wined3d: Implement SV_ClipDistance.
In D3D10+ all clip distances declared in a shader are always enabled. In other words, enablement of clip distances is a property of a shader. Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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bb3b55ce22
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431aa3274c
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@ -241,7 +241,10 @@ struct glsl_shader_prog_link
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struct glsl_cs_program cs;
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struct glsl_cs_program cs;
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GLuint id;
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GLuint id;
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DWORD constant_update_mask;
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DWORD constant_update_mask;
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UINT constant_version;
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unsigned int constant_version;
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DWORD shader_controlled_clip_distances : 1;
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DWORD clip_distance_mask : 8; /* MAX_CLIP_DISTANCES, 8 */
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DWORD padding : 23;
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};
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};
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struct glsl_program_key
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struct glsl_program_key
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@ -6923,6 +6926,26 @@ static void shader_glsl_setup_sm4_shader_output(struct shader_glsl_priv *priv,
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}
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}
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}
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}
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static void shader_glsl_generate_clip_or_cull_distances(struct wined3d_string_buffer *buffer,
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const struct wined3d_shader_signature_element *element, DWORD clip_or_cull_distance_mask)
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{
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unsigned int i, clip_or_cull_index;
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char reg_mask[6];
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/* Assign consecutive indices starting from 0. */
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clip_or_cull_index = element->semantic_idx ? wined3d_popcount(clip_or_cull_distance_mask & 0xf) : 0;
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for (i = 0; i < 4; ++i)
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{
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if (!(element->mask & (WINED3DSP_WRITEMASK_0 << i)))
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continue;
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shader_glsl_write_mask_to_str(WINED3DSP_WRITEMASK_0 << i, reg_mask);
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shader_addline(buffer, "gl_ClipDistance[%u] = outputs[%u]%s;\n",
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clip_or_cull_index, element->register_idx, reg_mask);
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++clip_or_cull_index;
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}
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}
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static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv *priv,
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static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv *priv,
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const struct wined3d_gl_info *gl_info, const DWORD *map,
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const struct wined3d_gl_info *gl_info, const DWORD *map,
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const struct wined3d_shader_signature *input_signature,
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const struct wined3d_shader_signature *input_signature,
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@ -6932,7 +6955,7 @@ static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv *priv
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{
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{
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struct wined3d_string_buffer *buffer = &priv->shader_buffer;
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struct wined3d_string_buffer *buffer = &priv->shader_buffer;
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const char *semantic_name;
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const char *semantic_name;
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UINT semantic_idx;
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unsigned int semantic_idx;
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char reg_mask[6];
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char reg_mask[6];
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unsigned int i;
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unsigned int i;
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@ -6966,6 +6989,10 @@ static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv *priv
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shader_addline(buffer, "gl_Layer = floatBitsToInt(outputs[%u])%s;\n",
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shader_addline(buffer, "gl_Layer = floatBitsToInt(outputs[%u])%s;\n",
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output->register_idx, reg_mask);
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output->register_idx, reg_mask);
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}
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}
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else if (output->sysval_semantic == WINED3D_SV_CLIP_DISTANCE)
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{
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shader_glsl_generate_clip_or_cull_distances(buffer, output, reg_maps_out->clip_distance_mask);
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}
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else if (output->sysval_semantic)
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else if (output->sysval_semantic)
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{
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{
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FIXME("Unhandled sysval semantic %#x.\n", output->sysval_semantic);
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FIXME("Unhandled sysval semantic %#x.\n", output->sysval_semantic);
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@ -9852,6 +9879,7 @@ static HRESULT shader_glsl_compile_compute_shader(struct shader_glsl_priv *priv,
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entry->ps.id = 0;
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entry->ps.id = 0;
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entry->cs.id = shader_id;
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entry->cs.id = shader_id;
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entry->constant_version = 0;
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entry->constant_version = 0;
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entry->shader_controlled_clip_distances = 0;
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entry->ps.np2_fixup_info = NULL;
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entry->ps.np2_fixup_info = NULL;
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add_glsl_program_entry(priv, entry);
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add_glsl_program_entry(priv, entry);
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@ -9926,11 +9954,12 @@ static void set_glsl_compute_shader_program(const struct wined3d_context *contex
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static void set_glsl_shader_program(const struct wined3d_context *context, const struct wined3d_state *state,
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static void set_glsl_shader_program(const struct wined3d_context *context, const struct wined3d_state *state,
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struct shader_glsl_priv *priv, struct glsl_context_data *ctx_data)
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struct shader_glsl_priv *priv, struct glsl_context_data *ctx_data)
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{
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_d3d_info *d3d_info = context->d3d_info;
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const struct wined3d_d3d_info *d3d_info = context->d3d_info;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_shader *pre_rasterization_shader;
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const struct ps_np2fixup_info *np2fixup_info = NULL;
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const struct ps_np2fixup_info *np2fixup_info = NULL;
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struct glsl_shader_prog_link *entry = NULL;
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struct wined3d_shader *hshader, *dshader, *gshader;
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struct wined3d_shader *hshader, *dshader, *gshader;
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struct glsl_shader_prog_link *entry = NULL;
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struct wined3d_shader *vshader = NULL;
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struct wined3d_shader *vshader = NULL;
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struct wined3d_shader *pshader = NULL;
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struct wined3d_shader *pshader = NULL;
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GLuint reorder_shader_id = 0;
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GLuint reorder_shader_id = 0;
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@ -10068,6 +10097,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
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entry->ps.id = ps_id;
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entry->ps.id = ps_id;
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entry->cs.id = 0;
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entry->cs.id = 0;
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entry->constant_version = 0;
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entry->constant_version = 0;
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entry->shader_controlled_clip_distances = 0;
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entry->ps.np2_fixup_info = np2fixup_info;
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entry->ps.np2_fixup_info = np2fixup_info;
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/* Add the hash table entry */
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/* Add the hash table entry */
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add_glsl_program_entry(priv, entry);
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add_glsl_program_entry(priv, entry);
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@ -10194,7 +10224,15 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
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shader_glsl_init_gs_uniform_locations(gl_info, priv, program_id, &entry->gs);
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shader_glsl_init_gs_uniform_locations(gl_info, priv, program_id, &entry->gs);
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shader_glsl_init_ps_uniform_locations(gl_info, priv, program_id, &entry->ps,
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shader_glsl_init_ps_uniform_locations(gl_info, priv, program_id, &entry->ps,
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pshader ? pshader->limits->constant_float : 0);
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pshader ? pshader->limits->constant_float : 0);
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checkGLcall("Find glsl program uniform locations");
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checkGLcall("find glsl program uniform locations");
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pre_rasterization_shader = gshader ? gshader : dshader ? dshader : vshader;
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if (pre_rasterization_shader && pre_rasterization_shader->reg_maps.shader_version.major >= 4)
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{
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unsigned int clip_distance_count = wined3d_popcount(pre_rasterization_shader->reg_maps.clip_distance_mask);
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entry->shader_controlled_clip_distances = 1;
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entry->clip_distance_mask = (1u << clip_distance_count) - 1;
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}
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if (needs_legacy_glsl_syntax(gl_info))
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if (needs_legacy_glsl_syntax(gl_info))
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{
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{
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@ -10350,6 +10388,7 @@ static void shader_glsl_select(void *shader_priv, struct wined3d_context *contex
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struct glsl_context_data *ctx_data = context->shader_backend_data;
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struct glsl_context_data *ctx_data = context->shader_backend_data;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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struct shader_glsl_priv *priv = shader_priv;
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struct shader_glsl_priv *priv = shader_priv;
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struct glsl_shader_prog_link *glsl_program;
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GLenum current_vertex_color_clamp;
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GLenum current_vertex_color_clamp;
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GLuint program_id, prev_id;
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GLuint program_id, prev_id;
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@ -10357,13 +10396,15 @@ static void shader_glsl_select(void *shader_priv, struct wined3d_context *contex
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priv->fragment_pipe->enable_extension(gl_info, !use_ps(state));
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priv->fragment_pipe->enable_extension(gl_info, !use_ps(state));
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prev_id = ctx_data->glsl_program ? ctx_data->glsl_program->id : 0;
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prev_id = ctx_data->glsl_program ? ctx_data->glsl_program->id : 0;
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set_glsl_shader_program(context, state, priv, ctx_data);
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set_glsl_shader_program(context, state, priv, ctx_data);
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glsl_program = ctx_data->glsl_program;
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if (ctx_data->glsl_program)
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if (glsl_program)
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{
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{
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program_id = ctx_data->glsl_program->id;
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program_id = glsl_program->id;
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current_vertex_color_clamp = ctx_data->glsl_program->vs.vertex_color_clamp;
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current_vertex_color_clamp = glsl_program->vs.vertex_color_clamp;
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if (glsl_program->shader_controlled_clip_distances)
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context_enable_clip_distances(context, glsl_program->clip_distance_mask);
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}
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}
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else
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else
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{
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{
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@ -10392,8 +10433,8 @@ static void shader_glsl_select(void *shader_priv, struct wined3d_context *contex
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GL_EXTCALL(glUseProgram(program_id));
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GL_EXTCALL(glUseProgram(program_id));
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checkGLcall("glUseProgram");
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checkGLcall("glUseProgram");
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if (program_id)
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if (glsl_program)
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context->constant_update_mask |= ctx_data->glsl_program->constant_update_mask;
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context->constant_update_mask |= glsl_program->constant_update_mask;
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}
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}
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context->shader_update_mask |= (1u << WINED3D_SHADER_TYPE_COMPUTE);
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context->shader_update_mask |= (1u << WINED3D_SHADER_TYPE_COMPUTE);
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return WINED3D_OK;
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return WINED3D_OK;
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}
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}
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static HRESULT shader_calculate_clip_or_cull_distance_mask(
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const struct wined3d_shader_signature_element *e, DWORD *mask)
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{
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unsigned int i;
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*mask = 0;
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/* Cull and clip distances are packed in 4 component registers. 0 and 1 are
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* the only allowed semantic indices.
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*/
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if (e->semantic_idx >= MAX_CLIP_DISTANCES / 4)
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{
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WARN("Invalid clip/cull distance index %u.\n", e->semantic_idx);
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return WINED3DERR_INVALIDCALL;
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}
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for (i = 0; i < 4; ++i)
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{
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if (e->mask & (WINED3DSP_WRITEMASK_0 << i))
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*mask |= 1u << (4 * e->semantic_idx + i);
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}
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return WINED3D_OK;
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}
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static void wined3d_insert_interpolation_mode(DWORD *packed_interpolation_mode,
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static void wined3d_insert_interpolation_mode(DWORD *packed_interpolation_mode,
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unsigned int register_idx, enum wined3d_shader_interpolation_mode mode)
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unsigned int register_idx, enum wined3d_shader_interpolation_mode mode)
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{
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{
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{
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{
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for (i = 0; i < output_signature->element_count; ++i)
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for (i = 0; i < output_signature->element_count; ++i)
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{
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{
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reg_maps->output_registers |= 1u << output_signature->elements[i].register_idx;
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const struct wined3d_shader_signature_element *e = &output_signature->elements[i];
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DWORD mask;
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reg_maps->output_registers |= 1u << e->register_idx;
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if (e->sysval_semantic == WINED3D_SV_CLIP_DISTANCE)
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{
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if (FAILED(hr = shader_calculate_clip_or_cull_distance_mask(e, &mask)))
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return hr;
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reg_maps->clip_distance_mask |= mask;
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}
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}
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}
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}
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}
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else if (reg_maps->output_registers)
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else if (reg_maps->output_registers)
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@ -1006,31 +1006,32 @@ struct wined3d_shader_reg_maps
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BYTE bumpmat; /* MAX_TEXTURES, 8 */
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BYTE bumpmat; /* MAX_TEXTURES, 8 */
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BYTE luminanceparams; /* MAX_TEXTURES, 8 */
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BYTE luminanceparams; /* MAX_TEXTURES, 8 */
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struct wined3d_shader_resource_info uav_resource_info[MAX_UNORDERED_ACCESS_VIEWS];
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struct wined3d_shader_resource_info uav_resource_info[MAX_UNORDERED_ACCESS_VIEWS];
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DWORD uav_read_mask; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */
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DWORD uav_read_mask : 8; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */
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DWORD uav_counter_mask; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */
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DWORD uav_counter_mask : 8; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */
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WORD usesnrm : 1;
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DWORD clip_distance_mask : 8; /* MAX_CLIP_DISTANCES, 8 */
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WORD vpos : 1;
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DWORD usesnrm : 1;
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WORD usesdsx : 1;
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DWORD vpos : 1;
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WORD usesdsy : 1;
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DWORD usesdsx : 1;
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WORD usestexldd : 1;
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DWORD usesdsy : 1;
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WORD usesmova : 1;
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DWORD usestexldd : 1;
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WORD usesfacing : 1;
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DWORD usesmova : 1;
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WORD usesrelconstF : 1;
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DWORD usesfacing : 1;
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WORD fog : 1;
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DWORD usesrelconstF : 1;
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WORD usestexldl : 1;
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DWORD fog : 1;
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WORD usesifc : 1;
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DWORD usestexldl : 1;
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WORD usescall : 1;
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DWORD usesifc : 1;
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WORD usespow : 1;
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DWORD usescall : 1;
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WORD point_size : 1;
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DWORD usespow : 1;
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WORD vocp : 1;
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DWORD point_size : 1;
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WORD padding : 1;
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DWORD vocp : 1;
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DWORD padding : 25;
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DWORD rt_mask; /* Used render targets, 32 max. */
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DWORD rt_mask; /* Used render targets, 32 max. */
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/* Whether or not loops are used in this shader, and nesting depth */
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/* Whether or not loops are used in this shader, and nesting depth */
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unsigned loop_depth;
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unsigned int loop_depth;
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UINT min_rel_offset, max_rel_offset;
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unsigned int min_rel_offset, max_rel_offset;
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struct wined3d_shader_tgsm *tgsm;
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struct wined3d_shader_tgsm *tgsm;
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SIZE_T tgsm_capacity;
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SIZE_T tgsm_capacity;
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