wined3d: Cleanup and simplify texture sampling code generation.

Makes it easier to support the different names and syntax in GLSL 1.50
in the (hopefully) near future.
This commit is contained in:
Matteo Bruni 2015-06-16 22:45:39 +02:00 committed by Alexandre Julliard
parent 170dca7741
commit f6e7e01744
1 changed files with 98 additions and 231 deletions

View File

@ -63,7 +63,7 @@ struct glsl_src_param
struct glsl_sample_function
{
const char *name;
struct wined3d_string_buffer *name;
DWORD coord_mask;
enum wined3d_data_type data_type;
};
@ -204,6 +204,7 @@ struct shader_glsl_ctx_priv {
const struct vs_compile_args *cur_vs_args;
const struct ps_compile_args *cur_ps_args;
struct ps_np2fixup_info *cur_np2fixup_info;
struct wined3d_string_buffer_list *string_buffers;
};
struct glsl_context_data
@ -2497,246 +2498,90 @@ static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op)
static void shader_glsl_get_sample_function(const struct wined3d_shader_context *ctx,
DWORD resource_idx, DWORD flags, struct glsl_sample_function *sample_function)
{
static const unsigned int type_coord_size[] =
{
0, /* WINED3D_SHADER_RESOURCE_NONE */
1, /* WINED3D_SHADER_RESOURCE_BUFFER */
1, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
2, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
2, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
3, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
3, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
2, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
3, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
3, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
};
struct shader_glsl_ctx_priv *priv = ctx->backend_data;
enum wined3d_shader_resource_type resource_type = ctx->reg_maps->resource_info[resource_idx].type;
const struct wined3d_gl_info *gl_info = ctx->gl_info;
BOOL shadow = ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL
&& (((const struct shader_glsl_ctx_priv *)ctx->backend_data)->cur_ps_args->shadow & (1 << resource_idx));
&& (priv->cur_ps_args->shadow & (1 << resource_idx));
BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
BOOL texrect = flags & WINED3D_GLSL_SAMPLE_NPOT && gl_info->supported[ARB_TEXTURE_RECTANGLE];
BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
const char *base = "texture", *type_part = "", *suffix = "";
unsigned int coord_size;
sample_function->data_type = ctx->reg_maps->resource_info[resource_idx].data_type;
/* Note that there's no such thing as a projected cube texture. */
if (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_CUBE)
projected = FALSE;
if (shadow)
base = "shadow";
switch (resource_type)
{
case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
if (shadow)
{
if (lod)
{
sample_function->name = projected ? "shadow1DProjLod" : "shadow1DLod";
}
else if (grad)
{
if (gl_info->supported[EXT_GPU_SHADER4])
sample_function->name = projected ? "shadow1DProjGrad" : "shadow1DGrad";
else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
sample_function->name = projected ? "shadow1DProjGradARB" : "shadow1DGradARB";
else
{
FIXME("Unsupported 1D shadow grad function.\n");
sample_function->name = "unsupported1DGrad";
}
}
else
{
sample_function->name = projected ? "shadow1DProj" : "shadow1D";
}
sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
}
else
{
if (lod)
{
sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
}
else if (grad)
{
if (gl_info->supported[EXT_GPU_SHADER4])
sample_function->name = projected ? "texture1DProjGrad" : "texture1DGrad";
else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
sample_function->name = projected ? "texture1DProjGradARB" : "texture1DGradARB";
else
{
FIXME("Unsupported 1D grad function.\n");
sample_function->name = "unsupported1DGrad";
}
}
else
{
sample_function->name = projected ? "texture1DProj" : "texture1D";
}
sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
}
type_part = "1D";
break;
case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
if (shadow)
{
if (texrect)
{
if (lod)
{
sample_function->name = projected ? "shadow2DRectProjLod" : "shadow2DRectLod";
}
else if (grad)
{
if (gl_info->supported[EXT_GPU_SHADER4])
sample_function->name = projected ? "shadow2DRectProjGrad" : "shadow2DRectGrad";
else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
else
{
FIXME("Unsupported RECT shadow grad function.\n");
sample_function->name = "unsupported2DRectGrad";
}
}
else
{
sample_function->name = projected ? "shadow2DRectProj" : "shadow2DRect";
}
}
else
{
if (lod)
{
sample_function->name = projected ? "shadow2DProjLod" : "shadow2DLod";
}
else if (grad)
{
if (gl_info->supported[EXT_GPU_SHADER4])
sample_function->name = projected ? "shadow2DProjGrad" : "shadow2DGrad";
else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
sample_function->name = projected ? "shadow2DProjGradARB" : "shadow2DGradARB";
else
{
FIXME("Unsupported 2D shadow grad function.\n");
sample_function->name = "unsupported2DGrad";
}
}
else
{
sample_function->name = projected ? "shadow2DProj" : "shadow2D";
}
}
sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
}
if (texrect)
type_part = "2DRect";
else
{
if (texrect)
{
if (lod)
{
sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
}
else if (grad)
{
if (gl_info->supported[EXT_GPU_SHADER4])
sample_function->name = projected ? "texture2DRectProjGrad" : "texture2DRectGrad";
else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
sample_function->name = projected ? "texture2DRectProjGradARB" : "texture2DRectGradARB";
else
{
FIXME("Unsupported RECT grad function.\n");
sample_function->name = "unsupported2DRectGrad";
}
}
else
{
sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
}
}
else
{
if (lod)
{
sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
}
else if (grad)
{
if (gl_info->supported[EXT_GPU_SHADER4])
sample_function->name = projected ? "texture2DProjGrad" : "texture2DGrad";
else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
sample_function->name = projected ? "texture2DProjGradARB" : "texture2DGradARB";
else
{
FIXME("Unsupported 2D grad function.\n");
sample_function->name = "unsupported2DGrad";
}
}
else
{
sample_function->name = projected ? "texture2DProj" : "texture2D";
}
}
sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
}
type_part = "2D";
break;
case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
if (shadow)
{
FIXME("Unsupported 3D shadow function.\n");
sample_function->name = "unsupported3DShadow";
sample_function->coord_mask = 0;
}
else
{
if (lod)
{
sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
}
else if (grad)
{
if (gl_info->supported[EXT_GPU_SHADER4])
sample_function->name = projected ? "texture3DProjGrad" : "texture3DGrad";
else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
sample_function->name = projected ? "texture3DProjGradARB" : "texture3DGradARB";
else
{
FIXME("Unsupported 3D grad function.\n");
sample_function->name = "unsupported3DGrad";
}
}
else
{
sample_function->name = projected ? "texture3DProj" : "texture3D";
}
sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
}
type_part = "3D";
break;
case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
if (shadow)
{
FIXME("Unsupported Cube shadow function.\n");
sample_function->name = "unsupportedCubeShadow";
sample_function->coord_mask = 0;
}
else
{
if (lod)
{
sample_function->name = "textureCubeLod";
}
else if (grad)
{
if (gl_info->supported[EXT_GPU_SHADER4])
sample_function->name = "textureCubeGrad";
else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
sample_function->name = "textureCubeGradARB";
else
{
FIXME("Unsupported Cube grad function.\n");
sample_function->name = "unsupportedCubeGrad";
}
}
else
{
sample_function->name = "textureCube";
}
sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
}
type_part = "Cube";
break;
default:
sample_function->name = "";
sample_function->coord_mask = 0;
FIXME("Unhandled resource type %#x.\n", resource_type);
break;
}
if (!lod && grad && !gl_info->supported[EXT_GPU_SHADER4])
{
if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
suffix = "ARB";
else
FIXME("Unsupported grad function.\n");
}
sample_function->name = string_buffer_get(priv->string_buffers);
string_buffer_sprintf(sample_function->name, "%s%s%s%s%s", base, type_part, projected ? "Proj" : "",
lod ? "Lod" : grad ? "Grad" : "", suffix);
if (resource_type >= ARRAY_SIZE(type_coord_size))
{
ERR("Unexpected resource type %#x.\n", resource_type);
resource_type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
}
coord_size = type_coord_size[resource_type];
if (shadow)
++coord_size;
sample_function->coord_mask = (1 << coord_size) - 1;
}
static void shader_glsl_release_sample_function(const struct wined3d_shader_context *ctx,
struct glsl_sample_function *sample_function)
{
const struct shader_glsl_ctx_priv *priv = ctx->backend_data;
string_buffer_release(priv->string_buffers, sample_function->name);
}
static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
@ -2881,7 +2726,7 @@ static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_s
shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], sample_function->data_type);
shader_addline(ins->ctx->buffer, "%s(%s_sampler%u, ",
sample_function->name, shader_glsl_get_prefix(version->type), sampler);
sample_function->name->buffer, shader_glsl_get_prefix(version->type), sampler);
for (;;)
{
@ -4172,6 +4017,7 @@ static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
"%s", coord_param.param_str);
}
}
shader_glsl_release_sample_function(ins->ctx, &sample_function);
}
static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
@ -4202,6 +4048,7 @@ static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
"%s", coord_param.param_str);
shader_glsl_release_sample_function(ins->ctx, &sample_function);
}
static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
@ -4230,10 +4077,11 @@ static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
/* Plain GLSL only supports Lod sampling functions in vertex shaders.
* However, the NVIDIA drivers allow them in fragment shaders as well,
* even without the appropriate extension. */
WARN("Using %s in fragment shader.\n", sample_function.name);
WARN("Using %s in fragment shader.\n", sample_function.name->buffer);
}
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
"%s", coord_param.param_str);
shader_glsl_release_sample_function(ins->ctx, &sample_function);
}
static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map *sampler_map,
@ -4265,6 +4113,7 @@ static void shader_glsl_sample(const struct wined3d_shader_instruction *ins)
ins->src[1].reg.idx[0].offset, ins->src[2].reg.idx[0].offset);
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE,
NULL, NULL, NULL, "%s", coord_param.param_str);
shader_glsl_release_sample_function(ins->ctx, &sample_function);
}
static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
@ -4362,6 +4211,7 @@ static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
FIXME("Unexpected mask size %u\n", mask_size);
break;
}
shader_glsl_release_sample_function(ins->ctx, &sample_function);
}
/** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
@ -4463,6 +4313,7 @@ static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
/* Sample the texture using the calculated coordinates */
shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
shader_glsl_release_sample_function(ins->ctx, &sample_function);
}
/** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
@ -4483,6 +4334,7 @@ static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
/* Sample the texture using the calculated coordinates */
shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
shader_glsl_release_sample_function(ins->ctx, &sample_function);
tex_mx->current_row = 0;
}
@ -4534,6 +4386,7 @@ static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins
/* Sample the texture */
shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE,
NULL, NULL, NULL, "tmp0%s", coord_mask);
shader_glsl_release_sample_function(ins->ctx, &sample_function);
tex_mx->current_row = 0;
}
@ -4567,6 +4420,7 @@ static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *in
/* Sample the texture using the calculated coordinates */
shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE,
NULL, NULL, NULL, "tmp0%s", coord_mask);
shader_glsl_release_sample_function(ins->ctx, &sample_function);
tex_mx->current_row = 0;
}
@ -4639,6 +4493,7 @@ static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
dst_param.reg_name, dst_param.mask_str,
luminance_param.param_str, sampler_idx, sampler_idx);
}
shader_glsl_release_sample_function(ins->ctx, &sample_function);
}
static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
@ -4667,6 +4522,7 @@ static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
"%s.wx", src0_param.reg_name);
shader_glsl_release_sample_function(ins->ctx, &sample_function);
}
/** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
@ -4682,6 +4538,7 @@ static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
"%s.yz", src0_param.reg_name);
shader_glsl_release_sample_function(ins->ctx, &sample_function);
}
/** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
@ -4698,6 +4555,7 @@ static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
"%s", src0_param.param_str);
shader_glsl_release_sample_function(ins->ctx, &sample_function);
}
/** Process the WINED3DSIO_TEXKILL instruction in GLSL.
@ -5139,7 +4997,8 @@ static void shader_glsl_generate_fog_code(struct wined3d_string_buffer *buffer,
/* Context activation is done by the caller. */
static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader,
struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
const struct wined3d_shader *shader,
const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
{
const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
@ -5153,6 +5012,7 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
memset(&priv_ctx, 0, sizeof(priv_ctx));
priv_ctx.cur_ps_args = args;
priv_ctx.cur_np2fixup_info = np2fixup_info;
priv_ctx.string_buffers = string_buffers;
shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, &reg_maps->shader_version));
@ -5203,7 +5063,8 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
/* Context activation is done by the caller. */
static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader,
struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
const struct wined3d_shader *shader,
const struct vs_compile_args *args)
{
const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
@ -5227,6 +5088,7 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
memset(&priv_ctx, 0, sizeof(priv_ctx));
priv_ctx.cur_vs_args = args;
priv_ctx.string_buffers = string_buffers;
/* Base Declarations */
shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
@ -5282,7 +5144,8 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
/* Context activation is done by the caller. */
static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context *context,
struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader)
struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
const struct wined3d_shader *shader)
{
const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
const struct wined3d_gl_info *gl_info = context->gl_info;
@ -5304,6 +5167,7 @@ static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context
shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
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_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
shader_addline(buffer, "}\n");
@ -5315,7 +5179,8 @@ static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context
}
static GLuint find_glsl_pshader(const struct wined3d_context *context,
struct wined3d_string_buffer *buffer, struct wined3d_shader *shader,
struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
struct wined3d_shader *shader,
const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
{
struct glsl_ps_compiled_shader *gl_shaders, *new_array;
@ -5383,7 +5248,7 @@ static GLuint find_glsl_pshader(const struct wined3d_context *context,
pixelshader_update_resource_types(shader, args->tex_types);
string_buffer_clear(buffer);
ret = shader_glsl_generate_pshader(context, buffer, shader, args, np2fixup);
ret = shader_glsl_generate_pshader(context, buffer, string_buffers, shader, args, np2fixup);
gl_shaders[shader_data->num_gl_shaders++].id = ret;
return ret;
@ -5402,7 +5267,8 @@ static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const str
}
static GLuint find_glsl_vshader(const struct wined3d_context *context,
struct wined3d_string_buffer *buffer, struct wined3d_shader *shader,
struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
struct wined3d_shader *shader,
const struct vs_compile_args *args)
{
UINT i;
@ -5461,14 +5327,15 @@ static GLuint find_glsl_vshader(const struct wined3d_context *context,
gl_shaders[shader_data->num_gl_shaders].args = *args;
string_buffer_clear(buffer);
ret = shader_glsl_generate_vshader(context, buffer, shader, args);
ret = shader_glsl_generate_vshader(context, buffer, string_buffers, shader, args);
gl_shaders[shader_data->num_gl_shaders++].id = ret;
return ret;
}
static GLuint find_glsl_geometry_shader(const struct wined3d_context *context,
struct wined3d_string_buffer *buffer, struct wined3d_shader *shader)
struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
struct wined3d_shader *shader)
{
struct glsl_gs_compiled_shader *gl_shaders;
struct glsl_shader_private *shader_data;
@ -5499,7 +5366,7 @@ static GLuint find_glsl_geometry_shader(const struct wined3d_context *context,
gl_shaders = shader_data->gl_shaders.gs;
string_buffer_clear(buffer);
ret = shader_glsl_generate_geometry_shader(context, buffer, shader);
ret = shader_glsl_generate_geometry_shader(context, buffer, string_buffers, shader);
gl_shaders[shader_data->num_gl_shaders++].id = ret;
return ret;
@ -6732,7 +6599,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
&& ctx_data->glsl_program->gs.id)
gs_id = ctx_data->glsl_program->gs.id;
else if (gshader)
gs_id = find_glsl_geometry_shader(context, &priv->shader_buffer, gshader);
gs_id = find_glsl_geometry_shader(context, &priv->shader_buffer, &priv->string_buffers, gshader);
}
}
else if (use_vs(state))
@ -6741,11 +6608,11 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
find_vs_compile_args(state, vshader, context->stream_info.swizzle_map, &vs_compile_args);
vs_id = find_glsl_vshader(context, &priv->shader_buffer, vshader, &vs_compile_args);
vs_id = find_glsl_vshader(context, &priv->shader_buffer, &priv->string_buffers, vshader, &vs_compile_args);
vs_list = &vshader->linked_programs;
if ((gshader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY]))
gs_id = find_glsl_geometry_shader(context, &priv->shader_buffer, gshader);
gs_id = find_glsl_geometry_shader(context, &priv->shader_buffer, &priv->string_buffers, gshader);
}
else if (priv->vertex_pipe == &glsl_vertex_pipe)
{
@ -6771,7 +6638,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
struct ps_compile_args ps_compile_args;
pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
find_ps_compile_args(state, pshader, context->stream_info.position_transformed, &ps_compile_args, gl_info);
ps_id = find_glsl_pshader(context, &priv->shader_buffer,
ps_id = find_glsl_pshader(context, &priv->shader_buffer, &priv->string_buffers,
pshader, &ps_compile_args, &np2fixup_info);
ps_list = &pshader->linked_programs;
}