[PATCH 1/5] wined3d: Declare the correct number and type of fragment shader color outputs.
Matteo Bruni
mbruni at codeweavers.com
Tue Jun 5 17:32:36 CDT 2018
Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
---
dlls/wined3d/glsl_shader.c | 116 ++++++++++++++++++++++++++++++++++++++++++---
1 file changed, 109 insertions(+), 7 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index a99762b151f..bc714f8de78 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -7613,6 +7613,53 @@ static void shader_glsl_enable_extensions(struct wined3d_string_buffer *buffer,
shader_addline(buffer, "#extension GL_EXT_texture_array : enable\n");
}
+static void shader_glsl_generate_color_output(struct wined3d_string_buffer *buffer,
+ const struct wined3d_gl_info *gl_info, const struct wined3d_shader *shader)
+{
+ const struct wined3d_shader_signature *output_signature = &shader->output_signature;
+ unsigned int i;
+
+ if (output_signature->element_count)
+ {
+ for (i = 0; i < output_signature->element_count; ++i)
+ {
+ const struct wined3d_shader_signature_element *output = &output_signature->elements[i];
+
+ if (strncasecmp(output->semantic_name, "SV_Target", sizeof("SV_Target")))
+ continue;
+ switch (output->component_type)
+ {
+ case WINED3D_TYPE_UINT:
+ shader_addline(buffer, "color_out%u = floatBitsToUint(ps_out[%u]);\n",
+ output->semantic_idx, output->semantic_idx);
+ break;
+ case WINED3D_TYPE_INT:
+ shader_addline(buffer, "color_out%u = floatBitsToInt(ps_out[%u]);\n",
+ output->semantic_idx, output->semantic_idx);
+ break;
+
+ default:
+ FIXME("Unhandled type %#x.\n", output->component_type);
+ /* Fall through. */
+ case WINED3D_TYPE_UNKNOWN:
+ case WINED3D_TYPE_FLOAT:
+ shader_addline(buffer, "color_out%u = ps_out[%u];\n",
+ output->semantic_idx, output->semantic_idx);
+ }
+ }
+ }
+ else
+ {
+ DWORD mask = shader->reg_maps.rt_mask;
+
+ while (mask)
+ {
+ i = wined3d_bit_scan(&mask);
+ shader_addline(buffer, "color_out%u = ps_out[%u];\n", i, i);
+ }
+ }
+}
+
static void shader_glsl_generate_ps_epilogue(const struct wined3d_gl_info *gl_info,
struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader,
const struct ps_compile_args *args)
@@ -7634,6 +7681,26 @@ static void shader_glsl_generate_ps_epilogue(const struct wined3d_gl_info *gl_in
if (reg_maps->sample_mask)
shader_addline(buffer, "gl_SampleMask[0] = floatBitsToInt(sample_mask);\n");
+
+ if (!needs_legacy_glsl_syntax(gl_info))
+ shader_glsl_generate_color_output(buffer, gl_info, shader);
+}
+
+static const char *shader_glsl_get_ps_output_format(enum wined3d_component_type component_type)
+{
+ static const char formats[][6] =
+ {
+ "", /* WINED3D_TYPE_UNKNOWN */
+ "uvec4", /* WINED3D_TYPE_UINT */
+ "ivec4", /* WINED3D_TYPE_INT */
+ "vec4", /* WINED3D_TYPE_FLOAT */
+ };
+ if (component_type < WINED3D_TYPE_UNKNOWN || component_type > WINED3D_TYPE_FLOAT)
+ {
+ WARN("Unexpected component_type %#x.\n", component_type);
+ return formats[WINED3D_TYPE_FLOAT];
+ }
+ return formats[component_type];
}
/* Context activation is done by the caller. */
@@ -7816,9 +7883,35 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
if (!needs_legacy_glsl_syntax(gl_info))
{
- if (shader_glsl_use_explicit_attrib_location(gl_info))
- shader_addline(buffer, "layout(location = 0) ");
- shader_addline(buffer, "out vec4 ps_out[%u];\n", gl_info->limits.buffers);
+ const struct wined3d_shader_signature *output_signature = &shader->output_signature;
+
+ shader_addline(buffer, "vec4 ps_out[%u];\n", gl_info->limits.buffers);
+ if (output_signature->element_count)
+ {
+ for (i = 0; i < output_signature->element_count; ++i)
+ {
+ const struct wined3d_shader_signature_element *output = &output_signature->elements[i];
+
+ if (strncasecmp(output->semantic_name, "SV_Target", sizeof("SV_Target")))
+ continue;
+ if (shader_glsl_use_explicit_attrib_location(gl_info))
+ shader_addline(buffer, "layout(location = %u) ", output->semantic_idx);
+ shader_addline(buffer, "out %s color_out%u;\n",
+ shader_glsl_get_ps_output_format(output->component_type), output->semantic_idx);
+ }
+ }
+ else
+ {
+ DWORD mask = reg_maps->rt_mask;
+
+ while (mask)
+ {
+ i = wined3d_bit_scan(&mask);
+ if (shader_glsl_use_explicit_attrib_location(gl_info))
+ shader_addline(buffer, "layout(location = %u) ", i);
+ shader_addline(buffer, "out vec4 color_out%u;\n", i);
+ }
+ }
}
if (shader->limits->constant_float + extra_constants_needed >= gl_info->limits.glsl_ps_float_constants)
@@ -9536,9 +9629,10 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
if (!needs_legacy_glsl_syntax(gl_info))
{
+ shader_addline(buffer, "vec4 ps_out[1];\n");
if (shader_glsl_use_explicit_attrib_location(gl_info))
shader_addline(buffer, "layout(location = 0) ");
- shader_addline(buffer, "out vec4 ps_out[1];\n");
+ shader_addline(buffer, "out vec4 color_out0;\n");
}
shader_addline(buffer, "vec4 tmp0, tmp1;\n");
@@ -9878,6 +9972,8 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
shader_glsl_generate_fog_code(buffer, gl_info, settings->fog);
shader_glsl_generate_alpha_test(buffer, gl_info, alpha_test_func);
+ if (!needs_legacy_glsl_syntax(gl_info))
+ shader_addline(buffer, "color_out0 = ps_out[0];\n");
shader_addline(buffer, "}\n");
@@ -10419,13 +10515,17 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
}
}
checkGLcall("glBindAttribLocation");
- string_buffer_release(&priv->string_buffers, tmp_name);
if (!needs_legacy_glsl_syntax(gl_info))
{
- GL_EXTCALL(glBindFragDataLocation(program_id, 0, "ps_out"));
- checkGLcall("glBindFragDataLocation");
+ for (i = 0; i < MAX_RENDER_TARGET_VIEWS; ++i)
+ {
+ string_buffer_sprintf(tmp_name, "color_out%u", i);
+ GL_EXTCALL(glBindFragDataLocation(program_id, i, tmp_name->buffer));
+ checkGLcall("glBindFragDataLocation");
+ }
}
+ string_buffer_release(&priv->string_buffers, tmp_name);
}
if (hshader)
@@ -12793,6 +12893,8 @@ static GLuint glsl_blitter_generate_program(struct wined3d_glsl_blitter *blitter
shader_glsl_add_version_declaration(buffer, gl_info);
shader_addline(buffer, "uniform sampler%s sampler;\n", tex_type);
declare_in_varying(gl_info, buffer, FALSE, "vec3 out_texcoord;\n");
+ /* TODO: Declare the out variable with the correct type (and put it in the
+ * blitter args). */
if (!needs_legacy_glsl_syntax(gl_info))
shader_addline(buffer, "out vec4 ps_out[1];\n");
--
2.16.1
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