wined3d: Recognize SM5 dcl_tessellator_partitioning opcode.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 33746af..247c6f3 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -5250,6 +5250,7 @@
/* WINED3DSIH_DCL_TEMPS */ NULL,
/* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL,
/* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL,
+ /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL,
/* WINED3DSIH_DCL_UAV_TYPED */ NULL,
/* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop,
/* WINED3DSIH_DEF */ shader_hw_nop,
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 89f5b5e..1c59d63 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -8164,6 +8164,7 @@
/* WINED3DSIH_DCL_TEMPS */ shader_glsl_nop,
/* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL,
/* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL,
+ /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL,
/* WINED3DSIH_DCL_UAV_TYPED */ NULL,
/* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop,
/* WINED3DSIH_DEF */ shader_glsl_nop,
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index 4e1a617..eb8f13f 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -76,6 +76,7 @@
/* WINED3DSIH_DCL_TEMPS */ "dcl_temps",
/* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ "dcl_tessellator_domain",
/* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ "dcl_tessellator_output_primitive",
+ /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ "dcl_tessellator_partitioning",
/* WINED3DSIH_DCL_UAV_TYPED */ "dcl_uav_typed",
/* WINED3DSIH_DCL_VERTICES_OUT */ "dcl_maxOutputVertexCount",
/* WINED3DSIH_DEF */ "def",
@@ -1342,6 +1343,29 @@
}
}
+static void shader_dump_tessellator_partitioning(struct wined3d_string_buffer *buffer,
+ enum wined3d_tessellator_partitioning partitioning)
+{
+ switch (partitioning)
+ {
+ case WINED3D_TESSELLATOR_PARTITIONING_INTEGER:
+ shader_addline(buffer, "integer");
+ break;
+ case WINED3D_TESSELLATOR_PARTITIONING_POW2:
+ shader_addline(buffer, "pow2");
+ break;
+ case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD:
+ shader_addline(buffer, "fractional_odd");
+ break;
+ case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN:
+ shader_addline(buffer, "fractional_even");
+ break;
+ default:
+ shader_addline(buffer, "unknown_tessellator_partitioning(%#x)", partitioning);
+ break;
+ }
+}
+
static void shader_dump_sysval_semantic(struct wined3d_string_buffer *buffer, enum wined3d_sysval_semantic semantic)
{
unsigned int i;
@@ -2148,6 +2172,11 @@
shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
shader_dump_tessellator_output_primitive(&buffer, ins.declaration.tessellator_output_primitive);
}
+ else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_PARTITIONING)
+ {
+ shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
+ shader_dump_tessellator_partitioning(&buffer, ins.declaration.tessellator_partitioning);
+ }
else if (ins.handler_idx == WINED3DSIH_DEF)
{
shader_addline(&buffer, "def c%u = %.8e, %.8e, %.8e, %.8e", shader_get_float_offset(ins.dst[0].reg.type,
diff --git a/dlls/wined3d/shader_sm4.c b/dlls/wined3d/shader_sm4.c
index 515061b..c5817be 100644
--- a/dlls/wined3d/shader_sm4.c
+++ b/dlls/wined3d/shader_sm4.c
@@ -199,6 +199,7 @@
WINED3D_SM5_OP_DCL_INPUT_CONTROL_POINT_COUNT = 0x93,
WINED3D_SM5_OP_DCL_OUTPUT_CONTROL_POINT_COUNT = 0x94,
WINED3D_SM5_OP_DCL_TESSELLATOR_DOMAIN = 0x95,
+ WINED3D_SM5_OP_DCL_TESSELLATOR_PARTITIONING = 0x96,
WINED3D_SM5_OP_DCL_TESSELLATOR_OUTPUT_PRIMITIVE = 0x97,
WINED3D_SM5_OP_DCL_HS_MAX_TESSFACTOR = 0x98,
WINED3D_SM5_OP_DCL_HS_FORK_PHASE_INSTANCE_COUNT = 0x99,
@@ -420,6 +421,7 @@
{WINED3D_SM5_OP_DCL_INPUT_CONTROL_POINT_COUNT, WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT, "", ""},
{WINED3D_SM5_OP_DCL_OUTPUT_CONTROL_POINT_COUNT, WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT, "", ""},
{WINED3D_SM5_OP_DCL_TESSELLATOR_DOMAIN, WINED3DSIH_DCL_TESSELLATOR_DOMAIN, "", ""},
+ {WINED3D_SM5_OP_DCL_TESSELLATOR_PARTITIONING, WINED3DSIH_DCL_TESSELLATOR_PARTITIONING, "", ""},
{WINED3D_SM5_OP_DCL_TESSELLATOR_OUTPUT_PRIMITIVE, WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE, "", ""},
{WINED3D_SM5_OP_DCL_HS_MAX_TESSFACTOR, WINED3DSIH_DCL_HS_MAX_TESSFACTOR, "", ""},
{WINED3D_SM5_OP_DCL_HS_FORK_PHASE_INSTANCE_COUNT, WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT, "", ""},
@@ -1056,6 +1058,11 @@
ins->declaration.tessellator_output_primitive = (opcode_token & WINED3D_SM5_TESSELLATOR_MASK)
>> WINED3D_SM5_TESSELLATOR_SHIFT;
}
+ else if (opcode == WINED3D_SM5_OP_DCL_TESSELLATOR_PARTITIONING)
+ {
+ ins->declaration.tessellator_partitioning = (opcode_token & WINED3D_SM5_TESSELLATOR_MASK)
+ >> WINED3D_SM5_TESSELLATOR_SHIFT;
+ }
else if (opcode == WINED3D_SM4_OP_DCL_OUTPUT_TOPOLOGY)
{
enum wined3d_sm4_output_primitive_type primitive_type;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 0bcc82d..b089d37 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -454,6 +454,14 @@
WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW = 4,
};
+enum wined3d_tessellator_partitioning
+{
+ WINED3D_TESSELLATOR_PARTITIONING_INTEGER = 1,
+ WINED3D_TESSELLATOR_PARTITIONING_POW2 = 2,
+ WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3,
+ WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4,
+};
+
/* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
#define WINED3DSI_TEXLD_PROJECT 0x1
#define WINED3DSI_TEXLD_BIAS 0x2
@@ -548,6 +556,7 @@
WINED3DSIH_DCL_TEMPS,
WINED3DSIH_DCL_TESSELLATOR_DOMAIN,
WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE,
+ WINED3DSIH_DCL_TESSELLATOR_PARTITIONING,
WINED3DSIH_DCL_UAV_TYPED,
WINED3DSIH_DCL_VERTICES_OUT,
WINED3DSIH_DEF,
@@ -876,6 +885,7 @@
struct wined3d_shader_structured_resource structured_resource;
enum wined3d_tessellator_domain tessellator_domain;
enum wined3d_tessellator_output_primitive tessellator_output_primitive;
+ enum wined3d_tessellator_partitioning tessellator_partitioning;
float max_tessellation_factor;
} declaration;
};