[PATCH 2/8] wined3d: Clean up VS-PS interface matching in GLSL.
Matteo Bruni
mbruni at codeweavers.com
Tue Apr 19 11:56:47 CDT 2016
It makes easier to add similar handling for GS inputs and outputs.
Functionally this should be a NOP.
Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
---
dlls/wined3d/glsl_shader.c | 138 ++++++++++++++++++++++++++-------------------
1 file changed, 80 insertions(+), 58 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 294147f..198e50d 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1947,7 +1947,7 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
}
shader_addline(buffer, "uniform vec4 posFixup;\n");
- shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", shader->limits->packed_output);
+ shader_addline(buffer, "void setup_vs_output(in vec4[%u]);\n", shader->limits->packed_output);
}
else if (version->type == WINED3D_SHADER_TYPE_GEOMETRY)
{
@@ -5151,22 +5151,21 @@ static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struc
HeapFree(GetProcessHeap(), 0, entry);
}
-static void handle_ps3_input(struct shader_glsl_priv *priv,
+static void shader_glsl_setup_shader_output(struct shader_glsl_priv *priv,
const struct wined3d_gl_info *gl_info, const DWORD *map,
const struct wined3d_shader_signature *input_signature,
const struct wined3d_shader_reg_maps *reg_maps_in,
const struct wined3d_shader_signature *output_signature,
- const struct wined3d_shader_reg_maps *reg_maps_out)
+ const struct wined3d_shader_reg_maps *reg_maps_out, const char *out_array_name)
{
- struct wined3d_string_buffer *buffer = &priv->shader_buffer;
+ struct wined3d_string_buffer *destination = string_buffer_get(&priv->string_buffers);
BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
- unsigned int i, j;
- DWORD *set;
- DWORD in_idx;
+ struct wined3d_string_buffer *buffer = &priv->shader_buffer;
unsigned int in_count = vec4_varyings(3, gl_info);
unsigned int max_varyings = legacy_context ? in_count + 2 : in_count;
+ DWORD in_idx, *set = NULL;
+ unsigned int i, j;
char reg_mask[6];
- struct wined3d_string_buffer *destination = string_buffer_get(&priv->string_buffers);
set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * max_varyings);
@@ -5192,7 +5191,7 @@ static void handle_ps3_input(struct shader_glsl_priv *priv,
else if (in_idx == in_count + 1)
string_buffer_sprintf(destination, "gl_FrontSecondaryColor");
else
- string_buffer_sprintf(destination, "ps_link[%u]", in_idx);
+ string_buffer_sprintf(destination, "%s[%u]", out_array_name, in_idx);
if (!set[in_idx])
set[in_idx] = ~0u;
@@ -5213,7 +5212,7 @@ static void handle_ps3_input(struct shader_glsl_priv *priv,
set[in_idx] |= mask & reg_maps_out->u.output_registers_mask[output->register_idx];
shader_glsl_write_mask_to_str(mask, reg_mask);
- shader_addline(buffer, "%s%s = vs_out[%u]%s;\n",
+ shader_addline(buffer, "%s%s = shader_out[%u]%s;\n",
destination->buffer, reg_mask, output->register_idx, reg_mask);
}
}
@@ -5225,13 +5224,18 @@ static void handle_ps3_input(struct shader_glsl_priv *priv,
if (!set[i] || set[i] == WINED3DSP_WRITEMASK_ALL)
continue;
- if (set[i] == ~0U) set[i] = 0;
+ if (set[i] == ~0u)
+ set[i] = 0;
size = 0;
- if (!(set[i] & WINED3DSP_WRITEMASK_0)) reg_mask[size++] = 'x';
- if (!(set[i] & WINED3DSP_WRITEMASK_1)) reg_mask[size++] = 'y';
- if (!(set[i] & WINED3DSP_WRITEMASK_2)) reg_mask[size++] = 'z';
- if (!(set[i] & WINED3DSP_WRITEMASK_3)) reg_mask[size++] = 'w';
+ if (!(set[i] & WINED3DSP_WRITEMASK_0))
+ reg_mask[size++] = 'x';
+ if (!(set[i] & WINED3DSP_WRITEMASK_1))
+ reg_mask[size++] = 'y';
+ if (!(set[i] & WINED3DSP_WRITEMASK_2))
+ reg_mask[size++] = 'z';
+ if (!(set[i] & WINED3DSP_WRITEMASK_3))
+ reg_mask[size++] = 'w';
reg_mask[size] = '\0';
if (i == in_count)
@@ -5239,18 +5243,62 @@ static void handle_ps3_input(struct shader_glsl_priv *priv,
else if (i == in_count + 1)
string_buffer_sprintf(destination, "gl_FrontSecondaryColor");
else
- string_buffer_sprintf(destination, "ps_link[%u]", i);
+ string_buffer_sprintf(destination, "%s[%u]", out_array_name, i);
- if (size == 1) shader_addline(buffer, "%s.%s = 0.0;\n", destination->buffer, reg_mask);
- else shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination->buffer, reg_mask, size);
+ if (size == 1)
+ shader_addline(buffer, "%s.%s = 0.0;\n", destination->buffer, reg_mask);
+ else
+ shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination->buffer, reg_mask, size);
}
HeapFree(GetProcessHeap(), 0, set);
string_buffer_release(&priv->string_buffers, destination);
}
+static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv *priv,
+ const struct wined3d_gl_info *gl_info, const DWORD *map,
+ const struct wined3d_shader_signature *input_signature,
+ const struct wined3d_shader_reg_maps *reg_maps_in,
+ const struct wined3d_shader_signature *output_signature,
+ const struct wined3d_shader_reg_maps *reg_maps_out, BOOL per_vertex_point_size)
+{
+ struct wined3d_string_buffer *buffer = &priv->shader_buffer;
+ const char *semantic_name;
+ UINT semantic_idx;
+ char reg_mask[6];
+ unsigned int i;
+
+ /* First, sort out position and point size system values. */
+ for (i = 0; i < output_signature->element_count; ++i)
+ {
+ const struct wined3d_shader_signature_element *output = &output_signature->elements[i];
+
+ if (!(reg_maps_out->output_registers & (1u << output->register_idx)))
+ continue;
+
+ semantic_name = output->semantic_name;
+ semantic_idx = output->semantic_idx;
+ shader_glsl_write_mask_to_str(output->mask, reg_mask);
+
+ if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION) && !semantic_idx)
+ {
+ shader_addline(buffer, "gl_Position%s = shader_out[%u]%s;\n",
+ reg_mask, output->register_idx, reg_mask);
+ }
+ else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE) && per_vertex_point_size)
+ {
+ shader_addline(buffer, "gl_PointSize = clamp(shader_out[%u].%c, "
+ "ffp_point.size_min, ffp_point.size_max);\n", output->register_idx, reg_mask[1]);
+ }
+ }
+
+ /* Then, setup the pixel shader input. */
+ shader_glsl_setup_shader_output(priv, gl_info, map, input_signature, reg_maps_in,
+ output_signature, reg_maps_out, "ps_link");
+}
+
/* Context activation is done by the caller. */
-static GLuint generate_param_reorder_function(struct shader_glsl_priv *priv,
+static GLuint shader_glsl_generate_vs_rasterizer_input_setup(struct shader_glsl_priv *priv,
const struct wined3d_shader *vs, const struct wined3d_shader *ps,
BOOL per_vertex_point_size, BOOL flatshading, const struct wined3d_gl_info *gl_info)
{
@@ -5288,7 +5336,7 @@ static GLuint generate_param_reorder_function(struct shader_glsl_priv *priv,
declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
}
- shader_addline(buffer, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs->limits->packed_output);
+ shader_addline(buffer, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs->limits->packed_output);
for (i = 0; i < vs->output_signature.element_count; ++i)
{
@@ -5306,24 +5354,24 @@ static GLuint generate_param_reorder_function(struct shader_glsl_priv *priv,
if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR) && semantic_idx < 2)
{
if (legacy_context)
- shader_addline(buffer, "gl_Front%sColor%s = vs_out[%u]%s;\n",
+ shader_addline(buffer, "gl_Front%sColor%s = shader_out[%u]%s;\n",
semantic_idx ? "Secondary" : "", reg_mask, output->register_idx, reg_mask);
else
- shader_addline(buffer, "ffp_varying_%s%s = clamp(vs_out[%u]%s, 0.0, 1.0);\n",
+ shader_addline(buffer, "ffp_varying_%s%s = clamp(shader_out[%u]%s, 0.0, 1.0);\n",
semantic_idx ? "specular" : "diffuse", reg_mask, output->register_idx, reg_mask);
colors_written_mask[semantic_idx] = write_mask;
}
else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION) && !semantic_idx)
{
- shader_addline(buffer, "gl_Position%s = vs_out[%u]%s;\n",
+ shader_addline(buffer, "gl_Position%s = shader_out[%u]%s;\n",
reg_mask, output->register_idx, reg_mask);
}
else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
{
if (semantic_idx < MAX_TEXTURES)
{
- shader_addline(buffer, "%s[%u]%s = vs_out[%u]%s;\n",
+ shader_addline(buffer, "%s[%u]%s = shader_out[%u]%s;\n",
legacy_context ? "gl_TexCoord" : "ffp_varying_texcoord",
semantic_idx, reg_mask, output->register_idx, reg_mask);
texcoords_written_mask[semantic_idx] = write_mask;
@@ -5331,12 +5379,12 @@ static GLuint generate_param_reorder_function(struct shader_glsl_priv *priv,
}
else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE) && per_vertex_point_size)
{
- shader_addline(buffer, "gl_PointSize = clamp(vs_out[%u].%c, ffp_point.size_min, ffp_point.size_max);\n",
- output->register_idx, reg_mask[1]);
+ shader_addline(buffer, "gl_PointSize = clamp(shader_out[%u].%c, "
+ "ffp_point.size_min, ffp_point.size_max);\n", output->register_idx, reg_mask[1]);
}
else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
{
- shader_addline(buffer, "%s = clamp(vs_out[%u].%c, 0.0, 1.0);\n",
+ shader_addline(buffer, "%s = clamp(shader_out[%u].%c, 0.0, 1.0);\n",
legacy_context ? "gl_FogFragCoord" : "ffp_varying_fogcoord",
output->register_idx, reg_mask[1]);
}
@@ -5379,35 +5427,9 @@ static GLuint generate_param_reorder_function(struct shader_glsl_priv *priv,
UINT in_count = min(vec4_varyings(ps_major, gl_info), ps->limits->packed_input);
declare_out_varying(gl_info, buffer, FALSE, "vec4 ps_link[%u];\n", in_count);
- shader_addline(buffer, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs->limits->packed_output);
-
- /* First, sort out position and point size. Those are not passed to the pixel shader */
- for (i = 0; i < vs->output_signature.element_count; ++i)
- {
- const struct wined3d_shader_signature_element *output = &vs->output_signature.elements[i];
-
- if (!(vs->reg_maps.output_registers & (1u << output->register_idx)))
- continue;
-
- semantic_name = output->semantic_name;
- semantic_idx = output->semantic_idx;
- shader_glsl_write_mask_to_str(output->mask, reg_mask);
-
- if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION) && !semantic_idx)
- {
- shader_addline(buffer, "gl_Position%s = vs_out[%u]%s;\n",
- reg_mask, output->register_idx, reg_mask);
- }
- else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE) && per_vertex_point_size)
- {
- shader_addline(buffer, "gl_PointSize = clamp(vs_out[%u].%c, ffp_point.size_min, ffp_point.size_max);\n",
- output->register_idx, reg_mask[1]);
- }
- }
-
- /* Then, fix the pixel shader input */
- handle_ps3_input(priv, gl_info, ps->u.ps.input_reg_map, &ps->input_signature,
- &ps->reg_maps, &vs->output_signature, &vs->reg_maps);
+ shader_addline(buffer, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs->limits->packed_output);
+ shader_glsl_setup_sm3_rasterizer_input(priv, gl_info, ps->u.ps.input_reg_map, &ps->input_signature,
+ &ps->reg_maps, &vs->output_signature, &vs->reg_maps, per_vertex_point_size);
}
shader_addline(buffer, "}\n");
@@ -5629,7 +5651,7 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
/* Unpack outputs */
- shader_addline(buffer, "order_ps_input(vs_out);\n");
+ shader_addline(buffer, "setup_vs_output(vs_out);\n");
/* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
* or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
@@ -7343,7 +7365,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
if (vshader)
{
attribs_map = vshader->reg_maps.input_registers;
- reorder_shader_id = generate_param_reorder_function(priv, vshader, pshader,
+ reorder_shader_id = shader_glsl_generate_vs_rasterizer_input_setup(priv, vshader, pshader,
state->gl_primitive_type == GL_POINTS && vshader->reg_maps.point_size,
d3d_info->emulated_flatshading
&& state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT, gl_info);
--
2.7.3
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