wined3d: Avoid the builtin color varyings on core profile.

Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Matteo Bruni 2015-10-15 22:01:05 +02:00 committed by Alexandre Julliard
parent ad2fc9397e
commit 9be8d0a9f4
1 changed files with 94 additions and 24 deletions

View File

@ -1586,6 +1586,35 @@ static void PRINTF_ATTR(4, 5) declare_out_varying(const struct wined3d_gl_info *
}
}
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;
const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
const BOOL *input_reg_used = shader->u.ps.input_reg_used;
unsigned int i;
if (reg_maps->shader_version.major < 3)
return input_reg_used[idx];
for (i = 0; i < input_signature->element_count; ++i)
{
const struct wined3d_shader_signature_element *input = &input_signature->elements[i];
if (!(reg_maps->input_registers & (1u << input->register_idx)))
continue;
if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_COLOR)
&& input->semantic_idx == idx)
{
if (input_reg_used[input->register_idx])
return TRUE;
else
return FALSE;
}
}
return FALSE;
}
/** Generate the variable & register declarations for the GLSL output target */
static void shader_generate_glsl_declarations(const struct wined3d_context *context,
struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader,
@ -1829,6 +1858,8 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] && version->major < 3)
{
declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_diffuse;\n");
declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_specular;\n");
declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
}
@ -1853,11 +1884,19 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
{
if (glsl_is_color_reg_read(shader, 0))
shader_addline(buffer, "vec4 ffp_varying_diffuse;\n");
if (glsl_is_color_reg_read(shader, 1))
shader_addline(buffer, "vec4 ffp_varying_specular;\n");
shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES);
shader_addline(buffer, "float ffp_varying_fogcoord;\n");
}
else
{
if (glsl_is_color_reg_read(shader, 0))
declare_in_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_diffuse;\n");
if (glsl_is_color_reg_read(shader, 1))
declare_in_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_specular;\n");
declare_in_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES);
declare_in_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
@ -2183,9 +2222,9 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
else
{
if (!reg->idx[0].offset)
strcpy(register_name, "gl_Color");
strcpy(register_name, "ffp_varying_diffuse");
else
strcpy(register_name, "gl_SecondaryColor");
strcpy(register_name, "ffp_varying_specular");
break;
}
break;
@ -4736,10 +4775,10 @@ static void shader_glsl_input_pack(const struct wined3d_shader *shader, struct w
else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
{
if (!semantic_idx)
shader_addline(buffer, "ps_in[%u]%s = vec4(gl_Color)%s;\n",
shader_addline(buffer, "ps_in[%u]%s = vec4(ffp_varying_diffuse)%s;\n",
shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
else if (semantic_idx == 1)
shader_addline(buffer, "ps_in[%u]%s = vec4(gl_SecondaryColor)%s;\n",
shader_addline(buffer, "ps_in[%u]%s = vec4(ffp_varying_specular)%s;\n",
shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
else
shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
@ -4939,6 +4978,8 @@ static GLuint generate_param_reorder_function(struct shader_glsl_priv *priv,
if (!legacy_context)
{
declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_diffuse;\n");
declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_specular;\n");
declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
}
@ -4960,12 +5001,12 @@ static GLuint generate_param_reorder_function(struct shader_glsl_priv *priv,
if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR) && semantic_idx < 2)
{
if (!semantic_idx)
shader_addline(buffer, "gl_FrontColor%s = vs_out[%u]%s;\n",
reg_mask, output->register_idx, reg_mask);
else if (semantic_idx == 1)
shader_addline(buffer, "gl_FrontSecondaryColor%s = vs_out[%u]%s;\n",
reg_mask, output->register_idx, reg_mask);
if (legacy_context)
shader_addline(buffer, "gl_Front%sColor%s = vs_out[%u]%s;\n",
semantic_idx ? "Secondary" : "", reg_mask, output->register_idx, reg_mask);
else
shader_addline(buffer, "ffp_varying_%s%s = clamp(vs_out[%u]%s, 0.0, 1.0);\n",
semantic_idx ? "specular" : "diffuse", reg_mask, output->register_idx, reg_mask);
colors_written_mask[semantic_idx] = write_mask;
}
@ -5003,10 +5044,12 @@ static GLuint generate_param_reorder_function(struct shader_glsl_priv *priv,
{
shader_glsl_write_mask_to_str(~colors_written_mask[i] & WINED3DSP_WRITEMASK_ALL, reg_mask);
if (!i)
shader_addline(buffer, "gl_FrontColor%s = vec4(1.0)%s;\n",
shader_addline(buffer, "%s%s = vec4(1.0)%s;\n",
legacy_context ? "gl_FrontColor" : "ffp_varying_diffuse",
reg_mask, reg_mask);
else
shader_addline(buffer, "gl_FrontSecondaryColor%s = vec4(0.0)%s;\n",
shader_addline(buffer, "%s%s = vec4(0.0)%s;\n",
legacy_context ? "gl_FrontSecondaryColor" : "ffp_varying_specular",
reg_mask, reg_mask);
}
}
@ -5154,6 +5197,14 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
unsigned int i;
WORD map = reg_maps->texcoord;
if (legacy_context)
{
if (glsl_is_color_reg_read(shader, 0))
shader_addline(buffer, "ffp_varying_diffuse = gl_Color;\n");
if (glsl_is_color_reg_read(shader, 1))
shader_addline(buffer, "ffp_varying_specular = gl_SecondaryColor;\n");
}
for (i = 0; map; map >>= 1, ++i)
{
if (map & 1)
@ -5544,8 +5595,8 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer
if (!settings->lighting)
{
shader_addline(buffer, "gl_FrontColor = ffp_attrib_diffuse;\n");
shader_addline(buffer, "gl_FrontSecondaryColor = ffp_attrib_specular;\n");
shader_addline(buffer, "ffp_varying_diffuse = ffp_attrib_diffuse;\n");
shader_addline(buffer, "ffp_varying_specular = ffp_attrib_specular;\n");
return;
}
@ -5687,10 +5738,10 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer
}
}
shader_addline(buffer, "gl_FrontColor.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
shader_addline(buffer, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
ambient, diffuse, emissive);
shader_addline(buffer, "gl_FrontColor.w = %s.w;\n", diffuse);
shader_addline(buffer, "gl_FrontSecondaryColor = %s * specular;\n", specular);
shader_addline(buffer, "ffp_varying_diffuse.w = %s.w;\n", diffuse);
shader_addline(buffer, "ffp_varying_specular = %s * specular;\n", specular);
}
/* Context activation is done by the caller. */
@ -5775,11 +5826,15 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv *pr
if (legacy_context)
{
shader_addline(buffer, "vec4 ffp_varying_diffuse;\n");
shader_addline(buffer, "vec4 ffp_varying_specular;\n");
shader_addline(buffer, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
shader_addline(buffer, "float ffp_varying_fogcoord;\n");
}
else
{
declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_diffuse;\n");
declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_specular;\n");
declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
}
@ -5844,6 +5899,11 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv *pr
}
shader_glsl_ffp_vertex_lighting(buffer, settings, legacy_lighting);
if (legacy_context)
{
shader_addline(buffer, "gl_FrontColor = ffp_varying_diffuse;\n");
shader_addline(buffer, "gl_FrontSecondaryColor = ffp_varying_specular;\n");
}
for (i = 0; i < MAX_TEXTURES; ++i)
{
@ -5948,12 +6008,12 @@ static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buf
switch (arg & WINED3DTA_SELECTMASK)
{
case WINED3DTA_DIFFUSE:
ret = "gl_Color";
ret = "ffp_varying_diffuse";
break;
case WINED3DTA_CURRENT:
if (!stage)
ret = "gl_Color";
ret = "ffp_varying_diffuse";
else
ret = "ret";
break;
@ -5980,7 +6040,7 @@ static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buf
break;
case WINED3DTA_SPECULAR:
ret = "gl_SecondaryColor";
ret = "ffp_varying_specular";
break;
case WINED3DTA_TEMP:
@ -6058,7 +6118,7 @@ static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer *buffer, un
{
case WINED3D_TOP_DISABLE:
if (!stage)
shader_addline(buffer, "%s%s = gl_Color%s;\n", dstreg, dstmask, dstmask);
shader_addline(buffer, "%s%s = ffp_varying_diffuse%s;\n", dstreg, dstmask, dstmask);
break;
case WINED3D_TOP_SELECT_ARG1:
@ -6339,12 +6399,16 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
if (legacy_context)
{
shader_addline(buffer, "vec4 ffp_varying_diffuse;\n");
shader_addline(buffer, "vec4 ffp_varying_specular;\n");
shader_addline(buffer, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES);
shader_addline(buffer, "float ffp_varying_fogcoord;\n");
}
else
{
declare_in_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_diffuse;\n");
declare_in_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_specular;\n");
declare_in_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES);
declare_in_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
@ -6352,6 +6416,12 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
shader_addline(buffer, "void main()\n{\n");
if (legacy_context)
{
shader_addline(buffer, "ffp_varying_diffuse = gl_Color;\n");
shader_addline(buffer, "ffp_varying_specular = gl_SecondaryColor;\n");
}
for (stage = 0; stage < MAX_TEXTURES; ++stage)
{
if (tex_map & (1u << stage))
@ -6524,7 +6594,7 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
{
if (!stage)
final_combiner_src = "gl_Color";
final_combiner_src = "ffp_varying_diffuse";
break;
}
@ -6552,7 +6622,7 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
settings->op[stage].cop, settings->op[stage].carg0,
settings->op[stage].carg1, settings->op[stage].carg2);
if (!stage)
shader_addline(buffer, "ret.w = gl_Color.w;\n");
shader_addline(buffer, "ret.w = ffp_varying_diffuse.w;\n");
}
else if (op_equal)
{
@ -6571,7 +6641,7 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
}
}
shader_addline(buffer, "gl_FragData[0] = gl_SecondaryColor * specular_enable + %s;\n", final_combiner_src);
shader_addline(buffer, "gl_FragData[0] = ffp_varying_specular * specular_enable + %s;\n", final_combiner_src);
if (settings->sRGB_write)
shader_glsl_generate_srgb_write_correction(buffer);