[PATCH 06/10] wined3d: Add compute shaders initial support in GLSL backend.

Józef Kucia joseph.kucia at gmail.com
Mon Jan 30 07:16:16 CST 2017


On Sun, Jan 29, 2017 at 2:43 PM, Guillaume Charifi
<guillaume.charifi at sfr.fr> wrote:
> -    if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_VERTEX)) && ctx_data->glsl_program)
> +    cshader = state->shader[WINED3D_SHADER_TYPE_COMPUTE];
> +    if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE))
> +            && ctx_data->glsl_program->cs.id)
>      {
> -        vs_id = ctx_data->glsl_program->vs.id;
> -        vs_list = &ctx_data->glsl_program->vs.shader_entry;
> +        cs_id = ctx_data->glsl_program->cs.id;
> +    }
> +    else if (cshader)
> +    {
> +        struct cs_compile_args args;
>
> -        if (use_vs(state))
> +        find_cs_compile_args(state, cshader, &args);
> +        cs_id = find_glsl_compute_shader(context, priv, cshader, &args);
> +    }
> +
> +    if(!cs_id)
> +    {
> +        if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_VERTEX)) && ctx_data->glsl_program)
> +        {
> +            vs_id = ctx_data->glsl_program->vs.id;
> +            vs_list = &ctx_data->glsl_program->vs.shader_entry;
> +
> +            if (use_vs(state))
> +                vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
> +        }
> +        else if (use_vs(state))
>          {
> +            struct vs_compile_args vs_compile_args;
> +
>              vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
> +
> +            find_vs_compile_args(state, vshader, context->stream_info.swizzle_map, &vs_compile_args, d3d_info);
> +            vs_id = find_glsl_vshader(context, priv, vshader, &vs_compile_args);
> +            vs_list = &vshader->linked_programs;
> +        }
> +        else if (priv->vertex_pipe == &glsl_vertex_pipe)
> +        {
> +            struct glsl_ffp_vertex_shader *ffp_shader;
> +            struct wined3d_ffp_vs_settings settings;
> +
> +            wined3d_ffp_get_vs_settings(context, state, &settings);
> +            ffp_shader = shader_glsl_find_ffp_vertex_shader(priv, gl_info, &settings);
> +            vs_id = ffp_shader->id;
> +            vs_list = &ffp_shader->linked_programs;
> +        }
> +
> +        if (use_vs(state))
> +        {

It doesn't seem reasonable to create a GL program for each combination
of graphics pipeline and compute pipeline shaders. A single GL program
for each compute shader is enough.



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