diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 166a4ae44fe63671a7e31d002a952b681be0dc1a..ef6b759503ead750b4befbe5c309f0c4ee9f3756 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -2688,19 +2688,19 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register * if (reg->idx[0].rel_addr) { if (reg->idx[1].rel_addr) - sprintf(register_name, "gs_in[%s + %u].gs_in[%s + %u]", + sprintf(register_name, "shader_in[%s + %u].reg[%s + %u]", rel_param0.param_str, reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset); else - sprintf(register_name, "gs_in[%s + %u].gs_in[%u]", + sprintf(register_name, "shader_in[%s + %u].reg[%u]", rel_param0.param_str, reg->idx[0].offset, reg->idx[1].offset); } else if (reg->idx[1].rel_addr) - sprintf(register_name, "gs_in[%u].gs_in[%s + %u]", reg->idx[0].offset, + sprintf(register_name, "shader_in[%u].reg[%s + %u]", reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset); else - sprintf(register_name, "gs_in[%u].gs_in[%u]", + sprintf(register_name, "shader_in[%u].reg[%u]", reg->idx[0].offset, reg->idx[1].offset); break; } @@ -6508,7 +6508,7 @@ static void shader_glsl_setup_vs3_output(struct shader_glsl_priv *priv, set[in_idx] |= mask & reg_maps_out->u.output_registers_mask[output->register_idx]; shader_glsl_write_mask_to_str(mask, reg_mask); - shader_addline(buffer, "%s%s = shader_out[%u]%s;\n", + shader_addline(buffer, "%s%s = outputs[%u]%s;\n", destination->buffer, reg_mask, output->register_idx, reg_mask); } } @@ -6577,29 +6577,13 @@ static void shader_glsl_setup_sm4_shader_output(struct shader_glsl_priv *priv, shader_glsl_write_mask_to_str(output->mask, reg_mask); - shader_addline(buffer, "%s%s = shader_out[%u]%s;\n", + shader_addline(buffer, "%s%s = outputs[%u]%s;\n", destination->buffer, reg_mask, output->register_idx, reg_mask); } string_buffer_release(&priv->string_buffers, destination); } -/* Context activation is done by the caller. */ -static void shader_glsl_generate_vs_gs_setup(struct shader_glsl_priv *priv, - const struct wined3d_shader *vs, unsigned int input_count, - const struct wined3d_gl_info *gl_info) -{ - struct wined3d_string_buffer *buffer = &priv->shader_buffer; - - shader_addline(buffer, "out vs_gs_iface { vec4 gs_in[%u]; } gs_in;\n", input_count); - shader_addline(buffer, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs->limits->packed_output); - - shader_glsl_setup_sm4_shader_output(priv, input_count, &vs->output_signature, &vs->reg_maps, - "gs_in.gs_in"); - - shader_addline(buffer, "}\n"); -} - 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, @@ -6630,17 +6614,17 @@ static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv *priv if (output->sysval_semantic == WINED3D_SV_POSITION && !semantic_idx) { - shader_addline(buffer, "gl_Position%s = shader_out[%u]%s;\n", + shader_addline(buffer, "gl_Position%s = outputs[%u]%s;\n", reg_mask, output->register_idx, reg_mask); } else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE) && per_vertex_point_size) { - shader_addline(buffer, "gl_PointSize = clamp(shader_out[%u].%c, " + shader_addline(buffer, "gl_PointSize = clamp(outputs[%u].%c, " "ffp_point.size_min, ffp_point.size_max);\n", output->register_idx, reg_mask[1]); } else if (output->sysval_semantic == WINED3D_SV_RENDER_TARGET_ARRAY_INDEX && !semantic_idx) { - shader_addline(buffer, "gl_Layer = floatBitsToInt(shader_out[%u])%s;\n", + shader_addline(buffer, "gl_Layer = floatBitsToInt(outputs[%u])%s;\n", output->register_idx, reg_mask); } else if (output->sysval_semantic) @@ -6696,7 +6680,7 @@ static GLuint shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n"); } - shader_addline(buffer, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs->limits->packed_output); + shader_addline(buffer, "void setup_vs_output(in vec4 outputs[%u])\n{\n", vs->limits->packed_output); for (i = 0; i < vs->output_signature.element_count; ++i) { @@ -6714,24 +6698,24 @@ static GLuint shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR) && semantic_idx < 2) { if (legacy_syntax) - shader_addline(buffer, "gl_Front%sColor%s = shader_out[%u]%s;\n", + shader_addline(buffer, "gl_Front%sColor%s = outputs[%u]%s;\n", semantic_idx ? "Secondary" : "", reg_mask, output->register_idx, reg_mask); else - shader_addline(buffer, "ffp_varying_%s%s = clamp(shader_out[%u]%s, 0.0, 1.0);\n", + shader_addline(buffer, "ffp_varying_%s%s = clamp(outputs[%u]%s, 0.0, 1.0);\n", semantic_idx ? "specular" : "diffuse", reg_mask, output->register_idx, reg_mask); colors_written_mask[semantic_idx] = write_mask; } else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION) && !semantic_idx) { - shader_addline(buffer, "gl_Position%s = shader_out[%u]%s;\n", + shader_addline(buffer, "gl_Position%s = outputs[%u]%s;\n", reg_mask, output->register_idx, reg_mask); } else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD)) { if (semantic_idx < MAX_TEXTURES) { - shader_addline(buffer, "%s[%u]%s = shader_out[%u]%s;\n", + shader_addline(buffer, "%s[%u]%s = outputs[%u]%s;\n", legacy_syntax ? "gl_TexCoord" : "ffp_varying_texcoord", semantic_idx, reg_mask, output->register_idx, reg_mask); texcoords_written_mask[semantic_idx] = write_mask; @@ -6739,12 +6723,12 @@ static GLuint shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl } else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE) && per_vertex_point_size) { - shader_addline(buffer, "gl_PointSize = clamp(shader_out[%u].%c, " + shader_addline(buffer, "gl_PointSize = clamp(outputs[%u].%c, " "ffp_point.size_min, ffp_point.size_max);\n", output->register_idx, reg_mask[1]); } else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG)) { - shader_addline(buffer, "%s = clamp(shader_out[%u].%c, 0.0, 1.0);\n", + shader_addline(buffer, "%s = clamp(outputs[%u].%c, 0.0, 1.0);\n", legacy_syntax ? "gl_FogFragCoord" : "ffp_varying_fogcoord", output->register_idx, reg_mask[1]); } @@ -6787,7 +6771,7 @@ static GLuint shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl UINT in_count = min(vec4_varyings(ps_major, gl_info), ps->limits->packed_input); declare_out_varying(gl_info, buffer, FALSE, "vec4 ps_link[%u];\n", in_count); - shader_addline(buffer, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs->limits->packed_output); + shader_addline(buffer, "void setup_vs_output(in vec4 outputs[%u])\n{\n", vs->limits->packed_output); shader_glsl_setup_sm3_rasterizer_input(priv, gl_info, ps->u.ps.input_reg_map, &ps->input_signature, &ps->reg_maps, 0, &vs->output_signature, &vs->reg_maps, per_vertex_point_size); } @@ -6810,7 +6794,7 @@ static void shader_glsl_generate_sm4_rasterizer_input_setup(struct shader_glsl_p if (input_count) declare_out_varying(gl_info, buffer, FALSE, "vec4 ps_link[%u];\n", min(vec4_varyings(4, gl_info), input_count)); - shader_addline(buffer, "void setup_%s_output(in vec4 shader_out[%u])\n{\n", + shader_addline(buffer, "void setup_%s_output(in vec4 outputs[%u])\n{\n", shader_glsl_get_prefix(shader->reg_maps.shader_version.type), shader->limits->packed_output); shader_glsl_setup_sm3_rasterizer_input(priv, gl_info, NULL, NULL, @@ -6819,6 +6803,23 @@ static void shader_glsl_generate_sm4_rasterizer_input_setup(struct shader_glsl_p shader_addline(buffer, "}\n"); } +static void shader_glsl_generate_sm4_output_setup(struct shader_glsl_priv *priv, + const struct wined3d_shader *shader, unsigned int input_count, + const struct wined3d_gl_info *gl_info) +{ + const char *prefix = shader_glsl_get_prefix(shader->reg_maps.shader_version.type); + struct wined3d_string_buffer *buffer = &priv->shader_buffer; + + shader_addline(buffer, "out shader_in_out { vec4 reg[%u]; } shader_out;\n", input_count); + shader_addline(buffer, "void setup_%s_output(in vec4 outputs[%u])\n{\n", + prefix, shader->limits->packed_output); + + shader_glsl_setup_sm4_shader_output(priv, input_count, + &shader->output_signature, &shader->reg_maps, "shader_out.reg"); + + shader_addline(buffer, "}\n"); +} + static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer *buffer, const struct wined3d_gl_info *gl_info) { @@ -7309,7 +7310,7 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context if (args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL) shader_glsl_generate_sm4_rasterizer_input_setup(priv, shader, args->next_shader_input_count, gl_info); else if (args->next_shader_type == WINED3D_SHADER_TYPE_GEOMETRY) - shader_glsl_generate_vs_gs_setup(priv, shader, args->next_shader_input_count, gl_info); + shader_glsl_generate_sm4_output_setup(priv, shader, args->next_shader_input_count, gl_info); } shader_addline(buffer, "void main()\n{\n"); @@ -7357,7 +7358,7 @@ static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context 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); + shader_addline(buffer, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader->limits->packed_input); if (!gl_info->supported[ARB_CLIP_CONTROL]) shader_addline(buffer, "uniform vec4 pos_fixup;\n");