Commit 71eb01cf authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

wined3d: Consider buffer strides when generating transform feedback varyings.

parent ea60b874
......@@ -746,16 +746,36 @@ static void append_transform_feedback_varying(const char **varyings, unsigned in
++(*varying_count);
}
static void append_transform_feedback_skip_components(const char **varyings,
unsigned int *varying_count, char **strings, unsigned int *strings_length,
struct wined3d_string_buffer *buffer, unsigned int component_count)
{
unsigned int j;
for (j = 0; j < component_count / 4; ++j)
{
string_buffer_sprintf(buffer, "gl_SkipComponents4");
append_transform_feedback_varying(varyings, varying_count, strings, strings_length, buffer);
}
if (component_count % 4)
{
string_buffer_sprintf(buffer, "gl_SkipComponents%u", component_count % 4);
append_transform_feedback_varying(varyings, varying_count, strings, strings_length, buffer);
}
}
static void shader_glsl_generate_transform_feedback_varyings(const struct wined3d_stream_output_desc *so_desc,
struct wined3d_string_buffer *buffer, const char **varyings, unsigned int *varying_count,
char *strings, unsigned int *strings_length)
{
unsigned int i, j, buffer_idx, count, length, highest_output_slot;
unsigned int i, buffer_idx, count, length, highest_output_slot, stride;
count = length = 0;
highest_output_slot = 0;
for (buffer_idx = 0; buffer_idx < WINED3D_MAX_STREAM_OUTPUT_BUFFERS; ++buffer_idx)
{
stride = 0;
for (i = 0; i < so_desc->element_count; ++i)
{
const struct wined3d_stream_output_element *e = &so_desc->elements[i];
......@@ -770,18 +790,12 @@ static void shader_glsl_generate_transform_feedback_varyings(const struct wined3
continue;
}
stride += e->component_count;
if (e->register_idx == WINED3D_STREAM_OUTPUT_GAP)
{
for (j = 0; j < e->component_count / 4; ++j)
{
string_buffer_sprintf(buffer, "gl_SkipComponents4");
append_transform_feedback_varying(varyings, &count, &strings, &length, buffer);
}
if (e->component_count % 4)
{
string_buffer_sprintf(buffer, "gl_SkipComponents%u", e->component_count % 4);
append_transform_feedback_varying(varyings, &count, &strings, &length, buffer);
}
append_transform_feedback_skip_components(varyings, &count,
&strings, &length, buffer, e->component_count);
continue;
}
......@@ -795,6 +809,14 @@ static void shader_glsl_generate_transform_feedback_varyings(const struct wined3
append_transform_feedback_varying(varyings, &count, &strings, &length, buffer);
}
if (buffer_idx < so_desc->buffer_stride_count
&& stride < so_desc->buffer_strides[buffer_idx] / 4)
{
unsigned int component_count = so_desc->buffer_strides[buffer_idx] / 4 - stride;
append_transform_feedback_skip_components(varyings, &count,
&strings, &length, buffer, component_count);
}
if (highest_output_slot <= buffer_idx)
break;
......@@ -824,9 +846,6 @@ static void shader_glsl_init_transform_feedback(const struct wined3d_context *co
return;
}
if (so_desc->buffer_stride_count)
FIXME("Ignoring buffer strides.\n");
buffer = string_buffer_get(&priv->string_buffers);
shader_glsl_generate_transform_feedback_varyings(so_desc, buffer, NULL, &count, NULL, &length);
......
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