Module: wine Branch: master Commit: f75f581aa2b8f0c494a3c2c5b1cc1d9526c778c1 URL: http://source.winehq.org/git/wine.git/?a=commit;h=f75f581aa2b8f0c494a3c2c5b1...
Author: Józef Kucia jkucia@codeweavers.com Date: Wed Oct 18 00:25:05 2017 +0200
wined3d: Unroll SM4+ pixel shader inputs.
In order to add interpolation qualifiers per shader input.
Hull shader outputs are not unrolled because they can be accessed through the indexable vocp register.
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 | 67 +++++++++++++++++++++++++++++++++++----------- 1 file changed, 51 insertions(+), 16 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 6a4d32a..ba89ea1 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -840,7 +840,7 @@ static void shader_glsl_generate_transform_feedback_varyings(const struct wined3 continue; }
- string_buffer_sprintf(buffer, "shader_in_out.reg[%u]", e->register_idx); + string_buffer_sprintf(buffer, "shader_in_out.reg%u", e->register_idx); append_transform_feedback_varying(varyings, &count, &strings, &length, buffer); }
@@ -2124,21 +2124,53 @@ static const char *shader_glsl_shader_output_name(const struct wined3d_gl_info * }
static void shader_glsl_declare_shader_inputs(const struct wined3d_gl_info *gl_info, - struct wined3d_string_buffer *buffer, unsigned int element_count) + struct wined3d_string_buffer *buffer, unsigned int element_count, BOOL unroll) { + unsigned int i; + if (shader_glsl_use_interface_blocks(gl_info)) - shader_addline(buffer, "in shader_in_out { vec4 reg[%u]; } shader_in;\n", element_count); + { + if (unroll) + { + shader_addline(buffer, "in shader_in_out {\n"); + for (i = 0; i < element_count; ++i) + shader_addline(buffer, " vec4 reg%u;\n", i); + shader_addline(buffer, "} shader_in;\n"); + } + else + { + shader_addline(buffer, "in shader_in_out { vec4 reg[%u]; } shader_in;\n", element_count); + } + } else + { declare_in_varying(gl_info, buffer, FALSE, "vec4 ps_link[%u];\n", element_count); + } }
static void shader_glsl_declare_shader_outputs(const struct wined3d_gl_info *gl_info, - struct wined3d_string_buffer *buffer, unsigned int element_count) + struct wined3d_string_buffer *buffer, unsigned int element_count, BOOL rasterizer_setup) { + unsigned int i; + if (shader_glsl_use_interface_blocks(gl_info)) - shader_addline(buffer, "out shader_in_out { vec4 reg[%u]; } shader_out;\n", element_count); + { + if (rasterizer_setup) + { + shader_addline(buffer, "out shader_in_out {\n"); + for (i = 0; i < element_count; ++i) + shader_addline(buffer, " vec4 reg%u;\n", i); + shader_addline(buffer, "} shader_out;\n"); + } + else + { + shader_addline(buffer, "out shader_in_out { vec4 reg[%u]; } shader_out;\n", element_count); + } + } else + { declare_out_varying(gl_info, buffer, FALSE, "vec4 ps_link[%u];\n", element_count); + } }
static const char *get_fragment_output(const struct wined3d_gl_info *gl_info) @@ -6531,7 +6563,7 @@ static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins) static void shader_glsl_input_pack(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer, const struct wined3d_shader_signature *input_signature, const struct wined3d_shader_reg_maps *reg_maps, - const struct ps_compile_args *args, const struct wined3d_gl_info *gl_info) + const struct ps_compile_args *args, const struct wined3d_gl_info *gl_info, BOOL unroll) { unsigned int i;
@@ -6578,7 +6610,7 @@ static void shader_glsl_input_pack(const struct wined3d_shader *shader, struct w { if (input->sysval_semantic) FIXME("Unhandled sysval semantic %#x.\n", input->sysval_semantic); - shader_addline(buffer, "ps_in[%u]%s = %s[%u]%s;\n", + shader_addline(buffer, unroll ? "ps_in[%u]%s = %s%u%s;\n" : "ps_in[%u]%s = %s[%u]%s;\n", shader->u.ps.input_reg_map[input->register_idx], reg_mask, shader_glsl_shader_input_name(gl_info), shader->u.ps.input_reg_map[input->register_idx], reg_mask); @@ -6772,7 +6804,8 @@ 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 char *output_variable_name) + const struct wined3d_shader_reg_maps *reg_maps_out, const char *output_variable_name, + BOOL rasterizer_setup) { struct wined3d_string_buffer *buffer = &priv->shader_buffer; char reg_mask[6]; @@ -6793,7 +6826,8 @@ 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, "%s.reg[%u]%s = outputs[%u]%s;\n", + shader_addline(buffer, + rasterizer_setup ? "%s.reg%u%s = outputs[%u]%s;\n" : "%s.reg[%u]%s = outputs[%u]%s;\n", output_variable_name, output->register_idx, reg_mask, output->register_idx, reg_mask); } } @@ -6852,7 +6886,7 @@ 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_out"); + shader_glsl_setup_sm4_shader_output(priv, input_count, output_signature, reg_maps_out, "shader_out", TRUE); }
/* Context activation is done by the caller. */ @@ -6984,7 +7018,7 @@ static GLuint shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl { unsigned int in_count = min(vec4_varyings(ps_major, gl_info), ps->limits->packed_input);
- shader_glsl_declare_shader_outputs(gl_info, buffer, in_count); + shader_glsl_declare_shader_outputs(gl_info, buffer, in_count, FALSE); shader_addline(buffer, "void setup_vs_output(in vec4 outputs[%u])\n{\n", vs->limits->packed_output); shader_glsl_setup_sm3_rasterizer_input(priv, gl_info, ps->u.ps.input_reg_map, &ps->input_signature, &ps->reg_maps, 0, &vs->output_signature, &vs->reg_maps, per_vertex_point_size); @@ -7010,7 +7044,7 @@ static void shader_glsl_generate_sm4_output_setup(struct shader_glsl_priv *priv, input_count = min(vec4_varyings(4, gl_info), input_count);
if (input_count) - shader_glsl_declare_shader_outputs(gl_info, buffer, input_count); + shader_glsl_declare_shader_outputs(gl_info, buffer, input_count, rasterizer_setup);
shader_addline(buffer, "void setup_%s_output(in vec4 outputs[%u])\n{\n", prefix, shader->limits->packed_output); @@ -7020,7 +7054,7 @@ static void shader_glsl_generate_sm4_output_setup(struct shader_glsl_priv *priv, 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_out"); + &shader->reg_maps, "shader_out", rasterizer_setup);
shader_addline(buffer, "}\n"); } @@ -7343,7 +7377,7 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context unsigned int in_count = min(vec4_varyings(version->major, gl_info), shader->limits->packed_input);
if (args->vp_mode == vertexshader && reg_maps->input_registers) - shader_glsl_declare_shader_inputs(gl_info, buffer, in_count); + shader_glsl_declare_shader_inputs(gl_info, buffer, in_count, version->major >= 4); shader_addline(buffer, "vec4 %s_in[%u];\n", prefix, in_count); }
@@ -7474,7 +7508,8 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
/* Pack 3.0 inputs */ if (reg_maps->shader_version.major >= 3) - shader_glsl_input_pack(shader, buffer, &shader->input_signature, reg_maps, args, gl_info); + shader_glsl_input_pack(shader, buffer, &shader->input_signature, reg_maps, args, gl_info, + reg_maps->shader_version.major >= 4);
/* Base Shader Body */ if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL))) @@ -7703,7 +7738,7 @@ static GLuint shader_glsl_generate_hull_shader(const struct wined3d_context *con 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->reg_maps, "shader_out[gl_InvocationID]", FALSE); shader_addline(buffer, "}\n"); }