Commit 0d624fdb authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

wined3d: Implement geometry shader instancing.

parent 1491151a
......@@ -2970,6 +2970,13 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
sprintf(register_name, "ivec2(gl_LocalInvocationIndex, 0)");
break;
case WINED3DSPR_GSINSTID:
if (gl_info->supported[ARB_SHADING_LANGUAGE_420PACK])
sprintf(register_name, "gl_InvocationID");
else
sprintf(register_name, "ivec2(gl_InvocationID, 0)");
break;
case WINED3DSPR_THREADID:
sprintf(register_name, "ivec3(gl_GlobalInvocationID)");
break;
......@@ -3132,10 +3139,11 @@ static void shader_glsl_add_src_param_ext(const struct wined3d_shader_instructio
case WINED3DSPR_PRIMID:
param_data_type = WINED3D_DATA_UINT;
break;
case WINED3DSPR_GSINSTID:
case WINED3DSPR_LOCALTHREADID:
case WINED3DSPR_LOCALTHREADINDEX:
case WINED3DSPR_THREADID:
case WINED3DSPR_THREADGROUPID:
case WINED3DSPR_LOCALTHREADID:
case WINED3DSPR_THREADID:
param_data_type = WINED3D_DATA_INT;
break;
default:
......@@ -7363,7 +7371,10 @@ static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context
}
else
{
shader_addline(buffer, "layout(%s) in;\n", glsl_primitive_type_from_d3d(shader->u.gs.input_type));
shader_addline(buffer, "layout(%s", glsl_primitive_type_from_d3d(shader->u.gs.input_type));
if (shader->u.gs.instance_count > 1)
shader_addline(buffer, ", invocations = %u", shader->u.gs.instance_count);
shader_addline(buffer, ") in;\n");
shader_addline(buffer, "layout(%s, max_vertices = %u) out;\n",
glsl_primitive_type_from_d3d(shader->u.gs.output_type), shader->u.gs.vertices_out);
shader_addline(buffer, "in vs_gs_iface { vec4 gs_in[%u]; } gs_in[];\n", shader->limits->packed_input);
......@@ -10049,7 +10060,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
/* WINED3DSIH_DCL_FUNCTION_BODY */ NULL,
/* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL,
/* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop,
/* WINED3DSIH_DCL_GS_INSTANCES */ NULL,
/* WINED3DSIH_DCL_GS_INSTANCES */ shader_glsl_nop,
/* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ NULL,
/* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ NULL,
/* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ NULL,
......
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