add support for writing 'resinfo' instruction.

Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
This commit is contained in:
Nikolay Sivov 2023-06-07 20:34:59 +02:00 committed by Alexandre Julliard
parent 78719dc814
commit bfdd5c142d
Notes: Alexandre Julliard 2023-07-31 21:18:46 +09:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Zebediah Figura (@zfigura)
Approved-by: Francisco Casas (@fcasas)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/218
2 changed files with 31 additions and 7 deletions

View File

@ -4322,6 +4322,30 @@ static void write_sm4_sampleinfo(struct hlsl_ctx *ctx, struct vkd3d_bytecode_buf
write_sm4_instruction(buffer, &instr);
}
static void write_sm4_resinfo(struct hlsl_ctx *ctx, struct vkd3d_bytecode_buffer *buffer,
const struct hlsl_ir_resource_load *load)
{
const struct hlsl_deref *resource = &load->resource;
const struct hlsl_ir_node *dst = &load->node;
struct sm4_instruction instr;
assert(dst->data_type->base_type == HLSL_TYPE_UINT || dst->data_type->base_type == HLSL_TYPE_FLOAT);
memset(&instr, 0, sizeof(instr));
instr.opcode = VKD3D_SM4_OP_RESINFO;
if (dst->data_type->base_type == HLSL_TYPE_UINT)
instr.opcode |= VKD3DSI_RESINFO_UINT << VKD3D_SM4_INSTRUCTION_FLAGS_SHIFT;
sm4_dst_from_node(&instr.dsts[0], dst);
instr.dst_count = 1;
sm4_src_from_node(&instr.srcs[0], load->lod.node, VKD3DSP_WRITEMASK_ALL);
sm4_src_from_deref(ctx, &instr.srcs[1], resource, instr.dsts[0].writemask);
instr.src_count = 2;
write_sm4_instruction(buffer, &instr);
}
static bool type_is_float(const struct hlsl_type *type)
{
return type->base_type == HLSL_TYPE_FLOAT || type->base_type == HLSL_TYPE_HALF;
@ -5146,7 +5170,7 @@ static void write_sm4_resource_load(struct hlsl_ctx *ctx,
break;
case HLSL_RESOURCE_RESINFO:
hlsl_fixme(ctx, &load->node.loc, "Unsupported load type %u.\n", load->load_type);
write_sm4_resinfo(ctx, buffer, load);
break;
}
}

View File

@ -7,7 +7,7 @@ size (2, 3)
1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0
1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0
[pixel shader todo]
[pixel shader]
Texture2D t : register(t0);
float4 main() : sv_target
@ -28,8 +28,8 @@ float4 main() : sv_target
}
[test]
todo draw quad
todo probe all rgba (2.0, 3.0, 2.0, 3.0)
draw quad
probe all rgba (2.0, 3.0, 2.0, 3.0)
[texture 1]
size (2, 2)
@ -40,7 +40,7 @@ levels 2
0.0 0.0 1.0 0.0
[pixel shader todo]
[pixel shader]
Texture2D t : register(t1);
float4 main() : sv_target
@ -53,5 +53,5 @@ float4 main() : sv_target
}
[test]
todo draw quad
todo probe all rgba (2.0, 2.0, 1.0, 2.0)
draw quad
probe all rgba (2.0, 2.0, 1.0, 2.0)