wined3d: Generate code for hull 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>
This commit is contained in:
Józef Kucia 2017-05-20 13:45:56 +02:00 committed by Alexandre Julliard
parent 32c8d11e97
commit 007eb7d869
4 changed files with 227 additions and 16 deletions

View File

@ -3809,7 +3809,7 @@ static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
}
/* Base Shader Body */
if (FAILED(shader_generate_main(shader, buffer, reg_maps, &priv_ctx)))
if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
return 0;
if(args->super.srgb_correction) {
@ -4223,7 +4223,7 @@ static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
/* The shader starts with the main function */
priv_ctx.in_main_func = TRUE;
/* Base Shader Body */
if (FAILED(shader_generate_main(shader, buffer, reg_maps, &priv_ctx)))
if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
return -1;
if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,

View File

@ -177,6 +177,12 @@ struct glsl_vs_program
GLint clip_planes_location;
};
struct glsl_hs_program
{
struct list shader_entry;
GLuint id;
};
struct glsl_ds_program
{
struct list shader_entry;
@ -228,6 +234,7 @@ struct glsl_shader_prog_link
{
struct wine_rb_entry program_lookup_entry;
struct glsl_vs_program vs;
struct glsl_hs_program hs;
struct glsl_ds_program ds;
struct glsl_gs_program gs;
struct glsl_ps_program ps;
@ -240,6 +247,7 @@ struct glsl_shader_prog_link
struct glsl_program_key
{
GLuint vs_id;
GLuint hs_id;
GLuint ds_id;
GLuint gs_id;
GLuint ps_id;
@ -273,6 +281,11 @@ struct glsl_vs_compiled_shader
GLuint id;
};
struct glsl_hs_compiled_shader
{
GLuint id;
};
struct glsl_ds_compiled_shader
{
struct ds_compile_args args;
@ -295,6 +308,7 @@ struct glsl_shader_private
union
{
struct glsl_vs_compiled_shader *vs;
struct glsl_hs_compiled_shader *hs;
struct glsl_ds_compiled_shader *ds;
struct glsl_gs_compiled_shader *gs;
struct glsl_ps_compiled_shader *ps;
@ -6476,6 +6490,7 @@ 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.hs_id = entry->hs.id;
key.ds_id = entry->ds.id;
key.gs_id = entry->gs.id;
key.ps_id = entry->ps.id;
@ -6505,6 +6520,8 @@ 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->hs.id)
list_remove(&entry->hs.shader_entry);
if (entry->ds.id)
list_remove(&entry->ds.shader_entry);
if (entry->gs.id)
@ -7240,7 +7257,7 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
shader_glsl_input_pack(shader, buffer, &shader->input_signature, reg_maps, args, gl_info);
/* Base Shader Body */
if (FAILED(shader_generate_main(shader, buffer, reg_maps, &priv_ctx)))
if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
return 0;
/* In SM4+ the shader epilogue is generated by the "ret" instruction. */
@ -7366,7 +7383,7 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
shader_addline(buffer, "void main()\n{\n");
/* Base Shader Body */
if (FAILED(shader_generate_main(shader, buffer, reg_maps, &priv_ctx)))
if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
return 0;
/* In SM4+ the shader epilogue is generated by the "ret" instruction. */
@ -7382,6 +7399,104 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
return shader_id;
}
static void shader_glsl_generate_default_control_point_phase(const struct wined3d_shader *shader,
struct wined3d_string_buffer *buffer, const struct wined3d_shader_reg_maps *reg_maps)
{
const struct wined3d_shader_signature *output_signature = &shader->output_signature;
char reg_mask[6];
unsigned int i;
for (i = 0; i < output_signature->element_count; ++i)
{
const struct wined3d_shader_signature_element *output = &output_signature->elements[i];
shader_glsl_write_mask_to_str(output->mask, reg_mask);
shader_addline(buffer, "shader_out[gl_InvocationID].reg[%u]%s = shader_in[gl_InvocationID].reg[%u]%s;\n",
output->register_idx, reg_mask, output->register_idx, reg_mask);
}
}
static GLuint shader_glsl_generate_hull_shader(const struct wined3d_context *context,
struct shader_glsl_priv *priv, const struct wined3d_shader *shader)
{
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;
const struct wined3d_hull_shader *hs = &shader->u.hs;
const struct wined3d_shader_phase *phase;
struct shader_glsl_ctx_priv priv_ctx;
GLuint shader_id;
unsigned int i;
memset(&priv_ctx, 0, sizeof(priv_ctx));
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(vertices = %u) out;\n", hs->output_vertex_count);
shader_addline(buffer, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader->limits->packed_input);
shader_addline(buffer, "out shader_in_out { vec4 reg[%u]; } shader_out[];\n", shader->limits->packed_output);
shader_addline(buffer, "void hs_control_point_phase()\n{\n");
if ((phase = hs->phases.control_point))
{
if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, phase->start, phase->end)))
return 0;
}
else
{
shader_glsl_generate_default_control_point_phase(shader, buffer, reg_maps);
}
shader_addline(buffer, "}\n");
for (i = 0; i < hs->phases.fork_count; ++i)
{
phase = &hs->phases.fork[i];
shader_addline(buffer, "void hs_fork_phase%u()\n{\n", i);
if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, phase->start, phase->end)))
return 0;
shader_addline(buffer, "}\n");
}
for (i = 0; i < hs->phases.join_count; ++i)
{
phase = &hs->phases.join[i];
shader_addline(buffer, "void hs_join_phase%u()\n{\n", i);
if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, phase->start, phase->end)))
return 0;
shader_addline(buffer, "}\n");
}
shader_addline(buffer, "void main()\n{\n");
shader_addline(buffer, "hs_control_point_phase();\n");
if (hs->phases.fork_count || hs->phases.join_count)
shader_addline(buffer, "barrier();\n");
for (i = 0; i < hs->phases.fork_count; ++i)
{
phase = &hs->phases.fork[i];
shader_addline(buffer, "hs_fork_phase%u();\n", i);
}
for (i = 0; i < hs->phases.join_count; ++i)
{
phase = &hs->phases.join[i];
shader_addline(buffer, "hs_join_phase%u();\n", i);
}
shader_addline(buffer, "}\n");
shader_id = GL_EXTCALL(glCreateShader(GL_TESS_CONTROL_SHADER));
TRACE("Compiling shader object %u.\n", shader_id);
shader_glsl_compile(gl_info, shader_id, buffer->buffer);
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)
@ -7470,7 +7585,7 @@ static GLuint shader_glsl_generate_domain_shader(const struct wined3d_context *c
args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL);
shader_addline(buffer, "void main()\n{\n");
if (FAILED(shader_generate_main(shader, buffer, reg_maps, &priv_ctx)))
if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
return 0;
shader_addline(buffer, "}\n");
@ -7515,7 +7630,7 @@ static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context
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)))
if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
return 0;
shader_addline(buffer, "}\n");
@ -7585,7 +7700,7 @@ static GLuint shader_glsl_generate_compute_shader(const struct wined3d_context *
thread_group_size->x, thread_group_size->y, thread_group_size->z);
shader_addline(buffer, "void main()\n{\n");
shader_generate_main(shader, buffer, reg_maps, &priv_ctx);
shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL);
shader_addline(buffer, "}\n");
shader_id = GL_EXTCALL(glCreateShader(GL_COMPUTE_SHADER));
@ -7754,6 +7869,52 @@ static GLuint find_glsl_vshader(const struct wined3d_context *context, struct sh
return ret;
}
static GLuint find_glsl_hull_shader(const struct wined3d_context *context,
struct shader_glsl_priv *priv, struct wined3d_shader *shader)
{
struct glsl_hs_compiled_shader *gl_shaders, *new_array;
struct glsl_shader_private *shader_data;
unsigned int 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.hs;
if (shader_data->num_gl_shaders > 0)
{
assert(shader_data->num_gl_shaders == 1);
return gl_shaders[0].id;
}
TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
assert(!shader_data->gl_shaders.hs);
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.hs = new_array;
shader_data->shader_array_size = new_size;
gl_shaders = new_array;
string_buffer_clear(&priv->shader_buffer);
ret = shader_glsl_generate_hull_shader(context, priv, shader);
gl_shaders[shader_data->num_gl_shaders++].id = ret;
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)
{
@ -9221,6 +9382,7 @@ static HRESULT shader_glsl_compile_compute_shader(struct shader_glsl_priv *priv,
entry->id = program_id;
entry->vs.id = 0;
entry->hs.id = 0;
entry->ds.id = 0;
entry->gs.id = 0;
entry->ps.id = 0;
@ -9304,7 +9466,7 @@ 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 *hshader, *dshader, *gshader;
struct wined3d_shader *vshader = NULL;
struct wined3d_shader *pshader = NULL;
GLuint reorder_shader_id = 0;
@ -9312,6 +9474,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
GLuint program_id;
unsigned int i;
GLuint vs_id = 0;
GLuint hs_id = 0;
GLuint ds_id = 0;
GLuint gs_id = 0;
GLuint ps_id = 0;
@ -9348,6 +9511,12 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
vs_list = &ffp_shader->linked_programs;
}
hshader = state->shader[WINED3D_SHADER_TYPE_HULL];
if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_HULL)) && ctx_data->glsl_program)
hs_id = ctx_data->glsl_program->hs.id;
else if (hshader)
hs_id = find_glsl_hull_shader(context, priv, hshader);
dshader = state->shader[WINED3D_SHADER_TYPE_DOMAIN];
if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_DOMAIN)) && ctx_data->glsl_program)
{
@ -9404,11 +9573,12 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
}
key.vs_id = vs_id;
key.hs_id = hs_id;
key.ds_id = ds_id;
key.gs_id = gs_id;
key.ps_id = ps_id;
key.cs_id = 0;
if ((!vs_id && !ds_id && !gs_id && !ps_id) || (entry = get_glsl_program_entry(priv, &key)))
if ((!vs_id && !hs_id && !ds_id && !gs_id && !ps_id) || (entry = get_glsl_program_entry(priv, &key)))
{
ctx_data->glsl_program = entry;
return;
@ -9422,6 +9592,7 @@ 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->hs.id = hs_id;
entry->ds.id = ds_id;
entry->gs.id = gs_id;
entry->ps.id = ps_id;
@ -9503,6 +9674,15 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
}
}
if (hshader)
{
TRACE("Attaching GLSL tessellation control shader object %u to program %u.\n", hs_id, program_id);
GL_EXTCALL(glAttachShader(program_id, hs_id));
checkGLcall("glAttachShader");
list_add_head(&hshader->linked_programs, &entry->hs.shader_entry);
}
if (dshader)
{
TRACE("Attaching GLSL tessellation evaluation shader object %u to program %u.\n", ds_id, program_id);
@ -9619,6 +9799,9 @@ 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 (hshader)
shader_glsl_load_program_resources(context, priv, program_id, hshader);
if (dshader)
{
if (entry->ds.pos_fixup_location != -1)
@ -9899,6 +10082,28 @@ static void shader_glsl_destroy(struct wined3d_shader *shader)
break;
}
case WINED3D_SHADER_TYPE_HULL:
{
struct glsl_hs_compiled_shader *gl_shaders = shader_data->gl_shaders.hs;
for (i = 0; i < shader_data->num_gl_shaders; ++i)
{
TRACE("Deleting hull shader %u.\n", gl_shaders[i].id);
GL_EXTCALL(glDeleteShader(gl_shaders[i].id));
checkGLcall("glDeleteShader");
}
HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.hs);
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
struct glsl_shader_prog_link, hs.shader_entry)
{
shader_glsl_invalidate_contexts_program(device, entry);
delete_glsl_program_entry(priv, gl_info, entry);
}
break;
}
case WINED3D_SHADER_TYPE_DOMAIN:
{
struct glsl_ds_compiled_shader *gl_shaders = shader_data->gl_shaders.ds;
@ -9992,6 +10197,9 @@ 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->hs_id > prog->hs.id) return 1;
else if (k->hs_id < prog->hs.id) return -1;
if (k->ds_id > prog->ds.id) return 1;
else if (k->ds_id < prog->ds.id) return -1;

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@ -2418,10 +2418,10 @@ static void shader_dump_src_param(struct wined3d_string_buffer *buffer,
}
}
/* Shared code in order to generate the bulk of the shader string.
* NOTE: A description of how to parse tokens can be found on MSDN. */
HRESULT shader_generate_main(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
const struct wined3d_shader_reg_maps *reg_maps, void *backend_ctx)
/* Shared code in order to generate the bulk of the shader string. */
HRESULT shader_generate_code(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
const struct wined3d_shader_reg_maps *reg_maps, void *backend_ctx,
const DWORD *start, const DWORD *end)
{
struct wined3d_device *device = shader->device;
const struct wined3d_shader_frontend *fe = shader->frontend;
@ -2449,8 +2449,10 @@ HRESULT shader_generate_main(const struct wined3d_shader *shader, struct wined3d
ins.ctx = &ctx;
fe->shader_read_header(fe_data, &ptr, &shader_version);
if (start)
ptr = start;
while (!fe->shader_is_end(fe_data, &ptr))
while (!fe->shader_is_end(fe_data, &ptr) && ptr != end)
{
/* Read opcode. */
fe->shader_read_instruction(fe_data, &ptr, &ins);

View File

@ -3833,8 +3833,9 @@ BOOL string_buffer_init(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
void string_buffer_free(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
unsigned int max) DECLSPEC_HIDDEN;
HRESULT shader_generate_main(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
const struct wined3d_shader_reg_maps *reg_maps, void *backend_ctx) DECLSPEC_HIDDEN;
HRESULT shader_generate_code(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
const struct wined3d_shader_reg_maps *reg_maps, void *backend_ctx,
const DWORD *start, const DWORD *end) DECLSPEC_HIDDEN;
BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)