Commit a1dedbdf authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Properly check if input/output varyings are used.

parent 375780a5
......@@ -2993,20 +2993,23 @@ static void pshader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
}
}
static void pshader_glsl_input_pack(SHADER_BUFFER *buffer, const struct wined3d_shader_semantic *semantics_in,
IWineD3DPixelShader *iface, enum vertexprocessing_mode vertexprocessing)
static void pshader_glsl_input_pack(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer,
const struct wined3d_shader_semantic *semantics_in, const struct shader_reg_maps *reg_maps,
enum vertexprocessing_mode vertexprocessing)
{
unsigned int i;
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
for (i = 0; i < MAX_REG_INPUT; ++i)
{
DWORD usage_token = semantics_in[i].usage;
DWORD usage_token;
DWORD usage, usage_idx;
char reg_mask[6];
/* Uninitialized */
if (!usage_token) continue;
/* Unused */
if (!reg_maps->packed_input[i]) continue;
usage_token = semantics_in[i].usage;
usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
shader_glsl_get_write_mask(semantics_in[i].reg.token, reg_mask);
......@@ -3091,8 +3094,9 @@ static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const WineD
HeapFree(GetProcessHeap(), 0, entry);
}
static void handle_ps3_input(SHADER_BUFFER *buffer, const struct wined3d_shader_semantic *semantics_in,
const struct wined3d_shader_semantic *semantics_out, const WineD3D_GL_Info *gl_info, const DWORD *map)
static void handle_ps3_input(SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info, const DWORD *map,
const struct wined3d_shader_semantic *semantics_in, const struct shader_reg_maps *reg_maps_in,
const struct wined3d_shader_semantic *semantics_out, const struct shader_reg_maps *reg_maps_out)
{
unsigned int i, j;
DWORD usage_token, usage_token_out;
......@@ -3112,8 +3116,7 @@ static void handle_ps3_input(SHADER_BUFFER *buffer, const struct wined3d_shader_
}
for(i = 0; i < MAX_REG_INPUT; i++) {
usage_token = semantics_in[i].usage;
if (!usage_token) continue;
if (!reg_maps_in->packed_input[i]) continue;
in_idx = map[i];
if (in_idx >= (in_count + 2)) {
......@@ -3134,6 +3137,7 @@ static void handle_ps3_input(SHADER_BUFFER *buffer, const struct wined3d_shader_
sprintf(destination, "IN[%u]", in_idx);
}
usage_token = semantics_in[i].usage;
usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
set[map[i]] = shader_glsl_get_write_mask(semantics_in[i].reg.token, reg_mask);
......@@ -3174,9 +3178,9 @@ static void handle_ps3_input(SHADER_BUFFER *buffer, const struct wined3d_shader_
} else {
BOOL found = FALSE;
for(j = 0; j < MAX_REG_OUTPUT; j++) {
usage_token_out = semantics_out[j].usage;
if (!usage_token_out) continue;
if (!reg_maps_out->packed_output[j]) continue;
usage_token_out = semantics_out[j].usage;
usage_out = (usage_token_out & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
usage_idx_out = (usage_token_out & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
shader_glsl_get_write_mask(semantics_out[j].reg.token, reg_mask_out);
......@@ -3283,9 +3287,9 @@ static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexs
shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
for(i = 0; i < MAX_REG_OUTPUT; i++) {
usage_token = semantics_out[i].usage;
if (!usage_token) continue;
if (!vs->baseShader.reg_maps.packed_output[i]) continue;
usage_token = semantics_out[i].usage;
usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
writemask = shader_glsl_get_write_mask(semantics_out[i].reg.token, reg_mask);
......@@ -3338,9 +3342,9 @@ static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexs
/* First, sort out position and point size. Those are not passed to the pixel shader */
for(i = 0; i < MAX_REG_OUTPUT; i++) {
usage_token = semantics_out[i].usage;
if (!usage_token) continue;
if (!vs->baseShader.reg_maps.packed_output[i]) continue;
usage_token = semantics_out[i].usage;
usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
shader_glsl_get_write_mask(semantics_out[i].reg.token, reg_mask);
......@@ -3360,7 +3364,8 @@ static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexs
}
/* Then, fix the pixel shader input */
handle_ps3_input(&buffer, semantics_in, semantics_out, gl_info, ps->input_reg_map);
handle_ps3_input(&buffer, gl_info, ps->input_reg_map,
semantics_in, &ps->baseShader.reg_maps, semantics_out, &vs->baseShader.reg_maps);
shader_addline(&buffer, "}\n");
} else if(ps_major >= 3 && vs_major < 3) {
......@@ -3372,7 +3377,7 @@ static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexs
* point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
* read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
*/
handle_ps3_input(&buffer, semantics_in, NULL, gl_info, ps->input_reg_map);
handle_ps3_input(&buffer, gl_info, ps->input_reg_map, semantics_in, &ps->baseShader.reg_maps, NULL, NULL);
shader_addline(&buffer, "}\n");
} else {
ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
......@@ -3967,7 +3972,7 @@ static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BU
/* Pack 3.0 inputs */
if (reg_maps->shader_version >= WINED3DPS_VERSION(3,0) && args->vp_mode != vertexshader) {
pshader_glsl_input_pack(buffer, This->semantics_in, iface, args->vp_mode);
pshader_glsl_input_pack(iface, buffer, This->semantics_in, reg_maps, args->vp_mode);
}
/* Base Shader Body */
......
......@@ -209,11 +209,16 @@ BOOL vshader_get_input(
int i;
for (i = 0; i < MAX_ATTRIBS; i++) {
DWORD usage_token = This->semantics_in[i].usage;
DWORD usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
DWORD usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
DWORD usage_token, usage, usage_idx;
if (usage_token && match_usage(usage, usage_idx, usage_req, usage_idx_req)) {
if (!This->baseShader.reg_maps.attributes[i]) continue;
usage_token = This->semantics_in[i].usage;
usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
if (match_usage(usage, usage_idx, usage_req, usage_idx_req))
{
*regnum = i;
return TRUE;
}
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment