wined3d: Unroll SM4+ pixel shader inputs.
In order to add interpolation qualifiers per shader input. Hull shader outputs are not unrolled because they can be accessed through the indexable vocp register. 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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@ -840,7 +840,7 @@ 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]", e->register_idx);
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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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@ -2124,21 +2124,53 @@ static const char *shader_glsl_shader_output_name(const struct wined3d_gl_info *
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}
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static void shader_glsl_declare_shader_inputs(const struct wined3d_gl_info *gl_info,
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struct wined3d_string_buffer *buffer, unsigned int element_count)
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struct wined3d_string_buffer *buffer, unsigned int element_count, BOOL unroll)
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{
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unsigned int i;
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if (shader_glsl_use_interface_blocks(gl_info))
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shader_addline(buffer, "in shader_in_out { vec4 reg[%u]; } shader_in;\n", element_count);
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{
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if (unroll)
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{
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shader_addline(buffer, "in shader_in_out {\n");
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for (i = 0; i < element_count; ++i)
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shader_addline(buffer, " vec4 reg%u;\n", i);
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shader_addline(buffer, "} shader_in;\n");
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}
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else
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{
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shader_addline(buffer, "in shader_in_out { vec4 reg[%u]; } shader_in;\n", element_count);
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}
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}
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else
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{
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declare_in_varying(gl_info, buffer, FALSE, "vec4 ps_link[%u];\n", element_count);
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}
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}
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static void shader_glsl_declare_shader_outputs(const struct wined3d_gl_info *gl_info,
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struct wined3d_string_buffer *buffer, unsigned int element_count)
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struct wined3d_string_buffer *buffer, unsigned int element_count, BOOL rasterizer_setup)
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{
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unsigned int i;
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if (shader_glsl_use_interface_blocks(gl_info))
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shader_addline(buffer, "out shader_in_out { vec4 reg[%u]; } shader_out;\n", element_count);
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{
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if (rasterizer_setup)
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{
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shader_addline(buffer, "out shader_in_out {\n");
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for (i = 0; i < element_count; ++i)
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shader_addline(buffer, " vec4 reg%u;\n", i);
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shader_addline(buffer, "} shader_out;\n");
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}
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else
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{
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shader_addline(buffer, "out shader_in_out { vec4 reg[%u]; } shader_out;\n", element_count);
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}
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}
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else
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{
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declare_out_varying(gl_info, buffer, FALSE, "vec4 ps_link[%u];\n", element_count);
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}
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}
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static const char *get_fragment_output(const struct wined3d_gl_info *gl_info)
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@ -6531,7 +6563,7 @@ static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
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static void shader_glsl_input_pack(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
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const struct wined3d_shader_signature *input_signature,
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const struct wined3d_shader_reg_maps *reg_maps,
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const struct ps_compile_args *args, const struct wined3d_gl_info *gl_info)
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const struct ps_compile_args *args, const struct wined3d_gl_info *gl_info, BOOL unroll)
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{
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unsigned int i;
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@ -6578,7 +6610,7 @@ static void shader_glsl_input_pack(const struct wined3d_shader *shader, struct w
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{
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if (input->sysval_semantic)
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FIXME("Unhandled sysval semantic %#x.\n", input->sysval_semantic);
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shader_addline(buffer, "ps_in[%u]%s = %s[%u]%s;\n",
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shader_addline(buffer, unroll ? "ps_in[%u]%s = %s%u%s;\n" : "ps_in[%u]%s = %s[%u]%s;\n",
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shader->u.ps.input_reg_map[input->register_idx], reg_mask,
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shader_glsl_shader_input_name(gl_info),
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shader->u.ps.input_reg_map[input->register_idx], reg_mask);
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@ -6772,7 +6804,8 @@ static void shader_glsl_setup_vs3_output(struct shader_glsl_priv *priv,
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static void shader_glsl_setup_sm4_shader_output(struct shader_glsl_priv *priv,
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unsigned int input_count, const struct wined3d_shader_signature *output_signature,
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const struct wined3d_shader_reg_maps *reg_maps_out, const char *output_variable_name)
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const struct wined3d_shader_reg_maps *reg_maps_out, const char *output_variable_name,
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BOOL rasterizer_setup)
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{
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struct wined3d_string_buffer *buffer = &priv->shader_buffer;
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char reg_mask[6];
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@ -6793,7 +6826,8 @@ static void shader_glsl_setup_sm4_shader_output(struct shader_glsl_priv *priv,
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shader_glsl_write_mask_to_str(output->mask, reg_mask);
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shader_addline(buffer, "%s.reg[%u]%s = outputs[%u]%s;\n",
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shader_addline(buffer,
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rasterizer_setup ? "%s.reg%u%s = outputs[%u]%s;\n" : "%s.reg[%u]%s = outputs[%u]%s;\n",
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output_variable_name, output->register_idx, reg_mask, output->register_idx, reg_mask);
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}
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}
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@ -6852,7 +6886,7 @@ static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv *priv
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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);
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else
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shader_glsl_setup_sm4_shader_output(priv, input_count, output_signature, reg_maps_out, "shader_out");
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shader_glsl_setup_sm4_shader_output(priv, input_count, output_signature, reg_maps_out, "shader_out", TRUE);
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}
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/* Context activation is done by the caller. */
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@ -6984,7 +7018,7 @@ static GLuint shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl
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{
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unsigned int in_count = min(vec4_varyings(ps_major, gl_info), ps->limits->packed_input);
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shader_glsl_declare_shader_outputs(gl_info, buffer, in_count);
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shader_glsl_declare_shader_outputs(gl_info, buffer, in_count, FALSE);
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shader_addline(buffer, "void setup_vs_output(in vec4 outputs[%u])\n{\n", vs->limits->packed_output);
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shader_glsl_setup_sm3_rasterizer_input(priv, gl_info, ps->u.ps.input_reg_map, &ps->input_signature,
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&ps->reg_maps, 0, &vs->output_signature, &vs->reg_maps, per_vertex_point_size);
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@ -7010,7 +7044,7 @@ static void shader_glsl_generate_sm4_output_setup(struct shader_glsl_priv *priv,
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input_count = min(vec4_varyings(4, gl_info), input_count);
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if (input_count)
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shader_glsl_declare_shader_outputs(gl_info, buffer, input_count);
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shader_glsl_declare_shader_outputs(gl_info, buffer, input_count, rasterizer_setup);
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shader_addline(buffer, "void setup_%s_output(in vec4 outputs[%u])\n{\n",
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prefix, shader->limits->packed_output);
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@ -7020,7 +7054,7 @@ static void shader_glsl_generate_sm4_output_setup(struct shader_glsl_priv *priv,
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NULL, input_count, &shader->output_signature, &shader->reg_maps, FALSE);
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else
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shader_glsl_setup_sm4_shader_output(priv, input_count, &shader->output_signature,
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&shader->reg_maps, "shader_out");
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&shader->reg_maps, "shader_out", rasterizer_setup);
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shader_addline(buffer, "}\n");
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}
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@ -7343,7 +7377,7 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
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unsigned int in_count = min(vec4_varyings(version->major, gl_info), shader->limits->packed_input);
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if (args->vp_mode == vertexshader && reg_maps->input_registers)
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shader_glsl_declare_shader_inputs(gl_info, buffer, in_count);
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shader_glsl_declare_shader_inputs(gl_info, buffer, in_count, version->major >= 4);
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shader_addline(buffer, "vec4 %s_in[%u];\n", prefix, in_count);
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}
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@ -7474,7 +7508,8 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
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/* Pack 3.0 inputs */
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if (reg_maps->shader_version.major >= 3)
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shader_glsl_input_pack(shader, buffer, &shader->input_signature, reg_maps, args, gl_info);
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shader_glsl_input_pack(shader, buffer, &shader->input_signature, reg_maps, args, gl_info,
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reg_maps->shader_version.major >= 4);
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/* Base Shader Body */
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if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
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@ -7703,7 +7738,7 @@ static GLuint shader_glsl_generate_hull_shader(const struct wined3d_context *con
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shader_addline(buffer, "void setup_hs_output(in vec4 outputs[%u])\n{\n",
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shader->limits->packed_output);
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shader_glsl_setup_sm4_shader_output(priv, shader->limits->packed_output, &shader->output_signature,
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&shader->reg_maps, "shader_out[gl_InvocationID]");
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&shader->reg_maps, "shader_out[gl_InvocationID]", FALSE);
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shader_addline(buffer, "}\n");
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}
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