Henri Verbeet : wined3d: Properly check if input/output varyings are used.
Alexandre Julliard
julliard at winehq.org
Wed Apr 8 10:05:33 CDT 2009
Module: wine
Branch: master
Commit: a1dedbdf58feade76a679e9532b5d568c6972439
URL: http://source.winehq.org/git/wine.git/?a=commit;h=a1dedbdf58feade76a679e9532b5d568c6972439
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Wed Apr 8 08:35:07 2009 +0200
wined3d: Properly check if input/output varyings are used.
---
dlls/wined3d/glsl_shader.c | 41 +++++++++++++++++++++++------------------
dlls/wined3d/vertexshader.c | 13 +++++++++----
2 files changed, 32 insertions(+), 22 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 10f1b4f..1edf02b 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -2993,20 +2993,23 @@ static void pshader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
}
}
-static void pshader_glsl_input_pack(SHADER_BUFFER *buffer, const struct wined3d_shader_semantic *semantics_in,
- IWineD3DPixelShader *iface, enum vertexprocessing_mode vertexprocessing)
+static void pshader_glsl_input_pack(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer,
+ const struct wined3d_shader_semantic *semantics_in, const struct shader_reg_maps *reg_maps,
+ enum vertexprocessing_mode vertexprocessing)
{
unsigned int i;
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
for (i = 0; i < MAX_REG_INPUT; ++i)
{
- DWORD usage_token = semantics_in[i].usage;
+ DWORD usage_token;
DWORD usage, usage_idx;
char reg_mask[6];
- /* Uninitialized */
- if (!usage_token) continue;
+ /* Unused */
+ if (!reg_maps->packed_input[i]) continue;
+
+ usage_token = semantics_in[i].usage;
usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
shader_glsl_get_write_mask(semantics_in[i].reg.token, reg_mask);
@@ -3091,8 +3094,9 @@ static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const WineD
HeapFree(GetProcessHeap(), 0, entry);
}
-static void handle_ps3_input(SHADER_BUFFER *buffer, const struct wined3d_shader_semantic *semantics_in,
- const struct wined3d_shader_semantic *semantics_out, const WineD3D_GL_Info *gl_info, const DWORD *map)
+static void handle_ps3_input(SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info, const DWORD *map,
+ const struct wined3d_shader_semantic *semantics_in, const struct shader_reg_maps *reg_maps_in,
+ const struct wined3d_shader_semantic *semantics_out, const struct shader_reg_maps *reg_maps_out)
{
unsigned int i, j;
DWORD usage_token, usage_token_out;
@@ -3112,8 +3116,7 @@ static void handle_ps3_input(SHADER_BUFFER *buffer, const struct wined3d_shader_
}
for(i = 0; i < MAX_REG_INPUT; i++) {
- usage_token = semantics_in[i].usage;
- if (!usage_token) continue;
+ if (!reg_maps_in->packed_input[i]) continue;
in_idx = map[i];
if (in_idx >= (in_count + 2)) {
@@ -3134,6 +3137,7 @@ static void handle_ps3_input(SHADER_BUFFER *buffer, const struct wined3d_shader_
sprintf(destination, "IN[%u]", in_idx);
}
+ usage_token = semantics_in[i].usage;
usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
set[map[i]] = shader_glsl_get_write_mask(semantics_in[i].reg.token, reg_mask);
@@ -3174,9 +3178,9 @@ static void handle_ps3_input(SHADER_BUFFER *buffer, const struct wined3d_shader_
} else {
BOOL found = FALSE;
for(j = 0; j < MAX_REG_OUTPUT; j++) {
- usage_token_out = semantics_out[j].usage;
- if (!usage_token_out) continue;
+ if (!reg_maps_out->packed_output[j]) continue;
+ usage_token_out = semantics_out[j].usage;
usage_out = (usage_token_out & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
usage_idx_out = (usage_token_out & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
shader_glsl_get_write_mask(semantics_out[j].reg.token, reg_mask_out);
@@ -3283,9 +3287,9 @@ static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexs
shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
for(i = 0; i < MAX_REG_OUTPUT; i++) {
- usage_token = semantics_out[i].usage;
- if (!usage_token) continue;
+ if (!vs->baseShader.reg_maps.packed_output[i]) continue;
+ usage_token = semantics_out[i].usage;
usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
writemask = shader_glsl_get_write_mask(semantics_out[i].reg.token, reg_mask);
@@ -3338,9 +3342,9 @@ static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexs
/* First, sort out position and point size. Those are not passed to the pixel shader */
for(i = 0; i < MAX_REG_OUTPUT; i++) {
- usage_token = semantics_out[i].usage;
- if (!usage_token) continue;
+ if (!vs->baseShader.reg_maps.packed_output[i]) continue;
+ usage_token = semantics_out[i].usage;
usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
shader_glsl_get_write_mask(semantics_out[i].reg.token, reg_mask);
@@ -3360,7 +3364,8 @@ static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexs
}
/* Then, fix the pixel shader input */
- handle_ps3_input(&buffer, semantics_in, semantics_out, gl_info, ps->input_reg_map);
+ handle_ps3_input(&buffer, gl_info, ps->input_reg_map,
+ semantics_in, &ps->baseShader.reg_maps, semantics_out, &vs->baseShader.reg_maps);
shader_addline(&buffer, "}\n");
} else if(ps_major >= 3 && vs_major < 3) {
@@ -3372,7 +3377,7 @@ static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexs
* point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
* read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
*/
- handle_ps3_input(&buffer, semantics_in, NULL, gl_info, ps->input_reg_map);
+ handle_ps3_input(&buffer, gl_info, ps->input_reg_map, semantics_in, &ps->baseShader.reg_maps, NULL, NULL);
shader_addline(&buffer, "}\n");
} else {
ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
@@ -3967,7 +3972,7 @@ static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BU
/* Pack 3.0 inputs */
if (reg_maps->shader_version >= WINED3DPS_VERSION(3,0) && args->vp_mode != vertexshader) {
- pshader_glsl_input_pack(buffer, This->semantics_in, iface, args->vp_mode);
+ pshader_glsl_input_pack(iface, buffer, This->semantics_in, reg_maps, args->vp_mode);
}
/* Base Shader Body */
diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c
index 8f7ce1d..5349528 100644
--- a/dlls/wined3d/vertexshader.c
+++ b/dlls/wined3d/vertexshader.c
@@ -209,11 +209,16 @@ BOOL vshader_get_input(
int i;
for (i = 0; i < MAX_ATTRIBS; i++) {
- DWORD usage_token = This->semantics_in[i].usage;
- DWORD usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
- DWORD usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
+ DWORD usage_token, usage, usage_idx;
- if (usage_token && match_usage(usage, usage_idx, usage_req, usage_idx_req)) {
+ if (!This->baseShader.reg_maps.attributes[i]) continue;
+
+ usage_token = This->semantics_in[i].usage;
+ usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
+ usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
+
+ if (match_usage(usage, usage_idx, usage_req, usage_idx_req))
+ {
*regnum = i;
return TRUE;
}
More information about the wine-cvs
mailing list