diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 74fbe41c99e..324b6060f66 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -1635,6 +1635,37 @@ static const char *get_fragment_output(const struct wined3d_gl_info *gl_info) return needs_legacy_glsl_syntax(gl_info) ? "gl_FragData" : "ps_out"; } +static const char *glsl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) +{ + switch (primitive_type) + { + case WINED3D_PT_POINTLIST: + return "points"; + + case WINED3D_PT_LINELIST: + return "lines"; + + case WINED3D_PT_LINESTRIP: + return "line_strip"; + + case WINED3D_PT_TRIANGLELIST: + return "triangles"; + + case WINED3D_PT_TRIANGLESTRIP: + return "triangle_strip"; + + case WINED3D_PT_LINELIST_ADJ: + return "lines_adjacency"; + + case WINED3D_PT_TRIANGLELIST_ADJ: + return "triangles_adjacency"; + + default: + FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type)); + return ""; + } +} + static BOOL glsl_is_color_reg_read(const struct wined3d_shader *shader, unsigned int idx) { const struct wined3d_shader_signature *input_signature = &shader->input_signature; @@ -1959,7 +1990,17 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont } else if (version->type == WINED3D_SHADER_TYPE_GEOMETRY) { - shader_addline(buffer, "varying in vec4 gs_in[][%u];\n", shader->limits->packed_input); + if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]) + { + shader_addline(buffer, "varying in vec4 gs_in[][%u];\n", shader->limits->packed_input); + } + else + { + shader_addline(buffer, "layout(%s) in;\n", glsl_primitive_type_from_d3d(shader->u.gs.input_type)); + shader_addline(buffer, "layout(%s, max_vertices = %u) out;\n", + glsl_primitive_type_from_d3d(shader->u.gs.output_type), shader->u.gs.vertices_out); + shader_addline(buffer, "in vs_gs_iface { vec4 gs_in[%u]; } gs_in[];\n", shader->limits->packed_input); + } } else if (version->type == WINED3D_SHADER_TYPE_PIXEL) { @@ -2206,17 +2247,24 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register * if (reg->idx[0].rel_addr) { if (reg->idx[1].rel_addr) - sprintf(register_name, "gs_in[%s + %u][%s + %u]", - rel_param0.param_str, reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset); + sprintf(register_name, "gs_in[%s + %u]%s[%s + %u]", + rel_param0.param_str, reg->idx[0].offset, + gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? "" : ".gs_in", + rel_param1.param_str, reg->idx[1].offset); else - sprintf(register_name, "gs_in[%s + %u][%u]", - rel_param0.param_str, reg->idx[0].offset, reg->idx[1].offset); + sprintf(register_name, "gs_in[%s + %u]%s[%u]", + rel_param0.param_str, reg->idx[0].offset, + gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? "" : ".gs_in", + reg->idx[1].offset); } else if (reg->idx[1].rel_addr) - sprintf(register_name, "gs_in[%u][%s + %u]", - reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset); + sprintf(register_name, "gs_in[%u]%s[%s + %u]", reg->idx[0].offset, + gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? "" : ".gs_in", + rel_param1.param_str, reg->idx[1].offset); else - sprintf(register_name, "gs_in[%u][%u]", reg->idx[0].offset, reg->idx[1].offset); + sprintf(register_name, "gs_in[%u]%s[%u]", reg->idx[0].offset, + gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? "" : ".gs_in", + reg->idx[1].offset); break; } @@ -5292,12 +5340,17 @@ static void shader_glsl_generate_vs_gs_setup(struct shader_glsl_priv *priv, const struct wined3d_shader *vs, unsigned int input_count, const struct wined3d_gl_info *gl_info) { + BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]; struct wined3d_string_buffer *buffer = &priv->shader_buffer; - shader_addline(buffer, "varying out vec4 gs_in[%u];\n", input_count); + if (legacy_context) + shader_addline(buffer, "varying out vec4 gs_in[%u];\n", input_count); + else + shader_addline(buffer, "out vs_gs_iface { vec4 gs_in[%u]; } gs_in;\n", input_count); shader_addline(buffer, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs->limits->packed_output); - shader_glsl_setup_sm4_shader_output(priv, input_count, &vs->output_signature, &vs->reg_maps, "gs_in"); + shader_glsl_setup_sm4_shader_output(priv, input_count, &vs->output_signature, &vs->reg_maps, + legacy_context ? "gs_in" : "gs_in.gs_in"); shader_addline(buffer, "}\n"); } @@ -7544,17 +7597,20 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const GL_EXTCALL(glAttachShader(program_id, gs_id)); checkGLcall("glAttachShader"); - TRACE("input type %s, output type %s, vertices out %u.\n", - debug_d3dprimitivetype(gshader->u.gs.input_type), - debug_d3dprimitivetype(gshader->u.gs.output_type), - gshader->u.gs.vertices_out); - GL_EXTCALL(glProgramParameteriARB(program_id, GL_GEOMETRY_INPUT_TYPE_ARB, - gl_primitive_type_from_d3d(gshader->u.gs.input_type))); - GL_EXTCALL(glProgramParameteriARB(program_id, GL_GEOMETRY_OUTPUT_TYPE_ARB, - gl_primitive_type_from_d3d(gshader->u.gs.output_type))); - GL_EXTCALL(glProgramParameteriARB(program_id, GL_GEOMETRY_VERTICES_OUT_ARB, - gshader->u.gs.vertices_out)); - checkGLcall("glProgramParameteriARB"); + if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]) + { + TRACE("input type %s, output type %s, vertices out %u.\n", + debug_d3dprimitivetype(gshader->u.gs.input_type), + debug_d3dprimitivetype(gshader->u.gs.output_type), + gshader->u.gs.vertices_out); + GL_EXTCALL(glProgramParameteriARB(program_id, GL_GEOMETRY_INPUT_TYPE_ARB, + gl_primitive_type_from_d3d(gshader->u.gs.input_type))); + GL_EXTCALL(glProgramParameteriARB(program_id, GL_GEOMETRY_OUTPUT_TYPE_ARB, + gl_primitive_type_from_d3d(gshader->u.gs.output_type))); + GL_EXTCALL(glProgramParameteriARB(program_id, GL_GEOMETRY_VERTICES_OUT_ARB, + gshader->u.gs.vertices_out)); + checkGLcall("glProgramParameteriARB"); + } list_add_head(&gshader->linked_programs, &entry->gs.shader_entry); }