wined3d: Merge a couple of shader type specific blocks in shader_generate_glsl_declarations().
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@ -1000,58 +1000,6 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
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shader_addline(buffer, "uniform vec4 %s_cb%u[%u];\n", prefix, i, reg_maps->cb_sizes[i]);
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}
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if (!pshader)
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{
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shader_addline(buffer, "uniform vec4 posFixup;\n");
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shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", shader->limits.packed_output);
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}
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else
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{
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for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
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{
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if (!(map & 1)) continue;
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shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
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if (reg_maps->luminanceparams & (1 << i))
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{
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shader_addline(buffer, "uniform float luminancescale%d;\n", i);
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shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
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extra_constants_needed++;
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}
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extra_constants_needed++;
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}
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if (ps_args->srgb_correction)
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{
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shader_addline(buffer, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
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srgb_pow, srgb_mul_high, srgb_sub_high, srgb_mul_low);
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shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
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srgb_cmp);
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}
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if (reg_maps->vpos || reg_maps->usesdsy)
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{
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if (shader->limits.constant_float + extra_constants_needed
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+ 1 < gl_info->limits.glsl_ps_float_constants)
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{
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shader_addline(buffer, "uniform vec4 ycorrection;\n");
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extra_constants_needed++;
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}
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else
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{
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/* This happens because we do not have proper tracking of the constant registers that are
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* actually used, only the max limit of the shader version
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*/
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FIXME("Cannot find a free uniform for vpos correction params\n");
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shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
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context->render_offscreen ? 0.0f : fb->render_targets[0]->resource.height,
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context->render_offscreen ? 1.0f : -1.0f);
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}
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shader_addline(buffer, "vec4 vpos;\n");
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}
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}
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/* Declare texture samplers */
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for (i = 0; i < shader->limits.sampler; ++i)
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{
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@ -1145,22 +1093,81 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
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if (map & 1) shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
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}
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/* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
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* helper function shader that is linked in at link time
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*/
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if (pshader && reg_maps->shader_version.major >= 3)
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if (!pshader)
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{
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/* Declare attributes. */
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for (i = 0, map = reg_maps->input_registers; map; map >>= 1, ++i)
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{
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if (map & 1)
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shader_addline(buffer, "attribute vec4 %s_in%u;\n", prefix, i);
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}
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shader_addline(buffer, "uniform vec4 posFixup;\n");
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shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", shader->limits.packed_output);
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}
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else
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{
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if (reg_maps->shader_version.major >= 3)
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{
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UINT in_count = min(vec4_varyings(reg_maps->shader_version.major, gl_info), shader->limits.packed_input);
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if (use_vs(state))
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shader_addline(buffer, "varying vec4 %s_in[%u];\n", prefix, in_count);
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else
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/* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
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* For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
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* pixel shader that reads the fixed function color into the packed input registers. */
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/* TODO: Write a replacement shader for the fixed function
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* vertex pipeline, so this isn't needed. For fixed function
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* vertex processing + 3.0 pixel shader we need a separate
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* function in the pixel shader that reads the fixed function
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* color into the packed input registers. */
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shader_addline(buffer, "vec4 %s_in[%u];\n", prefix, in_count);
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}
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for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
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{
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if (!(map & 1))
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continue;
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shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
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if (reg_maps->luminanceparams & (1 << i))
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{
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shader_addline(buffer, "uniform float luminancescale%d;\n", i);
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shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
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extra_constants_needed++;
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}
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extra_constants_needed++;
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}
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if (ps_args->srgb_correction)
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{
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shader_addline(buffer, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
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srgb_pow, srgb_mul_high, srgb_sub_high, srgb_mul_low);
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shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
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srgb_cmp);
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}
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if (reg_maps->vpos || reg_maps->usesdsy)
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{
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if (shader->limits.constant_float + extra_constants_needed
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+ 1 < gl_info->limits.glsl_ps_float_constants)
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{
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shader_addline(buffer, "uniform vec4 ycorrection;\n");
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extra_constants_needed++;
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}
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else
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{
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/* This happens because we do not have proper tracking of the constant registers that are
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* actually used, only the max limit of the shader version
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*/
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FIXME("Cannot find a free uniform for vpos correction params\n");
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shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
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context->render_offscreen ? 0.0f : fb->render_targets[0]->resource.height,
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context->render_offscreen ? 1.0f : -1.0f);
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}
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shader_addline(buffer, "vec4 vpos;\n");
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}
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}
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/* Declare output register temporaries */
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if (shader->limits.packed_output)
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shader_addline(buffer, "vec4 %s_out[%u];\n", prefix, shader->limits.packed_output);
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@ -1171,15 +1178,6 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
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if (map & 1) shader_addline(buffer, "vec4 R%u;\n", i);
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}
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/* Declare attributes */
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if (reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
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{
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for (i = 0, map = reg_maps->input_registers; map; map >>= 1, ++i)
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{
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if (map & 1) shader_addline(buffer, "attribute vec4 %s_in%u;\n", prefix, i);
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}
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}
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/* Declare loop registers aLx */
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if (reg_maps->shader_version.major < 4)
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{
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