wined3d: Scan output signatures for pass-through geometry shaders.
For shader_glsl_generate_sm4_output_setup(). 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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@ -992,6 +992,40 @@ static void wined3d_insert_interpolation_mode(DWORD *packed_interpolation_mode,
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register_idx * WINED3D_PACKED_INTERPOLATION_BIT_COUNT, WINED3D_PACKED_INTERPOLATION_BIT_COUNT, mode);
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}
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static HRESULT shader_scan_output_signature(struct wined3d_shader *shader)
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{
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const struct wined3d_shader_signature *output_signature = &shader->output_signature;
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struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
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unsigned int i;
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HRESULT hr;
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for (i = 0; i < output_signature->element_count; ++i)
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{
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const struct wined3d_shader_signature_element *e = &output_signature->elements[i];
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unsigned int 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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else if (e->sysval_semantic == WINED3D_SV_CULL_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->cull_distance_mask |= mask;
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}
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else if (e->sysval_semantic == WINED3D_SV_VIEWPORT_ARRAY_INDEX)
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{
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reg_maps->viewport_array = 1;
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}
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}
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return WINED3D_OK;
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}
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/* Note that this does not count the loop register as an address register. */
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static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const struct wined3d_shader_frontend *fe,
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struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_signature *input_signature,
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@ -1789,29 +1823,8 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
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if (output_signature->elements)
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{
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for (i = 0; i < output_signature->element_count; ++i)
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{
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const struct wined3d_shader_signature_element *e = &output_signature->elements[i];
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unsigned int 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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else if (e->sysval_semantic == WINED3D_SV_CULL_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->cull_distance_mask |= mask;
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}
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else if (e->sysval_semantic == WINED3D_SV_VIEWPORT_ARRAY_INDEX)
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{
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reg_maps->viewport_array = 1;
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}
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}
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if (FAILED(hr = shader_scan_output_signature(shader)))
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return hr;
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}
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else if (reg_maps->output_registers)
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{
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@ -3701,6 +3714,12 @@ static HRESULT shader_init(struct wined3d_shader *shader, struct wined3d_device
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shader->reg_maps.shader_version.major = 4;
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shader->reg_maps.shader_version.minor = 0;
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shader_set_limits(shader);
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if (FAILED(hr = shader_scan_output_signature(shader)))
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{
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shader_cleanup(shader);
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return hr;
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}
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}
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shader->load_local_constsF = shader->lconst_inf_or_nan;
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