wined3d: Recognize SM5 dcl_tessellator_output_primitive 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 1cb4d20..33746af 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -5249,6 +5249,7 @@
/* WINED3DSIH_DCL_SAMPLER */ NULL,
/* WINED3DSIH_DCL_TEMPS */ NULL,
/* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL,
+ /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ 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 ce1b1f4..89f5b5e 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -8163,6 +8163,7 @@
/* WINED3DSIH_DCL_SAMPLER */ shader_glsl_nop,
/* WINED3DSIH_DCL_TEMPS */ shader_glsl_nop,
/* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL,
+ /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ 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 ec45dd8..4e1a617 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -75,6 +75,7 @@
/* WINED3DSIH_DCL_SAMPLER */ "dcl_sampler",
/* WINED3DSIH_DCL_TEMPS */ "dcl_temps",
/* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ "dcl_tessellator_domain",
+ /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ "dcl_tessellator_output_primitive",
/* WINED3DSIH_DCL_UAV_TYPED */ "dcl_uav_typed",
/* WINED3DSIH_DCL_VERTICES_OUT */ "dcl_maxOutputVertexCount",
/* WINED3DSIH_DEF */ "def",
@@ -1318,6 +1319,29 @@
}
}
+static void shader_dump_tessellator_output_primitive(struct wined3d_string_buffer *buffer,
+ enum wined3d_tessellator_output_primitive output_primitive)
+{
+ switch (output_primitive)
+ {
+ case WINED3D_TESSELLATOR_OUTPUT_POINT:
+ shader_addline(buffer, "point");
+ break;
+ case WINED3D_TESSELLATOR_OUTPUT_LINE:
+ shader_addline(buffer, "line");
+ break;
+ case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW:
+ shader_addline(buffer, "triangle_cw");
+ break;
+ case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW:
+ shader_addline(buffer, "triangle_ccw");
+ break;
+ default:
+ shader_addline(buffer, "unknown_tessellator_output_primitive(%#x)", output_primitive);
+ break;
+ }
+}
+
static void shader_dump_sysval_semantic(struct wined3d_string_buffer *buffer, enum wined3d_sysval_semantic semantic)
{
unsigned int i;
@@ -2119,6 +2143,11 @@
shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
shader_dump_tessellator_domain(&buffer, ins.declaration.tessellator_domain);
}
+ else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE)
+ {
+ 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_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 936b84b..515061b 100644
--- a/dlls/wined3d/shader_sm4.c
+++ b/dlls/wined3d/shader_sm4.c
@@ -64,8 +64,8 @@
#define WINED3D_SM5_CONTROL_POINT_COUNT_SHIFT 11
#define WINED3D_SM5_CONTROL_POINT_COUNT_MASK (0xffu << WINED3D_SM5_CONTROL_POINT_COUNT_SHIFT)
-#define WINED3D_SM5_TESSELLATOR_DOMAIN_SHIFT 11
-#define WINED3D_SM5_TESSELLATOR_DOMAIN_MASK (0xfu << WINED3D_SM5_TESSELLATOR_DOMAIN_SHIFT)
+#define WINED3D_SM5_TESSELLATOR_SHIFT 11
+#define WINED3D_SM5_TESSELLATOR_MASK (0xfu << WINED3D_SM5_TESSELLATOR_SHIFT)
#define WINED3D_SM4_OPCODE_MASK 0xff
@@ -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_OUTPUT_PRIMITIVE = 0x97,
WINED3D_SM5_OP_DCL_HS_MAX_TESSFACTOR = 0x98,
WINED3D_SM5_OP_DCL_HS_FORK_PHASE_INSTANCE_COUNT = 0x99,
WINED3D_SM5_OP_DCL_UAV_TYPED = 0x9c,
@@ -419,6 +420,7 @@
{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_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, "", ""},
{WINED3D_SM5_OP_DCL_UAV_TYPED, WINED3DSIH_DCL_UAV_TYPED, "", ""},
@@ -1046,8 +1048,13 @@
}
else if (opcode == WINED3D_SM5_OP_DCL_TESSELLATOR_DOMAIN)
{
- ins->declaration.tessellator_domain = (opcode_token & WINED3D_SM5_TESSELLATOR_DOMAIN_MASK)
- >> WINED3D_SM5_TESSELLATOR_DOMAIN_SHIFT;
+ ins->declaration.tessellator_domain = (opcode_token & WINED3D_SM5_TESSELLATOR_MASK)
+ >> WINED3D_SM5_TESSELLATOR_SHIFT;
+ }
+ else if (opcode == WINED3D_SM5_OP_DCL_TESSELLATOR_OUTPUT_PRIMITIVE)
+ {
+ ins->declaration.tessellator_output_primitive = (opcode_token & WINED3D_SM5_TESSELLATOR_MASK)
+ >> WINED3D_SM5_TESSELLATOR_SHIFT;
}
else if (opcode == WINED3D_SM4_OP_DCL_OUTPUT_TOPOLOGY)
{
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 7f3f18e..0bcc82d 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -446,6 +446,14 @@
WINED3D_TESSELLATOR_DOMAIN_QUAD = 3,
};
+enum wined3d_tessellator_output_primitive
+{
+ WINED3D_TESSELLATOR_OUTPUT_POINT = 1,
+ WINED3D_TESSELLATOR_OUTPUT_LINE = 2,
+ WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW = 3,
+ WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW = 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
@@ -539,6 +547,7 @@
WINED3DSIH_DCL_SAMPLER,
WINED3DSIH_DCL_TEMPS,
WINED3DSIH_DCL_TESSELLATOR_DOMAIN,
+ WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE,
WINED3DSIH_DCL_UAV_TYPED,
WINED3DSIH_DCL_VERTICES_OUT,
WINED3DSIH_DEF,
@@ -866,6 +875,7 @@
const struct wined3d_shader_immediate_constant_buffer *icb;
struct wined3d_shader_structured_resource structured_resource;
enum wined3d_tessellator_domain tessellator_domain;
+ enum wined3d_tessellator_output_primitive tessellator_output_primitive;
float max_tessellation_factor;
} declaration;
};