wined3d: Implement instancing for fork phases.
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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@ -3055,6 +3055,10 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
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sprintf(register_name, "ivec3(gl_LocalInvocationID)");
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sprintf(register_name, "ivec3(gl_LocalInvocationID)");
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break;
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break;
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case WINED3DSPR_FORKINSTID:
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sprintf(register_name, "phase_instance_id");
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break;
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case WINED3DSPR_TESSCOORD:
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case WINED3DSPR_TESSCOORD:
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sprintf(register_name, "gl_TessCoord");
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sprintf(register_name, "gl_TessCoord");
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break;
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break;
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@ -3206,6 +3210,7 @@ static void shader_glsl_add_src_param_ext(const struct wined3d_shader_instructio
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case WINED3DSPR_IMMCONST:
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case WINED3DSPR_IMMCONST:
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param_data_type = data_type;
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param_data_type = data_type;
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break;
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break;
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case WINED3DSPR_FORKINSTID:
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case WINED3DSPR_GSINSTID:
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case WINED3DSPR_GSINSTID:
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case WINED3DSPR_LOCALTHREADID:
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case WINED3DSPR_LOCALTHREADID:
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case WINED3DSPR_LOCALTHREADINDEX:
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case WINED3DSPR_LOCALTHREADINDEX:
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@ -7417,6 +7422,35 @@ static void shader_glsl_generate_default_control_point_phase(const struct wined3
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}
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}
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}
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}
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static HRESULT shader_glsl_generate_shader_phase(const struct wined3d_shader *shader,
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struct wined3d_string_buffer *buffer, const struct wined3d_shader_reg_maps *reg_maps,
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struct shader_glsl_ctx_priv *priv_ctx, const struct wined3d_shader_phase *phase,
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const char *phase_name, unsigned phase_idx)
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{
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HRESULT hr;
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shader_addline(buffer, "void hs_%s_phase%u(%s)\n{\n",
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phase_name, phase_idx, phase->instance_count ? "int phase_instance_id" : "");
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hr = shader_generate_code(shader, buffer, reg_maps, priv_ctx, phase->start, phase->end);
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shader_addline(buffer, "}\n");
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return hr;
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}
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static void shader_glsl_generate_shader_phase_invocation(struct wined3d_string_buffer *buffer,
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const struct wined3d_shader_phase *phase, const char *phase_name, unsigned int phase_idx)
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{
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if (phase->instance_count)
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{
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shader_addline(buffer, "for (int i = 0; i < %u; ++i)\n{\n", phase->instance_count);
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shader_addline(buffer, "hs_%s_phase%u(i);\n", phase_name, phase_idx);
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shader_addline(buffer, "}\n");
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}
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else
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{
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shader_addline(buffer, "hs_%s_phase%u();\n", phase_name, phase_idx);
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}
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}
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static GLuint shader_glsl_generate_hull_shader(const struct wined3d_context *context,
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static GLuint shader_glsl_generate_hull_shader(const struct wined3d_context *context,
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struct shader_glsl_priv *priv, const struct wined3d_shader *shader)
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struct shader_glsl_priv *priv, const struct wined3d_shader *shader)
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{
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{
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@ -7469,11 +7503,9 @@ static GLuint shader_glsl_generate_hull_shader(const struct wined3d_context *con
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for (i = 0; i < hs->phases.fork_count; ++i)
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for (i = 0; i < hs->phases.fork_count; ++i)
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{
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{
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phase = &hs->phases.fork[i];
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if (FAILED(shader_glsl_generate_shader_phase(shader, buffer, reg_maps, &priv_ctx,
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shader_addline(buffer, "void hs_fork_phase%u()\n{\n", i);
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&hs->phases.fork[i], "fork", i)))
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if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, phase->start, phase->end)))
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return 0;
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return 0;
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shader_addline(buffer, "}\n");
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}
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}
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for (i = 0; i < hs->phases.join_count; ++i)
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for (i = 0; i < hs->phases.join_count; ++i)
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@ -7490,10 +7522,7 @@ static GLuint shader_glsl_generate_hull_shader(const struct wined3d_context *con
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if (hs->phases.fork_count || hs->phases.join_count)
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if (hs->phases.fork_count || hs->phases.join_count)
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shader_addline(buffer, "barrier();\n");
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shader_addline(buffer, "barrier();\n");
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for (i = 0; i < hs->phases.fork_count; ++i)
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for (i = 0; i < hs->phases.fork_count; ++i)
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{
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shader_glsl_generate_shader_phase_invocation(buffer, &hs->phases.fork[i], "fork", i);
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phase = &hs->phases.fork[i];
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shader_addline(buffer, "hs_fork_phase%u();\n", i);
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}
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for (i = 0; i < hs->phases.join_count; ++i)
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for (i = 0; i < hs->phases.join_count; ++i)
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{
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{
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phase = &hs->phases.join[i];
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phase = &hs->phases.join[i];
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@ -10492,7 +10521,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
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/* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL,
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/* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL,
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/* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop,
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/* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop,
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/* WINED3DSIH_DCL_GS_INSTANCES */ shader_glsl_nop,
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/* WINED3DSIH_DCL_GS_INSTANCES */ shader_glsl_nop,
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/* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ NULL,
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/* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ shader_glsl_nop,
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/* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ NULL,
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/* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ NULL,
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/* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ shader_glsl_nop,
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/* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ shader_glsl_nop,
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/* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ shader_glsl_nop,
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/* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ shader_glsl_nop,
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@ -1088,6 +1088,14 @@ 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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FIXME("Invalid instruction %#x for shader type %#x.\n",
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ins.handler_idx, shader_version.type);
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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_HS_FORK_PHASE_INSTANCE_COUNT)
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{
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if (phase)
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phase->instance_count = ins.declaration.count;
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else
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FIXME("Instruction %s outside of shader phase.\n",
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debug_d3dshaderinstructionhandler(ins.handler_idx));
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}
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else if (ins.handler_idx == WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER)
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else if (ins.handler_idx == WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER)
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{
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{
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if (reg_maps->icb)
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if (reg_maps->icb)
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@ -3711,6 +3711,7 @@ struct wined3d_shader_phase
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{
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{
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const DWORD *start;
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const DWORD *start;
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const DWORD *end;
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const DWORD *end;
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unsigned int instance_count;
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};
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};
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struct wined3d_vertex_shader
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struct wined3d_vertex_shader
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