wined3d: Avoid barrier() in tessellation control shader if possible.

Synchronization is only needed when output variables are read.

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 2017-05-25 10:22:11 +02:00 committed by Alexandre Julliard
parent 114f9791d2
commit 4597ef6696
3 changed files with 7 additions and 2 deletions

View File

@ -7610,7 +7610,7 @@ static GLuint shader_glsl_generate_hull_shader(const struct wined3d_context *con
shader_addline(buffer, "void main()\n{\n");
shader_addline(buffer, "hs_control_point_phase();\n");
if (hs->phases.fork_count || hs->phases.join_count)
if (reg_maps->vocp)
shader_addline(buffer, "barrier();\n");
for (i = 0; i < hs->phases.fork_count; ++i)
shader_glsl_generate_shader_phase_invocation(buffer, &hs->phases.fork[i], "fork", i);

View File

@ -801,6 +801,10 @@ static BOOL shader_record_register_usage(struct wined3d_shader *shader, struct w
reg_maps->rt_mask |= (1u << reg->idx[0].offset);
break;
case WINED3DSPR_OUTCONTROLPOINT:
reg_maps->vocp = 1;
break;
default:
TRACE("Not recording register of type %#x and [%#x][%#x].\n",
reg->type, reg->idx[0].offset, reg->idx[1].offset);

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@ -1012,7 +1012,8 @@ struct wined3d_shader_reg_maps
WORD usescall : 1;
WORD usespow : 1;
WORD point_size : 1;
WORD padding : 2;
WORD vocp : 1;
WORD padding : 1;
DWORD rt_mask; /* Used render targets, 32 max. */