wined3d: Handle stream output components when rasterization is disabled.
Geometry shader outputs can be freely split when there is no pixel shader. 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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@ -837,6 +837,8 @@ static void shader_glsl_generate_transform_feedback_varyings(const struct wined3
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}
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if (e->component_idx || e->component_count != 4)
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{
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if (so_desc->rasterizer_stream_idx != WINED3D_NO_RASTERIZER_STREAM)
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{
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FIXME("Unsupported component range %u-%u.\n", e->component_idx, e->component_count);
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append_transform_feedback_skip_components(varyings, &count,
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@ -844,9 +846,16 @@ static void shader_glsl_generate_transform_feedback_varyings(const struct wined3
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continue;
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}
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string_buffer_sprintf(buffer, "shader_in_out.reg%u_%u_%u",
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e->register_idx, e->component_idx, e->component_idx + e->component_count - 1);
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append_transform_feedback_varying(varyings, &count, &strings, &length, buffer);
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}
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else
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{
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string_buffer_sprintf(buffer, "shader_in_out.reg%u", e->register_idx);
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append_transform_feedback_varying(varyings, &count, &strings, &length, buffer);
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}
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}
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if (buffer_idx < so_desc->buffer_stride_count
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&& stride < so_desc->buffer_strides[buffer_idx] / 4)
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@ -7119,6 +7128,75 @@ static GLuint shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl
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return ret;
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}
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static void shader_glsl_generate_stream_output_setup(struct shader_glsl_priv *priv,
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const struct wined3d_shader *shader, const struct wined3d_stream_output_desc *so_desc)
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{
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struct wined3d_string_buffer *buffer = &priv->shader_buffer;
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unsigned int i;
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shader_addline(buffer, "out shader_in_out\n{\n");
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for (i = 0; i < so_desc->element_count; ++i)
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{
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const struct wined3d_stream_output_element *e = &so_desc->elements[i];
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if (e->stream_idx)
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{
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FIXME("Unhandled stream %u.\n", e->stream_idx);
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continue;
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}
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if (e->register_idx == WINED3D_STREAM_OUTPUT_GAP)
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continue;
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if (e->component_idx || e->component_count != 4)
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{
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if (e->component_count == 1)
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shader_addline(buffer, "float");
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else
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shader_addline(buffer, "vec%u", e->component_count);
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shader_addline(buffer, " reg%u_%u_%u;\n",
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e->register_idx, e->component_idx, e->component_idx + e->component_count - 1);
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}
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else
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{
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shader_addline(buffer, "vec4 reg%u;\n", e->register_idx);
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}
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}
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shader_addline(buffer, "} shader_out;\n");
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shader_addline(buffer, "void setup_gs_output(in vec4 outputs[%u])\n{\n",
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shader->limits->packed_output);
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for (i = 0; i < so_desc->element_count; ++i)
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{
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const struct wined3d_stream_output_element *e = &so_desc->elements[i];
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if (e->stream_idx)
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{
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FIXME("Unhandled stream %u.\n", e->stream_idx);
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continue;
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}
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if (e->register_idx == WINED3D_STREAM_OUTPUT_GAP)
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continue;
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if (e->component_idx || e->component_count != 4)
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{
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DWORD write_mask;
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char str_mask[6];
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write_mask = ((1u << e->component_count) - 1) << e->component_idx;
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shader_glsl_write_mask_to_str(write_mask, str_mask);
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shader_addline(buffer, "shader_out.reg%u_%u_%u = outputs[%u]%s;\n",
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e->register_idx, e->component_idx, e->component_idx + e->component_count - 1,
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e->register_idx, str_mask);
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}
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else
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{
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shader_addline(buffer, "shader_out.reg%u = outputs[%u];\n",
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e->register_idx, e->register_idx);
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}
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}
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shader_addline(buffer, "}\n");
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}
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static void shader_glsl_generate_sm4_output_setup(struct shader_glsl_priv *priv,
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const struct wined3d_shader *shader, unsigned int input_count,
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const struct wined3d_gl_info *gl_info, BOOL rasterizer_setup, const DWORD *interpolation_mode)
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@ -7984,6 +8062,7 @@ static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context
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struct shader_glsl_priv *priv, const struct wined3d_shader *shader, const struct gs_compile_args *args)
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{
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struct wined3d_string_buffer_list *string_buffers = &priv->string_buffers;
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const struct wined3d_stream_output_desc *so_desc = &shader->u.gs.so_desc;
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const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
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struct wined3d_string_buffer *buffer = &priv->shader_buffer;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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@ -8010,8 +8089,15 @@ static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context
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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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if (so_desc->rasterizer_stream_idx == WINED3D_NO_RASTERIZER_STREAM)
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{
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shader_glsl_generate_stream_output_setup(priv, shader, so_desc);
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}
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else
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{
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shader_glsl_generate_sm4_output_setup(priv, shader, args->output_count,
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gl_info, TRUE, args->interpolation_mode);
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}
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shader_addline(buffer, "void main()\n{\n");
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if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
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return 0;
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