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>
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@ -7610,7 +7610,7 @@ static GLuint shader_glsl_generate_hull_shader(const struct wined3d_context *con
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shader_addline(buffer, "void main()\n{\n");
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shader_addline(buffer, "hs_control_point_phase();\n");
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if (hs->phases.fork_count || hs->phases.join_count)
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if (reg_maps->vocp)
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shader_addline(buffer, "barrier();\n");
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for (i = 0; i < hs->phases.fork_count; ++i)
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shader_glsl_generate_shader_phase_invocation(buffer, &hs->phases.fork[i], "fork", i);
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@ -801,6 +801,10 @@ static BOOL shader_record_register_usage(struct wined3d_shader *shader, struct w
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reg_maps->rt_mask |= (1u << reg->idx[0].offset);
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break;
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case WINED3DSPR_OUTCONTROLPOINT:
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reg_maps->vocp = 1;
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break;
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default:
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TRACE("Not recording register of type %#x and [%#x][%#x].\n",
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reg->type, reg->idx[0].offset, reg->idx[1].offset);
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@ -1012,7 +1012,8 @@ struct wined3d_shader_reg_maps
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WORD usescall : 1;
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WORD usespow : 1;
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WORD point_size : 1;
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WORD padding : 2;
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WORD vocp : 1;
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WORD padding : 1;
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DWORD rt_mask; /* Used render targets, 32 max. */
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