[PATCH 6/8] wined3d: Add support for core OpenGL geometry shaders.
Matteo Bruni
mbruni at codeweavers.com
Tue Apr 19 11:56:51 CDT 2016
Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
---
dlls/wined3d/glsl_shader.c | 98 ++++++++++++++++++++++++++++++++++++----------
1 file changed, 77 insertions(+), 21 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index eb11481..590117a 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1642,6 +1642,37 @@ static const char *get_fragment_output(const struct wined3d_gl_info *gl_info)
return needs_legacy_glsl_syntax(gl_info) ? "gl_FragData" : "ps_out";
}
+static const char *glsl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
+{
+ switch (primitive_type)
+ {
+ case WINED3D_PT_POINTLIST:
+ return "points";
+
+ case WINED3D_PT_LINELIST:
+ return "lines";
+
+ case WINED3D_PT_LINESTRIP:
+ return "line_strip";
+
+ case WINED3D_PT_TRIANGLELIST:
+ return "triangles";
+
+ case WINED3D_PT_TRIANGLESTRIP:
+ return "triangle_strip";
+
+ case WINED3D_PT_LINELIST_ADJ:
+ return "lines_adjacency";
+
+ case WINED3D_PT_TRIANGLELIST_ADJ:
+ return "triangles_adjacency";
+
+ default:
+ FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type));
+ return "";
+ }
+}
+
static BOOL glsl_is_color_reg_read(const struct wined3d_shader *shader, unsigned int idx)
{
const struct wined3d_shader_signature *input_signature = &shader->input_signature;
@@ -1956,7 +1987,17 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
}
else if (version->type == WINED3D_SHADER_TYPE_GEOMETRY)
{
- shader_addline(buffer, "varying in vec4 gs_in[][%u];\n", shader->limits->packed_input);
+ if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
+ {
+ shader_addline(buffer, "varying in vec4 gs_in[][%u];\n", shader->limits->packed_input);
+ }
+ else
+ {
+ shader_addline(buffer, "layout (%s) in;\n", glsl_primitive_type_from_d3d(shader->u.gs.input_type));
+ shader_addline(buffer, "layout (%s, max_vertices = %u) out;\n",
+ glsl_primitive_type_from_d3d(shader->u.gs.output_type), shader->u.gs.vertices_out);
+ shader_addline(buffer, "in vs_gs_iface { vec4 gs_in[%u]; } gs_in[];\n", shader->limits->packed_input);
+ }
shader_addline(buffer, "void setup_gs_output(in vec4[%u]);\n", shader->limits->packed_output);
}
else if (version->type == WINED3D_SHADER_TYPE_PIXEL)
@@ -2233,17 +2274,24 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
if (reg->idx[0].rel_addr)
{
if (reg->idx[1].rel_addr)
- sprintf(register_name, "gs_in[%s + %u][%s + %u]",
- rel_param0.param_str, reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset);
+ sprintf(register_name, "gs_in[%s + %u]%s[%s + %u]",
+ rel_param0.param_str, reg->idx[0].offset,
+ gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? "" : ".gs_in",
+ rel_param1.param_str, reg->idx[1].offset);
else
- sprintf(register_name, "gs_in[%s + %u][%u]",
- rel_param0.param_str, reg->idx[0].offset, reg->idx[1].offset);
+ sprintf(register_name, "gs_in[%s + %u]%s[%u]",
+ rel_param0.param_str, reg->idx[0].offset,
+ gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? "" : ".gs_in",
+ reg->idx[1].offset);
}
else if (reg->idx[1].rel_addr)
- sprintf(register_name, "gs_in[%u][%s + %u]",
- reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset);
+ sprintf(register_name, "gs_in[%u]%s[%s + %u]", reg->idx[0].offset,
+ gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? "" : ".gs_in",
+ rel_param1.param_str, reg->idx[1].offset);
else
- sprintf(register_name, "gs_in[%u][%u]", reg->idx[0].offset, reg->idx[1].offset);
+ sprintf(register_name, "gs_in[%u]%s[%u]", reg->idx[0].offset,
+ gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? "" : ".gs_in",
+ reg->idx[1].offset);
break;
}
@@ -5505,6 +5553,7 @@ static GLuint shader_glsl_generate_vs_gs_setup(struct shader_glsl_priv *priv,
const struct wined3d_shader *vs, const struct wined3d_shader *gs,
const struct wined3d_gl_info *gl_info)
{
+ BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
struct wined3d_string_buffer *buffer = &priv->shader_buffer;
GLuint ret;
@@ -5512,10 +5561,14 @@ static GLuint shader_glsl_generate_vs_gs_setup(struct shader_glsl_priv *priv,
shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, &vs->reg_maps.shader_version));
- shader_addline(buffer, "varying out vec4 gs_in[%u];\n", gs->limits->packed_input);
+ if (legacy_context)
+ shader_addline(buffer, "varying out vec4 gs_in[%u];\n", gs->limits->packed_input);
+ else
+ shader_addline(buffer, "out vs_gs_iface { vec4 gs_in[%u]; } gs_in;\n", gs->limits->packed_input);
shader_addline(buffer, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs->limits->packed_output);
- shader_glsl_setup_sm4_shader_output(priv, &vs->output_signature, &vs->reg_maps, "gs_in");
+ shader_glsl_setup_sm4_shader_output(priv, &vs->output_signature, &vs->reg_maps,
+ legacy_context ? "gs_in" : "gs_in.gs_in");
shader_addline(buffer, "}\n");
@@ -7527,17 +7580,20 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
GL_EXTCALL(glAttachShader(program_id, reorder_shader_id));
checkGLcall("glAttachShader");
- TRACE("input type %s, output type %s, vertices out %u.\n",
- debug_d3dprimitivetype(gshader->u.gs.input_type),
- debug_d3dprimitivetype(gshader->u.gs.output_type),
- gshader->u.gs.vertices_out);
- GL_EXTCALL(glProgramParameteriARB(program_id, GL_GEOMETRY_INPUT_TYPE_ARB,
- gl_primitive_type_from_d3d(gshader->u.gs.input_type)));
- GL_EXTCALL(glProgramParameteriARB(program_id, GL_GEOMETRY_OUTPUT_TYPE_ARB,
- gl_primitive_type_from_d3d(gshader->u.gs.output_type)));
- GL_EXTCALL(glProgramParameteriARB(program_id, GL_GEOMETRY_VERTICES_OUT_ARB,
- gshader->u.gs.vertices_out));
- checkGLcall("glProgramParameteriARB");
+ if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
+ {
+ TRACE("input type %s, output type %s, vertices out %u.\n",
+ debug_d3dprimitivetype(gshader->u.gs.input_type),
+ debug_d3dprimitivetype(gshader->u.gs.output_type),
+ gshader->u.gs.vertices_out);
+ GL_EXTCALL(glProgramParameteriARB(program_id, GL_GEOMETRY_INPUT_TYPE_ARB,
+ gl_primitive_type_from_d3d(gshader->u.gs.input_type)));
+ GL_EXTCALL(glProgramParameteriARB(program_id, GL_GEOMETRY_OUTPUT_TYPE_ARB,
+ gl_primitive_type_from_d3d(gshader->u.gs.output_type)));
+ GL_EXTCALL(glProgramParameteriARB(program_id, GL_GEOMETRY_VERTICES_OUT_ARB,
+ gshader->u.gs.vertices_out));
+ checkGLcall("glProgramParameteriARB");
+ }
list_add_head(&gshader->linked_programs, &entry->gs.shader_entry);
}
--
2.7.3
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