wined3d: Introduce helper function for enabling common GLSL extensions.

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 2016-07-22 12:28:16 +02:00 committed by Alexandre Julliard
parent 3fa736e978
commit 4f946d87a2
1 changed files with 18 additions and 30 deletions

View File

@ -5813,6 +5813,21 @@ static void shader_glsl_generate_alpha_test(struct wined3d_string_buffer *buffer
shader_addline(buffer, " discard;\n");
}
static void shader_glsl_enable_extensions(struct wined3d_string_buffer *buffer,
const struct wined3d_gl_info *gl_info)
{
if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
if (gl_info->supported[ARB_TEXTURE_QUERY_LEVELS])
shader_addline(buffer, "#extension GL_ARB_texture_query_levels : enable\n");
if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
shader_addline(buffer, "#extension GL_ARB_uniform_buffer_object : enable\n");
if (gl_info->supported[EXT_GPU_SHADER4])
shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
if (gl_info->supported[EXT_TEXTURE_ARRAY])
shader_addline(buffer, "#extension GL_EXT_texture_array : enable\n");
}
/* Context activation is done by the caller. */
static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
@ -5835,22 +5850,13 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, &reg_maps->shader_version));
if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
shader_glsl_enable_extensions(buffer, gl_info);
if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
if (gl_info->supported[ARB_TEXTURE_QUERY_LEVELS])
shader_addline(buffer, "#extension GL_ARB_texture_query_levels : enable\n");
/* The spec says that it doesn't have to be explicitly enabled, but the
* nvidia drivers write a warning if we don't do so. */
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
shader_addline(buffer, "#extension GL_ARB_uniform_buffer_object : enable\n");
if (gl_info->supported[EXT_GPU_SHADER4])
shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
if (gl_info->supported[EXT_TEXTURE_ARRAY])
shader_addline(buffer, "#extension GL_EXT_texture_array : enable\n");
/* Base Declarations */
shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
@ -5961,20 +5967,11 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, &reg_maps->shader_version));
shader_glsl_enable_extensions(buffer, gl_info);
if (gl_info->supported[ARB_DRAW_INSTANCED])
shader_addline(buffer, "#extension GL_ARB_draw_instanced : enable\n");
if (gl_info->supported[ARB_EXPLICIT_ATTRIB_LOCATION])
shader_addline(buffer, "#extension GL_ARB_explicit_attrib_location : enable\n");
if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
if (gl_info->supported[ARB_TEXTURE_QUERY_LEVELS])
shader_addline(buffer, "#extension GL_ARB_texture_query_levels : enable\n");
if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
shader_addline(buffer, "#extension GL_ARB_uniform_buffer_object : enable\n");
if (gl_info->supported[EXT_GPU_SHADER4])
shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
if (gl_info->supported[EXT_TEXTURE_ARRAY])
shader_addline(buffer, "#extension GL_EXT_texture_array : enable\n");
memset(&priv_ctx, 0, sizeof(priv_ctx));
priv_ctx.cur_vs_args = args;
@ -6057,18 +6054,9 @@ static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context
shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, &reg_maps->shader_version));
shader_glsl_enable_extensions(buffer, gl_info);
if (gl_info->supported[ARB_GEOMETRY_SHADER4])
shader_addline(buffer, "#extension GL_ARB_geometry_shader4 : enable\n");
if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
if (gl_info->supported[ARB_TEXTURE_QUERY_LEVELS])
shader_addline(buffer, "#extension GL_ARB_texture_query_levels : enable\n");
if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
shader_addline(buffer, "#extension GL_ARB_uniform_buffer_object : enable\n");
if (gl_info->supported[EXT_GPU_SHADER4])
shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
if (gl_info->supported[EXT_TEXTURE_ARRAY])
shader_addline(buffer, "#extension GL_EXT_texture_array : enable\n");
memset(&priv_ctx, 0, sizeof(priv_ctx));
priv_ctx.string_buffers = string_buffers;