[PATCH 06/10] wined3d: Add compute shaders initial support in GLSL backend.
Guillaume Charifi
guillaume.charifi at sfr.fr
Sun Jan 29 07:43:37 CST 2017
Signed-off-by: Guillaume Charifi <guillaume.charifi at sfr.fr>
---
dlls/wined3d/glsl_shader.c | 261 +++++++++++++++++++++++++++++++----------
dlls/wined3d/shader.c | 5 +
dlls/wined3d/wined3d_private.h | 8 ++
3 files changed, 213 insertions(+), 61 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 9db03a6..b23e4f7 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -207,6 +207,12 @@ struct glsl_ps_program
const struct ps_np2fixup_info *np2_fixup_info;
};
+struct glsl_cs_program
+{
+ struct list shader_entry;
+ GLuint id;
+};
+
/* Struct to maintain data about a linked GLSL program */
struct glsl_shader_prog_link
{
@@ -214,6 +220,7 @@ struct glsl_shader_prog_link
struct glsl_vs_program vs;
struct glsl_gs_program gs;
struct glsl_ps_program ps;
+ struct glsl_cs_program cs;
GLuint id;
DWORD constant_update_mask;
UINT constant_version;
@@ -224,6 +231,7 @@ struct glsl_program_key
GLuint vs_id;
GLuint gs_id;
GLuint ps_id;
+ GLuint cs_id;
};
struct shader_glsl_ctx_priv {
@@ -257,6 +265,12 @@ struct glsl_gs_compiled_shader
GLuint id;
};
+struct glsl_cs_compiled_shader
+{
+ struct cs_compile_args args;
+ GLuint id;
+};
+
struct glsl_shader_private
{
union
@@ -264,6 +278,7 @@ struct glsl_shader_private
struct glsl_vs_compiled_shader *vs;
struct glsl_gs_compiled_shader *gs;
struct glsl_ps_compiled_shader *ps;
+ struct glsl_cs_compiled_shader *cs;
} gl_shaders;
UINT num_gl_shaders, shader_array_size;
};
@@ -570,6 +585,7 @@ static void shader_glsl_load_samplers(const struct wined3d_gl_info *gl_info,
{
{WINED3D_SHADER_TYPE_PIXEL, 0, MAX_FRAGMENT_SAMPLERS},
{WINED3D_SHADER_TYPE_VERTEX, MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS},
+ {WINED3D_SHADER_TYPE_COMPUTE, 0, MAX_COMPUTE_SAMPLERS},
};
for (i = 0; i < ARRAY_SIZE(sampler_info); ++i)
@@ -2293,6 +2309,10 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
shader_addline(buffer, "in vs_gs_iface { vec4 gs_in[%u]; } gs_in[];\n", shader->limits->packed_input);
}
}
+ else if (version->type == WINED3D_SHADER_TYPE_COMPUTE)
+ {
+ shader_addline(buffer, "layout(local_size_x = %u, local_size_y = %u, local_size_z = %u) in;\n", shader->u.cs.local_size_x, shader->u.cs.local_size_y, shader->u.cs.local_size_z);
+ }
else if (version->type == WINED3D_SHADER_TYPE_PIXEL)
{
if (version->major < 3 || ps_args->vp_mode != vertexshader)
@@ -5648,6 +5668,7 @@ static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_sh
key.vs_id = entry->vs.id;
key.gs_id = entry->gs.id;
key.ps_id = entry->ps.id;
+ key.cs_id = entry->cs.id;
if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
{
@@ -5656,7 +5677,7 @@ static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_sh
}
static struct glsl_shader_prog_link *get_glsl_program_entry(const struct shader_glsl_priv *priv,
- GLuint vs_id, GLuint gs_id, GLuint ps_id)
+ GLuint vs_id, GLuint gs_id, GLuint ps_id, GLuint cs_id)
{
struct wine_rb_entry *entry;
struct glsl_program_key key;
@@ -5664,6 +5685,7 @@ static struct glsl_shader_prog_link *get_glsl_program_entry(const struct shader_
key.vs_id = vs_id;
key.gs_id = gs_id;
key.ps_id = ps_id;
+ key.cs_id = cs_id;
entry = wine_rb_get(&priv->program_lookup, &key);
return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
@@ -5682,6 +5704,8 @@ static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struc
list_remove(&entry->gs.shader_entry);
if (entry->ps.id)
list_remove(&entry->ps.shader_entry);
+ if (entry->cs.id)
+ list_remove(&entry->cs.shader_entry);
HeapFree(GetProcessHeap(), 0, entry);
}
@@ -6414,6 +6438,39 @@ static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context
return shader_id;
}
+/* Context activation is done by the caller. */
+static GLuint shader_glsl_generate_compute_shader(const struct wined3d_context *context,
+ struct shader_glsl_priv *priv, const struct wined3d_shader *shader, const struct cs_compile_args *args)
+{
+ struct wined3d_string_buffer_list *string_buffers = &priv->string_buffers;
+ const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
+ struct wined3d_string_buffer *buffer = &priv->shader_buffer;
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ const DWORD *function = shader->function;
+ struct shader_glsl_ctx_priv priv_ctx;
+ GLuint shader_id;
+
+ shader_id = GL_EXTCALL(glCreateShader(GL_COMPUTE_SHADER));
+
+ shader_addline(buffer, "%s\n", shader_glsl_get_version_declaration(gl_info, ®_maps->shader_version));
+
+ shader_glsl_enable_extensions(buffer, gl_info);
+ if (gl_info->supported[ARB_COMPUTE_SHADER])
+ shader_addline(buffer, "#extension GL_ARB_compute_shader : enable\n");
+
+ memset(&priv_ctx, 0, sizeof(priv_ctx));
+ priv_ctx.string_buffers = string_buffers;
+ shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
+ shader_addline(buffer, "void main()\n{\n");
+ shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
+ shader_addline(buffer, "}\n");
+
+ TRACE("Compiling shader object %u.\n", shader_id);
+ shader_glsl_compile(gl_info, shader_id, buffer->buffer);
+
+ return shader_id;
+}
+
static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context *ctx)
{
const struct shader_glsl_ctx_priv *priv = ctx->backend_data;
@@ -6430,6 +6487,8 @@ static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_con
break;
case WINED3D_SHADER_TYPE_GEOMETRY:
break;
+ case WINED3D_SHADER_TYPE_COMPUTE:
+ break;
default:
FIXME("Unhandled shader type %#x.\n", shader->reg_maps.shader_version.type);
break;
@@ -6651,6 +6710,62 @@ static GLuint find_glsl_geometry_shader(const struct wined3d_context *context,
return ret;
}
+static GLuint find_glsl_compute_shader(const struct wined3d_context *context,
+ struct shader_glsl_priv *priv, struct wined3d_shader *shader, const struct cs_compile_args *args)
+{
+ struct glsl_cs_compiled_shader *gl_shaders, *new_array;
+ struct glsl_shader_private *shader_data;
+ unsigned int i, new_size;
+ GLuint ret;
+
+ if (!shader->backend_data)
+ {
+ if (!(shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data))))
+ {
+ ERR("Failed to allocate backend data.\n");
+ return 0;
+ }
+ }
+ shader_data = shader->backend_data;
+ gl_shaders = shader_data->gl_shaders.cs;
+
+ for (i = 0; i < shader_data->num_gl_shaders; ++i)
+ {
+ if (!memcmp(&gl_shaders[i].args, args, sizeof(*args)))
+ return gl_shaders[i].id;
+ }
+
+ TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
+
+ if (shader_data->num_gl_shaders)
+ {
+ new_size = shader_data->shader_array_size + 1;
+ new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders.cs,
+ new_size * sizeof(*new_array));
+ }
+ else
+ {
+ new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
+ new_size = 1;
+ }
+
+ if (!new_array)
+ {
+ ERR("Failed to allocate GL shaders array.\n");
+ return 0;
+ }
+ shader_data->gl_shaders.cs = new_array;
+ shader_data->shader_array_size = new_size;
+ gl_shaders = new_array;
+
+ string_buffer_clear(&priv->shader_buffer);
+ ret = shader_glsl_generate_compute_shader(context, priv, shader, args);
+ gl_shaders[shader_data->num_gl_shaders].args = *args;
+ gl_shaders[shader_data->num_gl_shaders++].id = ret;
+
+ return ret;
+}
+
static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs, const char *material)
{
switch (mcs)
@@ -7982,24 +8097,65 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
struct wined3d_shader *vshader = NULL;
struct wined3d_shader *gshader = NULL;
struct wined3d_shader *pshader = NULL;
+ struct wined3d_shader *cshader = NULL;
GLuint program_id;
GLuint reorder_shader_id = 0;
unsigned int i;
GLuint vs_id = 0;
GLuint gs_id = 0;
GLuint ps_id = 0;
+ GLuint cs_id = 0;
struct list *ps_list, *vs_list;
WORD attribs_map;
struct wined3d_string_buffer *tmp_name;
- 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))
+ {
gshader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_GEOMETRY))
@@ -8015,71 +8171,37 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
gs_id = find_glsl_geometry_shader(context, priv, gshader, &args);
}
}
- }
- else if (use_vs(state))
- {
- struct vs_compile_args vs_compile_args;
-
- vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
- gshader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
- 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;
+ if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_PIXEL)) && ctx_data->glsl_program)
+ {
+ ps_id = ctx_data->glsl_program->ps.id;
+ ps_list = &ctx_data->glsl_program->ps.shader_entry;
- if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_GEOMETRY))
- && ctx_data->glsl_program->gs.id)
+ if (use_ps(state))
+ pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
+ }
+ else if (use_ps(state))
{
- gs_id = ctx_data->glsl_program->gs.id;
+ struct ps_compile_args ps_compile_args;
+ pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
+ find_ps_compile_args(state, pshader, context->stream_info.position_transformed, &ps_compile_args, context);
+ ps_id = find_glsl_pshader(context, &priv->shader_buffer, &priv->string_buffers,
+ pshader, &ps_compile_args, &np2fixup_info);
+ ps_list = &pshader->linked_programs;
}
- else if (gshader)
+ else if (priv->fragment_pipe == &glsl_fragment_pipe)
{
- struct gs_compile_args gs_compile_args;
+ struct glsl_ffp_fragment_shader *ffp_shader;
+ struct ffp_frag_settings settings;
- find_gs_compile_args(state, gshader, &gs_compile_args);
- gs_id = find_glsl_geometry_shader(context, priv, gshader, &gs_compile_args);
+ gen_ffp_frag_op(context, state, &settings, FALSE);
+ ffp_shader = shader_glsl_find_ffp_fragment_shader(priv, gl_info, &settings);
+ ps_id = ffp_shader->id;
+ ps_list = &ffp_shader->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 (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_PIXEL)) && ctx_data->glsl_program)
- {
- ps_id = ctx_data->glsl_program->ps.id;
- ps_list = &ctx_data->glsl_program->ps.shader_entry;
-
- if (use_ps(state))
- pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
- }
- else if (use_ps(state))
- {
- struct ps_compile_args ps_compile_args;
- pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
- find_ps_compile_args(state, pshader, context->stream_info.position_transformed, &ps_compile_args, context);
- ps_id = find_glsl_pshader(context, &priv->shader_buffer, &priv->string_buffers,
- pshader, &ps_compile_args, &np2fixup_info);
- ps_list = &pshader->linked_programs;
- }
- else if (priv->fragment_pipe == &glsl_fragment_pipe)
- {
- struct glsl_ffp_fragment_shader *ffp_shader;
- struct ffp_frag_settings settings;
-
- gen_ffp_frag_op(context, state, &settings, FALSE);
- ffp_shader = shader_glsl_find_ffp_fragment_shader(priv, gl_info, &settings);
- ps_id = ffp_shader->id;
- ps_list = &ffp_shader->linked_programs;
- }
-
- if ((!vs_id && !gs_id && !ps_id) || (entry = get_glsl_program_entry(priv, vs_id, gs_id, ps_id)))
+ if ((!vs_id && !gs_id && !ps_id && !cs_id) || (entry = get_glsl_program_entry(priv, vs_id, gs_id, ps_id, cs_id)))
{
ctx_data->glsl_program = entry;
return;
@@ -8095,6 +8217,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
entry->vs.id = vs_id;
entry->gs.id = gs_id;
entry->ps.id = ps_id;
+ entry->cs.id = cs_id;
entry->constant_version = 0;
entry->ps.np2_fixup_info = np2fixup_info;
/* Add the hash table entry */
@@ -8200,6 +8323,15 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
list_add_head(ps_list, &entry->ps.shader_entry);
}
+ if (cshader)
+ {
+ TRACE("Attaching GLSL compute shader object %u to program %u.\n", cs_id, program_id);
+ GL_EXTCALL(glAttachShader(program_id, cs_id));
+ checkGLcall("glAttachShader");
+
+ list_add_head(&cshader->linked_programs, &entry->cs.shader_entry);
+ }
+
/* Link the program */
TRACE("Linking GLSL shader program %u.\n", program_id);
GL_EXTCALL(glLinkProgram(program_id));
@@ -8337,6 +8469,13 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
if (entry->ps.color_key_location != -1)
entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_COLOR_KEY;
}
+
+ if (cshader)
+ {
+ shader_glsl_init_uniform_block_bindings(gl_info, priv, program_id, &cshader->reg_maps);
+ shader_glsl_load_icb(gl_info, priv, program_id, &cshader->reg_maps);
+ shader_glsl_load_images(gl_info, priv, program_id, &cshader->reg_maps);
+ }
}
/* Context activation is done by the caller. */
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index bc51bad..0bec61a 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -3212,6 +3212,11 @@ void find_gs_compile_args(const struct wined3d_state *state, const struct wined3
? state->shader[WINED3D_SHADER_TYPE_PIXEL]->limits->packed_input : 0;
}
+void find_cs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
+ struct cs_compile_args *args)
+{
+}
+
void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
BOOL position_transformed, struct ps_compile_args *args, const struct wined3d_context *context)
{
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index b0c623a..fbf85fd 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1193,6 +1193,11 @@ struct gs_compile_args
unsigned int ps_input_count;
};
+struct cs_compile_args
+{
+ int unused;
+};
+
struct wined3d_context;
struct wined3d_state;
struct fragment_pipeline;
@@ -3590,6 +3595,9 @@ void find_vs_compile_args(const struct wined3d_state *state, const struct wined3
void find_gs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
struct gs_compile_args *args) DECLSPEC_HIDDEN;
+void find_cs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
+ struct cs_compile_args *args) DECLSPEC_HIDDEN;
+
void string_buffer_clear(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
BOOL string_buffer_init(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
void string_buffer_free(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
--
Guillaume Charifi <guillaume.charifi at sfr.fr>
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