From 71eb01cfff48e12f6646e44e122c492cba0c64dc Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B3zef=20Kucia?= Date: Tue, 28 Mar 2017 12:00:08 +0200 Subject: [PATCH] wined3d: Consider buffer strides when generating transform feedback varyings. MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Józef Kucia Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/wined3d/glsl_shader.c | 47 ++++++++++++++++++++++++++------------ 1 file changed, 33 insertions(+), 14 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 128464ce18d..0eccaaa471e 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -746,16 +746,36 @@ static void append_transform_feedback_varying(const char **varyings, unsigned in ++(*varying_count); } +static void append_transform_feedback_skip_components(const char **varyings, + unsigned int *varying_count, char **strings, unsigned int *strings_length, + struct wined3d_string_buffer *buffer, unsigned int component_count) +{ + unsigned int j; + + for (j = 0; j < component_count / 4; ++j) + { + string_buffer_sprintf(buffer, "gl_SkipComponents4"); + append_transform_feedback_varying(varyings, varying_count, strings, strings_length, buffer); + } + if (component_count % 4) + { + string_buffer_sprintf(buffer, "gl_SkipComponents%u", component_count % 4); + append_transform_feedback_varying(varyings, varying_count, strings, strings_length, buffer); + } +} + static void shader_glsl_generate_transform_feedback_varyings(const struct wined3d_stream_output_desc *so_desc, struct wined3d_string_buffer *buffer, const char **varyings, unsigned int *varying_count, char *strings, unsigned int *strings_length) { - unsigned int i, j, buffer_idx, count, length, highest_output_slot; + unsigned int i, buffer_idx, count, length, highest_output_slot, stride; count = length = 0; highest_output_slot = 0; for (buffer_idx = 0; buffer_idx < WINED3D_MAX_STREAM_OUTPUT_BUFFERS; ++buffer_idx) { + stride = 0; + for (i = 0; i < so_desc->element_count; ++i) { const struct wined3d_stream_output_element *e = &so_desc->elements[i]; @@ -770,18 +790,12 @@ static void shader_glsl_generate_transform_feedback_varyings(const struct wined3 continue; } + stride += e->component_count; + if (e->register_idx == WINED3D_STREAM_OUTPUT_GAP) { - for (j = 0; j < e->component_count / 4; ++j) - { - string_buffer_sprintf(buffer, "gl_SkipComponents4"); - append_transform_feedback_varying(varyings, &count, &strings, &length, buffer); - } - if (e->component_count % 4) - { - string_buffer_sprintf(buffer, "gl_SkipComponents%u", e->component_count % 4); - append_transform_feedback_varying(varyings, &count, &strings, &length, buffer); - } + append_transform_feedback_skip_components(varyings, &count, + &strings, &length, buffer, e->component_count); continue; } @@ -795,6 +809,14 @@ static void shader_glsl_generate_transform_feedback_varyings(const struct wined3 append_transform_feedback_varying(varyings, &count, &strings, &length, buffer); } + if (buffer_idx < so_desc->buffer_stride_count + && stride < so_desc->buffer_strides[buffer_idx] / 4) + { + unsigned int component_count = so_desc->buffer_strides[buffer_idx] / 4 - stride; + append_transform_feedback_skip_components(varyings, &count, + &strings, &length, buffer, component_count); + } + if (highest_output_slot <= buffer_idx) break; @@ -824,9 +846,6 @@ static void shader_glsl_init_transform_feedback(const struct wined3d_context *co return; } - if (so_desc->buffer_stride_count) - FIXME("Ignoring buffer strides.\n"); - buffer = string_buffer_get(&priv->string_buffers); shader_glsl_generate_transform_feedback_varyings(so_desc, buffer, NULL, &count, NULL, &length);