wined3d: Implement instancing for join phases.
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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@ -3056,6 +3056,7 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
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break;
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break;
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case WINED3DSPR_FORKINSTID:
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case WINED3DSPR_FORKINSTID:
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case WINED3DSPR_JOININSTID:
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sprintf(register_name, "phase_instance_id");
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sprintf(register_name, "phase_instance_id");
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break;
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break;
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@ -3212,6 +3213,7 @@ static void shader_glsl_add_src_param_ext(const struct wined3d_shader_instructio
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break;
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break;
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case WINED3DSPR_FORKINSTID:
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case WINED3DSPR_FORKINSTID:
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case WINED3DSPR_GSINSTID:
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case WINED3DSPR_GSINSTID:
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case WINED3DSPR_JOININSTID:
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case WINED3DSPR_LOCALTHREADID:
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case WINED3DSPR_LOCALTHREADID:
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case WINED3DSPR_LOCALTHREADINDEX:
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case WINED3DSPR_LOCALTHREADINDEX:
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case WINED3DSPR_OUTPOINTID:
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case WINED3DSPR_OUTPOINTID:
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@ -7510,11 +7512,9 @@ static GLuint shader_glsl_generate_hull_shader(const struct wined3d_context *con
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for (i = 0; i < hs->phases.join_count; ++i)
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for (i = 0; i < hs->phases.join_count; ++i)
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{
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{
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phase = &hs->phases.join[i];
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if (FAILED(shader_glsl_generate_shader_phase(shader, buffer, reg_maps, &priv_ctx,
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shader_addline(buffer, "void hs_join_phase%u()\n{\n", i);
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&hs->phases.join[i], "join", i)))
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if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, phase->start, phase->end)))
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return 0;
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return 0;
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shader_addline(buffer, "}\n");
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}
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}
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shader_addline(buffer, "void main()\n{\n");
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shader_addline(buffer, "void main()\n{\n");
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@ -7524,10 +7524,7 @@ static GLuint shader_glsl_generate_hull_shader(const struct wined3d_context *con
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for (i = 0; i < hs->phases.fork_count; ++i)
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for (i = 0; i < hs->phases.fork_count; ++i)
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shader_glsl_generate_shader_phase_invocation(buffer, &hs->phases.fork[i], "fork", i);
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shader_glsl_generate_shader_phase_invocation(buffer, &hs->phases.fork[i], "fork", i);
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for (i = 0; i < hs->phases.join_count; ++i)
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for (i = 0; i < hs->phases.join_count; ++i)
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{
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shader_glsl_generate_shader_phase_invocation(buffer, &hs->phases.join[i], "join", i);
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phase = &hs->phases.join[i];
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shader_addline(buffer, "hs_join_phase%u();\n", i);
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}
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shader_addline(buffer, "}\n");
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shader_addline(buffer, "}\n");
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shader_id = GL_EXTCALL(glCreateShader(GL_TESS_CONTROL_SHADER));
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shader_id = GL_EXTCALL(glCreateShader(GL_TESS_CONTROL_SHADER));
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@ -10522,7 +10519,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
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/* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop,
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/* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop,
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/* WINED3DSIH_DCL_GS_INSTANCES */ shader_glsl_nop,
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/* WINED3DSIH_DCL_GS_INSTANCES */ shader_glsl_nop,
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/* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ shader_glsl_nop,
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/* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ shader_glsl_nop,
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/* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ NULL,
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/* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ shader_glsl_nop,
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/* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ shader_glsl_nop,
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/* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ shader_glsl_nop,
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/* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ shader_glsl_nop,
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/* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ shader_glsl_nop,
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/* WINED3DSIH_DCL_INDEX_RANGE */ shader_glsl_nop,
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/* WINED3DSIH_DCL_INDEX_RANGE */ shader_glsl_nop,
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@ -1088,7 +1088,8 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
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FIXME("Invalid instruction %#x for shader type %#x.\n",
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FIXME("Invalid instruction %#x for shader type %#x.\n",
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ins.handler_idx, shader_version.type);
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ins.handler_idx, shader_version.type);
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}
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}
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else if (ins.handler_idx == WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT)
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else if (ins.handler_idx == WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT
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|| ins.handler_idx == WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT)
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{
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{
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if (phase)
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if (phase)
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phase->instance_count = ins.declaration.count;
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phase->instance_count = ins.declaration.count;
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