wined3d: Use interface blocks for shader inputs and outputs in GLSL 1.50.

We always use interfaces blocks for SM4+ 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 2017-05-08 09:48:03 +02:00 committed by Alexandre Julliard
parent 620e2d6718
commit eb30543b1a
1 changed files with 48 additions and 18 deletions

View File

@ -808,7 +808,7 @@ static void shader_glsl_generate_transform_feedback_varyings(const struct wined3
continue;
}
string_buffer_sprintf(buffer, "ps_link[%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);
}
@ -2029,6 +2029,11 @@ 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_use_interface_blocks(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";
@ -2074,6 +2079,34 @@ static void PRINTF_ATTR(4, 5) declare_out_varying(const struct wined3d_gl_info *
}
}
static const char *shader_glsl_shader_input_name(const struct wined3d_gl_info *gl_info)
{
return shader_glsl_use_interface_blocks(gl_info) ? "shader_in.reg" : "ps_link";
}
static const char *shader_glsl_shader_output_name(const struct wined3d_gl_info *gl_info)
{
return shader_glsl_use_interface_blocks(gl_info) ? "shader_out.reg" : "ps_link";
}
static void shader_glsl_declare_shader_inputs(const struct wined3d_gl_info *gl_info,
struct wined3d_string_buffer *buffer, unsigned int element_count)
{
if (shader_glsl_use_interface_blocks(gl_info))
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)
{
if (shader_glsl_use_interface_blocks(gl_info))
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)
{
return needs_legacy_glsl_syntax(gl_info) ? "gl_FragData" : "ps_out";
@ -6367,8 +6400,9 @@ 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 = ps_link[%u]%s;\n",
shader_addline(buffer, "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);
}
}
@ -6453,9 +6487,10 @@ static void shader_glsl_setup_vs3_output(struct shader_glsl_priv *priv,
const struct wined3d_shader_signature *input_signature,
const struct wined3d_shader_reg_maps *reg_maps_in,
const struct wined3d_shader_signature *output_signature,
const struct wined3d_shader_reg_maps *reg_maps_out, const char *out_array_name)
const struct wined3d_shader_reg_maps *reg_maps_out)
{
struct wined3d_string_buffer *destination = string_buffer_get(&priv->string_buffers);
const char *out_array_name = shader_glsl_shader_output_name(gl_info);
struct wined3d_string_buffer *buffer = &priv->shader_buffer;
unsigned int in_count = vec4_varyings(3, gl_info);
unsigned int max_varyings = needs_legacy_glsl_syntax(gl_info) ? in_count + 2 : in_count;
@ -6553,9 +6588,8 @@ 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 *out_array_name)
const struct wined3d_shader_reg_maps *reg_maps_out)
{
struct wined3d_string_buffer *destination = string_buffer_get(&priv->string_buffers);
struct wined3d_string_buffer *buffer = &priv->shader_buffer;
char reg_mask[6];
unsigned int i;
@ -6573,15 +6607,11 @@ static void shader_glsl_setup_sm4_shader_output(struct shader_glsl_priv *priv,
if (output->register_idx >= input_count)
continue;
string_buffer_sprintf(destination, "%s[%u]", out_array_name, output->register_idx);
shader_glsl_write_mask_to_str(output->mask, reg_mask);
shader_addline(buffer, "%s%s = outputs[%u]%s;\n",
destination->buffer, reg_mask, output->register_idx, reg_mask);
shader_addline(buffer, "shader_out.reg[%u]%s = outputs[%u]%s;\n",
output->register_idx, reg_mask, output->register_idx, reg_mask);
}
string_buffer_release(&priv->string_buffers, destination);
}
static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv *priv,
@ -6636,9 +6666,9 @@ static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv *priv
/* Then, setup the pixel shader input. */
if (reg_maps_out->shader_version.major < 4)
shader_glsl_setup_vs3_output(priv, gl_info, map, input_signature, reg_maps_in,
output_signature, reg_maps_out, "ps_link");
output_signature, reg_maps_out);
else
shader_glsl_setup_sm4_shader_output(priv, input_count, output_signature, reg_maps_out, "ps_link");
shader_glsl_setup_sm4_shader_output(priv, input_count, output_signature, reg_maps_out);
}
/* Context activation is done by the caller. */
@ -6768,9 +6798,9 @@ static GLuint shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl
}
else
{
UINT in_count = min(vec4_varyings(ps_major, gl_info), ps->limits->packed_input);
unsigned int in_count = min(vec4_varyings(ps_major, gl_info), ps->limits->packed_input);
declare_out_varying(gl_info, buffer, FALSE, "vec4 ps_link[%u];\n", in_count);
shader_glsl_declare_shader_outputs(gl_info, buffer, in_count);
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);
@ -6793,7 +6823,7 @@ static void shader_glsl_generate_sm4_rasterizer_input_setup(struct shader_glsl_p
input_count = min(vec4_varyings(4, gl_info), input_count);
if (input_count)
declare_out_varying(gl_info, buffer, FALSE, "vec4 ps_link[%u];\n", 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);
@ -6816,7 +6846,7 @@ static void shader_glsl_generate_sm4_output_setup(struct shader_glsl_priv *priv,
prefix, shader->limits->packed_output);
shader_glsl_setup_sm4_shader_output(priv, input_count,
&shader->output_signature, &shader->reg_maps, "shader_out.reg");
&shader->output_signature, &shader->reg_maps);
shader_addline(buffer, "}\n");
}
@ -7056,7 +7086,7 @@ 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)
declare_in_varying(gl_info, buffer, FALSE, "vec4 %s_link[%u];\n", prefix, in_count);
shader_glsl_declare_shader_inputs(gl_info, buffer, in_count);
shader_addline(buffer, "vec4 %s_in[%u];\n", prefix, in_count);
}