wined3d: Add support for geometry shaders to the GLSL shader backend.

This commit is contained in:
Henri Verbeet 2012-11-14 23:05:59 +01:00 committed by Alexandre Julliard
parent db3b97debf
commit 9a27b0ad71
4 changed files with 204 additions and 4 deletions

View File

@ -65,7 +65,7 @@ const struct wined3d_matrix identity =
/* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
* actually have the same values in GL and D3D. */
static GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
{
switch(primitive_type)
{

View File

@ -111,6 +111,12 @@ struct glsl_vs_program
GLint pos_fixup_location;
};
struct glsl_gs_program
{
struct list shader_entry;
GLhandleARB id;
};
struct glsl_ps_program
{
struct list shader_entry;
@ -132,6 +138,7 @@ struct glsl_shader_prog_link
{
struct wine_rb_entry program_lookup_entry;
struct glsl_vs_program vs;
struct glsl_gs_program gs;
struct glsl_ps_program ps;
GLhandleARB programId;
UINT constant_version;
@ -140,6 +147,7 @@ struct glsl_shader_prog_link
struct glsl_program_key
{
GLhandleARB vs_id;
GLhandleARB gs_id;
GLhandleARB ps_id;
};
@ -162,11 +170,17 @@ struct glsl_vs_compiled_shader
GLhandleARB prgId;
};
struct glsl_gs_compiled_shader
{
GLhandleARB id;
};
struct glsl_shader_private
{
union
{
struct glsl_vs_compiled_shader *vs;
struct glsl_gs_compiled_shader *gs;
struct glsl_ps_compiled_shader *ps;
} gl_shaders;
UINT num_gl_shaders, shader_array_size;
@ -1160,6 +1174,10 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
shader_addline(buffer, "uniform vec4 posFixup;\n");
shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", shader->limits.packed_output);
}
else if (version->type == WINED3D_SHADER_TYPE_GEOMETRY)
{
shader_addline(buffer, "varying in vec4 gs_in[][%u];\n", shader->limits.packed_input);
}
else if (version->type == WINED3D_SHADER_TYPE_PIXEL)
{
if (version->major >= 3)
@ -1403,6 +1421,25 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
break;
}
if (version->type == WINED3D_SHADER_TYPE_GEOMETRY)
{
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);
else
sprintf(register_name, "gs_in[%s + %u][%u]",
rel_param0.param_str, reg->idx[0].offset, 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);
else
sprintf(register_name, "gs_in[%u][%u]", reg->idx[0].offset, reg->idx[1].offset);
break;
}
/* pixel shaders >= 3.0 */
if (version->major >= 3)
{
@ -4141,6 +4178,7 @@ static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_sh
struct glsl_program_key key;
key.vs_id = entry->vs.id;
key.gs_id = entry->gs.id;
key.ps_id = entry->ps.id;
if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
@ -4150,12 +4188,13 @@ static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_sh
}
static struct glsl_shader_prog_link *get_glsl_program_entry(const struct shader_glsl_priv *priv,
GLhandleARB vs_id, GLhandleARB ps_id)
GLhandleARB vs_id, GLhandleARB gs_id, GLhandleARB ps_id)
{
struct wine_rb_entry *entry;
struct glsl_program_key key;
key.vs_id = vs_id;
key.gs_id = gs_id;
key.ps_id = ps_id;
entry = wine_rb_get(&priv->program_lookup, &key);
@ -4169,12 +4208,15 @@ static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struc
struct glsl_program_key key;
key.vs_id = entry->vs.id;
key.gs_id = entry->gs.id;
key.ps_id = entry->ps.id;
wine_rb_remove(&priv->program_lookup, &key);
GL_EXTCALL(glDeleteObjectARB(entry->programId));
if (entry->vs.id)
list_remove(&entry->vs.shader_entry);
if (entry->gs.id)
list_remove(&entry->gs.shader_entry);
if (entry->ps.id)
list_remove(&entry->ps.shader_entry);
HeapFree(GetProcessHeap(), 0, entry->vs.uniform_f_locations);
@ -4580,6 +4622,38 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
return shader_obj;
}
/* GL locking is done by the caller */
static GLhandleARB shader_glsl_generate_geometry_shader(const struct wined3d_context *context,
struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader)
{
const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
const struct wined3d_gl_info *gl_info = context->gl_info;
const DWORD *function = shader->function;
struct shader_glsl_ctx_priv priv_ctx;
GLhandleARB shader_id;
shader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_GEOMETRY_SHADER_ARB));
shader_addline(buffer, "#version 120\n");
if (gl_info->supported[ARB_GEOMETRY_SHADER4])
shader_addline(buffer, "#extension GL_ARB_geometry_shader4 : enable\n");
if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
if (gl_info->supported[EXT_GPU_SHADER4])
shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
memset(&priv_ctx, 0, sizeof(priv_ctx));
shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
shader_addline(buffer, "}\n");
TRACE("Compiling shader object %u.\n", shader_id);
shader_glsl_compile(gl_info, shader_id, buffer->buffer);
return shader_id;
}
static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader,
const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
@ -4729,6 +4803,44 @@ static GLhandleARB find_glsl_vshader(const struct wined3d_context *context,
return ret;
}
static GLhandleARB find_glsl_geometry_shader(const struct wined3d_context *context,
struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader)
{
struct glsl_gs_compiled_shader *gl_shaders;
struct glsl_shader_private *shader_data;
GLhandleARB ret;
if (!shader->backend_data)
{
if (!(shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data))))
{
ERR("Failed to allocate backend data.\n");
return 0;
}
}
shader_data = shader->backend_data;
gl_shaders = shader_data->gl_shaders.gs;
if (shader_data->num_gl_shaders)
return gl_shaders[0].id;
TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
if (!(shader_data->gl_shaders.gs = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders))))
{
ERR("Failed to allocate GL shader array.\n");
return 0;
}
shader_data->shader_array_size = 1;
gl_shaders = shader_data->gl_shaders.gs;
shader_buffer_clear(buffer);
ret = shader_glsl_generate_geometry_shader(context, buffer, shader);
gl_shaders[shader_data->num_gl_shaders++].id = ret;
return ret;
}
static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_shader_buffer *buffer,
DWORD argnum, unsigned int stage, DWORD arg)
{
@ -5436,13 +5548,14 @@ static void set_glsl_shader_program(const struct wined3d_context *context, struc
struct shader_glsl_priv *priv = device->shader_priv;
struct glsl_shader_prog_link *entry = NULL;
struct wined3d_shader *vshader = NULL;
struct wined3d_shader *gshader = NULL;
struct wined3d_shader *pshader = NULL;
GLhandleARB programId = 0;
GLhandleARB reorder_shader_id = 0;
unsigned int i;
struct ps_compile_args ps_compile_args;
struct vs_compile_args vs_compile_args;
GLhandleARB vs_id, ps_id;
GLhandleARB vs_id, gs_id, ps_id;
struct list *ps_list;
if (vertex_mode == WINED3D_SHADER_MODE_SHADER)
@ -5450,10 +5563,16 @@ static void set_glsl_shader_program(const struct wined3d_context *context, struc
vshader = state->vertex_shader;
find_vs_compile_args(state, vshader, &vs_compile_args);
vs_id = find_glsl_vshader(context, &priv->shader_buffer, vshader, &vs_compile_args);
if ((gshader = state->geometry_shader))
gs_id = find_glsl_geometry_shader(context, &priv->shader_buffer, gshader);
else
gs_id = 0;
}
else
{
vs_id = 0;
gs_id = 0;
}
if (fragment_mode == WINED3D_SHADER_MODE_SHADER)
@ -5479,7 +5598,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, struc
ps_id = 0;
}
if ((!vs_id && !ps_id) || (entry = get_glsl_program_entry(priv, vs_id, ps_id)))
if ((!vs_id && !gs_id && !ps_id) || (entry = get_glsl_program_entry(priv, vs_id, gs_id, ps_id)))
{
priv->glsl_program = entry;
return;
@ -5493,6 +5612,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, struc
entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
entry->programId = programId;
entry->vs.id = vs_id;
entry->gs.id = gs_id;
entry->ps.id = ps_id;
entry->constant_version = 0;
entry->ps.np2_fixup_info = np2fixup_info;
@ -5542,6 +5662,27 @@ static void set_glsl_shader_program(const struct wined3d_context *context, struc
list_add_head(&vshader->linked_programs, &entry->vs.shader_entry);
}
if (gshader)
{
TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id, programId);
GL_EXTCALL(glAttachObjectARB(programId, gs_id));
checkGLcall("glAttachObjectARB");
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(programId, GL_GEOMETRY_INPUT_TYPE_ARB,
gl_primitive_type_from_d3d(gshader->u.gs.input_type)));
GL_EXTCALL(glProgramParameteriARB(programId, GL_GEOMETRY_OUTPUT_TYPE_ARB,
gl_primitive_type_from_d3d(gshader->u.gs.output_type)));
GL_EXTCALL(glProgramParameteriARB(programId, GL_GEOMETRY_VERTICES_OUT_ARB,
gshader->u.gs.vertices_out));
checkGLcall("glProgramParameteriARB");
list_add_head(&gshader->linked_programs, &entry->gs.shader_entry);
}
/* Attach GLSL pshader */
if (ps_id)
{
@ -5865,6 +6006,29 @@ static void shader_glsl_destroy(struct wined3d_shader *shader)
break;
}
case WINED3D_SHADER_TYPE_GEOMETRY:
{
struct glsl_gs_compiled_shader *gl_shaders = shader_data->gl_shaders.gs;
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
struct glsl_shader_prog_link, gs.shader_entry)
{
delete_glsl_program_entry(priv, gl_info, entry);
}
for (i = 0; i < shader_data->num_gl_shaders; ++i)
{
TRACE("Deleting geometry shader %u.\n", gl_shaders[i].id);
if (priv->glsl_program && priv->glsl_program->gs.id == gl_shaders[i].id)
shader_glsl_select(context, WINED3D_SHADER_MODE_NONE, WINED3D_SHADER_MODE_NONE);
GL_EXTCALL(glDeleteObjectARB(gl_shaders[i].id));
checkGLcall("glDeleteObjectARB");
}
HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.gs);
break;
}
default:
ERR("Unhandled shader type %#x.\n", shader->reg_maps.shader_version.type);
break;
@ -5888,6 +6052,9 @@ static int glsl_program_key_compare(const void *key, const struct wine_rb_entry
if (k->vs_id > prog->vs.id) return 1;
else if (k->vs_id < prog->vs.id) return -1;
if (k->gs_id > prog->gs.id) return 1;
else if (k->gs_id < prog->gs.id) return -1;
if (k->ps_id > prog->ps.id) return 1;
else if (k->ps_id < prog->ps.id) return -1;

View File

@ -544,6 +544,30 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
else
reg_maps->cb_sizes[reg->idx[0].offset] = reg->idx[1].offset;
}
else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PRIMITIVE)
{
if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
shader->u.gs.input_type = ins.declaration.primitive_type;
else
FIXME("Invalid instruction %#x for shader type %#x.\n",
ins.handler_idx, shader_version.type);
}
else if (ins.handler_idx == WINED3DSIH_DCL_OUTPUT_TOPOLOGY)
{
if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
shader->u.gs.output_type = ins.declaration.primitive_type;
else
FIXME("Invalid instruction %#x for shader type %#x.\n",
ins.handler_idx, shader_version.type);
}
else if (ins.handler_idx == WINED3DSIH_DCL_VERTICES_OUT)
{
if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
shader->u.gs.vertices_out = ins.declaration.count;
else
FIXME("Invalid instruction %#x for shader type %#x.\n",
ins.handler_idx, shader_version.type);
}
else if (ins.handler_idx == WINED3DSIH_DEF)
{
struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));

View File

@ -2558,6 +2558,7 @@ BOOL getColorBits(const struct wined3d_format *format,
BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize) DECLSPEC_HIDDEN;
BOOL getDepthStencilBits(const struct wined3d_format *format,
BYTE *depthSize, BYTE *stencilSize) DECLSPEC_HIDDEN;
GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
/* Math utils */
void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
@ -2603,6 +2604,13 @@ struct wined3d_vertex_shader
struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
};
struct wined3d_geometry_shader
{
enum wined3d_primitive_type input_type;
enum wined3d_primitive_type output_type;
UINT vertices_out;
};
struct wined3d_pixel_shader
{
/* Pixel shader input semantics */
@ -2648,6 +2656,7 @@ struct wined3d_shader
union
{
struct wined3d_vertex_shader vs;
struct wined3d_geometry_shader gs;
struct wined3d_pixel_shader ps;
} u;
};