wined3d: Fixup vertex position in geometry shaders.

Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Matteo Bruni 2016-05-20 19:55:57 +02:00 committed by Alexandre Julliard
parent 9a14d78de9
commit f5dc7a43b0
3 changed files with 52 additions and 25 deletions

View File

@ -159,6 +159,8 @@ struct glsl_gs_program
{
struct list shader_entry;
GLuint id;
GLint pos_fixup_location;
};
struct glsl_ps_program
@ -1347,10 +1349,13 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
if (update_mask & WINED3D_SHADER_CONST_VS_POINTSIZE)
shader_glsl_pointsize_uniform(context, state, prog);
if (update_mask & WINED3D_SHADER_CONST_VS_POS_FIXUP)
if (update_mask & WINED3D_SHADER_CONST_POS_FIXUP)
{
shader_get_position_fixup(context, state, position_fixup);
GL_EXTCALL(glUniform4fv(prog->vs.pos_fixup_location, 1, position_fixup));
if (state->shader[WINED3D_SHADER_TYPE_GEOMETRY])
GL_EXTCALL(glUniform4fv(prog->gs.pos_fixup_location, 1, position_fixup));
else
GL_EXTCALL(glUniform4fv(prog->vs.pos_fixup_location, 1, position_fixup));
checkGLcall("glUniform4fv");
}
@ -1949,7 +1954,6 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
}
shader_addline(buffer, "uniform vec4 posFixup;\n");
if (version->major < 4)
shader_addline(buffer, "void setup_vs_output(in vec4[%u]);\n", shader->limits->packed_output);
}
@ -2973,6 +2977,28 @@ static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_
shader_glsl_color_correction(ins, fixup);
}
static void shader_glsl_fixup_position(struct wined3d_string_buffer *buffer)
{
/* Write the final position.
*
* OpenGL coordinates specify the center of the pixel while D3D coords
* specify the corner. The offsets are stored in z and w in
* pos_fixup. pos_fixup.y contains 1.0 or -1.0 to turn the rendering
* upside down for offscreen rendering. pos_fixup.x contains 1.0 to allow
* a MAD. */
shader_addline(buffer, "gl_Position.y = gl_Position.y * pos_fixup.y;\n");
shader_addline(buffer, "gl_Position.xy += pos_fixup.zw * gl_Position.ww;\n");
/* Z coord [0;1]->[-1;1] mapping, see comment in get_projection_matrix()
* in utils.c
*
* Basically we want (in homogeneous coordinates) z = z * 2 - 1. However,
* shaders are run before the homogeneous divide, so we have to take the w
* into account: z = ((z / w) * 2 - 1) * w, which is the same as
* z = z * 2 - w. */
shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
}
/*****************************************************************************
* Begin processing individual instruction opcodes
****************************************************************************/
@ -4109,6 +4135,7 @@ static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
static void shader_glsl_emit(const struct wined3d_shader_instruction *ins)
{
shader_addline(ins->ctx->buffer, "setup_gs_output(gs_out);\n");
shader_glsl_fixup_position(ins->ctx->buffer);
shader_addline(ins->ctx->buffer, "EmitVertex();\n");
}
@ -5720,6 +5747,9 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
/* Base Declarations */
shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
if (args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL)
shader_addline(buffer, "uniform vec4 pos_fixup;\n");
if (reg_maps->shader_version.major >= 4)
{
if (args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL)
@ -5758,23 +5788,8 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
if (args->point_size && !args->per_vertex_point_size)
shader_addline(buffer, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
/* Write the final position.
*
* OpenGL coordinates specify the center of the pixel while d3d coords specify
* the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
* 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
* contains 1.0 to allow a mad.
*/
shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
/* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
*
* Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
* before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
* which is the same as z = z * 2 - w.
*/
shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
if (args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL)
shader_glsl_fixup_position(buffer);
shader_addline(buffer, "}\n");
@ -5816,6 +5831,7 @@ static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context
memset(&priv_ctx, 0, sizeof(priv_ctx));
priv_ctx.string_buffers = string_buffers;
shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
shader_addline(buffer, "uniform vec4 pos_fixup;\n");
shader_glsl_generate_sm4_rasterizer_input_setup(priv, shader, args->ps_input_count, gl_info);
shader_addline(buffer, "void main()\n{\n");
shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
@ -7206,7 +7222,7 @@ static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info *
vs->uniform_b_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
}
vs->pos_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "posFixup"));
vs->pos_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "pos_fixup"));
for (i = 0; i < MAX_VERTEX_BLENDS; ++i)
{
@ -7263,6 +7279,12 @@ static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info *
string_buffer_release(&priv->string_buffers, name);
}
static void shader_glsl_init_gs_uniform_locations(const struct wined3d_gl_info *gl_info,
struct shader_glsl_priv *priv, GLuint program_id, struct glsl_gs_program *gs)
{
gs->pos_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "pos_fixup"));
}
static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info *gl_info,
struct shader_glsl_priv *priv, GLuint program_id, struct glsl_ps_program *ps, unsigned int ps_c_count)
{
@ -7554,6 +7576,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
shader_glsl_init_vs_uniform_locations(gl_info, priv, program_id, &entry->vs,
vshader ? vshader->limits->constant_float : 0);
shader_glsl_init_gs_uniform_locations(gl_info, priv, program_id, &entry->gs);
shader_glsl_init_ps_uniform_locations(gl_info, priv, program_id, &entry->ps,
pshader ? pshader->limits->constant_float : 0);
checkGLcall("Find glsl program uniform locations");
@ -7595,7 +7618,8 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_I;
if (vshader->reg_maps.boolean_constants)
entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_B;
entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_POS_FIXUP;
if (entry->vs.pos_fixup_location != -1)
entry->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
shader_glsl_init_uniform_block_bindings(gl_info, priv, program_id, &vshader->reg_maps,
0, gl_info->limits.vertex_uniform_blocks);
@ -7634,8 +7658,11 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE;
if (gshader)
{
entry->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
shader_glsl_init_uniform_block_bindings(gl_info, priv, program_id, &gshader->reg_maps,
gl_info->limits.vertex_uniform_blocks, gl_info->limits.geometry_uniform_blocks);
}
if (ps_id)
{
@ -8744,7 +8771,7 @@ static void glsl_vertex_pipe_viewport(struct wined3d_context *context,
if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE))
&& state->render_states[WINED3D_RS_POINTSCALEENABLE])
context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE;
context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POS_FIXUP;
context->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
}
static void glsl_vertex_pipe_texmatrix(struct wined3d_context *context,

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@ -4608,7 +4608,7 @@ static void viewport_vertexpart(struct wined3d_context *context, const struct wi
&& state->render_states[WINED3D_RS_POINTSCALEENABLE])
state_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE));
/* Update the position fixup. */
context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POS_FIXUP;
context->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
}
static void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)

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@ -331,7 +331,7 @@ enum wined3d_shader_resource_type
#define WINED3D_SHADER_CONST_VS_I 0x00000002
#define WINED3D_SHADER_CONST_VS_B 0x00000004
#define WINED3D_SHADER_CONST_VS_POINTSIZE 0x00000008
#define WINED3D_SHADER_CONST_VS_POS_FIXUP 0x00000010
#define WINED3D_SHADER_CONST_POS_FIXUP 0x00000010
#define WINED3D_SHADER_CONST_PS_F 0x00000020
#define WINED3D_SHADER_CONST_PS_I 0x00000040
#define WINED3D_SHADER_CONST_PS_B 0x00000080