[PATCH 6/7] wined3d: Merge shader_glsl_generate_sm4_rasterizer_input_setup() into shader_glsl_generate_output_setup().
Józef Kucia
jkucia at codeweavers.com
Mon May 8 02:48:04 CDT 2017
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/wined3d/glsl_shader.c | 43 ++++++++++++++-----------------------------
1 file changed, 14 insertions(+), 29 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 04ca3fc..47b1365 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -6815,38 +6815,27 @@ static GLuint shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl
return ret;
}
-static void shader_glsl_generate_sm4_rasterizer_input_setup(struct shader_glsl_priv *priv,
+static void shader_glsl_generate_sm4_output_setup(struct shader_glsl_priv *priv,
const struct wined3d_shader *shader, unsigned int input_count,
- const struct wined3d_gl_info *gl_info)
+ const struct wined3d_gl_info *gl_info, BOOL rasterizer_setup)
{
+ const char *prefix = shader_glsl_get_prefix(shader->reg_maps.shader_version.type);
struct wined3d_string_buffer *buffer = &priv->shader_buffer;
- input_count = min(vec4_varyings(4, gl_info), input_count);
+ if (rasterizer_setup)
+ input_count = min(vec4_varyings(4, gl_info), input_count);
+
if (input_count)
shader_glsl_declare_shader_outputs(gl_info, buffer, input_count);
shader_addline(buffer, "void setup_%s_output(in vec4 outputs[%u])\n{\n",
- shader_glsl_get_prefix(shader->reg_maps.shader_version.type), shader->limits->packed_output);
-
- shader_glsl_setup_sm3_rasterizer_input(priv, gl_info, NULL, NULL,
- NULL, input_count, &shader->output_signature, &shader->reg_maps, FALSE);
-
- shader_addline(buffer, "}\n");
-}
-
-static void shader_glsl_generate_sm4_output_setup(struct shader_glsl_priv *priv,
- const struct wined3d_shader *shader, unsigned int input_count,
- const struct wined3d_gl_info *gl_info)
-{
- const char *prefix = shader_glsl_get_prefix(shader->reg_maps.shader_version.type);
- struct wined3d_string_buffer *buffer = &priv->shader_buffer;
-
- shader_addline(buffer, "out shader_in_out { vec4 reg[%u]; } shader_out;\n", input_count);
- shader_addline(buffer, "void setup_%s_output(in vec4 outputs[%u])\n{\n",
prefix, shader->limits->packed_output);
- shader_glsl_setup_sm4_shader_output(priv, input_count,
- &shader->output_signature, &shader->reg_maps);
+ if (rasterizer_setup)
+ shader_glsl_setup_sm3_rasterizer_input(priv, gl_info, NULL, NULL,
+ NULL, input_count, &shader->output_signature, &shader->reg_maps, FALSE);
+ else
+ shader_glsl_setup_sm4_shader_output(priv, input_count, &shader->output_signature, &shader->reg_maps);
shader_addline(buffer, "}\n");
}
@@ -7337,12 +7326,8 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
shader_addline(buffer, "uniform vec4 pos_fixup;\n");
if (reg_maps->shader_version.major >= 4)
- {
- if (args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL)
- shader_glsl_generate_sm4_rasterizer_input_setup(priv, shader, args->next_shader_input_count, gl_info);
- else if (args->next_shader_type == WINED3D_SHADER_TYPE_GEOMETRY)
- shader_glsl_generate_sm4_output_setup(priv, shader, args->next_shader_input_count, gl_info);
- }
+ shader_glsl_generate_sm4_output_setup(priv, shader, args->next_shader_input_count,
+ gl_info, args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL);
shader_addline(buffer, "void main()\n{\n");
@@ -7394,7 +7379,7 @@ static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context
if (!gl_info->supported[ARB_CLIP_CONTROL])
shader_addline(buffer, "uniform vec4 pos_fixup;\n");
- shader_glsl_generate_sm4_rasterizer_input_setup(priv, shader, args->output_count, gl_info);
+ shader_glsl_generate_sm4_output_setup(priv, shader, args->output_count, gl_info, TRUE);
shader_addline(buffer, "void main()\n{\n");
if (FAILED(shader_generate_main(shader, buffer, reg_maps, &priv_ctx)))
return 0;
--
2.10.2
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