wined3d: Generate code for domain 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>
oldstable
Józef Kucia 2017-05-16 15:00:24 +02:00 committed by Alexandre Julliard
parent 0994528b80
commit b45a0d4f15
4 changed files with 338 additions and 10 deletions

View File

@ -2625,7 +2625,8 @@ void context_unmap_bo_address(struct wined3d_context *context,
static void context_set_render_offscreen(struct wined3d_context *context, BOOL offscreen)
{
if (context->render_offscreen == offscreen) return;
if (context->render_offscreen == offscreen)
return;
context_invalidate_state(context, STATE_VIEWPORT);
context_invalidate_state(context, STATE_SCISSORRECT);
@ -2634,6 +2635,7 @@ static void context_set_render_offscreen(struct wined3d_context *context, BOOL o
context_invalidate_state(context, STATE_FRONTFACE);
context_invalidate_state(context, STATE_POINTSPRITECOORDORIGIN);
context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
context_invalidate_state(context, STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN));
}
if (context->gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
context_invalidate_state(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL));

View File

@ -177,6 +177,14 @@ struct glsl_vs_program
GLint clip_planes_location;
};
struct glsl_ds_program
{
struct list shader_entry;
GLuint id;
GLint pos_fixup_location;
};
struct glsl_gs_program
{
struct list shader_entry;
@ -220,6 +228,7 @@ struct glsl_shader_prog_link
{
struct wine_rb_entry program_lookup_entry;
struct glsl_vs_program vs;
struct glsl_ds_program ds;
struct glsl_gs_program gs;
struct glsl_ps_program ps;
struct glsl_cs_program cs;
@ -231,6 +240,7 @@ struct glsl_shader_prog_link
struct glsl_program_key
{
GLuint vs_id;
GLuint ds_id;
GLuint gs_id;
GLuint ps_id;
GLuint cs_id;
@ -238,6 +248,7 @@ struct glsl_program_key
struct shader_glsl_ctx_priv {
const struct vs_compile_args *cur_vs_args;
const struct ds_compile_args *cur_ds_args;
const struct ps_compile_args *cur_ps_args;
struct ps_np2fixup_info *cur_np2fixup_info;
struct wined3d_string_buffer_list *string_buffers;
@ -262,6 +273,12 @@ struct glsl_vs_compiled_shader
GLuint id;
};
struct glsl_ds_compiled_shader
{
struct ds_compile_args args;
GLuint id;
};
struct glsl_gs_compiled_shader
{
struct gs_compile_args args;
@ -278,11 +295,12 @@ struct glsl_shader_private
union
{
struct glsl_vs_compiled_shader *vs;
struct glsl_ds_compiled_shader *ds;
struct glsl_gs_compiled_shader *gs;
struct glsl_ps_compiled_shader *ps;
struct glsl_cs_compiled_shader *cs;
} gl_shaders;
UINT num_gl_shaders, shader_array_size;
unsigned int num_gl_shaders, shader_array_size;
};
struct glsl_ffp_vertex_shader
@ -1731,6 +1749,8 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
shader_get_position_fixup(context, state, position_fixup);
if (state->shader[WINED3D_SHADER_TYPE_GEOMETRY])
GL_EXTCALL(glUniform4fv(prog->gs.pos_fixup_location, 1, position_fixup));
else if (state->shader[WINED3D_SHADER_TYPE_DOMAIN])
GL_EXTCALL(glUniform4fv(prog->ds.pos_fixup_location, 1, position_fixup));
else
GL_EXTCALL(glUniform4fv(prog->vs.pos_fixup_location, 1, position_fixup));
checkGLcall("glUniform4fv");
@ -6458,6 +6478,7 @@ static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_sh
struct glsl_program_key key;
key.vs_id = entry->vs.id;
key.ds_id = entry->ds.id;
key.gs_id = entry->gs.id;
key.ps_id = entry->ps.id;
key.cs_id = entry->cs.id;
@ -6486,6 +6507,8 @@ static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struc
GL_EXTCALL(glDeleteProgram(entry->id));
if (entry->vs.id)
list_remove(&entry->vs.shader_entry);
if (entry->ds.id)
list_remove(&entry->ds.shader_entry);
if (entry->gs.id)
list_remove(&entry->gs.shader_entry);
if (entry->ps.id)
@ -7361,6 +7384,105 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
return shader_id;
}
static void shader_glsl_generate_ds_epilogue(const struct wined3d_gl_info *gl_info,
struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader,
const struct ds_compile_args *args)
{
shader_addline(buffer, "setup_ds_output(ds_out);\n");
if (args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL && !gl_info->supported[ARB_CLIP_CONTROL])
shader_glsl_fixup_position(buffer);
}
static GLuint shader_glsl_generate_domain_shader(const struct wined3d_context *context,
struct shader_glsl_priv *priv, const struct wined3d_shader *shader, const struct ds_compile_args *args)
{
struct wined3d_string_buffer_list *string_buffers = &priv->string_buffers;
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;
struct shader_glsl_ctx_priv priv_ctx;
GLuint shader_id;
memset(&priv_ctx, 0, sizeof(priv_ctx));
priv_ctx.cur_ds_args = args;
priv_ctx.string_buffers = string_buffers;
shader_glsl_add_version_declaration(buffer, gl_info);
shader_glsl_enable_extensions(buffer, gl_info);
shader_addline(buffer, "#extension GL_ARB_tessellation_shader : enable\n");
shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
shader_addline(buffer, "layout(");
switch (shader->u.ds.tessellator_domain)
{
case WINED3D_TESSELLATOR_DOMAIN_LINE:
shader_addline(buffer, "isolines");
break;
case WINED3D_TESSELLATOR_DOMAIN_QUAD:
shader_addline(buffer, "quads");
break;
case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE:
shader_addline(buffer, "triangles");
break;
}
switch (args->tessellator_output_primitive)
{
case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW:
if (args->render_offscreen)
shader_addline(buffer, ", ccw");
else
shader_addline(buffer, ", cw");
break;
case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW:
if (args->render_offscreen)
shader_addline(buffer, ", cw");
else
shader_addline(buffer, ", ccw");
break;
case WINED3D_TESSELLATOR_OUTPUT_POINT:
shader_addline(buffer, ", point_mode");
break;
case WINED3D_TESSELLATOR_OUTPUT_LINE:
break;
}
switch (args->tessellator_partitioning)
{
case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD:
shader_addline(buffer, ", fractional_odd_spacing");
break;
case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN:
shader_addline(buffer, ", fractional_even_spacing");
break;
case WINED3D_TESSELLATOR_PARTITIONING_INTEGER:
case WINED3D_TESSELLATOR_PARTITIONING_POW2:
shader_addline(buffer, ", equal_spacing");
break;
}
shader_addline(buffer, ") in;\n");
shader_addline(buffer, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader->limits->packed_input);
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);
shader_addline(buffer, "void main()\n{\n");
if (FAILED(shader_generate_main(shader, buffer, reg_maps, &priv_ctx)))
return 0;
shader_addline(buffer, "}\n");
shader_id = GL_EXTCALL(glCreateShader(GL_TESS_EVALUATION_SHADER));
TRACE("Compiling shader object %u.\n", shader_id);
shader_glsl_compile(gl_info, shader_id, buffer->buffer);
return shader_id;
}
/* Context activation is done by the caller. */
static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context *context,
struct shader_glsl_priv *priv, const struct wined3d_shader *shader, const struct gs_compile_args *args)
@ -7409,15 +7531,19 @@ static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_con
{
const struct shader_glsl_ctx_priv *priv = ctx->backend_data;
const struct wined3d_gl_info *gl_info = ctx->gl_info;
struct wined3d_string_buffer *buffer = ctx->buffer;
const struct wined3d_shader *shader = ctx->shader;
switch (shader->reg_maps.shader_version.type)
{
case WINED3D_SHADER_TYPE_PIXEL:
shader_glsl_generate_ps_epilogue(gl_info, ctx->buffer, shader, priv->cur_ps_args);
shader_glsl_generate_ps_epilogue(gl_info, buffer, shader, priv->cur_ps_args);
break;
case WINED3D_SHADER_TYPE_VERTEX:
shader_glsl_generate_vs_epilogue(gl_info, ctx->buffer, shader, priv->cur_vs_args);
shader_glsl_generate_vs_epilogue(gl_info, buffer, shader, priv->cur_vs_args);
break;
case WINED3D_SHADER_TYPE_DOMAIN:
shader_glsl_generate_ds_epilogue(gl_info, buffer, shader, priv->cur_ds_args);
break;
case WINED3D_SHADER_TYPE_GEOMETRY:
case WINED3D_SHADER_TYPE_COMPUTE:
@ -7629,6 +7755,62 @@ static GLuint find_glsl_vshader(const struct wined3d_context *context, struct sh
return ret;
}
static GLuint find_glsl_domain_shader(const struct wined3d_context *context,
struct shader_glsl_priv *priv, struct wined3d_shader *shader, const struct ds_compile_args *args)
{
struct glsl_ds_compiled_shader *gl_shaders, *new_array;
struct glsl_shader_private *shader_data;
unsigned int i, new_size;
GLuint ret;
if (!shader->backend_data)
{
if (!(shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data))))
{
ERR("Failed to allocate backend data.\n");
return 0;
}
}
shader_data = shader->backend_data;
gl_shaders = shader_data->gl_shaders.ds;
for (i = 0; i < shader_data->num_gl_shaders; ++i)
{
if (!memcmp(&gl_shaders[i].args, args, sizeof(*args)))
return gl_shaders[i].id;
}
TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
if (shader_data->num_gl_shaders)
{
new_size = shader_data->shader_array_size + 1;
new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders.ds,
new_size * sizeof(*new_array));
}
else
{
new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
new_size = 1;
}
if (!new_array)
{
ERR("Failed to allocate GL shaders array.\n");
return 0;
}
shader_data->gl_shaders.ds = new_array;
shader_data->shader_array_size = new_size;
gl_shaders = new_array;
string_buffer_clear(&priv->shader_buffer);
ret = shader_glsl_generate_domain_shader(context, priv, shader, args);
gl_shaders[shader_data->num_gl_shaders].args = *args;
gl_shaders[shader_data->num_gl_shaders++].id = ret;
return ret;
}
static GLuint find_glsl_geometry_shader(const struct wined3d_context *context,
struct shader_glsl_priv *priv, struct wined3d_shader *shader, const struct gs_compile_args *args)
{
@ -8926,6 +9108,12 @@ static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info *
string_buffer_release(&priv->string_buffers, name);
}
static void shader_glsl_init_ds_uniform_locations(const struct wined3d_gl_info *gl_info,
struct shader_glsl_priv *priv, GLuint program_id, struct glsl_ds_program *ds)
{
ds->pos_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "pos_fixup"));
}
static void shader_glsl_init_gs_uniform_locations(const struct wined3d_gl_info *gl_info,
struct shader_glsl_priv *priv, GLuint program_id, struct glsl_gs_program *gs)
{
@ -9034,6 +9222,7 @@ static HRESULT shader_glsl_compile_compute_shader(struct shader_glsl_priv *priv,
entry->id = program_id;
entry->vs.id = 0;
entry->ds.id = 0;
entry->gs.id = 0;
entry->ps.id = 0;
entry->cs.id = shader_id;
@ -9116,14 +9305,15 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
const struct wined3d_d3d_info *d3d_info = context->d3d_info;
const struct ps_np2fixup_info *np2fixup_info = NULL;
struct glsl_shader_prog_link *entry = NULL;
struct wined3d_shader *dshader, *gshader;
struct wined3d_shader *vshader = NULL;
struct wined3d_shader *gshader = NULL;
struct wined3d_shader *pshader = NULL;
GLuint reorder_shader_id = 0;
struct glsl_program_key key;
GLuint program_id;
unsigned int i;
GLuint vs_id = 0;
GLuint ds_id = 0;
GLuint gs_id = 0;
GLuint ps_id = 0;
struct list *ps_list, *vs_list;
@ -9159,6 +9349,19 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
vs_list = &ffp_shader->linked_programs;
}
dshader = state->shader[WINED3D_SHADER_TYPE_DOMAIN];
if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_DOMAIN)) && ctx_data->glsl_program)
{
ds_id = ctx_data->glsl_program->ds.id;
}
else if (dshader)
{
struct ds_compile_args args;
find_ds_compile_args(state, dshader, &args, context);
ds_id = find_glsl_domain_shader(context, priv, dshader, &args);
}
gshader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_GEOMETRY)) && ctx_data->glsl_program)
{
@ -9202,10 +9405,11 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
}
key.vs_id = vs_id;
key.ds_id = ds_id;
key.gs_id = gs_id;
key.ps_id = ps_id;
key.cs_id = 0;
if ((!vs_id && !gs_id && !ps_id) || (entry = get_glsl_program_entry(priv, &key)))
if ((!vs_id && !ds_id && !gs_id && !ps_id) || (entry = get_glsl_program_entry(priv, &key)))
{
ctx_data->glsl_program = entry;
return;
@ -9219,6 +9423,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
entry->id = program_id;
entry->vs.id = vs_id;
entry->ds.id = ds_id;
entry->gs.id = gs_id;
entry->ps.id = ps_id;
entry->cs.id = 0;
@ -9299,6 +9504,15 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
}
}
if (dshader)
{
TRACE("Attaching GLSL tessellation evaluation shader object %u to program %u.\n", ds_id, program_id);
GL_EXTCALL(glAttachShader(program_id, ds_id));
checkGLcall("glAttachShader");
list_add_head(&dshader->linked_programs, &entry->ds.shader_entry);
}
if (gshader)
{
TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id, program_id);
@ -9327,6 +9541,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
shader_glsl_init_vs_uniform_locations(gl_info, priv, program_id, &entry->vs,
vshader ? vshader->limits->constant_float : 0);
shader_glsl_init_ds_uniform_locations(gl_info, priv, program_id, &entry->ds);
shader_glsl_init_gs_uniform_locations(gl_info, priv, program_id, &entry->gs);
shader_glsl_init_ps_uniform_locations(gl_info, priv, program_id, &entry->ps,
pshader ? pshader->limits->constant_float : 0);
@ -9405,6 +9620,14 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
if (entry->vs.pointsize_min_location != -1)
entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE;
if (dshader)
{
if (entry->ds.pos_fixup_location != -1)
entry->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
shader_glsl_load_program_resources(context, priv, program_id, dshader);
}
if (gshader)
{
if (entry->gs.pos_fixup_location != -1)
@ -9677,6 +9900,28 @@ static void shader_glsl_destroy(struct wined3d_shader *shader)
break;
}
case WINED3D_SHADER_TYPE_DOMAIN:
{
struct glsl_ds_compiled_shader *gl_shaders = shader_data->gl_shaders.ds;
for (i = 0; i < shader_data->num_gl_shaders; ++i)
{
TRACE("Deleting domain shader %u.\n", gl_shaders[i].id);
GL_EXTCALL(glDeleteShader(gl_shaders[i].id));
checkGLcall("glDeleteShader");
}
HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.ds);
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
struct glsl_shader_prog_link, ds.shader_entry)
{
shader_glsl_invalidate_contexts_program(device, entry);
delete_glsl_program_entry(priv, gl_info, entry);
}
break;
}
case WINED3D_SHADER_TYPE_GEOMETRY:
{
struct glsl_gs_compiled_shader *gl_shaders = shader_data->gl_shaders.gs;
@ -9748,6 +9993,9 @@ static int glsl_program_key_compare(const void *key, const struct wine_rb_entry
if (k->ps_id > prog->ps.id) return 1;
else if (k->ps_id < prog->ps.id) return -1;
if (k->ds_id > prog->ds.id) return 1;
else if (k->ds_id < prog->ds.id) return -1;
if (k->cs_id > prog->cs.id) return 1;
else if (k->cs_id < prog->cs.id) return -1;
@ -10050,9 +10298,9 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
/* WINED3DSIH_DCL_SAMPLER */ shader_glsl_nop,
/* WINED3DSIH_DCL_STREAM */ NULL,
/* WINED3DSIH_DCL_TEMPS */ shader_glsl_nop,
/* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL,
/* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL,
/* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL,
/* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ shader_glsl_nop,
/* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ shader_glsl_nop,
/* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ shader_glsl_nop,
/* WINED3DSIH_DCL_TGSM_RAW */ shader_glsl_nop,
/* WINED3DSIH_DCL_TGSM_STRUCTURED */ shader_glsl_nop,
/* WINED3DSIH_DCL_THREAD_GROUP */ shader_glsl_nop,
@ -10426,10 +10674,21 @@ static void glsl_vertex_pipe_vs(struct wined3d_context *context,
context_apply_state(context, state, STATE_VDECL);
}
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. */
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_DOMAIN;
}
static void glsl_vertex_pipe_geometry_shader(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id)
{
if (state->shader[WINED3D_SHADER_TYPE_VERTEX]
if (state->shader[WINED3D_SHADER_TYPE_DOMAIN])
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_DOMAIN;
else if (state->shader[WINED3D_SHADER_TYPE_VERTEX]
&& state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.shader_version.major >= 4)
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
}
@ -10439,6 +10698,8 @@ static void glsl_vertex_pipe_pixel_shader(struct wined3d_context *context,
{
if (state->shader[WINED3D_SHADER_TYPE_GEOMETRY])
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_GEOMETRY;
else if (state->shader[WINED3D_SHADER_TYPE_DOMAIN])
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_DOMAIN;
else if (state->shader[WINED3D_SHADER_TYPE_VERTEX]
&& state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.shader_version.major >= 4)
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
@ -10587,6 +10848,7 @@ static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] =
{
{STATE_VDECL, {STATE_VDECL, glsl_vertex_pipe_vdecl }, WINED3D_GL_EXT_NONE },
{STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), glsl_vertex_pipe_vs }, WINED3D_GL_EXT_NONE },
{STATE_SHADER(WINED3D_SHADER_TYPE_HULL), {STATE_SHADER(WINED3D_SHADER_TYPE_HULL), glsl_vertex_pipe_hs }, WINED3D_GL_EXT_NONE },
{STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), glsl_vertex_pipe_geometry_shader}, WINED3D_GL_EXT_NONE },
{STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), glsl_vertex_pipe_pixel_shader}, WINED3D_GL_EXT_NONE },
{STATE_MATERIAL, {STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },

View File

@ -1095,6 +1095,27 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
{
reg_maps->temporary_count = ins.declaration.count;
}
else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_DOMAIN)
{
if (shader_version.type == WINED3D_SHADER_TYPE_DOMAIN)
shader->u.ds.tessellator_domain = ins.declaration.tessellator_domain;
else if (shader_version.type != WINED3D_SHADER_TYPE_HULL)
FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type);
}
else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE)
{
if (shader_version.type == WINED3D_SHADER_TYPE_HULL)
shader->u.hs.tessellator_output_primitive = ins.declaration.tessellator_output_primitive;
else
FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type);
}
else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_PARTITIONING)
{
if (shader_version.type == WINED3D_SHADER_TYPE_HULL)
shader->u.hs.tessellator_partitioning = ins.declaration.tessellator_partitioning;
else
FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type);
}
else if (ins.handler_idx == WINED3DSIH_DCL_TGSM_RAW)
{
if (FAILED(hr = shader_reg_maps_add_tgsm(reg_maps, ins.declaration.tgsm_raw.reg.reg.idx[0].offset,
@ -3486,6 +3507,24 @@ static HRESULT geometry_shader_init(struct wined3d_shader *shader, struct wined3
return WINED3D_OK;
}
void find_ds_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
struct ds_compile_args *args, const struct wined3d_context *context)
{
const struct wined3d_shader *hull_shader = state->shader[WINED3D_SHADER_TYPE_HULL];
args->tessellator_output_primitive = hull_shader->u.hs.tessellator_output_primitive;
args->tessellator_partitioning = hull_shader->u.hs.tessellator_partitioning;
args->output_count = state->shader[WINED3D_SHADER_TYPE_GEOMETRY] ?
state->shader[WINED3D_SHADER_TYPE_GEOMETRY]->limits->packed_input :
state->shader[WINED3D_SHADER_TYPE_PIXEL] ? state->shader[WINED3D_SHADER_TYPE_PIXEL]->limits->packed_input
: shader->limits->packed_output;
args->next_shader_type = state->shader[WINED3D_SHADER_TYPE_GEOMETRY] ? WINED3D_SHADER_TYPE_GEOMETRY
: WINED3D_SHADER_TYPE_PIXEL;
args->render_offscreen = context->render_offscreen;
}
void find_gs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
struct gs_compile_args *args)
{

View File

@ -1329,6 +1329,15 @@ struct vs_compile_args
unsigned int next_shader_input_count;
};
struct ds_compile_args
{
enum wined3d_tessellator_output_primitive tessellator_output_primitive;
enum wined3d_tessellator_partitioning tessellator_partitioning;
unsigned int output_count : 16;
unsigned int next_shader_type : 3;
unsigned int render_offscreen : 1;
};
struct gs_compile_args
{
unsigned int output_count;
@ -3698,6 +3707,17 @@ struct wined3d_vertex_shader
struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
};
struct wined3d_domain_shader
{
enum wined3d_tessellator_domain tessellator_domain;
};
struct wined3d_hull_shader
{
enum wined3d_tessellator_output_primitive tessellator_output_primitive;
enum wined3d_tessellator_partitioning tessellator_partitioning;
};
struct wined3d_geometry_shader
{
enum wined3d_primitive_type input_type;
@ -3761,6 +3781,8 @@ struct wined3d_shader
union
{
struct wined3d_vertex_shader vs;
struct wined3d_domain_shader ds;
struct wined3d_hull_shader hs;
struct wined3d_geometry_shader gs;
struct wined3d_pixel_shader ps;
struct wined3d_compute_shader cs;
@ -3776,6 +3798,9 @@ void find_vs_compile_args(const struct wined3d_state *state, const struct wined3
WORD swizzle_map, struct vs_compile_args *args,
const struct wined3d_d3d_info *d3d_info) DECLSPEC_HIDDEN;
void find_ds_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
struct ds_compile_args *args, const struct wined3d_context *context) DECLSPEC_HIDDEN;
void find_gs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
struct gs_compile_args *args) DECLSPEC_HIDDEN;