[PATCH 2/4] wined3d: Handle stream output components when rasterization is disabled.
Józef Kucia
joseph.kucia at gmail.com
Tue Nov 7 07:29:15 CST 2017
From: Józef Kucia <jkucia at codeweavers.com>
Geometry shader outputs can be freely split when there is no pixel shader.
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
Should fix GPU hangs in The Witcher 3 and Unigine: Superposition.
For https://bugs.winehq.org/show_bug.cgi?id=43273
---
dlls/wined3d/glsl_shader.c | 104 +++++++++++++++++++++++++++++++++++++++++----
1 file changed, 95 insertions(+), 9 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 11d91462d2d6..6d0e6a19ef90 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -838,14 +838,23 @@ static void shader_glsl_generate_transform_feedback_varyings(const struct wined3
if (e->component_idx || e->component_count != 4)
{
- FIXME("Unsupported component range %u-%u.\n", e->component_idx, e->component_count);
- append_transform_feedback_skip_components(varyings, &count,
- &strings, &length, buffer, e->component_count);
- continue;
- }
+ if (so_desc->rasterizer_stream_idx != WINED3D_NO_RASTERIZER_STREAM)
+ {
+ FIXME("Unsupported component range %u-%u.\n", e->component_idx, e->component_count);
+ append_transform_feedback_skip_components(varyings, &count,
+ &strings, &length, buffer, e->component_count);
+ continue;
+ }
- string_buffer_sprintf(buffer, "shader_in_out.reg%u", e->register_idx);
- append_transform_feedback_varying(varyings, &count, &strings, &length, buffer);
+ string_buffer_sprintf(buffer, "shader_in_out.reg%u_%u_%u",
+ e->register_idx, e->component_idx, e->component_idx + e->component_count - 1);
+ append_transform_feedback_varying(varyings, &count, &strings, &length, buffer);
+ }
+ else
+ {
+ string_buffer_sprintf(buffer, "shader_in_out.reg%u", e->register_idx);
+ append_transform_feedback_varying(varyings, &count, &strings, &length, buffer);
+ }
}
if (buffer_idx < so_desc->buffer_stride_count
@@ -7119,6 +7128,75 @@ static GLuint shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl
return ret;
}
+static void shader_glsl_generate_stream_output_setup(struct shader_glsl_priv *priv,
+ const struct wined3d_shader *shader, const struct wined3d_stream_output_desc *so_desc)
+{
+ struct wined3d_string_buffer *buffer = &priv->shader_buffer;
+ unsigned int i;
+
+ shader_addline(buffer, "out shader_in_out\n{\n");
+ for (i = 0; i < so_desc->element_count; ++i)
+ {
+ const struct wined3d_stream_output_element *e = &so_desc->elements[i];
+
+ if (e->stream_idx)
+ {
+ FIXME("Unhandled stream %u.\n", e->stream_idx);
+ continue;
+ }
+ if (e->register_idx == WINED3D_STREAM_OUTPUT_GAP)
+ continue;
+
+ if (e->component_idx || e->component_count != 4)
+ {
+ if (e->component_count == 1)
+ shader_addline(buffer, "float");
+ else
+ shader_addline(buffer, "vec%u", e->component_count);
+ shader_addline(buffer, " reg%u_%u_%u;\n",
+ e->register_idx, e->component_idx, e->component_idx + e->component_count - 1);
+ }
+ else
+ {
+ shader_addline(buffer, "vec4 reg%u;\n", e->register_idx);
+ }
+ }
+ shader_addline(buffer, "} shader_out;\n");
+
+ shader_addline(buffer, "void setup_gs_output(in vec4 outputs[%u])\n{\n",
+ shader->limits->packed_output);
+ for (i = 0; i < so_desc->element_count; ++i)
+ {
+ const struct wined3d_stream_output_element *e = &so_desc->elements[i];
+
+ if (e->stream_idx)
+ {
+ FIXME("Unhandled stream %u.\n", e->stream_idx);
+ continue;
+ }
+ if (e->register_idx == WINED3D_STREAM_OUTPUT_GAP)
+ continue;
+
+ if (e->component_idx || e->component_count != 4)
+ {
+ DWORD write_mask;
+ char str_mask[6];
+
+ write_mask = ((1u << e->component_count) - 1) << e->component_idx;
+ shader_glsl_write_mask_to_str(write_mask, str_mask);
+ shader_addline(buffer, "shader_out.reg%u_%u_%u = outputs[%u]%s;\n",
+ e->register_idx, e->component_idx, e->component_idx + e->component_count - 1,
+ e->register_idx, str_mask);
+ }
+ else
+ {
+ shader_addline(buffer, "shader_out.reg%u = outputs[%u];\n",
+ e->register_idx, e->register_idx);
+ }
+ }
+ 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, BOOL rasterizer_setup, const DWORD *interpolation_mode)
@@ -7984,6 +8062,7 @@ static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context
struct shader_glsl_priv *priv, const struct wined3d_shader *shader, const struct gs_compile_args *args)
{
struct wined3d_string_buffer_list *string_buffers = &priv->string_buffers;
+ const struct wined3d_stream_output_desc *so_desc = &shader->u.gs.so_desc;
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;
@@ -8010,8 +8089,15 @@ 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_output_setup(priv, shader, args->output_count,
- gl_info, TRUE, args->interpolation_mode);
+ if (so_desc->rasterizer_stream_idx == WINED3D_NO_RASTERIZER_STREAM)
+ {
+ shader_glsl_generate_stream_output_setup(priv, shader, so_desc);
+ }
+ else
+ {
+ shader_glsl_generate_sm4_output_setup(priv, shader, args->output_count,
+ gl_info, TRUE, args->interpolation_mode);
+ }
shader_addline(buffer, "void main()\n{\n");
if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
return 0;
--
2.13.6
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