wined3d: Prefer core geometry shaders.
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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@ -2033,6 +2033,11 @@ static BOOL shader_glsl_use_explicit_attrib_location(const struct wined3d_gl_inf
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&& shader_glsl_use_layout_qualifier(gl_info) && !needs_legacy_glsl_syntax(gl_info);
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}
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static BOOL shader_glsl_has_core_gs(const struct wined3d_gl_info *gl_info)
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{
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return shader_glsl_get_version(gl_info) >= 150;
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}
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static const char *get_attribute_keyword(const struct wined3d_gl_info *gl_info)
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{
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return needs_legacy_glsl_syntax(gl_info) ? "attribute" : "in";
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@ -2689,27 +2694,24 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
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if (version->type == WINED3D_SHADER_TYPE_GEOMETRY)
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{
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const char *suffix = shader_glsl_has_core_gs(gl_info) ? ".gs_in" : "";
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if (reg->idx[0].rel_addr)
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{
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if (reg->idx[1].rel_addr)
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sprintf(register_name, "gs_in[%s + %u]%s[%s + %u]",
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rel_param0.param_str, reg->idx[0].offset,
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gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? "" : ".gs_in",
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rel_param0.param_str, reg->idx[0].offset, suffix,
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rel_param1.param_str, reg->idx[1].offset);
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else
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sprintf(register_name, "gs_in[%s + %u]%s[%u]",
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rel_param0.param_str, reg->idx[0].offset,
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gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? "" : ".gs_in",
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rel_param0.param_str, reg->idx[0].offset, suffix,
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reg->idx[1].offset);
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}
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else if (reg->idx[1].rel_addr)
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sprintf(register_name, "gs_in[%u]%s[%s + %u]", reg->idx[0].offset,
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gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? "" : ".gs_in",
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rel_param1.param_str, reg->idx[1].offset);
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suffix, rel_param1.param_str, reg->idx[1].offset);
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else
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sprintf(register_name, "gs_in[%u]%s[%u]", reg->idx[0].offset,
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gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? "" : ".gs_in",
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reg->idx[1].offset);
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sprintf(register_name, "gs_in[%u]%s[%u]",
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reg->idx[0].offset, suffix, reg->idx[1].offset);
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break;
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}
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@ -6597,17 +6599,17 @@ static void shader_glsl_generate_vs_gs_setup(struct shader_glsl_priv *priv,
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const struct wined3d_shader *vs, unsigned int input_count,
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const struct wined3d_gl_info *gl_info)
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{
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BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
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struct wined3d_string_buffer *buffer = &priv->shader_buffer;
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const BOOL core_gs = shader_glsl_has_core_gs(gl_info);
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if (legacy_context)
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shader_addline(buffer, "varying out vec4 gs_in[%u];\n", input_count);
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else
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if (core_gs)
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shader_addline(buffer, "out vs_gs_iface { vec4 gs_in[%u]; } gs_in;\n", input_count);
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else
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shader_addline(buffer, "varying out vec4 gs_in[%u];\n", input_count);
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shader_addline(buffer, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs->limits->packed_output);
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shader_glsl_setup_sm4_shader_output(priv, input_count, &vs->output_signature, &vs->reg_maps,
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legacy_context ? "gs_in" : "gs_in.gs_in");
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core_gs ? "gs_in.gs_in" : "gs_in");
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shader_addline(buffer, "}\n");
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}
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@ -7365,11 +7367,7 @@ static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context
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shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
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if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
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{
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shader_addline(buffer, "varying in vec4 gs_in[][%u];\n", shader->limits->packed_input);
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}
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else
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if (shader_glsl_has_core_gs(gl_info))
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{
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shader_addline(buffer, "layout(%s", glsl_primitive_type_from_d3d(shader->u.gs.input_type));
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if (shader->u.gs.instance_count > 1)
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@ -7379,6 +7377,10 @@ static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context
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glsl_primitive_type_from_d3d(shader->u.gs.output_type), shader->u.gs.vertices_out);
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shader_addline(buffer, "in vs_gs_iface { vec4 gs_in[%u]; } gs_in[];\n", shader->limits->packed_input);
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}
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else
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{
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shader_addline(buffer, "varying in vec4 gs_in[][%u];\n", shader->limits->packed_input);
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}
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if (!gl_info->supported[ARB_CLIP_CONTROL])
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shader_addline(buffer, "uniform vec4 pos_fixup;\n");
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@ -9327,7 +9329,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
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GL_EXTCALL(glAttachShader(program_id, gs_id));
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checkGLcall("glAttachShader");
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if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
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if (!shader_glsl_has_core_gs(gl_info))
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{
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TRACE("input type %s, output type %s, vertices out %u.\n",
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debug_d3dprimitivetype(gshader->u.gs.input_type),
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