Commit 431aa327 authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

wined3d: Implement SV_ClipDistance.

In D3D10+ all clip distances declared in a shader are always enabled. In other words, enablement of clip distances is a property of a shader. Signed-off-by: 's avatarJózef Kucia <jkucia@codeweavers.com> Signed-off-by: 's avatarHenri Verbeet <hverbeet@codeweavers.com> Signed-off-by: 's avatarAlexandre Julliard <julliard@winehq.org>
parent bb3b55ce
......@@ -241,7 +241,10 @@ struct glsl_shader_prog_link
struct glsl_cs_program cs;
GLuint id;
DWORD constant_update_mask;
UINT constant_version;
unsigned int constant_version;
DWORD shader_controlled_clip_distances : 1;
DWORD clip_distance_mask : 8; /* MAX_CLIP_DISTANCES, 8 */
DWORD padding : 23;
};
struct glsl_program_key
......@@ -6923,6 +6926,26 @@ static void shader_glsl_setup_sm4_shader_output(struct shader_glsl_priv *priv,
}
}
static void shader_glsl_generate_clip_or_cull_distances(struct wined3d_string_buffer *buffer,
const struct wined3d_shader_signature_element *element, DWORD clip_or_cull_distance_mask)
{
unsigned int i, clip_or_cull_index;
char reg_mask[6];
/* Assign consecutive indices starting from 0. */
clip_or_cull_index = element->semantic_idx ? wined3d_popcount(clip_or_cull_distance_mask & 0xf) : 0;
for (i = 0; i < 4; ++i)
{
if (!(element->mask & (WINED3DSP_WRITEMASK_0 << i)))
continue;
shader_glsl_write_mask_to_str(WINED3DSP_WRITEMASK_0 << i, reg_mask);
shader_addline(buffer, "gl_ClipDistance[%u] = outputs[%u]%s;\n",
clip_or_cull_index, element->register_idx, reg_mask);
++clip_or_cull_index;
}
}
static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv *priv,
const struct wined3d_gl_info *gl_info, const DWORD *map,
const struct wined3d_shader_signature *input_signature,
......@@ -6932,7 +6955,7 @@ static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv *priv
{
struct wined3d_string_buffer *buffer = &priv->shader_buffer;
const char *semantic_name;
UINT semantic_idx;
unsigned int semantic_idx;
char reg_mask[6];
unsigned int i;
......@@ -6966,6 +6989,10 @@ static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv *priv
shader_addline(buffer, "gl_Layer = floatBitsToInt(outputs[%u])%s;\n",
output->register_idx, reg_mask);
}
else if (output->sysval_semantic == WINED3D_SV_CLIP_DISTANCE)
{
shader_glsl_generate_clip_or_cull_distances(buffer, output, reg_maps_out->clip_distance_mask);
}
else if (output->sysval_semantic)
{
FIXME("Unhandled sysval semantic %#x.\n", output->sysval_semantic);
......@@ -9852,6 +9879,7 @@ static HRESULT shader_glsl_compile_compute_shader(struct shader_glsl_priv *priv,
entry->ps.id = 0;
entry->cs.id = shader_id;
entry->constant_version = 0;
entry->shader_controlled_clip_distances = 0;
entry->ps.np2_fixup_info = NULL;
add_glsl_program_entry(priv, entry);
......@@ -9926,11 +9954,12 @@ static void set_glsl_compute_shader_program(const struct wined3d_context *contex
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)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_d3d_info *d3d_info = context->d3d_info;
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_shader *pre_rasterization_shader;
const struct ps_np2fixup_info *np2fixup_info = NULL;
struct glsl_shader_prog_link *entry = NULL;
struct wined3d_shader *hshader, *dshader, *gshader;
struct glsl_shader_prog_link *entry = NULL;
struct wined3d_shader *vshader = NULL;
struct wined3d_shader *pshader = NULL;
GLuint reorder_shader_id = 0;
......@@ -10068,6 +10097,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
entry->ps.id = ps_id;
entry->cs.id = 0;
entry->constant_version = 0;
entry->shader_controlled_clip_distances = 0;
entry->ps.np2_fixup_info = np2fixup_info;
/* Add the hash table entry */
add_glsl_program_entry(priv, entry);
......@@ -10194,7 +10224,15 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
shader_glsl_init_gs_uniform_locations(gl_info, priv, program_id, &entry->gs);
shader_glsl_init_ps_uniform_locations(gl_info, priv, program_id, &entry->ps,
pshader ? pshader->limits->constant_float : 0);
checkGLcall("Find glsl program uniform locations");
checkGLcall("find glsl program uniform locations");
pre_rasterization_shader = gshader ? gshader : dshader ? dshader : vshader;
if (pre_rasterization_shader && pre_rasterization_shader->reg_maps.shader_version.major >= 4)
{
unsigned int clip_distance_count = wined3d_popcount(pre_rasterization_shader->reg_maps.clip_distance_mask);
entry->shader_controlled_clip_distances = 1;
entry->clip_distance_mask = (1u << clip_distance_count) - 1;
}
if (needs_legacy_glsl_syntax(gl_info))
{
......@@ -10350,6 +10388,7 @@ static void shader_glsl_select(void *shader_priv, struct wined3d_context *contex
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;
struct glsl_shader_prog_link *glsl_program;
GLenum current_vertex_color_clamp;
GLuint program_id, prev_id;
......@@ -10357,13 +10396,15 @@ static void shader_glsl_select(void *shader_priv, struct wined3d_context *contex
priv->fragment_pipe->enable_extension(gl_info, !use_ps(state));
prev_id = ctx_data->glsl_program ? ctx_data->glsl_program->id : 0;
set_glsl_shader_program(context, state, priv, ctx_data);
glsl_program = ctx_data->glsl_program;
if (ctx_data->glsl_program)
if (glsl_program)
{
program_id = ctx_data->glsl_program->id;
current_vertex_color_clamp = ctx_data->glsl_program->vs.vertex_color_clamp;
program_id = glsl_program->id;
current_vertex_color_clamp = glsl_program->vs.vertex_color_clamp;
if (glsl_program->shader_controlled_clip_distances)
context_enable_clip_distances(context, glsl_program->clip_distance_mask);
}
else
{
......@@ -10392,8 +10433,8 @@ static void shader_glsl_select(void *shader_priv, struct wined3d_context *contex
GL_EXTCALL(glUseProgram(program_id));
checkGLcall("glUseProgram");
if (program_id)
context->constant_update_mask |= ctx_data->glsl_program->constant_update_mask;
if (glsl_program)
context->constant_update_mask |= glsl_program->constant_update_mask;
}
context->shader_update_mask |= (1u << WINED3D_SHADER_TYPE_COMPUTE);
......
......@@ -952,6 +952,31 @@ static HRESULT shader_record_shader_phase(struct wined3d_shader *shader,
return WINED3D_OK;
}
static HRESULT shader_calculate_clip_or_cull_distance_mask(
const struct wined3d_shader_signature_element *e, DWORD *mask)
{
unsigned int i;
*mask = 0;
/* Cull and clip distances are packed in 4 component registers. 0 and 1 are
* the only allowed semantic indices.
*/
if (e->semantic_idx >= MAX_CLIP_DISTANCES / 4)
{
WARN("Invalid clip/cull distance index %u.\n", e->semantic_idx);
return WINED3DERR_INVALIDCALL;
}
for (i = 0; i < 4; ++i)
{
if (e->mask & (WINED3DSP_WRITEMASK_0 << i))
*mask |= 1u << (4 * e->semantic_idx + i);
}
return WINED3D_OK;
}
static void wined3d_insert_interpolation_mode(DWORD *packed_interpolation_mode,
unsigned int register_idx, enum wined3d_shader_interpolation_mode mode)
{
......@@ -1754,7 +1779,16 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
{
for (i = 0; i < output_signature->element_count; ++i)
{
reg_maps->output_registers |= 1u << output_signature->elements[i].register_idx;
const struct wined3d_shader_signature_element *e = &output_signature->elements[i];
DWORD mask;
reg_maps->output_registers |= 1u << e->register_idx;
if (e->sysval_semantic == WINED3D_SV_CLIP_DISTANCE)
{
if (FAILED(hr = shader_calculate_clip_or_cull_distance_mask(e, &mask)))
return hr;
reg_maps->clip_distance_mask |= mask;
}
}
}
else if (reg_maps->output_registers)
......
......@@ -1006,31 +1006,32 @@ struct wined3d_shader_reg_maps
BYTE bumpmat; /* MAX_TEXTURES, 8 */
BYTE luminanceparams; /* MAX_TEXTURES, 8 */
struct wined3d_shader_resource_info uav_resource_info[MAX_UNORDERED_ACCESS_VIEWS];
DWORD uav_read_mask; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */
DWORD uav_counter_mask; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */
WORD usesnrm : 1;
WORD vpos : 1;
WORD usesdsx : 1;
WORD usesdsy : 1;
WORD usestexldd : 1;
WORD usesmova : 1;
WORD usesfacing : 1;
WORD usesrelconstF : 1;
WORD fog : 1;
WORD usestexldl : 1;
WORD usesifc : 1;
WORD usescall : 1;
WORD usespow : 1;
WORD point_size : 1;
WORD vocp : 1;
WORD padding : 1;
DWORD uav_read_mask : 8; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */
DWORD uav_counter_mask : 8; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */
DWORD clip_distance_mask : 8; /* MAX_CLIP_DISTANCES, 8 */
DWORD usesnrm : 1;
DWORD vpos : 1;
DWORD usesdsx : 1;
DWORD usesdsy : 1;
DWORD usestexldd : 1;
DWORD usesmova : 1;
DWORD usesfacing : 1;
DWORD usesrelconstF : 1;
DWORD fog : 1;
DWORD usestexldl : 1;
DWORD usesifc : 1;
DWORD usescall : 1;
DWORD usespow : 1;
DWORD point_size : 1;
DWORD vocp : 1;
DWORD padding : 25;
DWORD rt_mask; /* Used render targets, 32 max. */
/* Whether or not loops are used in this shader, and nesting depth */
unsigned loop_depth;
UINT min_rel_offset, max_rel_offset;
unsigned int loop_depth;
unsigned int min_rel_offset, max_rel_offset;
struct wined3d_shader_tgsm *tgsm;
SIZE_T tgsm_capacity;
......
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