[PATCH 6/9] wined3d: Generate code for compute shaders.
Józef Kucia
jkucia at codeweavers.com
Thu Feb 9 05:00:33 CST 2017
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
This adds compute shaders support in the most simple way. We may want to
add further improvements, e.g. try to compile compute shaders when they
are created, consider to use a separate red-black tree for graphics and
compute shaders.
---
dlls/wined3d/glsl_shader.c | 226 +++++++++++++++++++++++++++++++++++++++++++--
1 file changed, 216 insertions(+), 10 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index a2b1e6e..2778a9f 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -207,6 +207,12 @@ struct glsl_ps_program
const struct ps_np2fixup_info *np2_fixup_info;
};
+struct glsl_cs_program
+{
+ struct list shader_entry;
+ GLuint id;
+};
+
/* Struct to maintain data about a linked GLSL program */
struct glsl_shader_prog_link
{
@@ -214,6 +220,7 @@ struct glsl_shader_prog_link
struct glsl_vs_program vs;
struct glsl_gs_program gs;
struct glsl_ps_program ps;
+ struct glsl_cs_program cs;
GLuint id;
DWORD constant_update_mask;
UINT constant_version;
@@ -224,6 +231,7 @@ struct glsl_program_key
GLuint vs_id;
GLuint gs_id;
GLuint ps_id;
+ GLuint cs_id;
};
struct shader_glsl_ctx_priv {
@@ -258,6 +266,11 @@ struct glsl_gs_compiled_shader
GLuint id;
};
+struct glsl_cs_compiled_shader
+{
+ GLuint id;
+};
+
struct glsl_shader_private
{
union
@@ -265,6 +278,7 @@ struct glsl_shader_private
struct glsl_vs_compiled_shader *vs;
struct glsl_gs_compiled_shader *gs;
struct glsl_ps_compiled_shader *ps;
+ struct glsl_cs_compiled_shader *cs;
} gl_shaders;
UINT num_gl_shaders, shader_array_size;
};
@@ -5774,6 +5788,7 @@ static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_sh
key.vs_id = entry->vs.id;
key.gs_id = entry->gs.id;
key.ps_id = entry->ps.id;
+ key.cs_id = entry->cs.id;
if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
{
@@ -5782,16 +5797,11 @@ static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_sh
}
static struct glsl_shader_prog_link *get_glsl_program_entry(const struct shader_glsl_priv *priv,
- GLuint vs_id, GLuint gs_id, GLuint ps_id)
+ const struct glsl_program_key *key)
{
struct wine_rb_entry *entry;
- struct glsl_program_key key;
- key.vs_id = vs_id;
- key.gs_id = gs_id;
- key.ps_id = ps_id;
-
- entry = wine_rb_get(&priv->program_lookup, &key);
+ entry = wine_rb_get(&priv->program_lookup, key);
return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
}
@@ -5808,6 +5818,8 @@ static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struc
list_remove(&entry->gs.shader_entry);
if (entry->ps.id)
list_remove(&entry->ps.shader_entry);
+ if (entry->cs.id)
+ list_remove(&entry->cs.shader_entry);
HeapFree(GetProcessHeap(), 0, entry);
}
@@ -6559,6 +6571,7 @@ static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_con
shader_glsl_generate_vs_epilogue(gl_info, ctx->buffer, shader, priv->cur_vs_args);
break;
case WINED3D_SHADER_TYPE_GEOMETRY:
+ case WINED3D_SHADER_TYPE_COMPUTE:
break;
default:
FIXME("Unhandled shader type %#x.\n", shader->reg_maps.shader_version.type);
@@ -6566,6 +6579,38 @@ static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_con
}
}
+/* Context activation is done by the caller. */
+static GLuint shader_glsl_generate_compute_shader(const struct wined3d_context *context,
+ struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
+ const struct wined3d_shader *shader)
+{
+ const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ const DWORD *function = shader->function;
+ struct shader_glsl_ctx_priv priv_ctx;
+ GLuint shader_id;
+
+ shader_id = GL_EXTCALL(glCreateShader(GL_COMPUTE_SHADER));
+
+ shader_addline(buffer, "%s\n", shader_glsl_get_version_declaration(gl_info, ®_maps->shader_version));
+
+ shader_glsl_enable_extensions(buffer, gl_info);
+ if (gl_info->supported[ARB_COMPUTE_SHADER])
+ shader_addline(buffer, "#extension GL_ARB_compute_shader : enable\n");
+
+ memset(&priv_ctx, 0, sizeof(priv_ctx));
+ priv_ctx.string_buffers = string_buffers;
+ shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
+ shader_addline(buffer, "void main()\n{\n");
+ shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
+ shader_addline(buffer, "}\n");
+
+ TRACE("Compiling shader object %u.\n", shader_id);
+ shader_glsl_compile(gl_info, shader_id, buffer->buffer);
+
+ return shader_id;
+}
+
static GLuint find_glsl_pshader(const struct wined3d_context *context,
struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
struct wined3d_shader *shader,
@@ -6781,6 +6826,46 @@ static GLuint find_glsl_geometry_shader(const struct wined3d_context *context,
return ret;
}
+static GLuint find_glsl_compute_shader(const struct wined3d_context *context,
+ struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
+ struct wined3d_shader *shader)
+{
+ struct glsl_cs_compiled_shader *gl_shaders;
+ struct glsl_shader_private *shader_data;
+ GLuint ret;
+
+ if (!shader->backend_data)
+ {
+ if (!(shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data))))
+ {
+ ERR("Failed to allocate backend data.\n");
+ return 0;
+ }
+ }
+ shader_data = shader->backend_data;
+ gl_shaders = shader_data->gl_shaders.cs;
+
+ /* No shader variants are used for compute shaders. */
+ if (shader_data->num_gl_shaders)
+ return gl_shaders[0].id;
+
+ TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
+
+ if (!(shader_data->gl_shaders.cs = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders))))
+ {
+ ERR("Failed to allocate GL shader array.\n");
+ return 0;
+ }
+ shader_data->shader_array_size = 1;
+ gl_shaders = shader_data->gl_shaders.cs;
+
+ string_buffer_clear(buffer);
+ ret = shader_glsl_generate_compute_shader(context, buffer, string_buffers, shader);
+ gl_shaders[shader_data->num_gl_shaders++].id = ret;
+
+ return ret;
+}
+
static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs, const char *material)
{
switch (mcs)
@@ -8102,6 +8187,73 @@ static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
}
/* Context activation is done by the caller. */
+static void set_glsl_compute_shader_program(const struct wined3d_context *context,
+ const struct wined3d_state *state, struct shader_glsl_priv *priv, struct glsl_context_data *ctx_data)
+{
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ struct glsl_shader_prog_link *entry = NULL;
+ struct wined3d_shader *shader;
+ struct glsl_program_key key;
+ GLuint program_id, cs_id;
+
+ if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE)))
+ return;
+
+ if (!(shader = state->shader[WINED3D_SHADER_TYPE_COMPUTE]))
+ {
+ WARN("Compute shader is NULL.\n");
+ ctx_data->glsl_program = NULL;
+ return;
+ }
+
+ cs_id = find_glsl_compute_shader(context, &priv->shader_buffer, &priv->string_buffers, shader);
+ memset(&key, 0, sizeof(key));
+ key.cs_id = cs_id;
+ if ((entry = get_glsl_program_entry(priv, &key)))
+ {
+ ctx_data->glsl_program = entry;
+ return;
+ }
+
+ program_id = GL_EXTCALL(glCreateProgram());
+ TRACE("Created new GLSL shader program %u.\n", program_id);
+
+ if (!(entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry))))
+ {
+ ERR("Out of memory.\n");
+ return;
+ }
+ entry->id = program_id;
+ entry->vs.id = 0;
+ entry->gs.id = 0;
+ entry->ps.id = 0;
+ entry->cs.id = cs_id;
+ entry->constant_version = 0;
+ entry->ps.np2_fixup_info = NULL;
+ add_glsl_program_entry(priv, entry);
+
+ ctx_data->glsl_program = entry;
+
+ TRACE("Attaching GLSL shader object %u to program %u.\n", cs_id, program_id);
+ GL_EXTCALL(glAttachShader(program_id, cs_id));
+ checkGLcall("glAttachShader");
+
+ list_add_head(&shader->linked_programs, &entry->cs.shader_entry);
+
+ TRACE("Linking GLSL shader program %u.\n", program_id);
+ GL_EXTCALL(glLinkProgram(program_id));
+ shader_glsl_validate_link(gl_info, program_id);
+
+ GL_EXTCALL(glUseProgram(program_id));
+ checkGLcall("glUseProgram");
+ shader_glsl_init_uniform_block_bindings(gl_info, priv, program_id, &shader->reg_maps);
+ shader_glsl_load_icb(gl_info, priv, program_id, &shader->reg_maps);
+ shader_glsl_load_images(gl_info, priv, program_id, &shader->reg_maps);
+
+ entry->constant_update_mask = 0;
+}
+
+/* Context activation is done by the caller. */
static void set_glsl_shader_program(const struct wined3d_context *context, const struct wined3d_state *state,
struct shader_glsl_priv *priv, struct glsl_context_data *ctx_data)
{
@@ -8112,8 +8264,9 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
struct wined3d_shader *vshader = NULL;
struct wined3d_shader *gshader = NULL;
struct wined3d_shader *pshader = NULL;
- GLuint program_id;
GLuint reorder_shader_id = 0;
+ struct glsl_program_key key;
+ GLuint program_id;
unsigned int i;
GLuint vs_id = 0;
GLuint gs_id = 0;
@@ -8209,7 +8362,11 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
ps_list = &ffp_shader->linked_programs;
}
- if ((!vs_id && !gs_id && !ps_id) || (entry = get_glsl_program_entry(priv, vs_id, gs_id, ps_id)))
+ key.vs_id = vs_id;
+ key.gs_id = gs_id;
+ key.ps_id = ps_id;
+ key.cs_id = 0;
+ if ((!vs_id && !gs_id && !ps_id) || (entry = get_glsl_program_entry(priv, &key)))
{
ctx_data->glsl_program = entry;
return;
@@ -8225,6 +8382,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
entry->vs.id = vs_id;
entry->gs.id = gs_id;
entry->ps.id = ps_id;
+ entry->cs.id = 0;
entry->constant_version = 0;
entry->ps.np2_fixup_info = np2fixup_info;
/* Add the hash table entry */
@@ -8521,13 +8679,36 @@ static void shader_glsl_select(void *shader_priv, struct wined3d_context *contex
if (program_id)
context->constant_update_mask |= ctx_data->glsl_program->constant_update_mask;
}
+
+ context->shader_update_mask |= (1u << WINED3D_SHADER_TYPE_COMPUTE);
}
/* Context activation is done by the caller. */
static void shader_glsl_select_compute(void *shader_priv, struct wined3d_context *context,
const struct wined3d_state *state)
{
- FIXME("Compute pipeline not supported yet.\n");
+ struct glsl_context_data *ctx_data = context->shader_backend_data;
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ struct shader_glsl_priv *priv = shader_priv;
+ GLuint program_id, prev_id;
+
+ prev_id = ctx_data->glsl_program ? ctx_data->glsl_program->id : 0;
+ set_glsl_compute_shader_program(context, state, priv, ctx_data);
+ program_id = ctx_data->glsl_program ? ctx_data->glsl_program->id : 0;
+
+ TRACE("Using GLSL program %u.\n", program_id);
+
+ if (prev_id != program_id)
+ {
+ GL_EXTCALL(glUseProgram(program_id));
+ checkGLcall("glUseProgram");
+ }
+
+ context->shader_update_mask |= (1u << WINED3D_SHADER_TYPE_PIXEL)
+ | (1u << WINED3D_SHADER_TYPE_VERTEX)
+ | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
+ | (1u << WINED3D_SHADER_TYPE_HULL)
+ | (1u << WINED3D_SHADER_TYPE_DOMAIN);
}
/* "context" is not necessarily the currently active context. */
@@ -8677,6 +8858,28 @@ static void shader_glsl_destroy(struct wined3d_shader *shader)
break;
}
+ case WINED3D_SHADER_TYPE_COMPUTE:
+ {
+ struct glsl_cs_compiled_shader *gl_shaders = shader_data->gl_shaders.cs;
+
+ for (i = 0; i < shader_data->num_gl_shaders; ++i)
+ {
+ TRACE("Deleting compute shader %u.\n", gl_shaders[i].id);
+ GL_EXTCALL(glDeleteShader(gl_shaders[i].id));
+ checkGLcall("glDeleteShader");
+ }
+ HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.cs);
+
+ LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
+ struct glsl_shader_prog_link, cs.shader_entry)
+ {
+ shader_glsl_invalidate_contexts_program(device, entry);
+ delete_glsl_program_entry(priv, gl_info, entry);
+ }
+
+ break;
+ }
+
default:
ERR("Unhandled shader type %#x.\n", shader->reg_maps.shader_version.type);
break;
@@ -8704,6 +8907,9 @@ static int glsl_program_key_compare(const void *key, const struct wine_rb_entry
if (k->ps_id > prog->ps.id) return 1;
else if (k->ps_id < prog->ps.id) return -1;
+ if (k->cs_id > prog->cs.id) return 1;
+ else if (k->cs_id < prog->cs.id) return -1;
+
return 0;
}
--
2.10.2
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