wined3d: Simplify shader interface matching for SM4+ vertex shaders.
After some testing it looks like, with SM4+ on Windows: 1. Output registers have to match with input registers from the following shader stage (register index and mask). There is no "smart" matching of semantics like in SM3. 2. Using uninitialized varyings in SM4+ shaders doesn't give consistent results. That means we can simplify the relevant code quite a bit. Applications shouldn't be able to depend on particular values for uninitialized varyings so we can avoid explicitly initializing them. Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -5152,7 +5152,7 @@ static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struc
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HeapFree(GetProcessHeap(), 0, entry);
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}
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static void shader_glsl_setup_shader_output(struct shader_glsl_priv *priv,
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static void shader_glsl_setup_vs3_output(struct shader_glsl_priv *priv,
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const struct wined3d_gl_info *gl_info, const DWORD *map,
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const struct wined3d_shader_signature *input_signature,
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const struct wined3d_shader_reg_maps *reg_maps_in,
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@ -5256,6 +5256,33 @@ static void shader_glsl_setup_shader_output(struct shader_glsl_priv *priv,
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string_buffer_release(&priv->string_buffers, destination);
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}
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static void shader_glsl_setup_sm4_shader_output(struct shader_glsl_priv *priv,
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const struct wined3d_shader_signature *output_signature,
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const struct wined3d_shader_reg_maps *reg_maps_out, const char *out_array_name)
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{
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struct wined3d_string_buffer *destination = string_buffer_get(&priv->string_buffers);
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struct wined3d_string_buffer *buffer = &priv->shader_buffer;
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char reg_mask[6];
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unsigned int i;
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for (i = 0; i < output_signature->element_count; ++i)
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{
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const struct wined3d_shader_signature_element *output = &output_signature->elements[i];
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if (!(reg_maps_out->output_registers & (1u << output->register_idx)))
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continue;
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string_buffer_sprintf(destination, "%s[%u]", out_array_name, output->register_idx);
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shader_glsl_write_mask_to_str(output->mask, reg_mask);
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shader_addline(buffer, "%s%s = shader_out[%u]%s;\n",
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destination->buffer, reg_mask, output->register_idx, reg_mask);
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}
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string_buffer_release(&priv->string_buffers, destination);
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}
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static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv *priv,
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const struct wined3d_gl_info *gl_info, const DWORD *map,
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const struct wined3d_shader_signature *input_signature,
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@ -5294,8 +5321,11 @@ static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv *priv
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}
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/* Then, setup the pixel shader input. */
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shader_glsl_setup_shader_output(priv, gl_info, map, input_signature, reg_maps_in,
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output_signature, reg_maps_out, "ps_link");
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if (reg_maps_out->shader_version.major < 4)
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shader_glsl_setup_vs3_output(priv, gl_info, map, input_signature, reg_maps_in,
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output_signature, reg_maps_out, "ps_link");
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else
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shader_glsl_setup_sm4_shader_output(priv, output_signature, reg_maps_out, "ps_link");
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}
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/* Context activation is done by the caller. */
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@ -3139,7 +3139,8 @@ static HRESULT pixel_shader_init(struct wined3d_shader *shader, struct wined3d_d
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/* Don't do any register mapping magic if it is not needed, or if we can't
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* achieve anything anyway */
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if (highest_reg_used < (gl_info->limits.glsl_varyings / 4)
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|| num_regs_used > (gl_info->limits.glsl_varyings / 4))
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|| num_regs_used > (gl_info->limits.glsl_varyings / 4)
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|| shader->reg_maps.shader_version.major >= 4)
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{
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if (num_regs_used > (gl_info->limits.glsl_varyings / 4))
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{
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