wined3d: Unify GLSL input / output variable naming.

This commit is contained in:
Henri Verbeet 2012-09-28 01:06:55 +02:00 committed by Alexandre Julliard
parent 3ac14606ae
commit aa9daa285e

View File

@ -1147,17 +1147,17 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
UINT in_count = min(vec4_varyings(reg_maps->shader_version.major, gl_info), shader->limits.packed_input);
if (use_vs(state))
shader_addline(buffer, "varying vec4 IN[%u];\n", in_count);
shader_addline(buffer, "varying vec4 %s_in[%u];\n", prefix, in_count);
else
/* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
* For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
* pixel shader that reads the fixed function color into the packed input registers. */
shader_addline(buffer, "vec4 IN[%u];\n", in_count);
shader_addline(buffer, "vec4 %s_in[%u];\n", prefix, in_count);
}
/* Declare output register temporaries */
if (shader->limits.packed_output)
shader_addline(buffer, "vec4 OUT[%u];\n", shader->limits.packed_output);
shader_addline(buffer, "vec4 %s_out[%u];\n", prefix, shader->limits.packed_output);
/* Declare temporary variables */
for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
@ -1170,7 +1170,7 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
{
for (i = 0, map = reg_maps->input_registers; map; map >>= 1, ++i)
{
if (map & 1) shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
if (map & 1) shader_addline(buffer, "attribute vec4 %s_in%u;\n", prefix, i);
}
}
@ -1305,7 +1305,7 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
{
/* oPos, oFog and oPts in D3D */
static const char * const hwrastout_reg_names[] = {"OUT[10]", "OUT[11].x", "OUT[11].y"};
static const char * const hwrastout_reg_names[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
const struct wined3d_shader *shader = ins->ctx->shader;
const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
@ -1327,7 +1327,7 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
{
struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
if (priv->cur_vs_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
sprintf(register_name, "attrib%u", reg->idx);
sprintf(register_name, "%s_in%u", prefix, reg->idx);
break;
}
@ -1350,26 +1350,26 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
if (shader->u.ps.declared_in_count > in_count)
{
sprintf(register_name,
"((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
"((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
rel_param.param_str, idx, in_count - 1, rel_param.param_str, idx, in_count,
rel_param.param_str, idx);
prefix, rel_param.param_str, idx);
}
else
{
sprintf(register_name, "IN[%s + %u]", rel_param.param_str, idx);
sprintf(register_name, "%s_in[%s + %u]", prefix, rel_param.param_str, idx);
}
}
else
{
if (shader->u.ps.declared_in_count > in_count)
{
sprintf(register_name, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
sprintf(register_name, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
rel_param.param_str, in_count - 1, rel_param.param_str, in_count,
rel_param.param_str);
prefix, rel_param.param_str);
}
else
{
sprintf(register_name, "IN[%s]", rel_param.param_str);
sprintf(register_name, "%s_in[%s]", prefix, rel_param.param_str);
}
}
}
@ -1377,7 +1377,7 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
{
if (idx == in_count) sprintf(register_name, "gl_Color");
else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
else sprintf(register_name, "IN[%u]", idx);
else sprintf(register_name, "%s_in[%u]", prefix, idx);
}
}
else
@ -1447,13 +1447,13 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
break;
case WINED3DSPR_ATTROUT:
if (!reg->idx) sprintf(register_name, "OUT[8]");
else sprintf(register_name, "OUT[9]");
if (!reg->idx) sprintf(register_name, "%s_out[8]", prefix);
else sprintf(register_name, "%s_out[9]", prefix);
break;
case WINED3DSPR_TEXCRDOUT:
/* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
sprintf(register_name, "OUT[%u]", reg->idx);
sprintf(register_name, "%s_out[%u]", prefix, reg->idx);
break;
case WINED3DSPR_MISCTYPE:
@ -3803,27 +3803,27 @@ static void shader_glsl_input_pack(const struct wined3d_shader *shader, struct w
if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
{
if (semantic_idx < 8 && vertexprocessing == pretransformed)
shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
shader_addline(buffer, "ps_in[%u]%s = gl_TexCoord[%u]%s;\n",
shader->u.ps.input_reg_map[i], reg_mask, semantic_idx, reg_mask);
else
shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
}
else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
{
if (!semantic_idx)
shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
shader_addline(buffer, "ps_in[%u]%s = vec4(gl_Color)%s;\n",
shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
else if (semantic_idx == 1)
shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
shader_addline(buffer, "ps_in[%u]%s = vec4(gl_SecondaryColor)%s;\n",
shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
else
shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
}
else
{
shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
}
}
@ -3917,13 +3917,12 @@ static void handle_ps3_input(struct wined3d_shader_buffer *buffer,
continue;
}
if (in_idx == in_count) {
if (in_idx == in_count)
sprintf(destination, "gl_FrontColor");
} else if (in_idx == in_count + 1) {
else if (in_idx == in_count + 1)
sprintf(destination, "gl_FrontSecondaryColor");
} else {
sprintf(destination, "IN[%u]", in_idx);
}
else
sprintf(destination, "ps_in[%u]", in_idx);
semantic_name_in = input_signature[i].semantic_name;
semantic_idx_in = input_signature[i].semantic_idx;
@ -3943,7 +3942,7 @@ static void handle_ps3_input(struct wined3d_shader_buffer *buffer,
set[in_idx] = mask;
shader_glsl_write_mask_to_str(mask, reg_mask);
shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
shader_addline(buffer, "%s%s = vs_out[%u]%s;\n",
destination, reg_mask, j, reg_mask);
}
}
@ -3964,9 +3963,12 @@ static void handle_ps3_input(struct wined3d_shader_buffer *buffer,
if (!(set[i] & WINED3DSP_WRITEMASK_3)) reg_mask[size++] = 'w';
reg_mask[size] = '\0';
if (i == in_count) sprintf(destination, "gl_FrontColor");
else if (i == in_count + 1) sprintf(destination, "gl_FrontSecondaryColor");
else sprintf(destination, "IN[%u]", i);
if (i == in_count)
sprintf(destination, "gl_FrontColor");
else if (i == in_count + 1)
sprintf(destination, "gl_FrontSecondaryColor");
else
sprintf(destination, "ps_in[%u]", i);
if (size == 1) shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
else shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
@ -3995,7 +3997,7 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
if (ps_major < 3)
{
shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
shader_addline(buffer, "void order_ps_input(in vec4 vs_out[%u])\n{\n", MAX_REG_OUTPUT);
for (i = 0; map; map >>= 1, ++i)
{
@ -4011,15 +4013,15 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
{
if (!semantic_idx)
shader_addline(buffer, "gl_FrontColor%s = OUT[%u]%s;\n",
shader_addline(buffer, "gl_FrontColor%s = vs_out[%u]%s;\n",
reg_mask, i, reg_mask);
else if (semantic_idx == 1)
shader_addline(buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n",
shader_addline(buffer, "gl_FrontSecondaryColor%s = vs_out[%u]%s;\n",
reg_mask, i, reg_mask);
}
else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
{
shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n",
shader_addline(buffer, "gl_Position%s = vs_out[%u]%s;\n",
reg_mask, i, reg_mask);
}
else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
@ -4029,7 +4031,7 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
if (!(gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) || ps_major > 0)
write_mask |= WINED3DSP_WRITEMASK_3;
shader_addline(buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
shader_addline(buffer, "gl_TexCoord[%u]%s = vs_out[%u]%s;\n",
semantic_idx, reg_mask, i, reg_mask);
if (!(write_mask & WINED3DSP_WRITEMASK_3))
shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx);
@ -4037,11 +4039,11 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
}
else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
{
shader_addline(buffer, "gl_PointSize = OUT[%u].%c;\n", i, reg_mask[1]);
shader_addline(buffer, "gl_PointSize = vs_out[%u].%c;\n", i, reg_mask[1]);
}
else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
{
shader_addline(buffer, "gl_FogFragCoord = clamp(OUT[%u].%c, 0.0, 1.0);\n", i, reg_mask[1]);
shader_addline(buffer, "gl_FogFragCoord = clamp(vs_out[%u].%c, 0.0, 1.0);\n", i, reg_mask[1]);
}
}
shader_addline(buffer, "}\n");
@ -4050,8 +4052,8 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
{
UINT in_count = min(vec4_varyings(ps_major, gl_info), ps->limits.packed_input);
/* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
shader_addline(buffer, "varying vec4 IN[%u];\n", in_count);
shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
shader_addline(buffer, "varying vec4 ps_in[%u];\n", in_count);
shader_addline(buffer, "void order_ps_input(in vec4 vs_out[%u])\n{\n", MAX_REG_OUTPUT);
/* First, sort out position and point size. Those are not passed to the pixel shader */
for (i = 0; map; map >>= 1, ++i)
@ -4063,12 +4065,12 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
{
shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n",
shader_addline(buffer, "gl_Position%s = vs_out[%u]%s;\n",
reg_mask, i, reg_mask);
}
else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
{
shader_addline(buffer, "gl_PointSize = OUT[%u].%c;\n", i, reg_mask[1]);
shader_addline(buffer, "gl_PointSize = vs_out[%u].%c;\n", i, reg_mask[1]);
}
}
@ -4231,7 +4233,7 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
/* Unpack outputs */
shader_addline(buffer, "order_ps_input(OUT);\n");
shader_addline(buffer, "order_ps_input(vs_out);\n");
/* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
* or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
@ -4510,7 +4512,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
{
if (!(map & 1)) continue;
snprintf(tmp_name, sizeof(tmp_name), "attrib%u", i);
snprintf(tmp_name, sizeof(tmp_name), "vs_in%u", i);
GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
}
checkGLcall("glBindAttribLocationARB");