Commit 4dfd79d3 authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

wined3d: Use pure integer vertex attributes for SM4+ shaders.

parent 4f3607f7
...@@ -3080,6 +3080,7 @@ static void load_gl_funcs(struct wined3d_gl_info *gl_info) ...@@ -3080,6 +3080,7 @@ static void load_gl_funcs(struct wined3d_gl_info *gl_info)
USE_GL_FUNC(glVertexAttrib4sv) /* OpenGL 2.0 */ USE_GL_FUNC(glVertexAttrib4sv) /* OpenGL 2.0 */
USE_GL_FUNC(glVertexAttrib4ubv) /* OpenGL 2.0 */ USE_GL_FUNC(glVertexAttrib4ubv) /* OpenGL 2.0 */
USE_GL_FUNC(glVertexAttribDivisor) /* OpenGL 3.3 */ USE_GL_FUNC(glVertexAttribDivisor) /* OpenGL 3.3 */
USE_GL_FUNC(glVertexAttribIPointer) /* OpenGL 3.0 */
USE_GL_FUNC(glVertexAttribPointer) /* OpenGL 2.0 */ USE_GL_FUNC(glVertexAttribPointer) /* OpenGL 2.0 */
#undef USE_GL_FUNC #undef USE_GL_FUNC
...@@ -3194,6 +3195,7 @@ static void load_gl_funcs(struct wined3d_gl_info *gl_info) ...@@ -3194,6 +3195,7 @@ static void load_gl_funcs(struct wined3d_gl_info *gl_info)
MAP_GL_FUNCTION(glVertexAttrib4sv, glVertexAttrib4svARB); MAP_GL_FUNCTION(glVertexAttrib4sv, glVertexAttrib4svARB);
MAP_GL_FUNCTION(glVertexAttrib4ubv, glVertexAttrib4ubvARB); MAP_GL_FUNCTION(glVertexAttrib4ubv, glVertexAttrib4ubvARB);
MAP_GL_FUNCTION(glVertexAttribDivisor, glVertexAttribDivisorARB); MAP_GL_FUNCTION(glVertexAttribDivisor, glVertexAttribDivisorARB);
MAP_GL_FUNCTION(glVertexAttribIPointer, glVertexAttribIPointerEXT);
MAP_GL_FUNCTION(glVertexAttribPointer, glVertexAttribPointerARB); MAP_GL_FUNCTION(glVertexAttribPointer, glVertexAttribPointerARB);
#undef MAP_GL_FUNCTION #undef MAP_GL_FUNCTION
#undef MAP_GL_FUNCTION_CAST #undef MAP_GL_FUNCTION_CAST
......
...@@ -1705,6 +1705,16 @@ static BOOL glsl_is_shadow_sampler(const struct wined3d_shader *shader, ...@@ -1705,6 +1705,16 @@ static BOOL glsl_is_shadow_sampler(const struct wined3d_shader *shader,
return version->type == WINED3D_SHADER_TYPE_PIXEL && (ps_args->shadow & (1u << resource_idx)); return version->type == WINED3D_SHADER_TYPE_PIXEL && (ps_args->shadow & (1u << resource_idx));
} }
static void shader_glsl_declare_typed_vertex_attribute(struct wined3d_string_buffer *buffer,
const struct wined3d_gl_info *gl_info, const char *vector_type, const char *scalar_type,
unsigned int index)
{
shader_addline(buffer, "%s %s4 vs_in_%s%u;\n",
get_attribute_keyword(gl_info), vector_type, scalar_type, index);
shader_addline(buffer, "vec4 vs_in%u = %sBitsToFloat(vs_in_%s%u);\n",
index, scalar_type, scalar_type, index);
}
/** Generate the variable & register declarations for the GLSL output target */ /** Generate the variable & register declarations for the GLSL output target */
static void shader_generate_glsl_declarations(const struct wined3d_context *context, static void shader_generate_glsl_declarations(const struct wined3d_context *context,
struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader,
...@@ -1957,14 +1967,30 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont ...@@ -1957,14 +1967,30 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
{ {
const struct wined3d_shader_signature_element *e = &shader->input_signature.elements[i]; const struct wined3d_shader_signature_element *e = &shader->input_signature.elements[i];
if (e->sysval_semantic == WINED3D_SV_VERTEX_ID) if (e->sysval_semantic == WINED3D_SV_VERTEX_ID)
{
shader_addline(buffer, "vec4 %s_in%u = vec4(intBitsToFloat(gl_VertexID), 0.0, 0.0, 0.0);\n", shader_addline(buffer, "vec4 %s_in%u = vec4(intBitsToFloat(gl_VertexID), 0.0, 0.0, 0.0);\n",
prefix, e->register_idx); prefix, e->register_idx);
}
else if (e->sysval_semantic == WINED3D_SV_INSTANCE_ID) else if (e->sysval_semantic == WINED3D_SV_INSTANCE_ID)
{
shader_addline(buffer, "vec4 %s_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n", shader_addline(buffer, "vec4 %s_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
prefix, e->register_idx); prefix, e->register_idx);
}
else if (e->component_type == WINED3D_TYPE_UINT)
{
shader_glsl_declare_typed_vertex_attribute(buffer, gl_info, "uvec", "uint", e->register_idx);
}
else if (e->component_type == WINED3D_TYPE_INT)
{
shader_glsl_declare_typed_vertex_attribute(buffer, gl_info, "ivec", "int", e->register_idx);
}
else else
{
if (e->component_type && e->component_type != WINED3D_TYPE_FLOAT)
FIXME("Unhandled type %#x.\n", e->component_type);
shader_addline(buffer, "%s vec4 %s_in%u;\n", shader_addline(buffer, "%s vec4 %s_in%u;\n",
get_attribute_keyword(gl_info), prefix, e->register_idx); get_attribute_keyword(gl_info), prefix, e->register_idx);
}
} }
if (vs_args->point_size && !vs_args->per_vertex_point_size) if (vs_args->point_size && !vs_args->per_vertex_point_size)
...@@ -7596,6 +7622,13 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const ...@@ -7596,6 +7622,13 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
string_buffer_sprintf(tmp_name, "vs_in%u", i); string_buffer_sprintf(tmp_name, "vs_in%u", i);
GL_EXTCALL(glBindAttribLocation(program_id, i, tmp_name->buffer)); GL_EXTCALL(glBindAttribLocation(program_id, i, tmp_name->buffer));
if (vshader && vshader->reg_maps.shader_version.major >= 4)
{
string_buffer_sprintf(tmp_name, "vs_in_uint%u", i);
GL_EXTCALL(glBindAttribLocation(program_id, i, tmp_name->buffer));
string_buffer_sprintf(tmp_name, "vs_in_int%u", i);
GL_EXTCALL(glBindAttribLocation(program_id, i, tmp_name->buffer));
}
} }
checkGLcall("glBindAttribLocation"); checkGLcall("glBindAttribLocation");
string_buffer_release(&priv->string_buffers, tmp_name); string_buffer_release(&priv->string_buffers, tmp_name);
......
...@@ -308,7 +308,7 @@ static void shader_signature_from_semantic(struct wined3d_shader_signature_eleme ...@@ -308,7 +308,7 @@ static void shader_signature_from_semantic(struct wined3d_shader_signature_eleme
e->semantic_name = shader_semantic_name_from_usage(s->usage); e->semantic_name = shader_semantic_name_from_usage(s->usage);
e->semantic_idx = s->usage_idx; e->semantic_idx = s->usage_idx;
e->sysval_semantic = shader_sysval_semantic_from_usage(s->usage); e->sysval_semantic = shader_sysval_semantic_from_usage(s->usage);
e->component_type = 0; e->component_type = WINED3D_TYPE_FLOAT;
e->register_idx = s->reg.reg.idx[0].offset; e->register_idx = s->reg.reg.idx[0].offset;
e->mask = s->reg.write_mask; e->mask = s->reg.write_mask;
} }
...@@ -319,7 +319,7 @@ static void shader_signature_from_usage(struct wined3d_shader_signature_element ...@@ -319,7 +319,7 @@ static void shader_signature_from_usage(struct wined3d_shader_signature_element
e->semantic_name = shader_semantic_name_from_usage(usage); e->semantic_name = shader_semantic_name_from_usage(usage);
e->semantic_idx = usage_idx; e->semantic_idx = usage_idx;
e->sysval_semantic = shader_sysval_semantic_from_usage(usage); e->sysval_semantic = shader_sysval_semantic_from_usage(usage);
e->component_type = 0; e->component_type = WINED3D_TYPE_FLOAT;
e->register_idx = reg_idx; e->register_idx = reg_idx;
e->mask = write_mask; e->mask = write_mask;
} }
......
...@@ -3963,15 +3963,17 @@ static void unload_numbered_arrays(struct wined3d_context *context) ...@@ -3963,15 +3963,17 @@ static void unload_numbered_arrays(struct wined3d_context *context)
static void load_numbered_arrays(struct wined3d_context *context, static void load_numbered_arrays(struct wined3d_context *context,
const struct wined3d_stream_info *stream_info, const struct wined3d_state *state) const struct wined3d_stream_info *stream_info, const struct wined3d_state *state)
{ {
const struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_gl_info *gl_info = context->gl_info;
GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0; GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
int i; unsigned int i;
/* Default to no instancing */ /* Default to no instancing */
context->instance_count = 0; context->instance_count = 0;
for (i = 0; i < MAX_ATTRIBS; i++) for (i = 0; i < MAX_ATTRIBS; ++i)
{ {
const struct wined3d_stream_info_element *element = &stream_info->elements[i];
const struct wined3d_stream_state *stream; const struct wined3d_stream_state *stream;
if (!(stream_info->use_map & (1u << i))) if (!(stream_info->use_map & (1u << i)))
...@@ -3985,16 +3987,16 @@ static void load_numbered_arrays(struct wined3d_context *context, ...@@ -3985,16 +3987,16 @@ static void load_numbered_arrays(struct wined3d_context *context,
continue; continue;
} }
stream = &state->streams[stream_info->elements[i].stream_idx]; stream = &state->streams[element->stream_idx];
if ((stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA) && !context->instance_count) if ((stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA) && !context->instance_count)
context->instance_count = state->streams[0].frequency ? state->streams[0].frequency : 1; context->instance_count = state->streams[0].frequency ? state->streams[0].frequency : 1;
if (gl_info->supported[ARB_INSTANCED_ARRAYS]) if (gl_info->supported[ARB_INSTANCED_ARRAYS])
{ {
GL_EXTCALL(glVertexAttribDivisor(i, stream_info->elements[i].divisor)); GL_EXTCALL(glVertexAttribDivisor(i, element->divisor));
} }
else if (stream_info->elements[i].divisor) else if (element->divisor)
{ {
/* Unload instanced arrays, they will be loaded using /* Unload instanced arrays, they will be loaded using
* immediate mode instead. */ * immediate mode instead. */
...@@ -4003,25 +4005,32 @@ static void load_numbered_arrays(struct wined3d_context *context, ...@@ -4003,25 +4005,32 @@ static void load_numbered_arrays(struct wined3d_context *context,
continue; continue;
} }
TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].data.buffer_object); TRACE_(d3d_shader)("Loading array %u [VBO=%u].\n", i, element->data.buffer_object);
if (stream_info->elements[i].stride) if (element->stride)
{ {
if (curVBO != stream_info->elements[i].data.buffer_object) if (curVBO != element->data.buffer_object)
{ {
GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, stream_info->elements[i].data.buffer_object)); GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, element->data.buffer_object));
checkGLcall("glBindBuffer"); checkGLcall("glBindBuffer");
curVBO = stream_info->elements[i].data.buffer_object; curVBO = element->data.buffer_object;
} }
/* Use the VBO to find out if a vertex buffer exists, not the vb /* Use the VBO to find out if a vertex buffer exists, not the vb
* pointer. vb can point to a user pointer data blob. In that case * pointer. vb can point to a user pointer data blob. In that case
* curVBO will be 0. If there is a vertex buffer but no vbo we * curVBO will be 0. If there is a vertex buffer but no vbo we
* won't be load converted attributes anyway. */ * won't be load converted attributes anyway. */
GL_EXTCALL(glVertexAttribPointer(i, stream_info->elements[i].format->gl_vtx_format, if (vs && vs->reg_maps.shader_version.major >= 4
stream_info->elements[i].format->gl_vtx_type, && (element->format->flags[WINED3D_GL_RES_TYPE_BUFFER] & WINED3DFMT_FLAG_INTEGER))
stream_info->elements[i].format->gl_normalized, {
stream_info->elements[i].stride, stream_info->elements[i].data.addr GL_EXTCALL(glVertexAttribIPointer(i, element->format->gl_vtx_format, element->format->gl_vtx_type,
+ state->load_base_vertex_index * stream_info->elements[i].stride)); element->stride, element->data.addr + state->load_base_vertex_index * element->stride));
}
else
{
GL_EXTCALL(glVertexAttribPointer(i, element->format->gl_vtx_format, element->format->gl_vtx_type,
element->format->gl_normalized, element->stride,
element->data.addr + state->load_base_vertex_index * element->stride));
}
if (!(context->numbered_array_mask & (1u << i))) if (!(context->numbered_array_mask & (1u << i)))
{ {
...@@ -4035,15 +4044,14 @@ static void load_numbered_arrays(struct wined3d_context *context, ...@@ -4035,15 +4044,14 @@ static void load_numbered_arrays(struct wined3d_context *context,
* glVertexAttribPointer doesn't do that. Instead disable the * glVertexAttribPointer doesn't do that. Instead disable the
* pointer and set up the attribute statically. But we have to * pointer and set up the attribute statically. But we have to
* figure out the system memory address. */ * figure out the system memory address. */
const BYTE *ptr = stream_info->elements[i].data.addr; const BYTE *ptr = element->data.addr;
if (stream_info->elements[i].data.buffer_object) if (element->data.buffer_object)
{
ptr += (ULONG_PTR)buffer_get_sysmem(stream->buffer, context); ptr += (ULONG_PTR)buffer_get_sysmem(stream->buffer, context);
}
if (context->numbered_array_mask & (1u << i)) unload_numbered_array(context, i); if (context->numbered_array_mask & (1u << i))
unload_numbered_array(context, i);
switch (stream_info->elements[i].format->id) switch (element->format->id)
{ {
case WINED3DFMT_R32_FLOAT: case WINED3DFMT_R32_FLOAT:
GL_EXTCALL(glVertexAttrib1fv(i, (const GLfloat *)ptr)); GL_EXTCALL(glVertexAttrib1fv(i, (const GLfloat *)ptr));
...@@ -4103,11 +4111,11 @@ static void load_numbered_arrays(struct wined3d_context *context, ...@@ -4103,11 +4111,11 @@ static void load_numbered_arrays(struct wined3d_context *context,
break; break;
case WINED3DFMT_R10G10B10A2_UINT: case WINED3DFMT_R10G10B10A2_UINT:
FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n"); FIXME("Unsure about WINED3DDECLTYPE_UDEC3.\n");
/*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */ /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
break; break;
case WINED3DFMT_R10G10B10A2_SNORM: case WINED3DFMT_R10G10B10A2_SNORM:
FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n"); FIXME("Unsure about WINED3DDECLTYPE_DEC3N.\n");
/*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */ /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
break; break;
...@@ -4141,7 +4149,7 @@ static void load_numbered_arrays(struct wined3d_context *context, ...@@ -4141,7 +4149,7 @@ static void load_numbered_arrays(struct wined3d_context *context,
break; break;
default: default:
ERR("Unexpected declaration in stride 0 attributes\n"); ERR("Unexpected declaration in stride 0 attributes.\n");
break; break;
} }
......
...@@ -763,6 +763,13 @@ enum wined3d_sysval_semantic ...@@ -763,6 +763,13 @@ enum wined3d_sysval_semantic
WINED3D_SV_LINE_DENSITY_TESS_FACTOR = 22, WINED3D_SV_LINE_DENSITY_TESS_FACTOR = 22,
}; };
enum wined3d_component_type
{
WINED3D_TYPE_UINT = 1,
WINED3D_TYPE_INT = 2,
WINED3D_TYPE_FLOAT = 3,
};
enum wined3d_scanline_ordering enum wined3d_scanline_ordering
{ {
WINED3D_SCANLINE_ORDERING_UNKNOWN = 0, WINED3D_SCANLINE_ORDERING_UNKNOWN = 0,
...@@ -1915,7 +1922,7 @@ struct wined3d_shader_signature_element ...@@ -1915,7 +1922,7 @@ struct wined3d_shader_signature_element
const char *semantic_name; const char *semantic_name;
UINT semantic_idx; UINT semantic_idx;
enum wined3d_sysval_semantic sysval_semantic; enum wined3d_sysval_semantic sysval_semantic;
DWORD component_type; enum wined3d_component_type component_type;
UINT register_idx; UINT register_idx;
DWORD mask; DWORD mask;
}; };
......
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