diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 45eebcc2c20..9ba024ed3c7 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -2541,9 +2541,9 @@ static void shader_generate_glsl_declarations(const struct wined3d_context_gl *c shader_addline(buffer, "vec4 tmp0;\n"); shader_addline(buffer, "vec4 tmp1;\n"); if (gl_info->supported[ARB_GPU_SHADER5]) - shader_addline(buffer, "precise vec4 tmp_precise;\n"); + shader_addline(buffer, "precise vec4 tmp_precise[2];\n"); else - shader_addline(buffer, "/* precise */ vec4 tmp_precise;\n"); + shader_addline(buffer, "/* precise */ vec4 tmp_precise[2];\n"); if (!shader->load_local_constsF) { @@ -3270,7 +3270,7 @@ static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction * /* Append the destination part of the instruction to the buffer, return the effective write mask */ static DWORD shader_glsl_append_dst_ext(struct wined3d_string_buffer *buffer, const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst, - enum wined3d_data_type data_type) + unsigned int dst_idx, enum wined3d_data_type data_type) { struct glsl_dst_param glsl_dst; DWORD mask; @@ -3278,7 +3278,7 @@ static DWORD shader_glsl_append_dst_ext(struct wined3d_string_buffer *buffer, if ((mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst))) { if (ins->flags & WINED3DSI_PRECISE_XYZW) - sprintf(glsl_dst.reg_name, "tmp_precise"); + sprintf(glsl_dst.reg_name, "tmp_precise[%u]", dst_idx); switch (data_type) { @@ -3312,44 +3312,50 @@ static DWORD shader_glsl_append_dst_ext(struct wined3d_string_buffer *buffer, /* Append the destination part of the instruction to the buffer, return the effective write mask */ static DWORD shader_glsl_append_dst(struct wined3d_string_buffer *buffer, const struct wined3d_shader_instruction *ins) { - return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type); + return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], 0, ins->dst[0].reg.data_type); } /** Process GLSL instruction modifiers */ static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) { + const struct wined3d_shader_dst_param *dst; struct glsl_dst_param dst_param; DWORD modifiers; + unsigned int i; - if (!ins->dst_count) return; - - if (ins->flags & WINED3DSI_PRECISE_XYZW) + for (i = 0; i < ins->dst_count; ++i) { - shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param); - shader_addline(ins->ctx->buffer, "%s%s = tmp_precise%s;\n", - dst_param.reg_name, dst_param.mask_str, dst_param.mask_str); - } + if ((dst = &ins->dst[i])->reg.type == WINED3DSPR_NULL) + continue; - modifiers = ins->dst[0].modifiers; - if (!modifiers) return; + if (ins->flags & WINED3DSI_PRECISE_XYZW) + { + shader_glsl_add_dst_param(ins, dst, &dst_param); + shader_addline(ins->ctx->buffer, "%s%s = tmp_precise[%u]%s;\n", + dst_param.reg_name, dst_param.mask_str, i, dst_param.mask_str); + } - shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param); + if (!(modifiers = dst->modifiers)) + continue; - if (modifiers & WINED3DSPDM_SATURATE) - { - /* _SAT means to clamp the value of the register to between 0 and 1 */ - shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name, - dst_param.mask_str, dst_param.reg_name, dst_param.mask_str); - } + shader_glsl_add_dst_param(ins, dst, &dst_param); - if (modifiers & WINED3DSPDM_MSAMPCENTROID) - { - FIXME("_centroid modifier not handled\n"); - } + if (modifiers & WINED3DSPDM_SATURATE) + { + /* _SAT means to clamp the value of the register to between 0 and 1 */ + shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name, + dst_param.mask_str, dst_param.reg_name, dst_param.mask_str); + } - if (modifiers & WINED3DSPDM_PARTIALPRECISION) - { - /* MSDN says this modifier can be safely ignored, so that's what we'll do. */ + if (modifiers & WINED3DSPDM_MSAMPCENTROID) + { + FIXME("_centroid modifier not handled\n"); + } + + if (modifiers & WINED3DSPDM_PARTIALPRECISION) + { + /* MSDN says this modifier can be safely ignored, so that's what we'll do. */ + } } } @@ -3606,7 +3612,7 @@ static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_ fixup = COLOR_FIXUP_IDENTITY; } - shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], sample_function->data_type); + shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], 0, sample_function->data_type); if (sample_function->output_single_component) shader_addline(ins->ctx->buffer, "vec4("); @@ -3837,7 +3843,7 @@ static void shader_glsl_mul_extended(const struct wined3d_shader_instruction *in if (ins->dst[1].reg.type != WINED3DSPR_NULL) { - write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type); + write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], 1, ins->dst[1].reg.data_type); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param); @@ -3864,17 +3870,17 @@ static void shader_glsl_udiv(const struct wined3d_shader_instruction *ins) shader_addline(buffer, "tmp0%s = uintBitsToFloat(%s / %s);\n", dst_mask, src0_param.param_str, src1_param.param_str); - write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type); + write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], 1, ins->dst[1].reg.data_type); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param); shader_addline(buffer, "%s %% %s);\n", src0_param.param_str, src1_param.param_str); - shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], WINED3D_DATA_FLOAT); + shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], 0, WINED3D_DATA_FLOAT); shader_addline(buffer, "tmp0%s);\n", dst_mask); } else { - write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type); + write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], 0, ins->dst[0].reg.data_type); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param); shader_addline(buffer, "%s / %s);\n", src0_param.param_str, src1_param.param_str); @@ -3882,7 +3888,7 @@ static void shader_glsl_udiv(const struct wined3d_shader_instruction *ins) } else if (ins->dst[1].reg.type != WINED3DSPR_NULL) { - write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type); + write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], 1, ins->dst[1].reg.data_type); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param); shader_addline(buffer, "%s %% %s);\n", src0_param.param_str, src1_param.param_str); @@ -4106,7 +4112,7 @@ static void shader_glsl_float16(const struct wined3d_shader_instruction *ins) { dst.write_mask = ins->dst[0].write_mask & (WINED3DSP_WRITEMASK_0 << i); if (!(write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, - &dst, dst.reg.data_type))) + &dst, 0, dst.reg.data_type))) continue; shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src); @@ -4149,7 +4155,7 @@ static void shader_glsl_bitwise_op(const struct wined3d_shader_instruction *ins) if (tmp_dst && (write_mask = shader_glsl_get_write_mask(&dst, mask_char))) shader_addline(buffer, "tmp0%s = %sBitsToFloat(", mask_char, dst.reg.data_type == WINED3D_DATA_INT ? "int" : "uint"); - else if (!(write_mask = shader_glsl_append_dst_ext(buffer, ins, &dst, dst.reg.data_type))) + else if (!(write_mask = shader_glsl_append_dst_ext(buffer, ins, &dst, 0, dst.reg.data_type))) continue; for (j = 0; j < ins->src_count; ++j) @@ -4162,7 +4168,7 @@ static void shader_glsl_bitwise_op(const struct wined3d_shader_instruction *ins) if (tmp_dst) { - shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], WINED3D_DATA_FLOAT); + shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], 0, WINED3D_DATA_FLOAT); shader_glsl_get_write_mask(&ins->dst[0], mask_char); shader_addline(buffer, "tmp0%s);\n", mask_char); } @@ -4395,7 +4401,7 @@ static void shader_glsl_swapc(const struct wined3d_shader_instruction *ins) dst[j].write_mask = ins->dst[j].write_mask & (WINED3DSP_WRITEMASK_0 << i); if (tmp_dst[j] && (write_mask = shader_glsl_get_write_mask(&dst[j], mask_char))) shader_addline(buffer, "tmp%u%s = (", j, mask_char); - else if (!(write_mask = shader_glsl_append_dst_ext(buffer, ins, &dst[j], dst[j].reg.data_type))) + else if (!(write_mask = shader_glsl_append_dst_ext(buffer, ins, &dst[j], j, dst[j].reg.data_type))) continue; for (k = 0; k < ARRAY_SIZE(src); ++k) @@ -4411,7 +4417,7 @@ static void shader_glsl_swapc(const struct wined3d_shader_instruction *ins) if (tmp_dst[i]) { shader_glsl_get_write_mask(&ins->dst[i], mask_char); - shader_glsl_append_dst_ext(buffer, ins, &ins->dst[i], ins->dst[i].reg.data_type); + shader_glsl_append_dst_ext(buffer, ins, &ins->dst[i], i, ins->dst[i].reg.data_type); shader_addline(buffer, "tmp%u%s);\n", i, mask_char); } } @@ -4501,7 +4507,7 @@ static void shader_glsl_conditional_move(const struct wined3d_shader_instruction continue; shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char); } - else if (!(write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst, dst.reg.data_type))) + else if (!(write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst, 0, dst.reg.data_type))) continue; shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param); @@ -4779,23 +4785,23 @@ static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins) shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); shader_addline(buffer, "tmp0%s = sin(%s);\n", dst_mask, src0_param.param_str); - write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type); + write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], 1, ins->dst[1].reg.data_type); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); shader_addline(buffer, "cos(%s));\n", src0_param.param_str); - shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type); + shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], 0, ins->dst[0].reg.data_type); shader_addline(buffer, "tmp0%s);\n", dst_mask); } else { - write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type); + write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], 0, ins->dst[0].reg.data_type); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); shader_addline(buffer, "sin(%s));\n", src0_param.param_str); } } else if (ins->dst[1].reg.type != WINED3DSPR_NULL) { - write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type); + write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], 1, ins->dst[1].reg.data_type); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); shader_addline(buffer, "cos(%s));\n", src0_param.param_str); } @@ -5461,7 +5467,7 @@ static void shader_glsl_atomic(const struct wined3d_shader_instruction *ins) } if (is_imm_instruction) - shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], data_type); + shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], 0, data_type); if (is_tgsm) shader_addline(buffer, "%s(%s_%s%u[%s], ", @@ -5525,7 +5531,7 @@ static void shader_glsl_ld_uav(const struct wined3d_shader_instruction *ins) data_type = reg_maps->uav_resource_info[uav_idx].data_type; coord_mask = (1u << resource_type_info[resource_type].coord_size) - 1; - write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], data_type); + write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], 0, data_type); shader_glsl_get_swizzle(&ins->src[1], FALSE, write_mask, dst_swizzle); shader_glsl_add_src_param(ins, &ins->src[0], coord_mask, &image_coord_param); @@ -5605,7 +5611,7 @@ static void shader_glsl_ld_raw_structured(const struct wined3d_shader_instructio for (i = 0; i < 4; ++i) { dst.write_mask = ins->dst[0].write_mask & (WINED3DSP_WRITEMASK_0 << i); - if (!shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst, dst.reg.data_type)) + if (!shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst, 0, dst.reg.data_type)) continue; swizzle = shader_glsl_swizzle_get_component(src->swizzle, i); @@ -5856,7 +5862,7 @@ static void shader_glsl_resinfo(const struct wined3d_shader_instruction *ins) return; } - write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], dst_data_type); + write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], 0, dst_data_type); shader_glsl_get_swizzle(&ins->src[1], FALSE, write_mask, dst_swizzle); if (dst_data_type == WINED3D_DATA_UINT) @@ -5924,7 +5930,7 @@ static void shader_glsl_sample_info(const struct wined3d_shader_instruction *ins else if (ins->flags) FIXME("Unhandled flags %#x.\n", ins->flags); - write_mask = shader_glsl_append_dst_ext(buffer, ins, dst, dst_data_type); + write_mask = shader_glsl_append_dst_ext(buffer, ins, dst, 0, dst_data_type); shader_glsl_get_swizzle(src, FALSE, write_mask, dst_swizzle); if (dst_data_type == WINED3D_DATA_UINT) @@ -6093,7 +6099,7 @@ static void shader_glsl_gen_sample_c_lz_emulation(const struct wined3d_shader_in WARN("Emitting textureGrad() for sample_c_lz.\n"); shader_glsl_swizzle_to_str(WINED3DSP_NOSWIZZLE, FALSE, ins->dst[0].write_mask, dst_swizzle); - shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], sample_function->data_type); + shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], 0, sample_function->data_type); shader_addline(buffer, "vec4(textureGrad%s(%s_sampler%u, vec%u(%s, %s), vec%u(0.0), vec%u(0.0)", sample_function->offset_size ? "Offset" : "", shader_glsl_get_prefix(version->type), sampler_bind_idx, @@ -6197,7 +6203,7 @@ static void shader_glsl_gather4(const struct wined3d_shader_instruction *ins) shader_glsl_get_coord_size(resource_info->type, &coord_size, &offset_size); shader_glsl_swizzle_to_str(ins->src[resource_param_idx].swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle); - shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], resource_info->data_type); + shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], 0, resource_info->data_type); shader_glsl_add_src_param(ins, &ins->src[0], (1u << coord_size) - 1, &coord_param);