wined3d: Generate code for compute shaders.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2017-02-09 12:00:33 +01:00 committed by Alexandre Julliard
parent ff09c3c556
commit 67b599987e

View file

@ -207,6 +207,12 @@ struct glsl_ps_program
const struct ps_np2fixup_info *np2_fixup_info;
};
struct glsl_cs_program
{
struct list shader_entry;
GLuint id;
};
/* Struct to maintain data about a linked GLSL program */
struct glsl_shader_prog_link
{
@ -214,6 +220,7 @@ struct glsl_shader_prog_link
struct glsl_vs_program vs;
struct glsl_gs_program gs;
struct glsl_ps_program ps;
struct glsl_cs_program cs;
GLuint id;
DWORD constant_update_mask;
UINT constant_version;
@ -224,6 +231,7 @@ struct glsl_program_key
GLuint vs_id;
GLuint gs_id;
GLuint ps_id;
GLuint cs_id;
};
struct shader_glsl_ctx_priv {
@ -258,6 +266,11 @@ struct glsl_gs_compiled_shader
GLuint id;
};
struct glsl_cs_compiled_shader
{
GLuint id;
};
struct glsl_shader_private
{
union
@ -265,6 +278,7 @@ struct glsl_shader_private
struct glsl_vs_compiled_shader *vs;
struct glsl_gs_compiled_shader *gs;
struct glsl_ps_compiled_shader *ps;
struct glsl_cs_compiled_shader *cs;
} gl_shaders;
UINT num_gl_shaders, shader_array_size;
};
@ -5774,6 +5788,7 @@ static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_sh
key.vs_id = entry->vs.id;
key.gs_id = entry->gs.id;
key.ps_id = entry->ps.id;
key.cs_id = entry->cs.id;
if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
{
@ -5782,16 +5797,11 @@ static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_sh
}
static struct glsl_shader_prog_link *get_glsl_program_entry(const struct shader_glsl_priv *priv,
GLuint vs_id, GLuint gs_id, GLuint ps_id)
const struct glsl_program_key *key)
{
struct wine_rb_entry *entry;
struct glsl_program_key key;
key.vs_id = vs_id;
key.gs_id = gs_id;
key.ps_id = ps_id;
entry = wine_rb_get(&priv->program_lookup, &key);
entry = wine_rb_get(&priv->program_lookup, key);
return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
}
@ -5808,6 +5818,8 @@ static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struc
list_remove(&entry->gs.shader_entry);
if (entry->ps.id)
list_remove(&entry->ps.shader_entry);
if (entry->cs.id)
list_remove(&entry->cs.shader_entry);
HeapFree(GetProcessHeap(), 0, entry);
}
@ -6559,6 +6571,7 @@ static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_con
shader_glsl_generate_vs_epilogue(gl_info, ctx->buffer, shader, priv->cur_vs_args);
break;
case WINED3D_SHADER_TYPE_GEOMETRY:
case WINED3D_SHADER_TYPE_COMPUTE:
break;
default:
FIXME("Unhandled shader type %#x.\n", shader->reg_maps.shader_version.type);
@ -6566,6 +6579,38 @@ static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_con
}
}
/* Context activation is done by the caller. */
static GLuint shader_glsl_generate_compute_shader(const struct wined3d_context *context,
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;
const DWORD *function = shader->function;
struct shader_glsl_ctx_priv priv_ctx;
GLuint shader_id;
shader_id = GL_EXTCALL(glCreateShader(GL_COMPUTE_SHADER));
shader_addline(buffer, "%s\n", shader_glsl_get_version_declaration(gl_info, &reg_maps->shader_version));
shader_glsl_enable_extensions(buffer, gl_info);
if (gl_info->supported[ARB_COMPUTE_SHADER])
shader_addline(buffer, "#extension GL_ARB_compute_shader : 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_addline(buffer, "void main()\n{\n");
shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
shader_addline(buffer, "}\n");
TRACE("Compiling shader object %u.\n", shader_id);
shader_glsl_compile(gl_info, shader_id, buffer->buffer);
return shader_id;
}
static GLuint find_glsl_pshader(const struct wined3d_context *context,
struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
struct wined3d_shader *shader,
@ -6781,6 +6826,46 @@ static GLuint find_glsl_geometry_shader(const struct wined3d_context *context,
return ret;
}
static GLuint find_glsl_compute_shader(const struct wined3d_context *context,
struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
struct wined3d_shader *shader)
{
struct glsl_cs_compiled_shader *gl_shaders;
struct glsl_shader_private *shader_data;
GLuint ret;
if (!shader->backend_data)
{
if (!(shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data))))
{
ERR("Failed to allocate backend data.\n");
return 0;
}
}
shader_data = shader->backend_data;
gl_shaders = shader_data->gl_shaders.cs;
/* No shader variants are used for compute shaders. */
if (shader_data->num_gl_shaders)
return gl_shaders[0].id;
TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
if (!(shader_data->gl_shaders.cs = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders))))
{
ERR("Failed to allocate GL shader array.\n");
return 0;
}
shader_data->shader_array_size = 1;
gl_shaders = shader_data->gl_shaders.cs;
string_buffer_clear(buffer);
ret = shader_glsl_generate_compute_shader(context, buffer, string_buffers, shader);
gl_shaders[shader_data->num_gl_shaders++].id = ret;
return ret;
}
static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs, const char *material)
{
switch (mcs)
@ -8101,6 +8186,73 @@ static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
string_buffer_release(&priv->string_buffers, name);
}
/* Context activation is done by the caller. */
static void set_glsl_compute_shader_program(const struct wined3d_context *context,
const struct wined3d_state *state, struct shader_glsl_priv *priv, struct glsl_context_data *ctx_data)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
struct glsl_shader_prog_link *entry = NULL;
struct wined3d_shader *shader;
struct glsl_program_key key;
GLuint program_id, cs_id;
if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE)))
return;
if (!(shader = state->shader[WINED3D_SHADER_TYPE_COMPUTE]))
{
WARN("Compute shader is NULL.\n");
ctx_data->glsl_program = NULL;
return;
}
cs_id = find_glsl_compute_shader(context, &priv->shader_buffer, &priv->string_buffers, shader);
memset(&key, 0, sizeof(key));
key.cs_id = cs_id;
if ((entry = get_glsl_program_entry(priv, &key)))
{
ctx_data->glsl_program = entry;
return;
}
program_id = GL_EXTCALL(glCreateProgram());
TRACE("Created new GLSL shader program %u.\n", program_id);
if (!(entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry))))
{
ERR("Out of memory.\n");
return;
}
entry->id = program_id;
entry->vs.id = 0;
entry->gs.id = 0;
entry->ps.id = 0;
entry->cs.id = cs_id;
entry->constant_version = 0;
entry->ps.np2_fixup_info = NULL;
add_glsl_program_entry(priv, entry);
ctx_data->glsl_program = entry;
TRACE("Attaching GLSL shader object %u to program %u.\n", cs_id, program_id);
GL_EXTCALL(glAttachShader(program_id, cs_id));
checkGLcall("glAttachShader");
list_add_head(&shader->linked_programs, &entry->cs.shader_entry);
TRACE("Linking GLSL shader program %u.\n", program_id);
GL_EXTCALL(glLinkProgram(program_id));
shader_glsl_validate_link(gl_info, program_id);
GL_EXTCALL(glUseProgram(program_id));
checkGLcall("glUseProgram");
shader_glsl_init_uniform_block_bindings(gl_info, priv, program_id, &shader->reg_maps);
shader_glsl_load_icb(gl_info, priv, program_id, &shader->reg_maps);
shader_glsl_load_images(gl_info, priv, program_id, &shader->reg_maps);
entry->constant_update_mask = 0;
}
/* Context activation is done by the caller. */
static void set_glsl_shader_program(const struct wined3d_context *context, const struct wined3d_state *state,
struct shader_glsl_priv *priv, struct glsl_context_data *ctx_data)
@ -8112,8 +8264,9 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
struct wined3d_shader *vshader = NULL;
struct wined3d_shader *gshader = NULL;
struct wined3d_shader *pshader = NULL;
GLuint program_id;
GLuint reorder_shader_id = 0;
struct glsl_program_key key;
GLuint program_id;
unsigned int i;
GLuint vs_id = 0;
GLuint gs_id = 0;
@ -8209,7 +8362,11 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
ps_list = &ffp_shader->linked_programs;
}
if ((!vs_id && !gs_id && !ps_id) || (entry = get_glsl_program_entry(priv, vs_id, gs_id, ps_id)))
key.vs_id = vs_id;
key.gs_id = gs_id;
key.ps_id = ps_id;
key.cs_id = 0;
if ((!vs_id && !gs_id && !ps_id) || (entry = get_glsl_program_entry(priv, &key)))
{
ctx_data->glsl_program = entry;
return;
@ -8225,6 +8382,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
entry->vs.id = vs_id;
entry->gs.id = gs_id;
entry->ps.id = ps_id;
entry->cs.id = 0;
entry->constant_version = 0;
entry->ps.np2_fixup_info = np2fixup_info;
/* Add the hash table entry */
@ -8521,13 +8679,36 @@ static void shader_glsl_select(void *shader_priv, struct wined3d_context *contex
if (program_id)
context->constant_update_mask |= ctx_data->glsl_program->constant_update_mask;
}
context->shader_update_mask |= (1u << WINED3D_SHADER_TYPE_COMPUTE);
}
/* Context activation is done by the caller. */
static void shader_glsl_select_compute(void *shader_priv, struct wined3d_context *context,
const struct wined3d_state *state)
{
FIXME("Compute pipeline not supported yet.\n");
struct glsl_context_data *ctx_data = context->shader_backend_data;
const struct wined3d_gl_info *gl_info = context->gl_info;
struct shader_glsl_priv *priv = shader_priv;
GLuint program_id, prev_id;
prev_id = ctx_data->glsl_program ? ctx_data->glsl_program->id : 0;
set_glsl_compute_shader_program(context, state, priv, ctx_data);
program_id = ctx_data->glsl_program ? ctx_data->glsl_program->id : 0;
TRACE("Using GLSL program %u.\n", program_id);
if (prev_id != program_id)
{
GL_EXTCALL(glUseProgram(program_id));
checkGLcall("glUseProgram");
}
context->shader_update_mask |= (1u << WINED3D_SHADER_TYPE_PIXEL)
| (1u << WINED3D_SHADER_TYPE_VERTEX)
| (1u << WINED3D_SHADER_TYPE_GEOMETRY)
| (1u << WINED3D_SHADER_TYPE_HULL)
| (1u << WINED3D_SHADER_TYPE_DOMAIN);
}
/* "context" is not necessarily the currently active context. */
@ -8677,6 +8858,28 @@ static void shader_glsl_destroy(struct wined3d_shader *shader)
break;
}
case WINED3D_SHADER_TYPE_COMPUTE:
{
struct glsl_cs_compiled_shader *gl_shaders = shader_data->gl_shaders.cs;
for (i = 0; i < shader_data->num_gl_shaders; ++i)
{
TRACE("Deleting compute shader %u.\n", gl_shaders[i].id);
GL_EXTCALL(glDeleteShader(gl_shaders[i].id));
checkGLcall("glDeleteShader");
}
HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.cs);
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
struct glsl_shader_prog_link, cs.shader_entry)
{
shader_glsl_invalidate_contexts_program(device, entry);
delete_glsl_program_entry(priv, gl_info, entry);
}
break;
}
default:
ERR("Unhandled shader type %#x.\n", shader->reg_maps.shader_version.type);
break;
@ -8704,6 +8907,9 @@ static int glsl_program_key_compare(const void *key, const struct wine_rb_entry
if (k->ps_id > prog->ps.id) return 1;
else if (k->ps_id < prog->ps.id) return -1;
if (k->cs_id > prog->cs.id) return 1;
else if (k->cs_id < prog->cs.id) return -1;
return 0;
}