[PATCH 7/7] wined3d: Consider buffer strides when generating transform feedback varyings.
Józef Kucia
jkucia at codeweavers.com
Tue Mar 28 05:00:08 CDT 2017
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/wined3d/glsl_shader.c | 47 ++++++++++++++++++++++++++++++++--------------
1 file changed, 33 insertions(+), 14 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 128464c..0eccaaa 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -746,16 +746,36 @@ static void append_transform_feedback_varying(const char **varyings, unsigned in
++(*varying_count);
}
+static void append_transform_feedback_skip_components(const char **varyings,
+ unsigned int *varying_count, char **strings, unsigned int *strings_length,
+ struct wined3d_string_buffer *buffer, unsigned int component_count)
+{
+ unsigned int j;
+
+ for (j = 0; j < component_count / 4; ++j)
+ {
+ string_buffer_sprintf(buffer, "gl_SkipComponents4");
+ append_transform_feedback_varying(varyings, varying_count, strings, strings_length, buffer);
+ }
+ if (component_count % 4)
+ {
+ string_buffer_sprintf(buffer, "gl_SkipComponents%u", component_count % 4);
+ append_transform_feedback_varying(varyings, varying_count, strings, strings_length, buffer);
+ }
+}
+
static void shader_glsl_generate_transform_feedback_varyings(const struct wined3d_stream_output_desc *so_desc,
struct wined3d_string_buffer *buffer, const char **varyings, unsigned int *varying_count,
char *strings, unsigned int *strings_length)
{
- unsigned int i, j, buffer_idx, count, length, highest_output_slot;
+ unsigned int i, buffer_idx, count, length, highest_output_slot, stride;
count = length = 0;
highest_output_slot = 0;
for (buffer_idx = 0; buffer_idx < WINED3D_MAX_STREAM_OUTPUT_BUFFERS; ++buffer_idx)
{
+ stride = 0;
+
for (i = 0; i < so_desc->element_count; ++i)
{
const struct wined3d_stream_output_element *e = &so_desc->elements[i];
@@ -770,18 +790,12 @@ static void shader_glsl_generate_transform_feedback_varyings(const struct wined3
continue;
}
+ stride += e->component_count;
+
if (e->register_idx == WINED3D_STREAM_OUTPUT_GAP)
{
- for (j = 0; j < e->component_count / 4; ++j)
- {
- string_buffer_sprintf(buffer, "gl_SkipComponents4");
- append_transform_feedback_varying(varyings, &count, &strings, &length, buffer);
- }
- if (e->component_count % 4)
- {
- string_buffer_sprintf(buffer, "gl_SkipComponents%u", e->component_count % 4);
- append_transform_feedback_varying(varyings, &count, &strings, &length, buffer);
- }
+ append_transform_feedback_skip_components(varyings, &count,
+ &strings, &length, buffer, e->component_count);
continue;
}
@@ -795,6 +809,14 @@ static void shader_glsl_generate_transform_feedback_varyings(const struct wined3
append_transform_feedback_varying(varyings, &count, &strings, &length, buffer);
}
+ if (buffer_idx < so_desc->buffer_stride_count
+ && stride < so_desc->buffer_strides[buffer_idx] / 4)
+ {
+ unsigned int component_count = so_desc->buffer_strides[buffer_idx] / 4 - stride;
+ append_transform_feedback_skip_components(varyings, &count,
+ &strings, &length, buffer, component_count);
+ }
+
if (highest_output_slot <= buffer_idx)
break;
@@ -824,9 +846,6 @@ static void shader_glsl_init_transform_feedback(const struct wined3d_context *co
return;
}
- if (so_desc->buffer_stride_count)
- FIXME("Ignoring buffer strides.\n");
-
buffer = string_buffer_get(&priv->string_buffers);
shader_glsl_generate_transform_feedback_varyings(so_desc, buffer, NULL, &count, NULL, &length);
--
2.10.2
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