From 0d624fdb6ca6f0dcff0196da15a4fecaf854771b Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B3zef=20Kucia?= Date: Fri, 21 Apr 2017 10:59:53 +0200 Subject: [PATCH] wined3d: Implement geometry shader instancing. MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Józef Kucia Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/wined3d/glsl_shader.c | 21 ++++++++++++++++----- 1 file changed, 16 insertions(+), 5 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 26554d8c4b9..c950138ec4c 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -2970,6 +2970,13 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register * sprintf(register_name, "ivec2(gl_LocalInvocationIndex, 0)"); break; + case WINED3DSPR_GSINSTID: + if (gl_info->supported[ARB_SHADING_LANGUAGE_420PACK]) + sprintf(register_name, "gl_InvocationID"); + else + sprintf(register_name, "ivec2(gl_InvocationID, 0)"); + break; + case WINED3DSPR_THREADID: sprintf(register_name, "ivec3(gl_GlobalInvocationID)"); break; @@ -3132,10 +3139,11 @@ static void shader_glsl_add_src_param_ext(const struct wined3d_shader_instructio case WINED3DSPR_PRIMID: param_data_type = WINED3D_DATA_UINT; break; - case WINED3DSPR_LOCALTHREADINDEX: - case WINED3DSPR_THREADID: - case WINED3DSPR_THREADGROUPID: + case WINED3DSPR_GSINSTID: case WINED3DSPR_LOCALTHREADID: + case WINED3DSPR_LOCALTHREADINDEX: + case WINED3DSPR_THREADGROUPID: + case WINED3DSPR_THREADID: param_data_type = WINED3D_DATA_INT; break; default: @@ -7363,7 +7371,10 @@ static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context } else { - shader_addline(buffer, "layout(%s) in;\n", glsl_primitive_type_from_d3d(shader->u.gs.input_type)); + shader_addline(buffer, "layout(%s", glsl_primitive_type_from_d3d(shader->u.gs.input_type)); + if (shader->u.gs.instance_count > 1) + shader_addline(buffer, ", invocations = %u", shader->u.gs.instance_count); + shader_addline(buffer, ") in;\n"); shader_addline(buffer, "layout(%s, max_vertices = %u) out;\n", glsl_primitive_type_from_d3d(shader->u.gs.output_type), shader->u.gs.vertices_out); shader_addline(buffer, "in vs_gs_iface { vec4 gs_in[%u]; } gs_in[];\n", shader->limits->packed_input); @@ -10049,7 +10060,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB /* WINED3DSIH_DCL_FUNCTION_BODY */ NULL, /* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL, /* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop, - /* WINED3DSIH_DCL_GS_INSTANCES */ NULL, + /* WINED3DSIH_DCL_GS_INSTANCES */ shader_glsl_nop, /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ NULL, /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ NULL, /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ NULL,