wined3d: Use pure integer vertex attributes for SM4+ shaders.
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:
parent
4f3607f754
commit
4dfd79d336
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@ -3080,6 +3080,7 @@ static void load_gl_funcs(struct wined3d_gl_info *gl_info)
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USE_GL_FUNC(glVertexAttrib4sv) /* OpenGL 2.0 */
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USE_GL_FUNC(glVertexAttrib4sv) /* OpenGL 2.0 */
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USE_GL_FUNC(glVertexAttrib4ubv) /* OpenGL 2.0 */
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USE_GL_FUNC(glVertexAttrib4ubv) /* OpenGL 2.0 */
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USE_GL_FUNC(glVertexAttribDivisor) /* OpenGL 3.3 */
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USE_GL_FUNC(glVertexAttribDivisor) /* OpenGL 3.3 */
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USE_GL_FUNC(glVertexAttribIPointer) /* OpenGL 3.0 */
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USE_GL_FUNC(glVertexAttribPointer) /* OpenGL 2.0 */
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USE_GL_FUNC(glVertexAttribPointer) /* OpenGL 2.0 */
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#undef USE_GL_FUNC
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#undef USE_GL_FUNC
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@ -3194,6 +3195,7 @@ static void load_gl_funcs(struct wined3d_gl_info *gl_info)
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MAP_GL_FUNCTION(glVertexAttrib4sv, glVertexAttrib4svARB);
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MAP_GL_FUNCTION(glVertexAttrib4sv, glVertexAttrib4svARB);
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MAP_GL_FUNCTION(glVertexAttrib4ubv, glVertexAttrib4ubvARB);
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MAP_GL_FUNCTION(glVertexAttrib4ubv, glVertexAttrib4ubvARB);
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MAP_GL_FUNCTION(glVertexAttribDivisor, glVertexAttribDivisorARB);
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MAP_GL_FUNCTION(glVertexAttribDivisor, glVertexAttribDivisorARB);
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MAP_GL_FUNCTION(glVertexAttribIPointer, glVertexAttribIPointerEXT);
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MAP_GL_FUNCTION(glVertexAttribPointer, glVertexAttribPointerARB);
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MAP_GL_FUNCTION(glVertexAttribPointer, glVertexAttribPointerARB);
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#undef MAP_GL_FUNCTION
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#undef MAP_GL_FUNCTION
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#undef MAP_GL_FUNCTION_CAST
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#undef MAP_GL_FUNCTION_CAST
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@ -1705,6 +1705,16 @@ static BOOL glsl_is_shadow_sampler(const struct wined3d_shader *shader,
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return version->type == WINED3D_SHADER_TYPE_PIXEL && (ps_args->shadow & (1u << resource_idx));
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return version->type == WINED3D_SHADER_TYPE_PIXEL && (ps_args->shadow & (1u << resource_idx));
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}
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}
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static void shader_glsl_declare_typed_vertex_attribute(struct wined3d_string_buffer *buffer,
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const struct wined3d_gl_info *gl_info, const char *vector_type, const char *scalar_type,
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unsigned int index)
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{
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shader_addline(buffer, "%s %s4 vs_in_%s%u;\n",
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get_attribute_keyword(gl_info), vector_type, scalar_type, index);
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shader_addline(buffer, "vec4 vs_in%u = %sBitsToFloat(vs_in_%s%u);\n",
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index, scalar_type, scalar_type, index);
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}
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/** Generate the variable & register declarations for the GLSL output target */
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/** Generate the variable & register declarations for the GLSL output target */
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static void shader_generate_glsl_declarations(const struct wined3d_context *context,
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static void shader_generate_glsl_declarations(const struct wined3d_context *context,
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struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader,
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struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader,
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@ -1957,15 +1967,31 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
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{
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{
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const struct wined3d_shader_signature_element *e = &shader->input_signature.elements[i];
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const struct wined3d_shader_signature_element *e = &shader->input_signature.elements[i];
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if (e->sysval_semantic == WINED3D_SV_VERTEX_ID)
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if (e->sysval_semantic == WINED3D_SV_VERTEX_ID)
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{
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shader_addline(buffer, "vec4 %s_in%u = vec4(intBitsToFloat(gl_VertexID), 0.0, 0.0, 0.0);\n",
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shader_addline(buffer, "vec4 %s_in%u = vec4(intBitsToFloat(gl_VertexID), 0.0, 0.0, 0.0);\n",
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prefix, e->register_idx);
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prefix, e->register_idx);
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}
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else if (e->sysval_semantic == WINED3D_SV_INSTANCE_ID)
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else if (e->sysval_semantic == WINED3D_SV_INSTANCE_ID)
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{
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shader_addline(buffer, "vec4 %s_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
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shader_addline(buffer, "vec4 %s_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
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prefix, e->register_idx);
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prefix, e->register_idx);
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}
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else if (e->component_type == WINED3D_TYPE_UINT)
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{
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shader_glsl_declare_typed_vertex_attribute(buffer, gl_info, "uvec", "uint", e->register_idx);
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}
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else if (e->component_type == WINED3D_TYPE_INT)
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{
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shader_glsl_declare_typed_vertex_attribute(buffer, gl_info, "ivec", "int", e->register_idx);
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}
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else
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else
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{
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if (e->component_type && e->component_type != WINED3D_TYPE_FLOAT)
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FIXME("Unhandled type %#x.\n", e->component_type);
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shader_addline(buffer, "%s vec4 %s_in%u;\n",
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shader_addline(buffer, "%s vec4 %s_in%u;\n",
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get_attribute_keyword(gl_info), prefix, e->register_idx);
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get_attribute_keyword(gl_info), prefix, e->register_idx);
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}
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}
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}
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if (vs_args->point_size && !vs_args->per_vertex_point_size)
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if (vs_args->point_size && !vs_args->per_vertex_point_size)
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{
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{
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@ -7596,6 +7622,13 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
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string_buffer_sprintf(tmp_name, "vs_in%u", i);
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string_buffer_sprintf(tmp_name, "vs_in%u", i);
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GL_EXTCALL(glBindAttribLocation(program_id, i, tmp_name->buffer));
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GL_EXTCALL(glBindAttribLocation(program_id, i, tmp_name->buffer));
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if (vshader && vshader->reg_maps.shader_version.major >= 4)
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{
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string_buffer_sprintf(tmp_name, "vs_in_uint%u", i);
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GL_EXTCALL(glBindAttribLocation(program_id, i, tmp_name->buffer));
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string_buffer_sprintf(tmp_name, "vs_in_int%u", i);
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GL_EXTCALL(glBindAttribLocation(program_id, i, tmp_name->buffer));
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}
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}
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}
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checkGLcall("glBindAttribLocation");
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checkGLcall("glBindAttribLocation");
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string_buffer_release(&priv->string_buffers, tmp_name);
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string_buffer_release(&priv->string_buffers, tmp_name);
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@ -308,7 +308,7 @@ static void shader_signature_from_semantic(struct wined3d_shader_signature_eleme
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e->semantic_name = shader_semantic_name_from_usage(s->usage);
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e->semantic_name = shader_semantic_name_from_usage(s->usage);
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e->semantic_idx = s->usage_idx;
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e->semantic_idx = s->usage_idx;
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e->sysval_semantic = shader_sysval_semantic_from_usage(s->usage);
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e->sysval_semantic = shader_sysval_semantic_from_usage(s->usage);
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e->component_type = 0;
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e->component_type = WINED3D_TYPE_FLOAT;
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e->register_idx = s->reg.reg.idx[0].offset;
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e->register_idx = s->reg.reg.idx[0].offset;
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e->mask = s->reg.write_mask;
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e->mask = s->reg.write_mask;
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}
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}
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@ -319,7 +319,7 @@ static void shader_signature_from_usage(struct wined3d_shader_signature_element
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e->semantic_name = shader_semantic_name_from_usage(usage);
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e->semantic_name = shader_semantic_name_from_usage(usage);
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e->semantic_idx = usage_idx;
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e->semantic_idx = usage_idx;
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e->sysval_semantic = shader_sysval_semantic_from_usage(usage);
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e->sysval_semantic = shader_sysval_semantic_from_usage(usage);
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e->component_type = 0;
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e->component_type = WINED3D_TYPE_FLOAT;
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e->register_idx = reg_idx;
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e->register_idx = reg_idx;
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e->mask = write_mask;
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e->mask = write_mask;
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}
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}
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@ -3963,15 +3963,17 @@ static void unload_numbered_arrays(struct wined3d_context *context)
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static void load_numbered_arrays(struct wined3d_context *context,
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static void load_numbered_arrays(struct wined3d_context *context,
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const struct wined3d_stream_info *stream_info, const struct wined3d_state *state)
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const struct wined3d_stream_info *stream_info, const struct wined3d_state *state)
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{
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{
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const struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
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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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GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
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GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
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int i;
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unsigned int i;
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/* Default to no instancing */
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/* Default to no instancing */
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context->instance_count = 0;
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context->instance_count = 0;
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for (i = 0; i < MAX_ATTRIBS; i++)
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for (i = 0; i < MAX_ATTRIBS; ++i)
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{
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{
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const struct wined3d_stream_info_element *element = &stream_info->elements[i];
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const struct wined3d_stream_state *stream;
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const struct wined3d_stream_state *stream;
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if (!(stream_info->use_map & (1u << i)))
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if (!(stream_info->use_map & (1u << i)))
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@ -3985,16 +3987,16 @@ static void load_numbered_arrays(struct wined3d_context *context,
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continue;
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continue;
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}
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}
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stream = &state->streams[stream_info->elements[i].stream_idx];
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stream = &state->streams[element->stream_idx];
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if ((stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA) && !context->instance_count)
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if ((stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA) && !context->instance_count)
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context->instance_count = state->streams[0].frequency ? state->streams[0].frequency : 1;
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context->instance_count = state->streams[0].frequency ? state->streams[0].frequency : 1;
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if (gl_info->supported[ARB_INSTANCED_ARRAYS])
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if (gl_info->supported[ARB_INSTANCED_ARRAYS])
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{
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{
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GL_EXTCALL(glVertexAttribDivisor(i, stream_info->elements[i].divisor));
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GL_EXTCALL(glVertexAttribDivisor(i, element->divisor));
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}
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}
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else if (stream_info->elements[i].divisor)
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else if (element->divisor)
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{
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{
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/* Unload instanced arrays, they will be loaded using
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/* Unload instanced arrays, they will be loaded using
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* immediate mode instead. */
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* immediate mode instead. */
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@ -4003,25 +4005,32 @@ static void load_numbered_arrays(struct wined3d_context *context,
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continue;
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continue;
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}
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}
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TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].data.buffer_object);
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TRACE_(d3d_shader)("Loading array %u [VBO=%u].\n", i, element->data.buffer_object);
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if (stream_info->elements[i].stride)
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if (element->stride)
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{
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{
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if (curVBO != stream_info->elements[i].data.buffer_object)
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if (curVBO != element->data.buffer_object)
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{
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{
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GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, stream_info->elements[i].data.buffer_object));
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GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, element->data.buffer_object));
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checkGLcall("glBindBuffer");
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checkGLcall("glBindBuffer");
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curVBO = stream_info->elements[i].data.buffer_object;
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curVBO = element->data.buffer_object;
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}
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}
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/* Use the VBO to find out if a vertex buffer exists, not the vb
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/* Use the VBO to find out if a vertex buffer exists, not the vb
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* pointer. vb can point to a user pointer data blob. In that case
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* pointer. vb can point to a user pointer data blob. In that case
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* curVBO will be 0. If there is a vertex buffer but no vbo we
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* curVBO will be 0. If there is a vertex buffer but no vbo we
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* won't be load converted attributes anyway. */
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* won't be load converted attributes anyway. */
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GL_EXTCALL(glVertexAttribPointer(i, stream_info->elements[i].format->gl_vtx_format,
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if (vs && vs->reg_maps.shader_version.major >= 4
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stream_info->elements[i].format->gl_vtx_type,
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&& (element->format->flags[WINED3D_GL_RES_TYPE_BUFFER] & WINED3DFMT_FLAG_INTEGER))
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stream_info->elements[i].format->gl_normalized,
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{
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stream_info->elements[i].stride, stream_info->elements[i].data.addr
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GL_EXTCALL(glVertexAttribIPointer(i, element->format->gl_vtx_format, element->format->gl_vtx_type,
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+ state->load_base_vertex_index * stream_info->elements[i].stride));
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element->stride, element->data.addr + state->load_base_vertex_index * element->stride));
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}
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else
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{
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GL_EXTCALL(glVertexAttribPointer(i, element->format->gl_vtx_format, element->format->gl_vtx_type,
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element->format->gl_normalized, element->stride,
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element->data.addr + state->load_base_vertex_index * element->stride));
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}
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if (!(context->numbered_array_mask & (1u << i)))
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if (!(context->numbered_array_mask & (1u << i)))
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{
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{
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@ -4035,15 +4044,14 @@ static void load_numbered_arrays(struct wined3d_context *context,
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* glVertexAttribPointer doesn't do that. Instead disable the
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* glVertexAttribPointer doesn't do that. Instead disable the
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* pointer and set up the attribute statically. But we have to
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* pointer and set up the attribute statically. But we have to
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* figure out the system memory address. */
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* figure out the system memory address. */
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const BYTE *ptr = stream_info->elements[i].data.addr;
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const BYTE *ptr = element->data.addr;
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if (stream_info->elements[i].data.buffer_object)
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if (element->data.buffer_object)
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{
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ptr += (ULONG_PTR)buffer_get_sysmem(stream->buffer, context);
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ptr += (ULONG_PTR)buffer_get_sysmem(stream->buffer, context);
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}
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if (context->numbered_array_mask & (1u << i)) unload_numbered_array(context, i);
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if (context->numbered_array_mask & (1u << i))
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unload_numbered_array(context, i);
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switch (stream_info->elements[i].format->id)
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switch (element->format->id)
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{
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{
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case WINED3DFMT_R32_FLOAT:
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case WINED3DFMT_R32_FLOAT:
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GL_EXTCALL(glVertexAttrib1fv(i, (const GLfloat *)ptr));
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GL_EXTCALL(glVertexAttrib1fv(i, (const GLfloat *)ptr));
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@ -4103,11 +4111,11 @@ static void load_numbered_arrays(struct wined3d_context *context,
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break;
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break;
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case WINED3DFMT_R10G10B10A2_UINT:
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case WINED3DFMT_R10G10B10A2_UINT:
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FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
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FIXME("Unsure about WINED3DDECLTYPE_UDEC3.\n");
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/*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
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/*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
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break;
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break;
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case WINED3DFMT_R10G10B10A2_SNORM:
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case WINED3DFMT_R10G10B10A2_SNORM:
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FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
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FIXME("Unsure about WINED3DDECLTYPE_DEC3N.\n");
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/*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
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/*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
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break;
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break;
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@ -4141,7 +4149,7 @@ static void load_numbered_arrays(struct wined3d_context *context,
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break;
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break;
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default:
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default:
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ERR("Unexpected declaration in stride 0 attributes\n");
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ERR("Unexpected declaration in stride 0 attributes.\n");
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break;
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break;
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}
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}
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@ -763,6 +763,13 @@ enum wined3d_sysval_semantic
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WINED3D_SV_LINE_DENSITY_TESS_FACTOR = 22,
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WINED3D_SV_LINE_DENSITY_TESS_FACTOR = 22,
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};
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};
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enum wined3d_component_type
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{
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WINED3D_TYPE_UINT = 1,
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WINED3D_TYPE_INT = 2,
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WINED3D_TYPE_FLOAT = 3,
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};
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enum wined3d_scanline_ordering
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enum wined3d_scanline_ordering
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{
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{
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WINED3D_SCANLINE_ORDERING_UNKNOWN = 0,
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WINED3D_SCANLINE_ORDERING_UNKNOWN = 0,
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@ -1915,7 +1922,7 @@ struct wined3d_shader_signature_element
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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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UINT semantic_idx;
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enum wined3d_sysval_semantic sysval_semantic;
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enum wined3d_sysval_semantic sysval_semantic;
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DWORD component_type;
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enum wined3d_component_type component_type;
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UINT register_idx;
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UINT register_idx;
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DWORD mask;
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DWORD mask;
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};
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};
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