Module: wine Branch: master Commit: 9d8adb202f1559ba393d9621d4b6f54abf17aa59 URL: http://source.winehq.org/git/wine.git/?a=commit;h=9d8adb202f1559ba393d9621d4...
Author: Józef Kucia jkucia@codeweavers.com Date: Fri Apr 21 10:59:54 2017 +0200
wined3d: Prefer core geometry shaders.
Signed-off-by: Józef Kucia jkucia@codeweavers.com Signed-off-by: Henri Verbeet hverbeet@codeweavers.com Signed-off-by: Alexandre Julliard julliard@winehq.org
---
dlls/wined3d/glsl_shader.c | 42 ++++++++++++++++++++++-------------------- 1 file changed, 22 insertions(+), 20 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index c950138..6c41f3a 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -2033,6 +2033,11 @@ static BOOL shader_glsl_use_explicit_attrib_location(const struct wined3d_gl_inf && shader_glsl_use_layout_qualifier(gl_info) && !needs_legacy_glsl_syntax(gl_info); }
+static BOOL shader_glsl_has_core_gs(const struct wined3d_gl_info *gl_info) +{ + return shader_glsl_get_version(gl_info) >= 150; +} + static const char *get_attribute_keyword(const struct wined3d_gl_info *gl_info) { return needs_legacy_glsl_syntax(gl_info) ? "attribute" : "in"; @@ -2689,27 +2694,24 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
if (version->type == WINED3D_SHADER_TYPE_GEOMETRY) { + const char *suffix = shader_glsl_has_core_gs(gl_info) ? ".gs_in" : ""; if (reg->idx[0].rel_addr) { if (reg->idx[1].rel_addr) sprintf(register_name, "gs_in[%s + %u]%s[%s + %u]", - rel_param0.param_str, reg->idx[0].offset, - gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? "" : ".gs_in", + rel_param0.param_str, reg->idx[0].offset, suffix, rel_param1.param_str, reg->idx[1].offset); else sprintf(register_name, "gs_in[%s + %u]%s[%u]", - rel_param0.param_str, reg->idx[0].offset, - gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? "" : ".gs_in", + rel_param0.param_str, reg->idx[0].offset, suffix, reg->idx[1].offset); } else if (reg->idx[1].rel_addr) sprintf(register_name, "gs_in[%u]%s[%s + %u]", reg->idx[0].offset, - gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? "" : ".gs_in", - rel_param1.param_str, reg->idx[1].offset); + suffix, rel_param1.param_str, reg->idx[1].offset); else - sprintf(register_name, "gs_in[%u]%s[%u]", reg->idx[0].offset, - gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? "" : ".gs_in", - reg->idx[1].offset); + sprintf(register_name, "gs_in[%u]%s[%u]", + reg->idx[0].offset, suffix, reg->idx[1].offset); break; }
@@ -6597,17 +6599,17 @@ static void shader_glsl_generate_vs_gs_setup(struct shader_glsl_priv *priv, const struct wined3d_shader *vs, unsigned int input_count, const struct wined3d_gl_info *gl_info) { - BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]; struct wined3d_string_buffer *buffer = &priv->shader_buffer; + const BOOL core_gs = shader_glsl_has_core_gs(gl_info);
- if (legacy_context) - shader_addline(buffer, "varying out vec4 gs_in[%u];\n", input_count); - else + if (core_gs) shader_addline(buffer, "out vs_gs_iface { vec4 gs_in[%u]; } gs_in;\n", input_count); + else + shader_addline(buffer, "varying out vec4 gs_in[%u];\n", input_count); shader_addline(buffer, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs->limits->packed_output);
shader_glsl_setup_sm4_shader_output(priv, input_count, &vs->output_signature, &vs->reg_maps, - legacy_context ? "gs_in" : "gs_in.gs_in"); + core_gs ? "gs_in.gs_in" : "gs_in");
shader_addline(buffer, "}\n"); } @@ -7365,11 +7367,7 @@ static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context
shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
- if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]) - { - shader_addline(buffer, "varying in vec4 gs_in[][%u];\n", shader->limits->packed_input); - } - else + if (shader_glsl_has_core_gs(gl_info)) { shader_addline(buffer, "layout(%s", glsl_primitive_type_from_d3d(shader->u.gs.input_type)); if (shader->u.gs.instance_count > 1) @@ -7379,6 +7377,10 @@ static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context glsl_primitive_type_from_d3d(shader->u.gs.output_type), shader->u.gs.vertices_out); shader_addline(buffer, "in vs_gs_iface { vec4 gs_in[%u]; } gs_in[];\n", shader->limits->packed_input); } + else + { + shader_addline(buffer, "varying in vec4 gs_in[][%u];\n", shader->limits->packed_input); + } if (!gl_info->supported[ARB_CLIP_CONTROL]) shader_addline(buffer, "uniform vec4 pos_fixup;\n");
@@ -9327,7 +9329,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const GL_EXTCALL(glAttachShader(program_id, gs_id)); checkGLcall("glAttachShader");
- if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]) + if (!shader_glsl_has_core_gs(gl_info)) { TRACE("input type %s, output type %s, vertices out %u.\n", debug_d3dprimitivetype(gshader->u.gs.input_type),