[PATCH v2 02/10] wined3d: Generate code for hull shaders.

Józef Kucia jkucia at codeweavers.com
Sat May 20 06:45:56 CDT 2017


Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---

Version 2: Introduce "glsl_hs_program" structure for hull shaders.

---
 dlls/wined3d/arb_program_shader.c |   4 +-
 dlls/wined3d/glsl_shader.c        | 222 ++++++++++++++++++++++++++++++++++++--
 dlls/wined3d/shader.c             |  12 ++-
 dlls/wined3d/wined3d_private.h    |   5 +-
 4 files changed, 227 insertions(+), 16 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index aa17fb1..9d08472 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -3809,7 +3809,7 @@ static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
     }
 
     /* Base Shader Body */
-    if (FAILED(shader_generate_main(shader, buffer, reg_maps, &priv_ctx)))
+    if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
         return 0;
 
     if(args->super.srgb_correction) {
@@ -4223,7 +4223,7 @@ static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
     /* The shader starts with the main function */
     priv_ctx.in_main_func = TRUE;
     /* Base Shader Body */
-    if (FAILED(shader_generate_main(shader, buffer, reg_maps, &priv_ctx)))
+    if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
         return -1;
 
     if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index f2fde11..39aaba1 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -177,6 +177,12 @@ struct glsl_vs_program
     GLint clip_planes_location;
 };
 
+struct glsl_hs_program
+{
+    struct list shader_entry;
+    GLuint id;
+};
+
 struct glsl_ds_program
 {
     struct list shader_entry;
@@ -228,6 +234,7 @@ struct glsl_shader_prog_link
 {
     struct wine_rb_entry program_lookup_entry;
     struct glsl_vs_program vs;
+    struct glsl_hs_program hs;
     struct glsl_ds_program ds;
     struct glsl_gs_program gs;
     struct glsl_ps_program ps;
@@ -240,6 +247,7 @@ struct glsl_shader_prog_link
 struct glsl_program_key
 {
     GLuint vs_id;
+    GLuint hs_id;
     GLuint ds_id;
     GLuint gs_id;
     GLuint ps_id;
@@ -273,6 +281,11 @@ struct glsl_vs_compiled_shader
     GLuint                          id;
 };
 
+struct glsl_hs_compiled_shader
+{
+    GLuint id;
+};
+
 struct glsl_ds_compiled_shader
 {
     struct ds_compile_args args;
@@ -295,6 +308,7 @@ struct glsl_shader_private
     union
     {
         struct glsl_vs_compiled_shader *vs;
+        struct glsl_hs_compiled_shader *hs;
         struct glsl_ds_compiled_shader *ds;
         struct glsl_gs_compiled_shader *gs;
         struct glsl_ps_compiled_shader *ps;
@@ -6476,6 +6490,7 @@ static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_sh
     struct glsl_program_key key;
 
     key.vs_id = entry->vs.id;
+    key.hs_id = entry->hs.id;
     key.ds_id = entry->ds.id;
     key.gs_id = entry->gs.id;
     key.ps_id = entry->ps.id;
@@ -6505,6 +6520,8 @@ static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struc
     GL_EXTCALL(glDeleteProgram(entry->id));
     if (entry->vs.id)
         list_remove(&entry->vs.shader_entry);
+    if (entry->hs.id)
+        list_remove(&entry->hs.shader_entry);
     if (entry->ds.id)
         list_remove(&entry->ds.shader_entry);
     if (entry->gs.id)
@@ -7240,7 +7257,7 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
         shader_glsl_input_pack(shader, buffer, &shader->input_signature, reg_maps, args, gl_info);
 
     /* Base Shader Body */
-    if (FAILED(shader_generate_main(shader, buffer, reg_maps, &priv_ctx)))
+    if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
         return 0;
 
     /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
@@ -7366,7 +7383,7 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
     shader_addline(buffer, "void main()\n{\n");
 
     /* Base Shader Body */
-    if (FAILED(shader_generate_main(shader, buffer, reg_maps, &priv_ctx)))
+    if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
         return 0;
 
     /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
@@ -7382,6 +7399,104 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
     return shader_id;
 }
 
+static void shader_glsl_generate_default_control_point_phase(const struct wined3d_shader *shader,
+        struct wined3d_string_buffer *buffer, const struct wined3d_shader_reg_maps *reg_maps)
+{
+    const struct wined3d_shader_signature *output_signature = &shader->output_signature;
+    char reg_mask[6];
+    unsigned int i;
+
+    for (i = 0; i < output_signature->element_count; ++i)
+    {
+        const struct wined3d_shader_signature_element *output = &output_signature->elements[i];
+
+        shader_glsl_write_mask_to_str(output->mask, reg_mask);
+        shader_addline(buffer, "shader_out[gl_InvocationID].reg[%u]%s = shader_in[gl_InvocationID].reg[%u]%s;\n",
+                output->register_idx, reg_mask, output->register_idx, reg_mask);
+    }
+}
+
+static GLuint shader_glsl_generate_hull_shader(const struct wined3d_context *context,
+        struct shader_glsl_priv *priv, const struct wined3d_shader *shader)
+{
+    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 struct wined3d_hull_shader *hs = &shader->u.hs;
+    const struct wined3d_shader_phase *phase;
+    struct shader_glsl_ctx_priv priv_ctx;
+    GLuint shader_id;
+    unsigned int i;
+
+    memset(&priv_ctx, 0, sizeof(priv_ctx));
+    priv_ctx.string_buffers = string_buffers;
+
+    shader_glsl_add_version_declaration(buffer, gl_info);
+
+    shader_glsl_enable_extensions(buffer, gl_info);
+    shader_addline(buffer, "#extension GL_ARB_tessellation_shader : enable\n");
+
+    shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
+
+    shader_addline(buffer, "layout(vertices = %u) out;\n", hs->output_vertex_count);
+
+    shader_addline(buffer, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader->limits->packed_input);
+    shader_addline(buffer, "out shader_in_out { vec4 reg[%u]; } shader_out[];\n", shader->limits->packed_output);
+
+    shader_addline(buffer, "void hs_control_point_phase()\n{\n");
+    if ((phase = hs->phases.control_point))
+    {
+        if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, phase->start, phase->end)))
+            return 0;
+    }
+    else
+    {
+        shader_glsl_generate_default_control_point_phase(shader, buffer, reg_maps);
+    }
+    shader_addline(buffer, "}\n");
+
+    for (i = 0; i < hs->phases.fork_count; ++i)
+    {
+        phase = &hs->phases.fork[i];
+        shader_addline(buffer, "void hs_fork_phase%u()\n{\n", i);
+        if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, phase->start, phase->end)))
+            return 0;
+        shader_addline(buffer, "}\n");
+    }
+
+    for (i = 0; i < hs->phases.join_count; ++i)
+    {
+        phase = &hs->phases.join[i];
+        shader_addline(buffer, "void hs_join_phase%u()\n{\n", i);
+        if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, phase->start, phase->end)))
+            return 0;
+        shader_addline(buffer, "}\n");
+    }
+
+    shader_addline(buffer, "void main()\n{\n");
+    shader_addline(buffer, "hs_control_point_phase();\n");
+    if (hs->phases.fork_count || hs->phases.join_count)
+        shader_addline(buffer, "barrier();\n");
+    for (i = 0; i < hs->phases.fork_count; ++i)
+    {
+        phase = &hs->phases.fork[i];
+        shader_addline(buffer, "hs_fork_phase%u();\n", i);
+    }
+    for (i = 0; i < hs->phases.join_count; ++i)
+    {
+        phase = &hs->phases.join[i];
+        shader_addline(buffer, "hs_join_phase%u();\n", i);
+    }
+    shader_addline(buffer, "}\n");
+
+    shader_id = GL_EXTCALL(glCreateShader(GL_TESS_CONTROL_SHADER));
+    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_ds_epilogue(const struct wined3d_gl_info *gl_info,
         struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader,
         const struct ds_compile_args *args)
@@ -7470,7 +7585,7 @@ static GLuint shader_glsl_generate_domain_shader(const struct wined3d_context *c
             args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL);
     shader_addline(buffer, "void main()\n{\n");
 
-    if (FAILED(shader_generate_main(shader, buffer, reg_maps, &priv_ctx)))
+    if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
         return 0;
 
     shader_addline(buffer, "}\n");
@@ -7515,7 +7630,7 @@ static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context
 
     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)))
+    if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
         return 0;
     shader_addline(buffer, "}\n");
 
@@ -7585,7 +7700,7 @@ static GLuint shader_glsl_generate_compute_shader(const struct wined3d_context *
             thread_group_size->x, thread_group_size->y, thread_group_size->z);
 
     shader_addline(buffer, "void main()\n{\n");
-    shader_generate_main(shader, buffer, reg_maps, &priv_ctx);
+    shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL);
     shader_addline(buffer, "}\n");
 
     shader_id = GL_EXTCALL(glCreateShader(GL_COMPUTE_SHADER));
@@ -7754,6 +7869,52 @@ static GLuint find_glsl_vshader(const struct wined3d_context *context, struct sh
     return ret;
 }
 
+static GLuint find_glsl_hull_shader(const struct wined3d_context *context,
+        struct shader_glsl_priv *priv, struct wined3d_shader *shader)
+{
+    struct glsl_hs_compiled_shader *gl_shaders, *new_array;
+    struct glsl_shader_private *shader_data;
+    unsigned int 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.hs;
+
+    if (shader_data->num_gl_shaders > 0)
+    {
+        assert(shader_data->num_gl_shaders == 1);
+        return gl_shaders[0].id;
+    }
+
+    TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
+
+    assert(!shader_data->gl_shaders.hs);
+    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.hs = new_array;
+    shader_data->shader_array_size = new_size;
+    gl_shaders = new_array;
+
+    string_buffer_clear(&priv->shader_buffer);
+    ret = shader_glsl_generate_hull_shader(context, priv, shader);
+    gl_shaders[shader_data->num_gl_shaders++].id = ret;
+
+    return ret;
+}
+
 static GLuint find_glsl_domain_shader(const struct wined3d_context *context,
         struct shader_glsl_priv *priv, struct wined3d_shader *shader, const struct ds_compile_args *args)
 {
@@ -9221,6 +9382,7 @@ static HRESULT shader_glsl_compile_compute_shader(struct shader_glsl_priv *priv,
 
     entry->id = program_id;
     entry->vs.id = 0;
+    entry->hs.id = 0;
     entry->ds.id = 0;
     entry->gs.id = 0;
     entry->ps.id = 0;
@@ -9304,7 +9466,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
     const struct wined3d_d3d_info *d3d_info = context->d3d_info;
     const struct ps_np2fixup_info *np2fixup_info = NULL;
     struct glsl_shader_prog_link *entry = NULL;
-    struct wined3d_shader *dshader, *gshader;
+    struct wined3d_shader *hshader, *dshader, *gshader;
     struct wined3d_shader *vshader = NULL;
     struct wined3d_shader *pshader = NULL;
     GLuint reorder_shader_id = 0;
@@ -9312,6 +9474,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
     GLuint program_id;
     unsigned int i;
     GLuint vs_id = 0;
+    GLuint hs_id = 0;
     GLuint ds_id = 0;
     GLuint gs_id = 0;
     GLuint ps_id = 0;
@@ -9348,6 +9511,12 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
         vs_list = &ffp_shader->linked_programs;
     }
 
+    hshader = state->shader[WINED3D_SHADER_TYPE_HULL];
+    if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_HULL)) && ctx_data->glsl_program)
+        hs_id = ctx_data->glsl_program->hs.id;
+    else if (hshader)
+        hs_id = find_glsl_hull_shader(context, priv, hshader);
+
     dshader = state->shader[WINED3D_SHADER_TYPE_DOMAIN];
     if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_DOMAIN)) && ctx_data->glsl_program)
     {
@@ -9404,11 +9573,12 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
     }
 
     key.vs_id = vs_id;
+    key.hs_id = hs_id;
     key.ds_id = ds_id;
     key.gs_id = gs_id;
     key.ps_id = ps_id;
     key.cs_id = 0;
-    if ((!vs_id && !ds_id && !gs_id && !ps_id) || (entry = get_glsl_program_entry(priv, &key)))
+    if ((!vs_id && !hs_id && !ds_id && !gs_id && !ps_id) || (entry = get_glsl_program_entry(priv, &key)))
     {
         ctx_data->glsl_program = entry;
         return;
@@ -9422,6 +9592,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
     entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
     entry->id = program_id;
     entry->vs.id = vs_id;
+    entry->hs.id = hs_id;
     entry->ds.id = ds_id;
     entry->gs.id = gs_id;
     entry->ps.id = ps_id;
@@ -9503,6 +9674,15 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
         }
     }
 
+    if (hshader)
+    {
+        TRACE("Attaching GLSL tessellation control shader object %u to program %u.\n", hs_id, program_id);
+        GL_EXTCALL(glAttachShader(program_id, hs_id));
+        checkGLcall("glAttachShader");
+
+        list_add_head(&hshader->linked_programs, &entry->hs.shader_entry);
+    }
+
     if (dshader)
     {
         TRACE("Attaching GLSL tessellation evaluation shader object %u to program %u.\n", ds_id, program_id);
@@ -9619,6 +9799,9 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
     if (entry->vs.pointsize_min_location != -1)
         entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE;
 
+    if (hshader)
+        shader_glsl_load_program_resources(context, priv, program_id, hshader);
+
     if (dshader)
     {
         if (entry->ds.pos_fixup_location != -1)
@@ -9899,6 +10082,28 @@ static void shader_glsl_destroy(struct wined3d_shader *shader)
                 break;
             }
 
+            case WINED3D_SHADER_TYPE_HULL:
+            {
+                struct glsl_hs_compiled_shader *gl_shaders = shader_data->gl_shaders.hs;
+
+                for (i = 0; i < shader_data->num_gl_shaders; ++i)
+                {
+                    TRACE("Deleting hull shader %u.\n", gl_shaders[i].id);
+                    GL_EXTCALL(glDeleteShader(gl_shaders[i].id));
+                    checkGLcall("glDeleteShader");
+                }
+                HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.hs);
+
+                LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
+                        struct glsl_shader_prog_link, hs.shader_entry)
+                {
+                    shader_glsl_invalidate_contexts_program(device, entry);
+                    delete_glsl_program_entry(priv, gl_info, entry);
+                }
+
+                break;
+            }
+
             case WINED3D_SHADER_TYPE_DOMAIN:
             {
                 struct glsl_ds_compiled_shader *gl_shaders = shader_data->gl_shaders.ds;
@@ -9992,6 +10197,9 @@ static int glsl_program_key_compare(const void *key, const struct wine_rb_entry
     if (k->ps_id > prog->ps.id) return 1;
     else if (k->ps_id < prog->ps.id) return -1;
 
+    if (k->hs_id > prog->hs.id) return 1;
+    else if (k->hs_id < prog->hs.id) return -1;
+
     if (k->ds_id > prog->ds.id) return 1;
     else if (k->ds_id < prog->ds.id) return -1;
 
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index 146ad63..113e461 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -2418,10 +2418,10 @@ static void shader_dump_src_param(struct wined3d_string_buffer *buffer,
     }
 }
 
-/* Shared code in order to generate the bulk of the shader string.
- * NOTE: A description of how to parse tokens can be found on MSDN. */
-HRESULT shader_generate_main(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
-        const struct wined3d_shader_reg_maps *reg_maps, void *backend_ctx)
+/* Shared code in order to generate the bulk of the shader string. */
+HRESULT shader_generate_code(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
+        const struct wined3d_shader_reg_maps *reg_maps, void *backend_ctx,
+        const DWORD *start, const DWORD *end)
 {
     struct wined3d_device *device = shader->device;
     const struct wined3d_shader_frontend *fe = shader->frontend;
@@ -2449,8 +2449,10 @@ HRESULT shader_generate_main(const struct wined3d_shader *shader, struct wined3d
     ins.ctx = &ctx;
 
     fe->shader_read_header(fe_data, &ptr, &shader_version);
+    if (start)
+        ptr = start;
 
-    while (!fe->shader_is_end(fe_data, &ptr))
+    while (!fe->shader_is_end(fe_data, &ptr) && ptr != end)
     {
         /* Read opcode. */
         fe->shader_read_instruction(fe_data, &ptr, &ins);
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index ca0f85d..bdbd9ea 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -3826,8 +3826,9 @@ BOOL string_buffer_init(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
 void string_buffer_free(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
         unsigned int max) DECLSPEC_HIDDEN;
-HRESULT shader_generate_main(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
-        const struct wined3d_shader_reg_maps *reg_maps, void *backend_ctx) DECLSPEC_HIDDEN;
+HRESULT shader_generate_code(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
+        const struct wined3d_shader_reg_maps *reg_maps, void *backend_ctx,
+        const DWORD *start, const DWORD *end) DECLSPEC_HIDDEN;
 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
 
 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
-- 
2.10.2




More information about the wine-patches mailing list