=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: wined3d: Prefer core geometry shaders.
Alexandre Julliard
julliard at winehq.org
Fri Apr 21 15:18:15 CDT 2017
Module: wine
Branch: master
Commit: 9d8adb202f1559ba393d9621d4b6f54abf17aa59
URL: http://source.winehq.org/git/wine.git/?a=commit;h=9d8adb202f1559ba393d9621d4b6f54abf17aa59
Author: Józef Kucia <jkucia at codeweavers.com>
Date: Fri Apr 21 10:59:54 2017 +0200
wined3d: Prefer core geometry shaders.
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/wined3d/glsl_shader.c | 42 ++++++++++++++++++++++--------------------
1 file changed, 22 insertions(+), 20 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index c950138..6c41f3a 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -2033,6 +2033,11 @@ static BOOL shader_glsl_use_explicit_attrib_location(const struct wined3d_gl_inf
&& shader_glsl_use_layout_qualifier(gl_info) && !needs_legacy_glsl_syntax(gl_info);
}
+static BOOL shader_glsl_has_core_gs(const struct wined3d_gl_info *gl_info)
+{
+ return shader_glsl_get_version(gl_info) >= 150;
+}
+
static const char *get_attribute_keyword(const struct wined3d_gl_info *gl_info)
{
return needs_legacy_glsl_syntax(gl_info) ? "attribute" : "in";
@@ -2689,27 +2694,24 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
if (version->type == WINED3D_SHADER_TYPE_GEOMETRY)
{
+ const char *suffix = shader_glsl_has_core_gs(gl_info) ? ".gs_in" : "";
if (reg->idx[0].rel_addr)
{
if (reg->idx[1].rel_addr)
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_param0.param_str, reg->idx[0].offset, suffix,
rel_param1.param_str, reg->idx[1].offset);
else
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",
+ rel_param0.param_str, reg->idx[0].offset, suffix,
reg->idx[1].offset);
}
else if (reg->idx[1].rel_addr)
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);
+ suffix, rel_param1.param_str, reg->idx[1].offset);
else
- 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);
+ sprintf(register_name, "gs_in[%u]%s[%u]",
+ reg->idx[0].offset, suffix, reg->idx[1].offset);
break;
}
@@ -6597,17 +6599,17 @@ static void shader_glsl_generate_vs_gs_setup(struct shader_glsl_priv *priv,
const struct wined3d_shader *vs, unsigned int input_count,
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;
+ const BOOL core_gs = shader_glsl_has_core_gs(gl_info);
- if (legacy_context)
- shader_addline(buffer, "varying out vec4 gs_in[%u];\n", input_count);
- else
+ if (core_gs)
shader_addline(buffer, "out vs_gs_iface { vec4 gs_in[%u]; } gs_in;\n", input_count);
+ else
+ shader_addline(buffer, "varying out vec4 gs_in[%u];\n", input_count);
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, input_count, &vs->output_signature, &vs->reg_maps,
- legacy_context ? "gs_in" : "gs_in.gs_in");
+ core_gs ? "gs_in.gs_in" : "gs_in");
shader_addline(buffer, "}\n");
}
@@ -7365,11 +7367,7 @@ static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context
shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
- if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
- {
- shader_addline(buffer, "varying in vec4 gs_in[][%u];\n", shader->limits->packed_input);
- }
- else
+ if (shader_glsl_has_core_gs(gl_info))
{
shader_addline(buffer, "layout(%s", glsl_primitive_type_from_d3d(shader->u.gs.input_type));
if (shader->u.gs.instance_count > 1)
@@ -7379,6 +7377,10 @@ static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context
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);
}
+ else
+ {
+ shader_addline(buffer, "varying in vec4 gs_in[][%u];\n", shader->limits->packed_input);
+ }
if (!gl_info->supported[ARB_CLIP_CONTROL])
shader_addline(buffer, "uniform vec4 pos_fixup;\n");
@@ -9327,7 +9329,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
GL_EXTCALL(glAttachShader(program_id, gs_id));
checkGLcall("glAttachShader");
- if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
+ if (!shader_glsl_has_core_gs(gl_info))
{
TRACE("input type %s, output type %s, vertices out %u.\n",
debug_d3dprimitivetype(gshader->u.gs.input_type),
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