wined3d: Implement return instruction.

Based on a patch by Andrew Wesie.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2016-12-07 12:42:55 +01:00 committed by Alexandre Julliard
parent b621973c47
commit b9b8e775ea
3 changed files with 106 additions and 56 deletions

View File

@ -7643,7 +7643,7 @@ static void test_swapchain_flip(void)
ID3D10Device_Draw(device, 4, 0);
color = get_texture_color(offscreen, 120, 240);
todo_wine ok(compare_color(color, 0x7f0000ff, 1), "Got unexpected color 0x%08x.\n", color);
ok(compare_color(color, 0x7f0000ff, 1), "Got unexpected color 0x%08x.\n", color);
/* DXGI moves buffers in the same direction as earlier versions. Buffer 2 becomes buffer 1,
* buffer 1 becomes the new buffer 0, and buffer 0 becomes buffer n - 1. However, only buffer
@ -7660,7 +7660,7 @@ static void test_swapchain_flip(void)
ID3D10Device_Draw(device, 4, 0);
color = get_texture_color(offscreen, 120, 240); /* green, buf 0 */
todo_wine ok(compare_color(color, 0x7f00ff00, 1), "Got unexpected color 0x%08x.\n", color);
ok(compare_color(color, 0x7f00ff00, 1), "Got unexpected color 0x%08x.\n", color);
/* Buffer 1 is still untouched. */
color = get_texture_color(backbuffer_0, 320, 240); /* green */
@ -7674,7 +7674,7 @@ static void test_swapchain_flip(void)
ID3D10Device_Draw(device, 4, 0);
color = get_texture_color(offscreen, 120, 240); /* blue, buf 0 */
todo_wine ok(compare_color(color, 0x7fff0000, 1), "Got unexpected color 0x%08x.\n", color);
ok(compare_color(color, 0x7fff0000, 1), "Got unexpected color 0x%08x.\n", color);
color = get_texture_color(offscreen, 360, 240); /* red, buf 1 */
ok(compare_color(color, 0x7f0000ff, 1), "Got unexpected color 0x%08x.\n", color);

View File

@ -7962,7 +7962,7 @@ static void test_swapchain_flip(void)
ID3D11DeviceContext_Draw(context, 4, 0);
color = get_texture_color(offscreen, 120, 240);
todo_wine ok(compare_color(color, 0x7f0000ff, 1), "Got unexpected color 0x%08x.\n", color);
ok(compare_color(color, 0x7f0000ff, 1), "Got unexpected color 0x%08x.\n", color);
/* DXGI moves buffers in the same direction as earlier versions. Buffer 2
* becomes buffer 1, buffer 1 becomes the new buffer 0, and buffer 0
@ -7980,7 +7980,7 @@ static void test_swapchain_flip(void)
ID3D11DeviceContext_Draw(context, 4, 0);
color = get_texture_color(offscreen, 120, 240); /* green, buf 0 */
todo_wine ok(compare_color(color, 0x7f00ff00, 1), "Got unexpected color 0x%08x.\n", color);
ok(compare_color(color, 0x7f00ff00, 1), "Got unexpected color 0x%08x.\n", color);
/* Buffer 1 is still untouched. */
color = get_texture_color(backbuffer_0, 320, 240); /* green */
@ -7994,7 +7994,7 @@ static void test_swapchain_flip(void)
ID3D11DeviceContext_Draw(context, 4, 0);
color = get_texture_color(offscreen, 120, 240); /* blue, buf 0 */
todo_wine ok(compare_color(color, 0x7fff0000, 1), "Got unexpected color 0x%08x.\n", color);
ok(compare_color(color, 0x7fff0000, 1), "Got unexpected color 0x%08x.\n", color);
color = get_texture_color(offscreen, 360, 240); /* red, buf 1 */
ok(compare_color(color, 0x7f0000ff, 1), "Got unexpected color 0x%08x.\n", color);

View File

@ -290,6 +290,8 @@ struct glsl_ffp_destroy_ctx
const struct wined3d_gl_info *gl_info;
};
static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context *ctx);
static const char *debug_gl_shader_type(GLenum type)
{
switch (type)
@ -4553,9 +4555,13 @@ static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
{
/* No-op. The closing } is written when a new function is started, and at the end of the shader. This
* function only suppresses the unhandled instruction warning
*/
const struct wined3d_shader_version *version = &ins->ctx->shader->reg_maps.shader_version;
if (version->major >= 4)
{
shader_glsl_generate_shader_epilogue(ins->ctx);
shader_addline(ins->ctx->buffer, "return;\n");
}
}
/*********************************************
@ -6065,6 +6071,26 @@ static void shader_glsl_enable_extensions(struct wined3d_string_buffer *buffer,
shader_addline(buffer, "#extension GL_EXT_texture_array : enable\n");
}
static void shader_glsl_generate_ps_epilogue(const struct wined3d_gl_info *gl_info,
struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader,
const struct ps_compile_args *args)
{
const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
/* Pixel shaders < 2.0 place the resulting color in R0 implicitly. */
if (reg_maps->shader_version.major < 2)
shader_addline(buffer, "%s[0] = R0;\n", get_fragment_output(gl_info));
if (args->srgb_correction)
shader_glsl_generate_srgb_write_correction(buffer, gl_info);
/* SM < 3 does not replace the fog stage. */
if (reg_maps->shader_version.major < 3)
shader_glsl_generate_fog_code(buffer, gl_info, args->fog);
shader_glsl_generate_alpha_test(buffer, gl_info, args->alpha_test_func + 1);
}
/* Context activation is done by the caller. */
static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
@ -6171,18 +6197,9 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
/* Base Shader Body */
shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
/* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
if (reg_maps->shader_version.major < 2)
shader_addline(buffer, "%s[0] = R0;\n", get_fragment_output(gl_info));
if (args->srgb_correction)
shader_glsl_generate_srgb_write_correction(buffer, gl_info);
/* SM < 3 does not replace the fog stage. */
if (reg_maps->shader_version.major < 3)
shader_glsl_generate_fog_code(buffer, gl_info, args->fog);
shader_glsl_generate_alpha_test(buffer, gl_info, args->alpha_test_func + 1);
/* In SM4+ the shader epilogue is generated by the "ret" instruction. */
if (reg_maps->shader_version.major < 4)
shader_glsl_generate_ps_epilogue(gl_info, buffer, shader, args);
shader_addline(buffer, "}\n");
@ -6192,6 +6209,49 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
return shader_id;
}
static void shader_glsl_generate_vs_epilogue(const struct wined3d_gl_info *gl_info,
struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader,
const struct vs_compile_args *args)
{
const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
unsigned int i;
/* Unpack outputs. */
shader_addline(buffer, "setup_vs_output(vs_out);\n");
/* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
* or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
* the fog frag coord is thrown away. If the fog frag coord is used, but not written by
* the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0).
*/
if (reg_maps->shader_version.major < 3)
{
if (args->fog_src == VS_FOG_Z)
shader_addline(buffer, "%s = gl_Position.z;\n",
legacy_context ? "gl_FogFragCoord" : "ffp_varying_fogcoord");
else if (!reg_maps->fog)
shader_addline(buffer, "%s = 0.0;\n",
legacy_context ? "gl_FogFragCoord" : "ffp_varying_fogcoord");
}
/* We always store the clipplanes without y inversion. */
if (args->clip_enabled)
{
if (legacy_context)
shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
else
for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
shader_addline(buffer, "gl_ClipDistance[%u] = dot(gl_Position, clip_planes[%u]);\n", i, i);
}
if (args->point_size && !args->per_vertex_point_size)
shader_addline(buffer, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
if (args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL && !gl_info->supported[ARB_CLIP_CONTROL])
shader_glsl_fixup_position(buffer);
}
/* Context activation is done by the caller. */
static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
struct shader_glsl_priv *priv, const struct wined3d_shader *shader, const struct vs_compile_args *args)
@ -6200,10 +6260,8 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
struct wined3d_string_buffer *buffer = &priv->shader_buffer;
const struct wined3d_gl_info *gl_info = context->gl_info;
BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
const DWORD *function = shader->function;
struct shader_glsl_ctx_priv priv_ctx;
unsigned int i;
/* Create the hw GLSL shader program and assign it as the shader->prgId */
GLuint shader_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
@ -6239,39 +6297,9 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
/* Base Shader Body */
shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
/* Unpack outputs */
shader_addline(buffer, "setup_vs_output(vs_out);\n");
/* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
* or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
* the fog frag coord is thrown away. If the fog frag coord is used, but not written by
* the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
*/
if (reg_maps->shader_version.major < 3)
{
if (args->fog_src == VS_FOG_Z)
shader_addline(buffer, "%s = gl_Position.z;\n",
legacy_context ? "gl_FogFragCoord" : "ffp_varying_fogcoord");
else if (!reg_maps->fog)
shader_addline(buffer, "%s = 0.0;\n",
legacy_context ? "gl_FogFragCoord" : "ffp_varying_fogcoord");
}
/* We always store the clipplanes without y inversion */
if (args->clip_enabled)
{
if (legacy_context)
shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
else
for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
shader_addline(buffer, "gl_ClipDistance[%u] = dot(gl_Position, clip_planes[%u]);\n", i, i);
}
if (args->point_size && !args->per_vertex_point_size)
shader_addline(buffer, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
if (args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL && !gl_info->supported[ARB_CLIP_CONTROL])
shader_glsl_fixup_position(buffer);
/* In SM4+ the shader epilogue is generated by the "ret" instruction. */
if (reg_maps->shader_version.major < 4)
shader_glsl_generate_vs_epilogue(gl_info, buffer, shader, args);
shader_addline(buffer, "}\n");
@ -6317,6 +6345,28 @@ static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context
return shader_id;
}
static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context *ctx)
{
const struct shader_glsl_ctx_priv *priv = ctx->backend_data;
const struct wined3d_gl_info *gl_info = ctx->gl_info;
const struct wined3d_shader *shader = ctx->shader;
switch (shader->reg_maps.shader_version.type)
{
case WINED3D_SHADER_TYPE_PIXEL:
shader_glsl_generate_ps_epilogue(gl_info, ctx->buffer, shader, priv->cur_ps_args);
break;
case WINED3D_SHADER_TYPE_VERTEX:
shader_glsl_generate_vs_epilogue(gl_info, ctx->buffer, shader, priv->cur_vs_args);
break;
case WINED3D_SHADER_TYPE_GEOMETRY:
break;
default:
FIXME("Unhandled shader type %#x.\n", shader->reg_maps.shader_version.type);
break;
}
}
static GLuint find_glsl_pshader(const struct wined3d_context *context,
struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
struct wined3d_shader *shader,