Module: wine Branch: master Commit: 321591f8340a82013c8a881aac84b12f4fea277e URL: http://source.winehq.org/git/wine.git/?a=commit;h=321591f8340a82013c8a881aac...
Author: Józef Kucia jkucia@codeweavers.com Date: Mon May 8 09:48:04 2017 +0200
wined3d: Merge shader_glsl_generate_sm4_rasterizer_input_setup() into shader_glsl_generate_output_setup().
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 | 43 ++++++++++++++----------------------------- 1 file changed, 14 insertions(+), 29 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 37a1352..5305182 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -6815,38 +6815,27 @@ static GLuint shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl return ret; }
-static void shader_glsl_generate_sm4_rasterizer_input_setup(struct shader_glsl_priv *priv, +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) + const struct wined3d_gl_info *gl_info, BOOL rasterizer_setup) { + const char *prefix = shader_glsl_get_prefix(shader->reg_maps.shader_version.type); struct wined3d_string_buffer *buffer = &priv->shader_buffer;
- input_count = min(vec4_varyings(4, gl_info), input_count); + if (rasterizer_setup) + input_count = min(vec4_varyings(4, gl_info), input_count); + if (input_count) shader_glsl_declare_shader_outputs(gl_info, buffer, input_count);
shader_addline(buffer, "void setup_%s_output(in vec4 outputs[%u])\n{\n", - shader_glsl_get_prefix(shader->reg_maps.shader_version.type), shader->limits->packed_output); - - shader_glsl_setup_sm3_rasterizer_input(priv, gl_info, NULL, NULL, - NULL, input_count, &shader->output_signature, &shader->reg_maps, FALSE); - - 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) -{ - const char *prefix = shader_glsl_get_prefix(shader->reg_maps.shader_version.type); - struct wined3d_string_buffer *buffer = &priv->shader_buffer; - - shader_addline(buffer, "out shader_in_out { vec4 reg[%u]; } shader_out;\n", input_count); - shader_addline(buffer, "void setup_%s_output(in vec4 outputs[%u])\n{\n", prefix, shader->limits->packed_output);
- shader_glsl_setup_sm4_shader_output(priv, input_count, - &shader->output_signature, &shader->reg_maps); + if (rasterizer_setup) + 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_addline(buffer, "}\n"); } @@ -7337,12 +7326,8 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context shader_addline(buffer, "uniform vec4 pos_fixup;\n");
if (reg_maps->shader_version.major >= 4) - { - if (args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL) - shader_glsl_generate_sm4_rasterizer_input_setup(priv, shader, args->next_shader_input_count, gl_info); - else if (args->next_shader_type == WINED3D_SHADER_TYPE_GEOMETRY) - shader_glsl_generate_sm4_output_setup(priv, shader, args->next_shader_input_count, gl_info); - } + shader_glsl_generate_sm4_output_setup(priv, shader, args->next_shader_input_count, + gl_info, args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL);
shader_addline(buffer, "void main()\n{\n");
@@ -7394,7 +7379,7 @@ 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_rasterizer_input_setup(priv, shader, args->output_count, gl_info); + 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))) return 0;