wined3d: Unify GLSL input / output variable naming.
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3ac14606ae
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aa9daa285e
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@ -1147,17 +1147,17 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
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UINT in_count = min(vec4_varyings(reg_maps->shader_version.major, gl_info), shader->limits.packed_input);
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if (use_vs(state))
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shader_addline(buffer, "varying vec4 IN[%u];\n", in_count);
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shader_addline(buffer, "varying vec4 %s_in[%u];\n", prefix, in_count);
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else
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/* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
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* For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
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* pixel shader that reads the fixed function color into the packed input registers. */
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shader_addline(buffer, "vec4 IN[%u];\n", in_count);
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shader_addline(buffer, "vec4 %s_in[%u];\n", prefix, in_count);
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}
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/* Declare output register temporaries */
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if (shader->limits.packed_output)
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shader_addline(buffer, "vec4 OUT[%u];\n", shader->limits.packed_output);
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shader_addline(buffer, "vec4 %s_out[%u];\n", prefix, shader->limits.packed_output);
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/* Declare temporary variables */
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for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
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@ -1170,7 +1170,7 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
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{
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for (i = 0, map = reg_maps->input_registers; map; map >>= 1, ++i)
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{
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if (map & 1) shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
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if (map & 1) shader_addline(buffer, "attribute vec4 %s_in%u;\n", prefix, i);
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}
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}
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@ -1305,7 +1305,7 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
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char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
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{
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/* oPos, oFog and oPts in D3D */
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static const char * const hwrastout_reg_names[] = {"OUT[10]", "OUT[11].x", "OUT[11].y"};
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static const char * const hwrastout_reg_names[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
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const struct wined3d_shader *shader = ins->ctx->shader;
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const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
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@ -1327,7 +1327,7 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
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{
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struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
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if (priv->cur_vs_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
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sprintf(register_name, "attrib%u", reg->idx);
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sprintf(register_name, "%s_in%u", prefix, reg->idx);
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break;
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}
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@ -1350,26 +1350,26 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
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if (shader->u.ps.declared_in_count > in_count)
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{
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sprintf(register_name,
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"((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
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"((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
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rel_param.param_str, idx, in_count - 1, rel_param.param_str, idx, in_count,
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rel_param.param_str, idx);
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prefix, rel_param.param_str, idx);
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}
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else
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{
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sprintf(register_name, "IN[%s + %u]", rel_param.param_str, idx);
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sprintf(register_name, "%s_in[%s + %u]", prefix, rel_param.param_str, idx);
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}
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}
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else
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{
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if (shader->u.ps.declared_in_count > in_count)
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{
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sprintf(register_name, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
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sprintf(register_name, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
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rel_param.param_str, in_count - 1, rel_param.param_str, in_count,
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rel_param.param_str);
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prefix, rel_param.param_str);
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}
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else
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{
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sprintf(register_name, "IN[%s]", rel_param.param_str);
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sprintf(register_name, "%s_in[%s]", prefix, rel_param.param_str);
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}
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}
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}
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@ -1377,7 +1377,7 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
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{
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if (idx == in_count) sprintf(register_name, "gl_Color");
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else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
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else sprintf(register_name, "IN[%u]", idx);
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else sprintf(register_name, "%s_in[%u]", prefix, idx);
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}
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}
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else
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@ -1447,13 +1447,13 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
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break;
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case WINED3DSPR_ATTROUT:
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if (!reg->idx) sprintf(register_name, "OUT[8]");
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else sprintf(register_name, "OUT[9]");
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if (!reg->idx) sprintf(register_name, "%s_out[8]", prefix);
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else sprintf(register_name, "%s_out[9]", prefix);
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break;
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case WINED3DSPR_TEXCRDOUT:
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/* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
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sprintf(register_name, "OUT[%u]", reg->idx);
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sprintf(register_name, "%s_out[%u]", prefix, reg->idx);
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break;
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case WINED3DSPR_MISCTYPE:
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@ -3803,27 +3803,27 @@ static void shader_glsl_input_pack(const struct wined3d_shader *shader, struct w
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if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
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{
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if (semantic_idx < 8 && vertexprocessing == pretransformed)
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shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
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shader_addline(buffer, "ps_in[%u]%s = gl_TexCoord[%u]%s;\n",
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shader->u.ps.input_reg_map[i], reg_mask, semantic_idx, reg_mask);
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else
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shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
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shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
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shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
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}
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else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
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{
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if (!semantic_idx)
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shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
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shader_addline(buffer, "ps_in[%u]%s = vec4(gl_Color)%s;\n",
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shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
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else if (semantic_idx == 1)
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shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
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shader_addline(buffer, "ps_in[%u]%s = vec4(gl_SecondaryColor)%s;\n",
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shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
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else
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shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
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shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
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shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
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}
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else
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{
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shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
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shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
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shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
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}
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}
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@ -3917,13 +3917,12 @@ static void handle_ps3_input(struct wined3d_shader_buffer *buffer,
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continue;
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}
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if (in_idx == in_count) {
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if (in_idx == in_count)
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sprintf(destination, "gl_FrontColor");
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} else if (in_idx == in_count + 1) {
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else if (in_idx == in_count + 1)
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sprintf(destination, "gl_FrontSecondaryColor");
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} else {
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sprintf(destination, "IN[%u]", in_idx);
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}
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else
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sprintf(destination, "ps_in[%u]", in_idx);
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semantic_name_in = input_signature[i].semantic_name;
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semantic_idx_in = input_signature[i].semantic_idx;
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@ -3943,7 +3942,7 @@ static void handle_ps3_input(struct wined3d_shader_buffer *buffer,
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set[in_idx] = mask;
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shader_glsl_write_mask_to_str(mask, reg_mask);
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shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
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shader_addline(buffer, "%s%s = vs_out[%u]%s;\n",
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destination, reg_mask, j, reg_mask);
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}
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}
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@ -3964,9 +3963,12 @@ static void handle_ps3_input(struct wined3d_shader_buffer *buffer,
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if (!(set[i] & WINED3DSP_WRITEMASK_3)) reg_mask[size++] = 'w';
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reg_mask[size] = '\0';
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if (i == in_count) sprintf(destination, "gl_FrontColor");
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else if (i == in_count + 1) sprintf(destination, "gl_FrontSecondaryColor");
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else sprintf(destination, "IN[%u]", i);
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if (i == in_count)
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sprintf(destination, "gl_FrontColor");
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else if (i == in_count + 1)
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sprintf(destination, "gl_FrontSecondaryColor");
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else
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sprintf(destination, "ps_in[%u]", i);
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if (size == 1) shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
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else shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
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@ -3995,7 +3997,7 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
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if (ps_major < 3)
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{
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shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
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shader_addline(buffer, "void order_ps_input(in vec4 vs_out[%u])\n{\n", MAX_REG_OUTPUT);
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for (i = 0; map; map >>= 1, ++i)
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{
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@ -4011,15 +4013,15 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
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if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
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{
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if (!semantic_idx)
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shader_addline(buffer, "gl_FrontColor%s = OUT[%u]%s;\n",
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shader_addline(buffer, "gl_FrontColor%s = vs_out[%u]%s;\n",
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reg_mask, i, reg_mask);
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else if (semantic_idx == 1)
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shader_addline(buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n",
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shader_addline(buffer, "gl_FrontSecondaryColor%s = vs_out[%u]%s;\n",
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reg_mask, i, reg_mask);
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}
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else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
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{
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shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n",
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shader_addline(buffer, "gl_Position%s = vs_out[%u]%s;\n",
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reg_mask, i, reg_mask);
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}
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else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
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@ -4029,7 +4031,7 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
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if (!(gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) || ps_major > 0)
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write_mask |= WINED3DSP_WRITEMASK_3;
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shader_addline(buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
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shader_addline(buffer, "gl_TexCoord[%u]%s = vs_out[%u]%s;\n",
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semantic_idx, reg_mask, i, reg_mask);
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if (!(write_mask & WINED3DSP_WRITEMASK_3))
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shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx);
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@ -4037,11 +4039,11 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
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}
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else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
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{
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shader_addline(buffer, "gl_PointSize = OUT[%u].%c;\n", i, reg_mask[1]);
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shader_addline(buffer, "gl_PointSize = vs_out[%u].%c;\n", i, reg_mask[1]);
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}
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else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
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{
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shader_addline(buffer, "gl_FogFragCoord = clamp(OUT[%u].%c, 0.0, 1.0);\n", i, reg_mask[1]);
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shader_addline(buffer, "gl_FogFragCoord = clamp(vs_out[%u].%c, 0.0, 1.0);\n", i, reg_mask[1]);
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}
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}
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shader_addline(buffer, "}\n");
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@ -4050,8 +4052,8 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
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{
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UINT in_count = min(vec4_varyings(ps_major, gl_info), ps->limits.packed_input);
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/* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
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shader_addline(buffer, "varying vec4 IN[%u];\n", in_count);
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shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
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shader_addline(buffer, "varying vec4 ps_in[%u];\n", in_count);
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shader_addline(buffer, "void order_ps_input(in vec4 vs_out[%u])\n{\n", MAX_REG_OUTPUT);
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/* First, sort out position and point size. Those are not passed to the pixel shader */
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for (i = 0; map; map >>= 1, ++i)
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@ -4063,12 +4065,12 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
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if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
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{
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shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n",
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shader_addline(buffer, "gl_Position%s = vs_out[%u]%s;\n",
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reg_mask, i, reg_mask);
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}
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else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
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{
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shader_addline(buffer, "gl_PointSize = OUT[%u].%c;\n", i, reg_mask[1]);
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shader_addline(buffer, "gl_PointSize = vs_out[%u].%c;\n", i, reg_mask[1]);
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}
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}
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@ -4231,7 +4233,7 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
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shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
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/* Unpack outputs */
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shader_addline(buffer, "order_ps_input(OUT);\n");
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shader_addline(buffer, "order_ps_input(vs_out);\n");
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/* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
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* or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
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@ -4510,7 +4512,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
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{
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if (!(map & 1)) continue;
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snprintf(tmp_name, sizeof(tmp_name), "attrib%u", i);
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snprintf(tmp_name, sizeof(tmp_name), "vs_in%u", i);
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GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
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}
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checkGLcall("glBindAttribLocationARB");
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