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Józef Kucia : wined3d: Add support for output registers relative addressing.
by Alexandre Julliard
22 May '17
22 May '17
Module: wine Branch: master Commit: 38d5b29ae172a96e70b45a6a5fcd03dbf72b2df1 URL:
http://source.winehq.org/git/wine.git/?a=commit;h=38d5b29ae172a96e70b45a6a5…
Author: Józef Kucia <jkucia(a)codeweavers.com> Date: Sat May 20 13:46:04 2017 +0200 wined3d: Add support for output registers relative addressing. Required for tessellation shaders. Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com> Signed-off-by: Alexandre Julliard <julliard(a)winehq.org> --- dlls/wined3d/glsl_shader.c | 6 ++++-- dlls/wined3d/shader.c | 2 +- 2 files changed, 5 insertions(+), 3 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 27f089f..2ace2b4 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -2906,8 +2906,10 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register * case WINED3DSPR_TEXCRDOUT: /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */ if (reg->idx[0].rel_addr) - FIXME("VS3 output registers relative addressing.\n"); - sprintf(register_name, "%s_out[%u]", prefix, reg->idx[0].offset); + sprintf(register_name, "%s_out[%s + %u]", + prefix, rel_param0.param_str, reg->idx[0].offset); + else + sprintf(register_name, "%s_out[%u]", prefix, reg->idx[0].offset); break; case WINED3DSPR_MISCTYPE: diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c index 74cb92e..177ca1b 100644 --- a/dlls/wined3d/shader.c +++ b/dlls/wined3d/shader.c @@ -1398,7 +1398,7 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st } break; - case WINED3DSPR_TEXCRDOUT: + case WINED3DSPR_TEXCRDOUT: /* WINED3DSPR_OUTPUT */ if (shader_version.major >= 3) { if (idx >= ARRAY_SIZE(reg_maps->u.output_registers_mask))
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Józef Kucia : wined3d: Implement temporary registers per phase.
by Alexandre Julliard
22 May '17
22 May '17
Module: wine Branch: master Commit: 1ac5db4fc0d6100e5faffc37a41d06d5739a4ce4 URL:
http://source.winehq.org/git/wine.git/?a=commit;h=1ac5db4fc0d6100e5faffc37a…
Author: Józef Kucia <jkucia(a)codeweavers.com> Date: Sat May 20 13:46:03 2017 +0200 wined3d: Implement temporary registers per phase. Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com> Signed-off-by: Alexandre Julliard <julliard(a)winehq.org> --- dlls/wined3d/glsl_shader.c | 3 +++ dlls/wined3d/shader.c | 22 ++++++++++++++++------ dlls/wined3d/wined3d_private.h | 1 + 3 files changed, 20 insertions(+), 6 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index dd96703..27f089f 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -7509,10 +7509,13 @@ static HRESULT shader_glsl_generate_shader_phase(const struct wined3d_shader *sh struct shader_glsl_ctx_priv *priv_ctx, const struct wined3d_shader_phase *phase, const char *phase_name, unsigned phase_idx) { + unsigned int i; HRESULT hr; shader_addline(buffer, "void hs_%s_phase%u(%s)\n{\n", phase_name, phase_idx, phase->instance_count ? "int phase_instance_id" : ""); + for (i = 0; i < phase->temporary_count; ++i) + shader_addline(buffer, "vec4 R%u;\n", i); hr = shader_generate_code(shader, buffer, reg_maps, priv_ctx, phase->start, phase->end); shader_addline(buffer, "}\n"); return hr; diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c index a4d3a59..74cb92e 100644 --- a/dlls/wined3d/shader.c +++ b/dlls/wined3d/shader.c @@ -1105,13 +1105,20 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st } else if (ins.handler_idx == WINED3DSIH_DCL_INDEXABLE_TEMP) { - struct wined3d_shader_indexable_temp *reg; + if (phase) + { + FIXME("Indexable temporary registers not supported.\n"); + } + else + { + struct wined3d_shader_indexable_temp *reg; - if (!(reg = HeapAlloc(GetProcessHeap(), 0, sizeof(*reg)))) - return E_OUTOFMEMORY; + if (!(reg = HeapAlloc(GetProcessHeap(), 0, sizeof(*reg)))) + return E_OUTOFMEMORY; - *reg = ins.declaration.indexable_temp; - list_add_tail(®_maps->indexable_temps, ®->entry); + *reg = ins.declaration.indexable_temp; + list_add_tail(®_maps->indexable_temps, ®->entry); + } } else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PRIMITIVE) { @@ -1168,7 +1175,10 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st } else if (ins.handler_idx == WINED3DSIH_DCL_TEMPS) { - reg_maps->temporary_count = ins.declaration.count; + if (phase) + phase->temporary_count = ins.declaration.count; + else + reg_maps->temporary_count = ins.declaration.count; } else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_DOMAIN) { diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index d177976..4f2916b 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -3738,6 +3738,7 @@ struct wined3d_shader_phase const DWORD *start; const DWORD *end; unsigned int instance_count; + unsigned int temporary_count; }; struct wined3d_vertex_shader
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Józef Kucia : wined3d: Implement patch constant registers.
by Alexandre Julliard
22 May '17
22 May '17
Module: wine Branch: master Commit: bf27e30aef1bc282d21dcfd7ebc2fccf1bead8f6 URL:
http://source.winehq.org/git/wine.git/?a=commit;h=bf27e30aef1bc282d21dcfd7e…
Author: Józef Kucia <jkucia(a)codeweavers.com> Date: Sat May 20 13:46:02 2017 +0200 wined3d: Implement patch constant registers. Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com> Signed-off-by: Alexandre Julliard <julliard(a)winehq.org> --- dlls/wined3d/glsl_shader.c | 86 ++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 86 insertions(+) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 06b843e..dd96703 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -3064,6 +3064,13 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register * sprintf(register_name, "gl_TessCoord"); break; + case WINED3DSPR_PATCHCONST: + if (version->type == WINED3D_SHADER_TYPE_HULL) + sprintf(register_name, "hs_out[%u]", reg->idx[0].offset); + else + sprintf(register_name, "vpc[%u]", reg->idx[0].offset); + break; + default: FIXME("Unhandled register type %#x.\n", reg->type); sprintf(register_name, "unrecognized_register"); @@ -6899,6 +6906,79 @@ static void shader_glsl_generate_sm4_output_setup(struct shader_glsl_priv *priv, shader_addline(buffer, "}\n"); } +static void shader_glsl_generate_patch_constant_name(struct wined3d_string_buffer *buffer, + const struct wined3d_shader_signature_element *constant, unsigned int *user_constant_idx, + const char *reg_mask) +{ + if (!constant->sysval_semantic) + { + shader_addline(buffer, "user_patch_constant[%u]%s", (*user_constant_idx)++, reg_mask); + return; + } + + switch (constant->sysval_semantic) + { + case WINED3D_SV_TESS_FACTOR_QUADEDGE: + case WINED3D_SV_TESS_FACTOR_TRIEDGE: + case WINED3D_SV_TESS_FACTOR_LINEDET: + case WINED3D_SV_TESS_FACTOR_LINEDEN: + shader_addline(buffer, "gl_TessLevelOuter[%u]", constant->semantic_idx); + break; + case WINED3D_SV_TESS_FACTOR_QUADINT: + case WINED3D_SV_TESS_FACTOR_TRIINT: + shader_addline(buffer, "gl_TessLevelInner[%u]", constant->semantic_idx); + break; + default: + FIXME("Unhandled sysval semantic %#x.\n", constant->sysval_semantic); + shader_addline(buffer, "vec4(0.0)%s", reg_mask); + } +} + +static void shader_glsl_generate_patch_constant_setup(struct wined3d_string_buffer *buffer, + const struct wined3d_shader_signature *signature, BOOL input_setup) +{ + unsigned int i, register_count, user_constant_index, user_constant_count; + + register_count = user_constant_count = 0; + for (i = 0; i < signature->element_count; ++i) + { + const struct wined3d_shader_signature_element *constant = &signature->elements[i]; + register_count = max(constant->register_idx + 1, register_count); + if (!constant->sysval_semantic) + ++user_constant_count; + } + + if (user_constant_count) + shader_addline(buffer, "patch %s vec4 user_patch_constant[%u];\n", + input_setup ? "in" : "out", user_constant_count); + if (input_setup) + shader_addline(buffer, "vec4 vpc[%u];\n", register_count); + + shader_addline(buffer, "void setup_patch_constant_%s()\n{\n", input_setup ? "input" : "output"); + for (i = 0, user_constant_index = 0; i < signature->element_count; ++i) + { + const struct wined3d_shader_signature_element *constant = &signature->elements[i]; + char reg_mask[6]; + + shader_glsl_write_mask_to_str(constant->mask, reg_mask); + + if (input_setup) + shader_addline(buffer, "vpc[%u]%s", constant->register_idx, reg_mask); + else + shader_glsl_generate_patch_constant_name(buffer, constant, &user_constant_index, reg_mask); + + shader_addline(buffer, " = "); + + if (input_setup) + shader_glsl_generate_patch_constant_name(buffer, constant, &user_constant_index, reg_mask); + else + shader_addline(buffer, "hs_out[%u]%s", constant->register_idx, reg_mask); + + shader_addline(buffer, ";\n"); + } + shader_addline(buffer, "}\n"); +} + static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer *buffer, const struct wined3d_gl_info *gl_info) { @@ -7481,6 +7561,8 @@ static GLuint shader_glsl_generate_hull_shader(const struct wined3d_context *con 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_glsl_generate_patch_constant_setup(buffer, &shader->patch_constant_signature, FALSE); + if (hs->phases.control_point) { shader_addline(buffer, "void setup_hs_output(in vec4 outputs[%u])\n{\n", @@ -7525,6 +7607,7 @@ static GLuint shader_glsl_generate_hull_shader(const struct wined3d_context *con shader_glsl_generate_shader_phase_invocation(buffer, &hs->phases.fork[i], "fork", i); for (i = 0; i < hs->phases.join_count; ++i) shader_glsl_generate_shader_phase_invocation(buffer, &hs->phases.join[i], "join", i); + shader_addline(buffer, "setup_patch_constant_output();\n"); shader_addline(buffer, "}\n"); shader_id = GL_EXTCALL(glCreateShader(GL_TESS_CONTROL_SHADER)); @@ -7620,7 +7703,10 @@ static GLuint shader_glsl_generate_domain_shader(const struct wined3d_context *c shader_glsl_generate_sm4_output_setup(priv, shader, args->output_count, gl_info, args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL); + shader_glsl_generate_patch_constant_setup(buffer, &shader->patch_constant_signature, TRUE); + shader_addline(buffer, "void main()\n{\n"); + shader_addline(buffer, "setup_patch_constant_input();\n"); if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL))) return 0;
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Józef Kucia : wined3d: Fix wined3d_sysval_semantic values for tessellation factors.
by Alexandre Julliard
22 May '17
22 May '17
Module: wine Branch: master Commit: 5666bb8ffa4e7fdb228aab5dd936744844b049dd URL:
http://source.winehq.org/git/wine.git/?a=commit;h=5666bb8ffa4e7fdb228aab5dd…
Author: Józef Kucia <jkucia(a)codeweavers.com> Date: Sat May 20 13:46:01 2017 +0200 wined3d: Fix wined3d_sysval_semantic values for tessellation factors. Apparently, dcl_input_* instructions do not use the same values as sysval semantics in shader signatures. Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com> Signed-off-by: Alexandre Julliard <julliard(a)winehq.org> --- dlls/wined3d/shader.c | 63 +++++++++++++++++++++--------------------- dlls/wined3d/wined3d_private.h | 28 ++++++++++++++++++- include/wine/wined3d.h | 18 ++++-------- 3 files changed, 65 insertions(+), 44 deletions(-) diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c index f066d78..a4d3a59 100644 --- a/dlls/wined3d/shader.c +++ b/dlls/wined3d/shader.c @@ -298,33 +298,33 @@ static const char * const semantic_names[] = static const struct { - enum wined3d_sysval_semantic sysval_semantic; + enum wined3d_shader_input_sysval_semantic sysval_semantic; const char *sysval_name; } -sysval_semantic_names[] = +shader_input_sysval_semantic_names[] = { - {WINED3D_SV_POSITION, "SV_Position"}, - {WINED3D_SV_CLIP_DISTANCE, "SV_ClipDistance"}, - {WINED3D_SV_CULL_DISTANCE, "SV_CullDistance"}, - {WINED3D_SV_RENDER_TARGET_ARRAY_INDEX, "SV_RenderTargetArrayIndex"}, - {WINED3D_SV_VIEWPORT_ARRAY_INDEX, "SV_ViewportArrayIndex"}, - {WINED3D_SV_VERTEX_ID, "SV_VertexID"}, - {WINED3D_SV_INSTANCE_ID, "SV_InstanceID"}, - {WINED3D_SV_PRIMITIVE_ID, "SV_PrimitiveID"}, - {WINED3D_SV_IS_FRONT_FACE, "SV_IsFrontFace"}, - {WINED3D_SV_SAMPLE_INDEX, "SV_SampleIndex"}, - {WINED3D_SV_QUAD_U0_TESS_FACTOR, "finalQuadUeq0EdgeTessFactor"}, - {WINED3D_SV_QUAD_V0_TESS_FACTOR, "finalQuadVeq0EdgeTessFactor"}, - {WINED3D_SV_QUAD_U1_TESS_FACTOR, "finalQuadUeq1EdgeTessFactor"}, - {WINED3D_SV_QUAD_V1_TESS_FACTOR, "finalQuadVeq1EdgeTessFactor"}, - {WINED3D_SV_QUAD_U_INNER_TESS_FACTOR, "finalQuadUInsideTessFactor"}, - {WINED3D_SV_QUAD_V_INNER_TESS_FACTOR, "finalQuadVInsideTessFactor"}, - {WINED3D_SV_TRIANGLE_U_TESS_FACTOR, "finalTriUeq0EdgeTessFactor"}, - {WINED3D_SV_TRIANGLE_V_TESS_FACTOR, "finalTriVeq0EdgeTessFactor"}, - {WINED3D_SV_TRIANGLE_W_TESS_FACTOR, "finalTriWeq0EdgeTessFactor"}, - {WINED3D_SV_TRIANGLE_INNER_TESS_FACTOR, "finalTriInsideTessFactor"}, - {WINED3D_SV_LINE_DETAIL_TESS_FACTOR, "finalLineDetailTessFactor"}, - {WINED3D_SV_LINE_DENSITY_TESS_FACTOR, "finalLineDensityTessFactor"}, + {WINED3D_SIV_POSITION, "position"}, + {WINED3D_SIV_CLIP_DISTANCE, "clip_distance"}, + {WINED3D_SIV_CULL_DISTANCE, "cull_distance"}, + {WINED3D_SIV_RENDER_TARGET_ARRAY_INDEX, "render_target_array_index"}, + {WINED3D_SIV_VIEWPORT_ARRAY_INDEX, "viewport_array_index"}, + {WINED3D_SIV_VERTEX_ID, "vertex_id"}, + {WINED3D_SIV_INSTANCE_ID, "instance_id"}, + {WINED3D_SIV_PRIMITIVE_ID, "primitive_id"}, + {WINED3D_SIV_IS_FRONT_FACE, "is_front_face"}, + {WINED3D_SIV_SAMPLE_INDEX, "sample_index"}, + {WINED3D_SIV_QUAD_U0_TESS_FACTOR, "finalQuadUeq0EdgeTessFactor"}, + {WINED3D_SIV_QUAD_V0_TESS_FACTOR, "finalQuadVeq0EdgeTessFactor"}, + {WINED3D_SIV_QUAD_U1_TESS_FACTOR, "finalQuadUeq1EdgeTessFactor"}, + {WINED3D_SIV_QUAD_V1_TESS_FACTOR, "finalQuadVeq1EdgeTessFactor"}, + {WINED3D_SIV_QUAD_U_INNER_TESS_FACTOR, "finalQuadUInsideTessFactor"}, + {WINED3D_SIV_QUAD_V_INNER_TESS_FACTOR, "finalQuadVInsideTessFactor"}, + {WINED3D_SIV_TRIANGLE_U_TESS_FACTOR, "finalTriUeq0EdgeTessFactor"}, + {WINED3D_SIV_TRIANGLE_V_TESS_FACTOR, "finalTriVeq0EdgeTessFactor"}, + {WINED3D_SIV_TRIANGLE_W_TESS_FACTOR, "finalTriWeq0EdgeTessFactor"}, + {WINED3D_SIV_TRIANGLE_INNER_TESS_FACTOR, "finalTriInsideTessFactor"}, + {WINED3D_SIV_LINE_DETAIL_TESS_FACTOR, "finalLineDetailTessFactor"}, + {WINED3D_SIV_LINE_DENSITY_TESS_FACTOR, "finalLineDensityTessFactor"}, }; static void shader_dump_src_param(struct wined3d_string_buffer *buffer, @@ -1854,20 +1854,21 @@ static void shader_dump_tessellator_partitioning(struct wined3d_string_buffer *b } } -static void shader_dump_sysval_semantic(struct wined3d_string_buffer *buffer, enum wined3d_sysval_semantic semantic) +static void shader_dump_shader_input_sysval_semantic(struct wined3d_string_buffer *buffer, + enum wined3d_shader_input_sysval_semantic semantic) { unsigned int i; - for (i = 0; i < ARRAY_SIZE(sysval_semantic_names); ++i) + for (i = 0; i < ARRAY_SIZE(shader_input_sysval_semantic_names); ++i) { - if (sysval_semantic_names[i].sysval_semantic == semantic) + if (shader_input_sysval_semantic_names[i].sysval_semantic == semantic) { - shader_addline(buffer, "%s", sysval_semantic_names[i].sysval_name); + shader_addline(buffer, "%s", shader_input_sysval_semantic_names[i].sysval_name); return; } } - shader_addline(buffer, "unknown_sysval_semantic(%#x)", semantic); + shader_addline(buffer, "unknown_shader_input_sysval_semantic(%#x)", semantic); } static void shader_dump_decl_usage(struct wined3d_string_buffer *buffer, @@ -2727,7 +2728,7 @@ static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]); shader_dump_dst_param(&buffer, &ins.declaration.register_semantic.reg, &shader_version); shader_addline(&buffer, ", "); - shader_dump_sysval_semantic(&buffer, ins.declaration.register_semantic.sysval_semantic); + shader_dump_shader_input_sysval_semantic(&buffer, ins.declaration.register_semantic.sysval_semantic); } else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS_SIV) { @@ -2736,7 +2737,7 @@ static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe shader_addline(&buffer, " "); shader_dump_dst_param(&buffer, &ins.declaration.register_semantic.reg, &shader_version); shader_addline(&buffer, ", "); - shader_dump_sysval_semantic(&buffer, ins.declaration.register_semantic.sysval_semantic); + shader_dump_shader_input_sysval_semantic(&buffer, ins.declaration.register_semantic.sysval_semantic); } else if (ins.handler_idx == WINED3DSIH_DCL_INPUT || ins.handler_idx == WINED3DSIH_DCL_OUTPUT) diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 4242215..d177976 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -1099,10 +1099,36 @@ struct wined3d_shader_semantic struct wined3d_shader_dst_param reg; }; +enum wined3d_shader_input_sysval_semantic +{ + WINED3D_SIV_POSITION = 1, + WINED3D_SIV_CLIP_DISTANCE = 2, + WINED3D_SIV_CULL_DISTANCE = 3, + WINED3D_SIV_RENDER_TARGET_ARRAY_INDEX = 4, + WINED3D_SIV_VIEWPORT_ARRAY_INDEX = 5, + WINED3D_SIV_VERTEX_ID = 6, + WINED3D_SIV_PRIMITIVE_ID = 7, + WINED3D_SIV_INSTANCE_ID = 8, + WINED3D_SIV_IS_FRONT_FACE = 9, + WINED3D_SIV_SAMPLE_INDEX = 10, + WINED3D_SIV_QUAD_U0_TESS_FACTOR = 11, + WINED3D_SIV_QUAD_V0_TESS_FACTOR = 12, + WINED3D_SIV_QUAD_U1_TESS_FACTOR = 13, + WINED3D_SIV_QUAD_V1_TESS_FACTOR = 14, + WINED3D_SIV_QUAD_U_INNER_TESS_FACTOR = 15, + WINED3D_SIV_QUAD_V_INNER_TESS_FACTOR = 16, + WINED3D_SIV_TRIANGLE_U_TESS_FACTOR = 17, + WINED3D_SIV_TRIANGLE_V_TESS_FACTOR = 18, + WINED3D_SIV_TRIANGLE_W_TESS_FACTOR = 19, + WINED3D_SIV_TRIANGLE_INNER_TESS_FACTOR = 20, + WINED3D_SIV_LINE_DETAIL_TESS_FACTOR = 21, + WINED3D_SIV_LINE_DENSITY_TESS_FACTOR = 22, +}; + struct wined3d_shader_register_semantic { struct wined3d_shader_dst_param reg; - enum wined3d_sysval_semantic sysval_semantic; + enum wined3d_shader_input_sysval_semantic sysval_semantic; }; struct wined3d_shader_structured_resource diff --git a/include/wine/wined3d.h b/include/wine/wined3d.h index f41dfed..97947e4 100644 --- a/include/wine/wined3d.h +++ b/include/wine/wined3d.h @@ -763,18 +763,12 @@ enum wined3d_sysval_semantic WINED3D_SV_INSTANCE_ID = 8, WINED3D_SV_IS_FRONT_FACE = 9, WINED3D_SV_SAMPLE_INDEX = 10, - WINED3D_SV_QUAD_U0_TESS_FACTOR = 11, - WINED3D_SV_QUAD_V0_TESS_FACTOR = 12, - WINED3D_SV_QUAD_U1_TESS_FACTOR = 13, - WINED3D_SV_QUAD_V1_TESS_FACTOR = 14, - WINED3D_SV_QUAD_U_INNER_TESS_FACTOR = 15, - WINED3D_SV_QUAD_V_INNER_TESS_FACTOR = 16, - WINED3D_SV_TRIANGLE_U_TESS_FACTOR = 17, - WINED3D_SV_TRIANGLE_V_TESS_FACTOR = 18, - WINED3D_SV_TRIANGLE_W_TESS_FACTOR = 19, - WINED3D_SV_TRIANGLE_INNER_TESS_FACTOR = 20, - WINED3D_SV_LINE_DETAIL_TESS_FACTOR = 21, - WINED3D_SV_LINE_DENSITY_TESS_FACTOR = 22, + WINED3D_SV_TESS_FACTOR_QUADEDGE = 11, + WINED3D_SV_TESS_FACTOR_QUADINT = 12, + WINED3D_SV_TESS_FACTOR_TRIEDGE = 13, + WINED3D_SV_TESS_FACTOR_TRIINT = 14, + WINED3D_SV_TESS_FACTOR_LINEDET = 15, + WINED3D_SV_TESS_FACTOR_LINEDEN = 16, }; enum wined3d_component_type
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Józef Kucia : wined3d: Implement instancing for join phases.
by Alexandre Julliard
22 May '17
22 May '17
Module: wine Branch: master Commit: ec46c5beabaccfa4b878eb23d3b5db2d752ab39a URL:
http://source.winehq.org/git/wine.git/?a=commit;h=ec46c5beabaccfa4b878eb23d…
Author: Józef Kucia <jkucia(a)codeweavers.com> Date: Sat May 20 13:46:00 2017 +0200 wined3d: Implement instancing for join phases. Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com> Signed-off-by: Alexandre Julliard <julliard(a)winehq.org> --- dlls/wined3d/glsl_shader.c | 15 ++++++--------- dlls/wined3d/shader.c | 3 ++- 2 files changed, 8 insertions(+), 10 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index f5f4856..06b843e 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -3056,6 +3056,7 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register * break; case WINED3DSPR_FORKINSTID: + case WINED3DSPR_JOININSTID: sprintf(register_name, "phase_instance_id"); break; @@ -3212,6 +3213,7 @@ static void shader_glsl_add_src_param_ext(const struct wined3d_shader_instructio break; case WINED3DSPR_FORKINSTID: case WINED3DSPR_GSINSTID: + case WINED3DSPR_JOININSTID: case WINED3DSPR_LOCALTHREADID: case WINED3DSPR_LOCALTHREADINDEX: case WINED3DSPR_OUTPOINTID: @@ -7510,11 +7512,9 @@ static GLuint shader_glsl_generate_hull_shader(const struct wined3d_context *con 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))) + if (FAILED(shader_glsl_generate_shader_phase(shader, buffer, reg_maps, &priv_ctx, + &hs->phases.join[i], "join", i))) return 0; - shader_addline(buffer, "}\n"); } shader_addline(buffer, "void main()\n{\n"); @@ -7524,10 +7524,7 @@ static GLuint shader_glsl_generate_hull_shader(const struct wined3d_context *con for (i = 0; i < hs->phases.fork_count; ++i) shader_glsl_generate_shader_phase_invocation(buffer, &hs->phases.fork[i], "fork", 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_glsl_generate_shader_phase_invocation(buffer, &hs->phases.join[i], "join", i); shader_addline(buffer, "}\n"); shader_id = GL_EXTCALL(glCreateShader(GL_TESS_CONTROL_SHADER)); @@ -10522,7 +10519,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB /* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop, /* WINED3DSIH_DCL_GS_INSTANCES */ shader_glsl_nop, /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ shader_glsl_nop, - /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ NULL, + /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ shader_glsl_nop, /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ shader_glsl_nop, /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ shader_glsl_nop, /* WINED3DSIH_DCL_INDEX_RANGE */ shader_glsl_nop, diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c index da2a48d..f066d78 100644 --- a/dlls/wined3d/shader.c +++ b/dlls/wined3d/shader.c @@ -1088,7 +1088,8 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type); } - else if (ins.handler_idx == WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT) + else if (ins.handler_idx == WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT + || ins.handler_idx == WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT) { if (phase) phase->instance_count = ins.declaration.count;
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Józef Kucia : wined3d: Implement instancing for fork phases.
by Alexandre Julliard
22 May '17
22 May '17
Module: wine Branch: master Commit: 90c6071d7dcca7b02d4d1936a5db9d720b62509e URL:
http://source.winehq.org/git/wine.git/?a=commit;h=90c6071d7dcca7b02d4d1936a…
Author: Józef Kucia <jkucia(a)codeweavers.com> Date: Sat May 20 13:45:59 2017 +0200 wined3d: Implement instancing for fork phases. Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com> Signed-off-by: Alexandre Julliard <julliard(a)winehq.org> --- dlls/wined3d/glsl_shader.c | 47 ++++++++++++++++++++++++++++++++++-------- dlls/wined3d/shader.c | 8 +++++++ dlls/wined3d/wined3d_private.h | 1 + 3 files changed, 47 insertions(+), 9 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 8967089..f5f4856 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -3055,6 +3055,10 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register * sprintf(register_name, "ivec3(gl_LocalInvocationID)"); break; + case WINED3DSPR_FORKINSTID: + sprintf(register_name, "phase_instance_id"); + break; + case WINED3DSPR_TESSCOORD: sprintf(register_name, "gl_TessCoord"); break; @@ -3206,6 +3210,7 @@ static void shader_glsl_add_src_param_ext(const struct wined3d_shader_instructio case WINED3DSPR_IMMCONST: param_data_type = data_type; break; + case WINED3DSPR_FORKINSTID: case WINED3DSPR_GSINSTID: case WINED3DSPR_LOCALTHREADID: case WINED3DSPR_LOCALTHREADINDEX: @@ -7417,6 +7422,35 @@ static void shader_glsl_generate_default_control_point_phase(const struct wined3 } } +static HRESULT shader_glsl_generate_shader_phase(const struct wined3d_shader *shader, + struct wined3d_string_buffer *buffer, const struct wined3d_shader_reg_maps *reg_maps, + struct shader_glsl_ctx_priv *priv_ctx, const struct wined3d_shader_phase *phase, + const char *phase_name, unsigned phase_idx) +{ + HRESULT hr; + + shader_addline(buffer, "void hs_%s_phase%u(%s)\n{\n", + phase_name, phase_idx, phase->instance_count ? "int phase_instance_id" : ""); + hr = shader_generate_code(shader, buffer, reg_maps, priv_ctx, phase->start, phase->end); + shader_addline(buffer, "}\n"); + return hr; +} + +static void shader_glsl_generate_shader_phase_invocation(struct wined3d_string_buffer *buffer, + const struct wined3d_shader_phase *phase, const char *phase_name, unsigned int phase_idx) +{ + if (phase->instance_count) + { + shader_addline(buffer, "for (int i = 0; i < %u; ++i)\n{\n", phase->instance_count); + shader_addline(buffer, "hs_%s_phase%u(i);\n", phase_name, phase_idx); + shader_addline(buffer, "}\n"); + } + else + { + shader_addline(buffer, "hs_%s_phase%u();\n", phase_name, phase_idx); + } +} + static GLuint shader_glsl_generate_hull_shader(const struct wined3d_context *context, struct shader_glsl_priv *priv, const struct wined3d_shader *shader) { @@ -7469,11 +7503,9 @@ static GLuint shader_glsl_generate_hull_shader(const struct wined3d_context *con 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))) + if (FAILED(shader_glsl_generate_shader_phase(shader, buffer, reg_maps, &priv_ctx, + &hs->phases.fork[i], "fork", i))) return 0; - shader_addline(buffer, "}\n"); } for (i = 0; i < hs->phases.join_count; ++i) @@ -7490,10 +7522,7 @@ static GLuint shader_glsl_generate_hull_shader(const struct wined3d_context *con 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); - } + shader_glsl_generate_shader_phase_invocation(buffer, &hs->phases.fork[i], "fork", i); for (i = 0; i < hs->phases.join_count; ++i) { phase = &hs->phases.join[i]; @@ -10492,7 +10521,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB /* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL, /* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop, /* WINED3DSIH_DCL_GS_INSTANCES */ shader_glsl_nop, - /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ NULL, + /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ shader_glsl_nop, /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ NULL, /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ shader_glsl_nop, /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ shader_glsl_nop, diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c index 113e461..da2a48d 100644 --- a/dlls/wined3d/shader.c +++ b/dlls/wined3d/shader.c @@ -1088,6 +1088,14 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type); } + else if (ins.handler_idx == WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT) + { + if (phase) + phase->instance_count = ins.declaration.count; + else + FIXME("Instruction %s outside of shader phase.\n", + debug_d3dshaderinstructionhandler(ins.handler_idx)); + } else if (ins.handler_idx == WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER) { if (reg_maps->icb) diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index dd6f621..4242215 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -3711,6 +3711,7 @@ struct wined3d_shader_phase { const DWORD *start; const DWORD *end; + unsigned int instance_count; }; struct wined3d_vertex_shader
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Józef Kucia : wined3d: Mark some hull shader declarations as no-op in GLSL backend.
by Alexandre Julliard
22 May '17
22 May '17
Module: wine Branch: master Commit: 083f28a0cd58b18d64bc7e4ea1cca3d82801deb8 URL:
http://source.winehq.org/git/wine.git/?a=commit;h=083f28a0cd58b18d64bc7e4ea…
Author: Józef Kucia <jkucia(a)codeweavers.com> Date: Sat May 20 13:45:58 2017 +0200 wined3d: Mark some hull shader declarations as no-op in GLSL backend. Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com> Signed-off-by: Alexandre Julliard <julliard(a)winehq.org> --- dlls/wined3d/glsl_shader.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index aefc4e7..8967089 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -10494,12 +10494,12 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB /* WINED3DSIH_DCL_GS_INSTANCES */ shader_glsl_nop, /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ NULL, /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ NULL, - /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ NULL, + /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ shader_glsl_nop, /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ shader_glsl_nop, /* WINED3DSIH_DCL_INDEX_RANGE */ shader_glsl_nop, /* WINED3DSIH_DCL_INDEXABLE_TEMP */ shader_glsl_nop, /* WINED3DSIH_DCL_INPUT */ shader_glsl_nop, - /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ NULL, + /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ shader_glsl_nop, /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop, /* WINED3DSIH_DCL_INPUT_PS */ NULL, /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL,
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Józef Kucia : wined3d: Handle hull shader control point outputs.
by Alexandre Julliard
22 May '17
22 May '17
Module: wine Branch: master Commit: 39d5dbd6ee84b0d1b4cc670e765aaece7d18d0ee URL:
http://source.winehq.org/git/wine.git/?a=commit;h=39d5dbd6ee84b0d1b4cc670e7…
Author: Józef Kucia <jkucia(a)codeweavers.com> Date: Sat May 20 13:45:57 2017 +0200 wined3d: Handle hull shader control point outputs. Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com> Signed-off-by: Alexandre Julliard <julliard(a)winehq.org> --- dlls/wined3d/glsl_shader.c | 21 ++++++++++++++++----- 1 file changed, 16 insertions(+), 5 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 39aaba1..aefc4e7 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -6639,7 +6639,7 @@ static void shader_glsl_setup_vs3_output(struct shader_glsl_priv *priv, static void shader_glsl_setup_sm4_shader_output(struct shader_glsl_priv *priv, unsigned int input_count, const struct wined3d_shader_signature *output_signature, - const struct wined3d_shader_reg_maps *reg_maps_out) + const struct wined3d_shader_reg_maps *reg_maps_out, const char *output_variable_name) { struct wined3d_string_buffer *buffer = &priv->shader_buffer; char reg_mask[6]; @@ -6660,8 +6660,8 @@ static void shader_glsl_setup_sm4_shader_output(struct shader_glsl_priv *priv, shader_glsl_write_mask_to_str(output->mask, reg_mask); - shader_addline(buffer, "shader_out.reg[%u]%s = outputs[%u]%s;\n", - output->register_idx, reg_mask, output->register_idx, reg_mask); + shader_addline(buffer, "%s.reg[%u]%s = outputs[%u]%s;\n", + output_variable_name, output->register_idx, reg_mask, output->register_idx, reg_mask); } } @@ -6719,7 +6719,7 @@ static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv *priv shader_glsl_setup_vs3_output(priv, gl_info, map, input_signature, reg_maps_in, output_signature, reg_maps_out); else - shader_glsl_setup_sm4_shader_output(priv, input_count, output_signature, reg_maps_out); + shader_glsl_setup_sm4_shader_output(priv, input_count, output_signature, reg_maps_out, "shader_out"); } /* Context activation is done by the caller. */ @@ -6886,7 +6886,8 @@ static void shader_glsl_generate_sm4_output_setup(struct shader_glsl_priv *priv, 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_glsl_setup_sm4_shader_output(priv, input_count, &shader->output_signature, + &shader->reg_maps, "shader_out"); shader_addline(buffer, "}\n"); } @@ -7444,11 +7445,21 @@ static GLuint shader_glsl_generate_hull_shader(const struct wined3d_context *con 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); + if (hs->phases.control_point) + { + shader_addline(buffer, "void setup_hs_output(in vec4 outputs[%u])\n{\n", + shader->limits->packed_output); + shader_glsl_setup_sm4_shader_output(priv, shader->limits->packed_output, &shader->output_signature, + &shader->reg_maps, "shader_out[gl_InvocationID]"); + shader_addline(buffer, "}\n"); + } + 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; + shader_addline(buffer, "setup_hs_output(hs_out);\n"); } else {
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Józef Kucia : wined3d: Generate code for hull shaders.
by Alexandre Julliard
22 May '17
22 May '17
Module: wine Branch: master Commit: 007eb7d869cdab5a9c28ee41a98e88dc59b9e0d9 URL:
http://source.winehq.org/git/wine.git/?a=commit;h=007eb7d869cdab5a9c28ee41a…
Author: Józef Kucia <jkucia(a)codeweavers.com> Date: Sat May 20 13:45:56 2017 +0200 wined3d: Generate code for hull shaders. Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com> Signed-off-by: Alexandre Julliard <julliard(a)winehq.org> --- 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:
http://source.winehq.org/git/wine.git/?a=commitdiff;h=007eb7d869cdab5a9c28e…
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Józef Kucia : wined3d: Update vertex shader when hull shader is changed.
by Alexandre Julliard
22 May '17
22 May '17
Module: wine Branch: master Commit: 32c8d11e97747967b759354e168c9998f4b54fcc URL:
http://source.winehq.org/git/wine.git/?a=commit;h=32c8d11e97747967b759354e1…
Author: Józef Kucia <jkucia(a)codeweavers.com> Date: Sat May 20 13:45:55 2017 +0200 wined3d: Update vertex shader when hull shader is changed. For vertex shader output count. Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com> Signed-off-by: Alexandre Julliard <julliard(a)winehq.org> --- dlls/wined3d/glsl_shader.c | 9 ++++++--- 1 file changed, 6 insertions(+), 3 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 5d08a48..f2fde11 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -10676,10 +10676,13 @@ static void glsl_vertex_pipe_vs(struct wined3d_context *context, static void glsl_vertex_pipe_hs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { - /* In Direct3D tessellator options (e.g. output primitive type, primitive - * winding) are defined in Hull Shaders, while in GLSL those are - * specified in Tessellation Evaluation Shaders. */ + /* In Direct3D tessellator options (e.g. output primitive type, primitive + * winding) are defined in Hull Shaders, while in GLSL those are + * specified in Tessellation Evaluation Shaders. */ context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_DOMAIN; + + if (state->shader[WINED3D_SHADER_TYPE_VERTEX]) + context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX; } static void glsl_vertex_pipe_geometry_shader(struct wined3d_context *context,
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