From: Józef Kucia Subject: [PATCH 4/7] wined3d: Implement SM5 store_uav_typed instruction. Message-Id: <20170125101800.14977-4-jkucia@codeweavers.com> Date: Wed, 25 Jan 2017 11:17:57 +0100 In-Reply-To: <20170125101800.14977-1-jkucia@codeweavers.com> References: <20170125101800.14977-1-jkucia@codeweavers.com> Signed-off-by: Józef Kucia --- dlls/d3d11/tests/d3d11.c | 10 +++++----- dlls/wined3d/glsl_shader.c | 36 ++++++++++++++++++++++++++++++++++-- 2 files changed, 39 insertions(+), 7 deletions(-) diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index ee8c6e0..331fdf8 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -12601,18 +12601,18 @@ static void test_ps_cs_uav_binding(void) check_texture_float(ps_texture, 0.0f, 2); draw_quad(&test_context); todo_wine check_texture_float(cs_texture, 1.0f, 2); - todo_wine check_texture_float(ps_texture, 1.0f, 2); + check_texture_float(ps_texture, 1.0f, 2); input.x = 0.5f; ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cs_cb, 0, NULL, &input, 0, 0); ID3D11DeviceContext_Dispatch(context, 1, 1, 1); todo_wine check_texture_float(cs_texture, 0.5f, 2); - todo_wine check_texture_float(ps_texture, 1.0f, 2); + check_texture_float(ps_texture, 1.0f, 2); input.x = 2.0f; ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)ps_cb, 0, NULL, &input, 0, 0); draw_quad(&test_context); todo_wine check_texture_float(cs_texture, 0.5f, 2); - todo_wine check_texture_float(ps_texture, 2.0f, 2); + check_texture_float(ps_texture, 2.0f, 2); input.x = 8.0f; ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cs_cb, 0, NULL, &input, 0, 0); @@ -12620,10 +12620,10 @@ static void test_ps_cs_uav_binding(void) ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)ps_cb, 0, NULL, &input, 0, 0); ID3D11DeviceContext_Dispatch(context, 1, 1, 1); todo_wine check_texture_float(cs_texture, 8.0f, 2); - todo_wine check_texture_float(ps_texture, 2.0f, 2); + check_texture_float(ps_texture, 2.0f, 2); draw_quad(&test_context); todo_wine check_texture_float(cs_texture, 8.0f, 2); - todo_wine check_texture_float(ps_texture, 4.0f, 2); + check_texture_float(ps_texture, 4.0f, 2); check_texture_color(test_context.backbuffer, 0xffffffff, 2); diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index a8d208e..aac9083 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -4811,7 +4811,7 @@ static void shader_glsl_ld_uav(const struct wined3d_shader_instruction *ins) if (resource_type >= ARRAY_SIZE(resource_type_info)) { ERR("Unexpected resource type %#x.\n", resource_type); - resource_type = WINED3D_SHADER_RESOURCE_TEXTURE_2D; + return; } data_type = reg_maps->uav_resource_info[uav_idx].data_type; coord_mask = (1u << resource_type_info[resource_type].coord_size) - 1; @@ -4824,6 +4824,38 @@ static void shader_glsl_ld_uav(const struct wined3d_shader_instruction *ins) shader_glsl_get_prefix(version->type), uav_idx, image_coord_param.param_str, dst_swizzle); } +static void shader_glsl_store_uav(const struct wined3d_shader_instruction *ins) +{ + const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps; + const struct wined3d_shader_version *version = ®_maps->shader_version; + struct glsl_src_param image_coord_param, image_data_param; + enum wined3d_shader_resource_type resource_type; + enum wined3d_data_type data_type; + unsigned int uav_idx; + DWORD coord_mask; + + uav_idx = ins->dst[0].reg.idx[0].offset; + if (uav_idx >= ARRAY_SIZE(reg_maps->uav_resource_info)) + { + ERR("Invalid UAV index %u.\n", uav_idx); + return; + } + resource_type = reg_maps->uav_resource_info[uav_idx].type; + if (resource_type >= ARRAY_SIZE(resource_type_info)) + { + ERR("Unexpected resource type %#x.\n", resource_type); + return; + } + data_type = reg_maps->uav_resource_info[uav_idx].data_type; + coord_mask = (1u << resource_type_info[resource_type].coord_size) - 1; + + shader_glsl_add_src_param(ins, &ins->src[0], coord_mask, &image_coord_param); + shader_glsl_add_src_param_ext(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &image_data_param, data_type); + shader_addline(ins->ctx->buffer, "imageStore(%s_image%u, %s, %s);\n", + shader_glsl_get_prefix(version->type), uav_idx, + image_coord_param.param_str, image_data_param.param_str); +} + static void shader_glsl_resinfo(const struct wined3d_shader_instruction *ins) { const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version; @@ -9105,7 +9137,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB /* WINED3DSIH_SQRT */ shader_glsl_map2gl, /* WINED3DSIH_STORE_RAW */ NULL, /* WINED3DSIH_STORE_STRUCTURED */ NULL, - /* WINED3DSIH_STORE_UAV_TYPED */ NULL, + /* WINED3DSIH_STORE_UAV_TYPED */ shader_glsl_store_uav, /* WINED3DSIH_SUB */ shader_glsl_binop, /* WINED3DSIH_SWAPC */ NULL, /* WINED3DSIH_SWITCH */ shader_glsl_switch, -- 2.10.2