vkd3d-shader/glsl: Implement support for VKD3D_SHADER_COMPONENT_UINT inputs.

This commit is contained in:
Henri Verbeet 2024-10-03 15:43:33 +02:00
parent 0acebd6e09
commit e55bc76fd2
Notes: Henri Verbeet 2024-10-08 22:11:09 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1155
2 changed files with 36 additions and 14 deletions

View File

@ -1008,7 +1008,19 @@ static void shader_glsl_shader_prologue(struct vkd3d_glsl_generator *gen)
}
else
{
switch (e->component_type)
{
case VKD3D_SHADER_COMPONENT_UINT:
vkd3d_string_buffer_printf(buffer, " = uintBitsToFloat(shader_in_%u)", i);
break;
default:
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
"Internal compiler error: Unhandled input component type %#x.", e->component_type);
/* fall through */
case VKD3D_SHADER_COMPONENT_FLOAT:
vkd3d_string_buffer_printf(buffer, " = shader_in_%u", i);
break;
}
}
}
else
@ -1616,24 +1628,17 @@ static void shader_glsl_generate_input_declarations(struct vkd3d_glsl_generator
const struct shader_signature *signature = &gen->program->input_signature;
struct vkd3d_string_buffer *buffer = gen->buffer;
const struct signature_element *e;
unsigned int i;
unsigned int i, count;
if (!gen->interstage_input)
{
for (i = 0; i < signature->element_count; ++i)
for (i = 0, count = 0; i < signature->element_count; ++i)
{
e = &signature->elements[i];
if (e->target_location == SIGNATURE_TARGET_LOCATION_UNUSED || e->sysval_semantic)
continue;
if (e->component_type != VKD3D_SHADER_COMPONENT_FLOAT)
{
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
"Internal compiler error: Unhandled component type %#x.", e->component_type);
continue;
}
if (e->min_precision != VKD3D_SHADER_MINIMUM_PRECISION_NONE)
{
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
@ -1648,15 +1653,32 @@ static void shader_glsl_generate_input_declarations(struct vkd3d_glsl_generator
continue;
}
vkd3d_string_buffer_printf(buffer,
"layout(location = %u) in vec4 shader_in_%u;\n", e->target_location, i);
vkd3d_string_buffer_printf(buffer, "layout(location = %u) in ", e->target_location);
switch (e->component_type)
{
case VKD3D_SHADER_COMPONENT_UINT:
vkd3d_string_buffer_printf(buffer, "uvec4");
break;
case VKD3D_SHADER_COMPONENT_FLOAT:
vkd3d_string_buffer_printf(buffer, "vec4");
break;
default:
vkd3d_string_buffer_printf(buffer, "<unhandled type %#x>", e->component_type);
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
"Internal compiler error: Unhandled input component type %#x.", e->component_type);
break;
}
vkd3d_string_buffer_printf(buffer, " shader_in_%u;\n", i);
++count;
}
if (count)
vkd3d_string_buffer_printf(buffer, "\n");
}
else if (gen->limits.input_count)
{
shader_glsl_generate_interface_block(gen, signature, "in", gen->limits.input_count);
}
vkd3d_string_buffer_printf(buffer, "\n");
}
}
static void shader_glsl_generate_output_declarations(struct vkd3d_glsl_generator *gen)

View File

@ -52,5 +52,5 @@ void main(float4 position : SV_Position, float2 t0 : TEXCOORD0,
}
[test]
todo(glsl) draw triangle strip 4
draw triangle strip 4
probe (0, 0) rgba (10.0, 8.0, 7.0, 3.0)