[PATCH 3/5] wined3d: Use proper types for vertex shader integer inputs.

Józef Kucia jkucia at codeweavers.com
Mon May 30 07:24:11 CDT 2016


Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 dlls/wined3d/glsl_shader.c | 30 ++++++++++++++++++++++++++++++
 dlls/wined3d/shader.c      |  4 ++--
 include/wine/wined3d.h     |  9 ++++++++-
 3 files changed, 40 insertions(+), 3 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 898cabf..d53facb 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1705,6 +1705,16 @@ static BOOL glsl_is_shadow_sampler(const struct wined3d_shader *shader,
         return version->type == WINED3D_SHADER_TYPE_PIXEL && (ps_args->shadow & (1u << resource_idx));
 }
 
+static void shader_glsl_declare_typed_vertex_shader_input(struct wined3d_string_buffer *buffer,
+        const struct wined3d_gl_info *gl_info,
+        const char *vector_type, const char *scalar_type, unsigned int index)
+{
+    shader_addline(buffer, "%s %s4 vs_in_%s%u;\n",
+            get_attribute_keyword(gl_info), vector_type, scalar_type, index);
+    shader_addline(buffer, "vec4 vs_in%u = %sBitsToFloat(vs_in_%s%u);\n",
+            index, scalar_type, scalar_type, index);
+}
+
 /** Generate the variable & register declarations for the GLSL output target */
 static void shader_generate_glsl_declarations(const struct wined3d_context *context,
         struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader,
@@ -1957,14 +1967,30 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
         {
             const struct wined3d_shader_signature_element *e = &shader->input_signature.elements[i];
             if (e->sysval_semantic == WINED3D_SV_VERTEX_ID)
+            {
                 shader_addline(buffer, "vec4 %s_in%u = vec4(intBitsToFloat(gl_VertexID), 0.0, 0.0, 0.0);\n",
                         prefix, e->register_idx);
+            }
             else if (e->sysval_semantic == WINED3D_SV_INSTANCE_ID)
+            {
                 shader_addline(buffer, "vec4 %s_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
                         prefix, e->register_idx);
+            }
+            else if (e->component_type == WINED3D_TYPE_UINT)
+            {
+                shader_glsl_declare_typed_vertex_shader_input(buffer, gl_info, "uvec", "uint", e->register_idx);
+            }
+            else if (e->component_type == WINED3D_TYPE_INT)
+            {
+                shader_glsl_declare_typed_vertex_shader_input(buffer, gl_info, "ivec", "int", e->register_idx);
+            }
             else
+            {
+                if (e->component_type && e->component_type != WINED3D_TYPE_FLOAT)
+                    FIXME("Unhandled type %#x.\n", e->component_type);
                 shader_addline(buffer, "%s vec4 %s_in%u;\n",
                         get_attribute_keyword(gl_info), prefix, e->register_idx);
+            }
         }
 
         if (vs_args->point_size && !vs_args->per_vertex_point_size)
@@ -7596,6 +7622,10 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
 
         string_buffer_sprintf(tmp_name, "vs_in%u", i);
         GL_EXTCALL(glBindAttribLocation(program_id, i, tmp_name->buffer));
+        string_buffer_sprintf(tmp_name, "vs_in_uint%u", i);
+        GL_EXTCALL(glBindAttribLocation(program_id, i, tmp_name->buffer));
+        string_buffer_sprintf(tmp_name, "vs_in_int%u", i);
+        GL_EXTCALL(glBindAttribLocation(program_id, i, tmp_name->buffer));
     }
     checkGLcall("glBindAttribLocation");
     string_buffer_release(&priv->string_buffers, tmp_name);
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index ef2f70b..b41a509 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -308,7 +308,7 @@ static void shader_signature_from_semantic(struct wined3d_shader_signature_eleme
     e->semantic_name = shader_semantic_name_from_usage(s->usage);
     e->semantic_idx = s->usage_idx;
     e->sysval_semantic = shader_sysval_semantic_from_usage(s->usage);
-    e->component_type = 0;
+    e->component_type = WINED3D_TYPE_FLOAT;
     e->register_idx = s->reg.reg.idx[0].offset;
     e->mask = s->reg.write_mask;
 }
@@ -319,7 +319,7 @@ static void shader_signature_from_usage(struct wined3d_shader_signature_element
     e->semantic_name = shader_semantic_name_from_usage(usage);
     e->semantic_idx = usage_idx;
     e->sysval_semantic = shader_sysval_semantic_from_usage(usage);
-    e->component_type = 0;
+    e->component_type = WINED3D_TYPE_FLOAT;
     e->register_idx = reg_idx;
     e->mask = write_mask;
 }
diff --git a/include/wine/wined3d.h b/include/wine/wined3d.h
index 2ac9974..46e2986 100644
--- a/include/wine/wined3d.h
+++ b/include/wine/wined3d.h
@@ -763,6 +763,13 @@ enum wined3d_sysval_semantic
     WINED3D_SV_LINE_DENSITY_TESS_FACTOR     = 22,
 };
 
+enum wined3d_component_type
+{
+    WINED3D_TYPE_UINT  = 1,
+    WINED3D_TYPE_INT   = 2,
+    WINED3D_TYPE_FLOAT = 3,
+};
+
 enum wined3d_scanline_ordering
 {
     WINED3D_SCANLINE_ORDERING_UNKNOWN       = 0,
@@ -1922,7 +1929,7 @@ struct wined3d_shader_signature_element
     const char *semantic_name;
     UINT semantic_idx;
     enum wined3d_sysval_semantic sysval_semantic;
-    DWORD component_type;
+    enum wined3d_component_type component_type;
     UINT register_idx;
     DWORD mask;
 };
-- 
2.7.3




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