wined3d: Add conservative depth output information to GLSL pixel 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>
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@ -115,6 +115,7 @@ static const struct wined3d_extension_map gl_extension_map[] =
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{"GL_ARB_clip_control", ARB_CLIP_CONTROL },
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{"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT },
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{"GL_ARB_compute_shader", ARB_COMPUTE_SHADER },
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{"GL_ARB_conservative_depth", ARB_CONSERVATIVE_DEPTH },
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{"GL_ARB_copy_buffer", ARB_COPY_BUFFER },
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{"GL_ARB_debug_output", ARB_DEBUG_OUTPUT },
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{"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT },
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@ -3874,6 +3875,7 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter,
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{ARB_ES2_COMPATIBILITY, MAKEDWORD_VERSION(4, 1)},
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{ARB_VIEWPORT_ARRAY, MAKEDWORD_VERSION(4, 1)},
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{ARB_CONSERVATIVE_DEPTH, MAKEDWORD_VERSION(4, 2)},
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{ARB_INTERNALFORMAT_QUERY, MAKEDWORD_VERSION(4, 2)},
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{ARB_MAP_BUFFER_ALIGNMENT, MAKEDWORD_VERSION(4, 2)},
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{ARB_SHADER_ATOMIC_COUNTERS, MAKEDWORD_VERSION(4, 2)},
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@ -7244,6 +7244,8 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
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shader_glsl_add_version_declaration(buffer, gl_info);
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shader_glsl_enable_extensions(buffer, gl_info);
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if (gl_info->supported[ARB_CONSERVATIVE_DEPTH])
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shader_addline(buffer, "#extension GL_ARB_conservative_depth : enable\n");
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if (gl_info->supported[ARB_DERIVATIVE_CONTROL])
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shader_addline(buffer, "#extension GL_ARB_derivative_control : enable\n");
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if (shader_glsl_use_explicit_attrib_location(gl_info))
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@ -7262,6 +7264,14 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
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/* Base Declarations */
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shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
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if (gl_info->supported[ARB_CONSERVATIVE_DEPTH])
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{
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if (shader->u.ps.depth_output == WINED3DSPR_DEPTHOUTGE)
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shader_addline(buffer, "layout (depth_greater) out float gl_FragDepth;\n");
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else if (shader->u.ps.depth_output == WINED3DSPR_DEPTHOUTLE)
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shader_addline(buffer, "layout (depth_less) out float gl_FragDepth;\n");
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}
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/* Declare uniforms for NP2 texcoord fixup:
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* This is NOT done inside the loop that declares the texture samplers
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* since the NP2 fixup code is currently only used for the GeforceFX
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@ -1148,6 +1148,19 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
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FIXME("Invalid instruction %#x for shader type %#x.\n",
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ins.handler_idx, shader_version.type);
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}
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else if (ins.handler_idx == WINED3DSIH_DCL_OUTPUT)
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{
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if (ins.declaration.dst.reg.type == WINED3DSPR_DEPTHOUT
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|| ins.declaration.dst.reg.type == WINED3DSPR_DEPTHOUTGE
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|| ins.declaration.dst.reg.type == WINED3DSPR_DEPTHOUTLE)
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{
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if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
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shader->u.ps.depth_output = ins.declaration.dst.reg.type;
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else
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FIXME("Invalid instruction %#x for shader type %#x.\n",
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ins.handler_idx, shader_version.type);
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}
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}
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else if (ins.handler_idx == WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT)
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{
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if (shader_version.type == WINED3D_SHADER_TYPE_HULL)
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@ -49,6 +49,7 @@ enum wined3d_gl_extension
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ARB_CLIP_CONTROL,
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ARB_COLOR_BUFFER_FLOAT,
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ARB_COMPUTE_SHADER,
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ARB_CONSERVATIVE_DEPTH,
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ARB_COPY_BUFFER,
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ARB_DEBUG_OUTPUT,
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ARB_DEPTH_BUFFER_FLOAT,
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@ -3907,6 +3907,7 @@ struct wined3d_pixel_shader
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DWORD color0_reg;
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BOOL force_early_depth_stencil;
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enum wined3d_shader_register_type depth_output;
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};
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struct wined3d_compute_shader
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