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wined3d: Use d3d_info to determine whether shader outputs need interpolation qualifiers.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
1c41aac4a4
commit
4f86e35c53
4 changed files with 22 additions and 21 deletions
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@ -3770,6 +3770,7 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter,
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d3d_info->limits.ps_uniform_count = shader_caps.ps_uniform_count;
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d3d_info->limits.varying_count = shader_caps.varying_count;
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d3d_info->shader_double_precision = !!(shader_caps.wined3d_caps & WINED3D_SHADER_CAP_DOUBLE_PRECISION);
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d3d_info->shader_output_interpolation = !!(shader_caps.wined3d_caps & WINED3D_SHADER_CAP_OUTPUT_INTERPOLATION);
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d3d_info->viewport_array_index_any_shader = !!gl_info->supported[ARB_SHADER_VIEWPORT_LAYER_ARRAY];
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@ -1979,6 +1979,14 @@ static void shader_glsl_declare_shader_inputs(const struct wined3d_gl_info *gl_i
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}
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}
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static BOOL needs_interpolation_qualifiers_for_shader_outputs(const struct wined3d_gl_info *gl_info)
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{
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/* In GLSL 4.40+ it is fine to specify interpolation qualifiers only in
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* fragment shaders. In older GLSL versions interpolation qualifiers must
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* match between shader stages. */
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return gl_info->glsl_version < MAKEDWORD_VERSION(4, 40);
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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, BOOL rasterizer_setup,
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const DWORD *interpolation_mode)
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@ -11108,6 +11116,8 @@ static void shader_glsl_get_caps(const struct wined3d_adapter *adapter, struct s
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* shader_glsl_alloc(). */
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caps->wined3d_caps = WINED3D_SHADER_CAP_VS_CLIPPING
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| WINED3D_SHADER_CAP_SRGB_WRITE;
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if (needs_interpolation_qualifiers_for_shader_outputs(gl_info))
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caps->wined3d_caps |= WINED3D_SHADER_CAP_OUTPUT_INTERPOLATION;
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}
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static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
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@ -3505,10 +3505,10 @@ HRESULT CDECL wined3d_shader_set_local_constants_float(struct wined3d_shader *sh
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}
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static void init_interpolation_compile_args(DWORD *interpolation_args,
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const struct wined3d_shader *pixel_shader, const struct wined3d_gl_info *gl_info)
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const struct wined3d_shader *pixel_shader, const struct wined3d_d3d_info *d3d_info)
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{
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if (!needs_interpolation_qualifiers_for_shader_outputs(gl_info)
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|| !pixel_shader || pixel_shader->reg_maps.shader_version.major < 4)
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if (!d3d_info->shader_output_interpolation || !pixel_shader
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|| pixel_shader->reg_maps.shader_version.major < 4)
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{
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memset(interpolation_args, 0, sizeof(pixel_shader->u.ps.interpolation_mode));
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return;
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@ -3525,7 +3525,6 @@ void find_vs_compile_args(const struct wined3d_state *state, const struct wined3
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const struct wined3d_shader *pixel_shader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
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const struct wined3d_shader *hull_shader = state->shader[WINED3D_SHADER_TYPE_HULL];
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const struct wined3d_d3d_info *d3d_info = context->d3d_info;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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args->fog_src = state->render_states[WINED3D_RS_FOGTABLEMODE]
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== WINED3D_FOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
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@ -3548,7 +3547,7 @@ void find_vs_compile_args(const struct wined3d_state *state, const struct wined3
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args->flatshading = 0;
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init_interpolation_compile_args(args->interpolation_mode,
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args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL ? pixel_shader : NULL, gl_info);
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args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL ? pixel_shader : NULL, d3d_info);
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}
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static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2)
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@ -3865,7 +3864,6 @@ void find_ds_compile_args(const struct wined3d_state *state, const struct wined3
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const struct wined3d_shader *geometry_shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
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const struct wined3d_shader *pixel_shader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
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const struct wined3d_shader *hull_shader = state->shader[WINED3D_SHADER_TYPE_HULL];
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const struct wined3d_gl_info *gl_info = context->gl_info;
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args->tessellator_output_primitive = hull_shader->u.hs.tessellator_output_primitive;
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args->tessellator_partitioning = hull_shader->u.hs.tessellator_partitioning;
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@ -3877,7 +3875,7 @@ void find_ds_compile_args(const struct wined3d_state *state, const struct wined3
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args->render_offscreen = context->render_offscreen;
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init_interpolation_compile_args(args->interpolation_mode,
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args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL ? pixel_shader : NULL, gl_info);
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args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL ? pixel_shader : NULL, context->d3d_info);
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args->padding = 0;
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}
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@ -3886,14 +3884,13 @@ void find_gs_compile_args(const struct wined3d_state *state, const struct wined3
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struct gs_compile_args *args, const struct wined3d_context *context)
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{
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const struct wined3d_shader *pixel_shader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
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const struct wined3d_gl_info *gl_info = context->gl_info;
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args->output_count = pixel_shader ? pixel_shader->limits->packed_input : shader->limits->packed_output;
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if (!(args->primitive_type = shader->u.gs.input_type))
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args->primitive_type = d3d_primitive_type_from_gl(state->gl_primitive_type);
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init_interpolation_compile_args(args->interpolation_mode, pixel_shader, gl_info);
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init_interpolation_compile_args(args->interpolation_mode, pixel_shader, context->d3d_info);
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}
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void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
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@ -205,6 +205,7 @@ struct wined3d_d3d_info
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unsigned int vs_clipping : 1;
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unsigned int shader_color_key : 1;
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unsigned int shader_double_precision : 1;
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unsigned int shader_output_interpolation : 1;
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unsigned int viewport_array_index_any_shader : 1;
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unsigned int texture_npot : 1;
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unsigned int texture_npot_conditional : 1;
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@ -1298,9 +1299,10 @@ BOOL shader_get_stream_output_register_info(const struct wined3d_shader *shader,
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typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
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#define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001
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#define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002
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#define WINED3D_SHADER_CAP_DOUBLE_PRECISION 0x00000004
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#define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001u
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#define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002u
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#define WINED3D_SHADER_CAP_DOUBLE_PRECISION 0x00000004u
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#define WINED3D_SHADER_CAP_OUTPUT_INTERPOLATION 0x00000008u
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struct shader_caps
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{
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@ -4842,15 +4844,6 @@ static inline BOOL can_use_texture_swizzle(const struct wined3d_d3d_info *d3d_in
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return d3d_info->texture_swizzle && !is_complex_fixup(format->color_fixup) && !is_scaling_fixup(format->color_fixup);
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}
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static inline BOOL needs_interpolation_qualifiers_for_shader_outputs(const struct wined3d_gl_info *gl_info)
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{
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/* In GLSL 4.40+ it is fine to specify interpolation qualifiers only in
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* fragment shaders. In older GLSL versions interpolation qualifiers must
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* match between shader stages.
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*/
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return gl_info->glsl_version < MAKEDWORD_VERSION(4, 40);
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}
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static inline BOOL is_rasterization_disabled(const struct wined3d_shader *geometry_shader)
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{
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return geometry_shader
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