mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
1349 lines
45 KiB
C
1349 lines
45 KiB
C
/*
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* Copyright 2023 Henri Verbeet for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#ifdef HAVE_OPENGL
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#ifndef __MINGW32__
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#define WIDL_C_INLINE_WRAPPERS
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#endif
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#define COBJMACROS
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#define VKD3D_TEST_NO_DEFS
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#define GL_GLEXT_PROTOTYPES
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#include <EGL/egl.h>
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#include <EGL/eglext.h>
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#include <GL/gl.h>
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#include "shader_runner.h"
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#include "vkd3d_d3dcompiler.h"
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static PFNGLDEPTHBOUNDSEXTPROC p_glDepthBoundsEXT;
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static PFNGLSPECIALIZESHADERPROC p_glSpecializeShader;
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enum shading_language
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{
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GLSL,
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SPIR_V,
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};
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struct format_info
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{
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enum DXGI_FORMAT f;
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unsigned int component_count;
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bool is_integer;
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bool is_shadow;
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GLenum internal_format;
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GLenum format;
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GLenum type;
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};
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struct gl_resource
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{
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struct resource r;
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const struct format_info *format;
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GLuint id, tbo_id;
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};
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static struct gl_resource *gl_resource(struct resource *r)
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{
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return CONTAINING_RECORD(r, struct gl_resource, r);
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}
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struct gl_runner
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{
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struct shader_runner r;
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struct shader_runner_caps caps;
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EGLDisplay display;
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EGLContext context;
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uint32_t attribute_map;
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GLuint fbo_id;
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struct vkd3d_shader_combined_resource_sampler *combined_samplers;
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unsigned int combined_sampler_count;
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enum shading_language language;
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};
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static struct gl_runner *gl_runner(struct shader_runner *r)
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{
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return CONTAINING_RECORD(r, struct gl_runner, r);
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}
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static void debug_output(GLenum source, GLenum type, GLuint id, GLenum severity,
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GLsizei length, const GLchar *message, const void *userParam)
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{
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if (message[length - 1] == '\n')
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--length;
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trace("%.*s\n", length, message);
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}
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static bool check_gl_extension(const char *extension, GLint extension_count)
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{
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for (GLint i = 0; i < extension_count; ++i)
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{
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if (!strcmp(extension, (const char *)glGetStringi(GL_EXTENSIONS, i)))
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return true;
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}
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return false;
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}
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static bool check_gl_extensions(struct gl_runner *runner)
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{
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GLint count;
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static const char *required_extensions[] =
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{
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"GL_ARB_clip_control",
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"GL_ARB_compute_shader",
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"GL_ARB_sampler_objects",
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"GL_ARB_shader_image_load_store",
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"GL_ARB_texture_storage",
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"GL_ARB_internalformat_query",
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};
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glGetIntegerv(GL_NUM_EXTENSIONS, &count);
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if (runner->language == SPIR_V && !check_gl_extension("GL_ARB_gl_spirv", count))
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return false;
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for (unsigned int i = 0; i < ARRAY_SIZE(required_extensions); ++i)
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{
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if (!check_gl_extension(required_extensions[i], count))
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return false;
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}
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if (check_gl_extension("GL_ARB_gpu_shader_fp64", count))
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runner->caps.shader_caps[SHADER_CAP_FLOAT64] = true;
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if (check_gl_extension("GL_ARB_gpu_shader_int64", count))
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runner->caps.shader_caps[SHADER_CAP_INT64] = true;
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if (check_gl_extension("GL_EXT_depth_bounds_test", count))
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runner->caps.shader_caps[SHADER_CAP_DEPTH_BOUNDS] = true;
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return true;
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}
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static bool check_egl_client_extension(const char *extension)
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{
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const char *extensions, *p;
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size_t len;
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if (!(extensions = eglQueryString(EGL_NO_DISPLAY, EGL_EXTENSIONS)))
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return false;
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len = strlen(extension);
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for (;;)
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{
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if (!(p = strchr(extensions, ' ')))
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p = &extensions[strlen(extensions)];
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if (p - extensions == len && !memcmp(extensions, extension, len))
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return true;
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if (!*p)
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break;
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extensions = p + 1;
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}
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return false;
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}
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static bool check_glsl_support(void)
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{
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const enum vkd3d_shader_target_type *target_types;
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unsigned int count, i;
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target_types = vkd3d_shader_get_supported_target_types(VKD3D_SHADER_SOURCE_DXBC_TPF, &count);
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for (i = 0; i < count; ++i)
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{
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if (target_types[i] == VKD3D_SHADER_TARGET_GLSL)
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return true;
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}
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return false;
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}
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static const struct format_info *get_format_info(enum DXGI_FORMAT format, bool is_shadow)
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{
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size_t i;
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static const struct format_info format_info[] =
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{
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{DXGI_FORMAT_UNKNOWN, 1, true, false, GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT},
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{DXGI_FORMAT_R32G32B32A32_FLOAT, 4, false, false, GL_RGBA32F, GL_RGBA, GL_FLOAT},
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{DXGI_FORMAT_R32G32B32A32_UINT, 4, true, false, GL_RGBA32UI, GL_RGBA_INTEGER, GL_UNSIGNED_INT},
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{DXGI_FORMAT_R32G32B32A32_SINT, 4, true, false, GL_RGBA32I, GL_RGBA_INTEGER, GL_INT},
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{DXGI_FORMAT_R32G32_FLOAT, 2, false, false, GL_RG32F, GL_RG, GL_FLOAT},
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{DXGI_FORMAT_R32G32_UINT, 2, true, false, GL_RG32UI, GL_RG_INTEGER, GL_UNSIGNED_INT},
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{DXGI_FORMAT_R32G32_SINT, 2, true, false, GL_RG32I, GL_RG_INTEGER, GL_INT},
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{DXGI_FORMAT_R32_FLOAT, 1, false, false, GL_R32F, GL_RED, GL_FLOAT},
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{DXGI_FORMAT_R32_FLOAT, 1, false, true, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT},
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{DXGI_FORMAT_D32_FLOAT, 1, false, true, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT},
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{DXGI_FORMAT_R32_UINT, 1, true, false, GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT},
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{DXGI_FORMAT_R32_SINT, 1, true, false, GL_R32I, GL_RED_INTEGER, GL_INT},
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{DXGI_FORMAT_R32_TYPELESS, 1, true, false, GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT},
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};
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for (i = 0; i < ARRAY_SIZE(format_info); ++i)
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{
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if (format_info[i].f == format && format_info[i].is_shadow == is_shadow)
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return &format_info[i];
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}
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fatal_error("Failed to find format info for format %#x.\n", format);
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}
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static uint32_t get_format_support(struct gl_runner *runner, enum DXGI_FORMAT format)
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{
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GLenum gl_format = get_format_info(format, false)->internal_format;
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uint32_t ret = 0;
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GLint support;
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/* TODO: Probably check for more targets instead of just GL_TEXTURE_2D. */
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glGetInternalformativ(GL_TEXTURE_2D, gl_format, GL_SHADER_IMAGE_LOAD, 1, &support);
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if (support != GL_NONE)
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ret |= FORMAT_CAP_UAV_LOAD;
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return ret;
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}
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static bool gl_runner_init(struct gl_runner *runner, enum shading_language language)
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{
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PFNEGLQUERYDEVICESEXTPROC eglQueryDevicesEXT;
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const char *glsl_version = NULL;
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EGLint count, extension_count;
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EGLDeviceEXT *devices;
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EGLContext context;
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EGLDisplay display;
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EGLBoolean ret;
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GLuint vao;
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static const char *const tags[] =
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{
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"glsl",
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};
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static const EGLint attributes[] =
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{
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EGL_CONTEXT_OPENGL_PROFILE_MASK, EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT,
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EGL_CONTEXT_FLAGS_KHR, EGL_CONTEXT_OPENGL_DEBUG_BIT_KHR,
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EGL_CONTEXT_MAJOR_VERSION, 3,
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EGL_CONTEXT_MINOR_VERSION, 2,
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EGL_NONE,
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};
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static const enum DXGI_FORMAT formats[] =
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{
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DXGI_FORMAT_UNKNOWN,
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DXGI_FORMAT_R32_FLOAT,
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DXGI_FORMAT_R32_UINT,
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DXGI_FORMAT_R32_SINT,
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DXGI_FORMAT_R32G32B32A32_FLOAT,
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DXGI_FORMAT_R32G32B32A32_UINT,
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DXGI_FORMAT_R32G32B32A32_SINT,
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};
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if (language == GLSL && !check_glsl_support())
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{
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skip("GLSL support is not enabled. If this is unintentional, "
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"add -DVKD3D_SHADER_UNSUPPORTED_GLSL to CPPFLAGS.\n");
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return false;
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}
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memset(runner, 0, sizeof(*runner));
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runner->language = language;
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if (!check_egl_client_extension("EGL_EXT_device_enumeration")
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|| !(eglQueryDevicesEXT = (void *)eglGetProcAddress("eglQueryDevicesEXT")))
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{
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skip("Failed to retrieve eglQueryDevicesEXT.\n");
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return false;
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}
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ret = eglQueryDevicesEXT(0, NULL, &count);
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ok(ret, "Failed to query device count.\n");
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devices = calloc(count, sizeof(*devices));
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ret = eglQueryDevicesEXT(count, devices, &count);
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ok(ret, "Failed to query devices.\n");
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for (unsigned int i = 0; i < count; ++i)
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{
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if ((display = eglGetPlatformDisplay(EGL_PLATFORM_DEVICE_EXT, devices[i], NULL)) == EGL_NO_DISPLAY)
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{
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trace("Failed to get EGL display connection for device %u.\n", i);
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continue;
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}
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if (!eglInitialize(display, NULL, NULL))
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{
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trace("Failed to initialise EGL display connection for device %u.\n", i);
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continue;
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}
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if (!eglBindAPI(EGL_OPENGL_API))
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{
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trace("Failed to bind OpenGL API for device %u.\n", i);
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eglTerminate(display);
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continue;
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}
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if ((context = eglCreateContext(display, NULL, EGL_NO_CONTEXT, attributes)) == EGL_NO_CONTEXT)
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{
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trace("Failed to create EGL context for device %u.\n", i);
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eglTerminate(display);
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continue;
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}
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if (!eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, context))
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{
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trace("Failed to make EGL context current for device %u.\n", i);
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eglDestroyContext(display, context);
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eglTerminate(display);
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continue;
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}
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glsl_version = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION);
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if (language == GLSL)
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{
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unsigned int major, minor;
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sscanf(glsl_version, "%u.%u", &major, &minor);
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if (major < 4 || (major == 4 && minor < 40))
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{
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trace("Device %u does not support GLSL 4.40.\n", i);
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eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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eglDestroyContext(display, context);
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eglTerminate(display);
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continue;
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}
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}
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memset(&runner->caps, 0, sizeof(runner->caps));
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if (!check_gl_extensions(runner))
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{
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trace("Device %u lacks required extensions.\n", i);
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eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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eglDestroyContext(display, context);
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eglTerminate(display);
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continue;
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}
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runner->caps.runner = language == SPIR_V ? "OpenGL/SPIR-V" : "OpenGL/GLSL";
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runner->caps.tags = tags;
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runner->caps.tag_count = runner->language == GLSL;
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runner->caps.minimum_shader_model = SHADER_MODEL_4_0;
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runner->caps.maximum_shader_model = SHADER_MODEL_5_1;
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runner->caps.shader_caps[SHADER_CAP_GEOMETRY_SHADER] = true;
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glGetIntegerv(GL_NUM_EXTENSIONS, &extension_count);
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if (check_gl_extension("GL_ARB_internalformat_query2", extension_count))
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{
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for (unsigned int j = 0; j < ARRAY_SIZE(formats); ++j)
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{
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runner->caps.format_caps[formats[j]] = get_format_support(runner, formats[j]);
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}
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}
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trace("Using device %u.\n", i);
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runner->display = display;
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runner->context = context;
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break;
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}
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free(devices);
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if (!runner->context)
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{
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skip("Failed to find a usable OpenGL device.\n");
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return false;
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}
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trace(" GL_VENDOR: %s\n", glGetString(GL_VENDOR));
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trace(" GL_RENDERER: %s\n", glGetString(GL_RENDERER));
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trace(" GL_VERSION: %s\n", glGetString(GL_VERSION));
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trace("GL_SHADING_LANGUAGE_VERSION: %s\n", glsl_version);
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p_glDepthBoundsEXT = (void *)eglGetProcAddress("glDepthBoundsEXT");
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p_glSpecializeShader = (void *)eglGetProcAddress("glSpecializeShader");
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glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_NOTIFICATION, 0, NULL, GL_FALSE);
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glDebugMessageCallback(debug_output, NULL);
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glClipControl(GL_UPPER_LEFT, GL_ZERO_TO_ONE);
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glFrontFace(GL_CW);
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glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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return true;
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}
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static void reset_combined_samplers(struct gl_runner *runner)
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{
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free(runner->combined_samplers);
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runner->combined_samplers = NULL;
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runner->combined_sampler_count = 0;
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}
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static void gl_runner_cleanup(struct gl_runner *runner)
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{
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EGLBoolean ret;
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reset_combined_samplers(runner);
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if (runner->fbo_id)
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glDeleteFramebuffers(1, &runner->fbo_id);
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ret = eglMakeCurrent(runner->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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ok(ret, "Failed to release current EGL context.\n");
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ret = eglDestroyContext(runner->display, runner->context);
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ok(ret, "Failed to destroy EGL context.\n");
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ret = eglTerminate(runner->display);
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ok(ret, "Failed to terminate EGL display connection.\n");
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}
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static bool init_resource_2d(struct gl_resource *resource, const struct resource_params *params)
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{
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GLenum target = params->desc.sample_count > 1 ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D;
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unsigned int offset, w, h, i;
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resource->format = get_format_info(params->desc.format, params->is_shadow);
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if (params->desc.sample_count > 1)
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{
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GLint max_sample_count;
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glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE, resource->format->internal_format, GL_SAMPLES, 1, &max_sample_count);
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if (max_sample_count < params->desc.sample_count)
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{
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trace("Format #%x with sample count %u is not supported; skipping.\n", params->desc.format, params->desc.sample_count);
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return false;
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}
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}
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glGenTextures(1, &resource->id);
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glBindTexture(target, resource->id);
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if (params->desc.sample_count > 1)
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{
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glTexStorage2DMultisample(target, params->desc.sample_count,
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resource->format->internal_format, params->desc.width, params->desc.height, GL_FALSE);
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}
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else
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{
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glTexStorage2D(target, params->desc.level_count,
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resource->format->internal_format, params->desc.width, params->desc.height);
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glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
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}
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if (!params->data)
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return true;
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for (i = 0, offset = 0; i < params->desc.level_count; ++i)
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{
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w = get_level_dimension(params->desc.width, i);
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h = get_level_dimension(params->desc.height, i);
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glTexSubImage2D(target, i, 0, 0, w, h, resource->format->format,
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resource->format->type, params->data + offset);
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offset += w * h * params->desc.texel_size;
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}
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return true;
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}
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static void init_resource_buffer(struct gl_resource *resource, const struct resource_params *params)
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{
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resource->format = get_format_info(params->desc.format, false);
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glGenBuffers(1, &resource->id);
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glBindBuffer(GL_TEXTURE_BUFFER, resource->id);
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glBufferData(GL_TEXTURE_BUFFER, params->data_size, params->data, GL_STATIC_DRAW);
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glGenTextures(1, &resource->tbo_id);
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glBindTexture(GL_TEXTURE_BUFFER, resource->tbo_id);
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glTexBuffer(GL_TEXTURE_BUFFER, resource->format->internal_format, resource->id);
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}
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|
|
|
static struct resource *gl_runner_create_resource(struct shader_runner *r, const struct resource_params *params)
|
|
{
|
|
struct gl_resource *resource;
|
|
|
|
resource = calloc(1, sizeof(*resource));
|
|
init_resource(&resource->r, params);
|
|
|
|
switch (params->desc.type)
|
|
{
|
|
case RESOURCE_TYPE_RENDER_TARGET:
|
|
case RESOURCE_TYPE_DEPTH_STENCIL:
|
|
case RESOURCE_TYPE_TEXTURE:
|
|
case RESOURCE_TYPE_UAV:
|
|
if (params->desc.dimension == RESOURCE_DIMENSION_BUFFER)
|
|
init_resource_buffer(resource, params);
|
|
else if (!init_resource_2d(resource, params))
|
|
return NULL;
|
|
break;
|
|
|
|
case RESOURCE_TYPE_VERTEX_BUFFER:
|
|
glGenBuffers(1, &resource->id);
|
|
glBindBuffer(GL_ARRAY_BUFFER, resource->id);
|
|
glBufferData(GL_ARRAY_BUFFER, params->data_size, params->data, GL_STATIC_DRAW);
|
|
break;
|
|
}
|
|
|
|
return &resource->r;
|
|
}
|
|
|
|
static void gl_runner_destroy_resource(struct shader_runner *r, struct resource *res)
|
|
{
|
|
struct gl_resource *resource = gl_resource(res);
|
|
|
|
switch (resource->r.desc.type)
|
|
{
|
|
case RESOURCE_TYPE_RENDER_TARGET:
|
|
case RESOURCE_TYPE_DEPTH_STENCIL:
|
|
case RESOURCE_TYPE_TEXTURE:
|
|
case RESOURCE_TYPE_UAV:
|
|
if (res->desc.dimension == RESOURCE_DIMENSION_BUFFER)
|
|
{
|
|
glDeleteTextures(1, &resource->tbo_id);
|
|
glDeleteBuffers(1, &resource->id);
|
|
}
|
|
else
|
|
{
|
|
glDeleteTextures(1, &resource->id);
|
|
}
|
|
break;
|
|
|
|
case RESOURCE_TYPE_VERTEX_BUFFER:
|
|
glDeleteBuffers(1, &resource->id);
|
|
break;
|
|
}
|
|
|
|
free(resource);
|
|
}
|
|
|
|
static bool compile_shader(struct gl_runner *runner, ID3DBlob *blob, struct vkd3d_shader_code *out)
|
|
{
|
|
struct vkd3d_shader_spirv_target_info spirv_info = {.type = VKD3D_SHADER_STRUCTURE_TYPE_SPIRV_TARGET_INFO};
|
|
struct vkd3d_shader_interface_info interface_info = {.type = VKD3D_SHADER_STRUCTURE_TYPE_INTERFACE_INFO};
|
|
struct vkd3d_shader_compile_info info = {.type = VKD3D_SHADER_STRUCTURE_TYPE_COMPILE_INFO};
|
|
struct vkd3d_shader_resource_binding bindings[MAX_RESOURCES + 1 /* CBV */];
|
|
struct vkd3d_shader_scan_combined_resource_sampler_info combined_sampler_info;
|
|
struct vkd3d_shader_combined_resource_sampler *sampler;
|
|
struct vkd3d_shader_resource_binding *binding;
|
|
struct vkd3d_shader_parameter parameters[1];
|
|
unsigned int count, i;
|
|
char *messages;
|
|
int ret;
|
|
|
|
const struct vkd3d_shader_compile_option options[] =
|
|
{
|
|
{VKD3D_SHADER_COMPILE_OPTION_API_VERSION, VKD3D_SHADER_API_VERSION_1_13},
|
|
{VKD3D_SHADER_COMPILE_OPTION_FRAGMENT_COORDINATE_ORIGIN,
|
|
VKD3D_SHADER_COMPILE_OPTION_FRAGMENT_COORDINATE_ORIGIN_LOWER_LEFT},
|
|
{VKD3D_SHADER_COMPILE_OPTION_FEATURE, shader_runner_caps_get_feature_flags(&runner->caps)},
|
|
};
|
|
|
|
info.next = &combined_sampler_info;
|
|
info.source.code = ID3D10Blob_GetBufferPointer(blob);
|
|
info.source.size = ID3D10Blob_GetBufferSize(blob);
|
|
info.source_type = VKD3D_SHADER_SOURCE_DXBC_TPF;
|
|
info.target_type = runner->language == SPIR_V ? VKD3D_SHADER_TARGET_SPIRV_BINARY : VKD3D_SHADER_TARGET_GLSL;
|
|
info.options = options;
|
|
info.option_count = ARRAY_SIZE(options);
|
|
info.log_level = VKD3D_SHADER_LOG_WARNING;
|
|
|
|
combined_sampler_info.type = VKD3D_SHADER_STRUCTURE_TYPE_SCAN_COMBINED_RESOURCE_SAMPLER_INFO;
|
|
combined_sampler_info.next = NULL;
|
|
|
|
ret = vkd3d_shader_scan(&info, &messages);
|
|
if (messages && vkd3d_test_state.debug_level)
|
|
trace("%s\n", messages);
|
|
vkd3d_shader_free_messages(messages);
|
|
if (ret)
|
|
return false;
|
|
|
|
count = runner->combined_sampler_count + combined_sampler_info.combined_sampler_count;
|
|
if (count && !(runner->combined_samplers = realloc(runner->combined_samplers,
|
|
count * sizeof(*runner->combined_samplers))))
|
|
fatal_error("Failed to allocate combined samplers array.\n");
|
|
for (i = 0; i < combined_sampler_info.combined_sampler_count; ++i)
|
|
{
|
|
const struct vkd3d_shader_combined_resource_sampler_info *s = &combined_sampler_info.combined_samplers[i];
|
|
|
|
sampler = &runner->combined_samplers[runner->combined_sampler_count];
|
|
sampler->resource_space = s->resource_space;
|
|
sampler->resource_index = s->resource_index;
|
|
sampler->sampler_space = s->sampler_space;
|
|
sampler->sampler_index = s->sampler_index;
|
|
sampler->shader_visibility = VKD3D_SHADER_VISIBILITY_ALL;
|
|
/* We don't know if this combined sampler was created from a SRV buffer or a SRV image, so
|
|
* we pass both flags, otherwise the combined sampler won't be recognized when emitting the
|
|
* SPIR-V, which will result in a failing assertion. */
|
|
sampler->flags = VKD3D_SHADER_BINDING_FLAG_IMAGE | VKD3D_SHADER_BINDING_FLAG_BUFFER;
|
|
sampler->binding.set = 0;
|
|
sampler->binding.binding = runner->combined_sampler_count++;
|
|
sampler->binding.count = 1;
|
|
}
|
|
vkd3d_shader_free_scan_combined_resource_sampler_info(&combined_sampler_info);
|
|
|
|
if (runner->language == SPIR_V)
|
|
{
|
|
info.next = &spirv_info;
|
|
spirv_info.next = &interface_info;
|
|
spirv_info.environment = VKD3D_SHADER_SPIRV_ENVIRONMENT_OPENGL_4_5;
|
|
}
|
|
else
|
|
{
|
|
info.next = &interface_info;
|
|
}
|
|
|
|
if (runner->r.uniform_count)
|
|
{
|
|
binding = &bindings[interface_info.binding_count++];
|
|
binding->type = VKD3D_SHADER_DESCRIPTOR_TYPE_CBV;
|
|
binding->register_space = 0;
|
|
binding->register_index = 0;
|
|
binding->shader_visibility = VKD3D_SHADER_VISIBILITY_ALL;
|
|
binding->flags = VKD3D_SHADER_BINDING_FLAG_BUFFER;
|
|
binding->binding.set = 0;
|
|
binding->binding.binding = 0;
|
|
binding->binding.count = 1;
|
|
}
|
|
|
|
for (i = 0; i < runner->r.resource_count; ++i)
|
|
{
|
|
const struct gl_resource *resource = gl_resource(runner->r.resources[i]);
|
|
|
|
switch (resource->r.desc.type)
|
|
{
|
|
case RESOURCE_TYPE_UAV:
|
|
binding = &bindings[interface_info.binding_count++];
|
|
binding->type = VKD3D_SHADER_DESCRIPTOR_TYPE_UAV;
|
|
binding->register_space = 0;
|
|
binding->register_index = resource->r.desc.slot;
|
|
binding->shader_visibility = VKD3D_SHADER_VISIBILITY_ALL;
|
|
if (resource->r.desc.dimension == RESOURCE_DIMENSION_BUFFER)
|
|
binding->flags = VKD3D_SHADER_BINDING_FLAG_BUFFER;
|
|
else
|
|
binding->flags = VKD3D_SHADER_BINDING_FLAG_IMAGE;
|
|
binding->binding.set = 0;
|
|
binding->binding.binding = resource->r.desc.slot;
|
|
binding->binding.count = 1;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
interface_info.bindings = bindings;
|
|
interface_info.combined_samplers = runner->combined_samplers;
|
|
interface_info.combined_sampler_count = runner->combined_sampler_count;
|
|
|
|
parameters[0].name = VKD3D_SHADER_PARAMETER_NAME_RASTERIZER_SAMPLE_COUNT;
|
|
parameters[0].type = VKD3D_SHADER_PARAMETER_TYPE_IMMEDIATE_CONSTANT;
|
|
parameters[0].data_type = VKD3D_SHADER_PARAMETER_DATA_TYPE_UINT32;
|
|
parameters[0].u.immediate_constant.u.u32 = runner->r.sample_count;
|
|
|
|
spirv_info.parameter_count = ARRAY_SIZE(parameters);
|
|
spirv_info.parameters = parameters;
|
|
|
|
ret = vkd3d_shader_compile(&info, out, &messages);
|
|
if (messages && vkd3d_test_state.debug_level)
|
|
trace("%s\n", messages);
|
|
vkd3d_shader_free_messages(messages);
|
|
if (ret)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
static void trace_info_log(GLuint id, bool program)
|
|
{
|
|
const char *p, *end, *line;
|
|
GLint length = 0;
|
|
char *log;
|
|
|
|
if (program)
|
|
glGetProgramiv(id, GL_INFO_LOG_LENGTH, &length);
|
|
else
|
|
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
|
|
|
|
if (length <= 1)
|
|
return;
|
|
|
|
log = malloc(length);
|
|
if (program)
|
|
glGetProgramInfoLog(id, length, NULL, log);
|
|
else
|
|
glGetShaderInfoLog(id, length, NULL, log);
|
|
log[length - 1] = '\n';
|
|
|
|
trace("Info log received from %s #%u:\n", program ? "program" : "shader", id);
|
|
|
|
p = log;
|
|
end = &log[length];
|
|
while (p < end)
|
|
{
|
|
line = p;
|
|
if ((p = memchr(line, '\n', end - line)))
|
|
++p;
|
|
else
|
|
p = end;
|
|
trace(" %.*s", (int)(p - line), line);
|
|
}
|
|
free(log);
|
|
}
|
|
|
|
static GLuint compile_compute_shader_program(struct gl_runner *runner)
|
|
{
|
|
struct vkd3d_shader_code cs_code;
|
|
GLuint program_id, cs_id;
|
|
const GLchar *source;
|
|
ID3D10Blob *cs_blob;
|
|
GLint status, size;
|
|
bool ret;
|
|
|
|
reset_combined_samplers(runner);
|
|
if (!(cs_blob = compile_hlsl(&runner->r, SHADER_TYPE_CS)))
|
|
return false;
|
|
ret = compile_shader(runner, cs_blob, &cs_code);
|
|
ID3D10Blob_Release(cs_blob);
|
|
if (!ret)
|
|
return false;
|
|
|
|
cs_id = glCreateShader(GL_COMPUTE_SHADER);
|
|
if (runner->language == SPIR_V)
|
|
{
|
|
glShaderBinary(1, &cs_id, GL_SHADER_BINARY_FORMAT_SPIR_V, cs_code.code, cs_code.size);
|
|
}
|
|
else
|
|
{
|
|
source = cs_code.code;
|
|
size = cs_code.size;
|
|
glShaderSource(cs_id, 1, &source, &size);
|
|
glCompileShader(cs_id);
|
|
}
|
|
vkd3d_shader_free_shader_code(&cs_code);
|
|
if (runner->language == SPIR_V)
|
|
p_glSpecializeShader(cs_id, "main", 0, NULL, NULL);
|
|
glGetShaderiv(cs_id, GL_COMPILE_STATUS, &status);
|
|
ok(status, "Failed to compile compute shader.\n");
|
|
trace_info_log(cs_id, false);
|
|
|
|
program_id = glCreateProgram();
|
|
glAttachShader(program_id, cs_id);
|
|
glLinkProgram(program_id);
|
|
glGetProgramiv(program_id, GL_LINK_STATUS, &status);
|
|
ok(status, "Failed to link program.\n");
|
|
trace_info_log(program_id, true);
|
|
|
|
glDeleteShader(cs_id);
|
|
|
|
return program_id;
|
|
}
|
|
|
|
static bool gl_runner_dispatch(struct shader_runner *r, unsigned int x, unsigned int y, unsigned int z)
|
|
{
|
|
struct gl_runner *runner = gl_runner(r);
|
|
GLuint program_id, ubo_id = 0;
|
|
unsigned int i;
|
|
|
|
program_id = compile_compute_shader_program(runner);
|
|
todo_if(runner->r.is_todo) ok(program_id, "Failed to compile shader program.\n");
|
|
if (!program_id)
|
|
return false;
|
|
glUseProgram(program_id);
|
|
|
|
if (runner->r.uniform_count)
|
|
{
|
|
glGenBuffers(1, &ubo_id);
|
|
glBindBufferBase(GL_UNIFORM_BUFFER, 0, ubo_id);
|
|
glBufferData(GL_UNIFORM_BUFFER, runner->r.uniform_count * sizeof(*runner->r.uniforms),
|
|
runner->r.uniforms, GL_STATIC_DRAW);
|
|
}
|
|
|
|
for (i = 0; i < runner->r.resource_count; ++i)
|
|
{
|
|
struct gl_resource *resource = gl_resource(runner->r.resources[i]);
|
|
|
|
switch (resource->r.desc.type)
|
|
{
|
|
case RESOURCE_TYPE_RENDER_TARGET:
|
|
case RESOURCE_TYPE_DEPTH_STENCIL:
|
|
case RESOURCE_TYPE_VERTEX_BUFFER:
|
|
case RESOURCE_TYPE_TEXTURE:
|
|
break;
|
|
|
|
case RESOURCE_TYPE_UAV:
|
|
if (resource->r.desc.dimension != RESOURCE_DIMENSION_BUFFER)
|
|
glBindImageTexture(resource->r.desc.slot, resource->id, 0, GL_TRUE,
|
|
0, GL_READ_WRITE, resource->format->internal_format);
|
|
break;
|
|
}
|
|
}
|
|
|
|
glDispatchCompute(x, y, z);
|
|
|
|
glDeleteBuffers(1, &ubo_id);
|
|
glDeleteProgram(program_id);
|
|
|
|
return true;
|
|
}
|
|
|
|
static GLenum get_topology_gl(D3D_PRIMITIVE_TOPOLOGY topology)
|
|
{
|
|
switch (topology)
|
|
{
|
|
case D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST:
|
|
return GL_TRIANGLES;
|
|
|
|
case D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP:
|
|
return GL_TRIANGLE_STRIP;
|
|
|
|
default:
|
|
fatal_error("Unhandled topology %#x.\n", topology);
|
|
}
|
|
}
|
|
|
|
static GLenum get_texture_wrap_gl(D3D12_TEXTURE_ADDRESS_MODE mode)
|
|
{
|
|
switch (mode)
|
|
{
|
|
case D3D12_TEXTURE_ADDRESS_MODE_WRAP:
|
|
return GL_REPEAT;
|
|
|
|
case D3D12_TEXTURE_ADDRESS_MODE_MIRROR:
|
|
return GL_MIRRORED_REPEAT;
|
|
|
|
case D3D12_TEXTURE_ADDRESS_MODE_CLAMP:
|
|
return GL_CLAMP_TO_EDGE;
|
|
|
|
case D3D12_TEXTURE_ADDRESS_MODE_BORDER:
|
|
return GL_CLAMP_TO_BORDER_ARB;
|
|
|
|
case D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE:
|
|
return GL_MIRROR_CLAMP_TO_EDGE;
|
|
|
|
default:
|
|
fatal_error("Unhandled address mode %#x.\n", mode);
|
|
}
|
|
}
|
|
|
|
static GLenum get_texture_filter_mag_gl(D3D12_FILTER filter)
|
|
{
|
|
return filter & 0x4 ? GL_LINEAR : GL_NEAREST;
|
|
}
|
|
|
|
static GLenum get_texture_filter_min_gl(D3D12_FILTER filter)
|
|
{
|
|
if (filter & 0x1)
|
|
return filter & 0x10 ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR_MIPMAP_NEAREST;
|
|
else
|
|
return filter & 0x10 ? GL_NEAREST_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST;
|
|
}
|
|
|
|
static GLenum get_compare_op_gl(D3D12_COMPARISON_FUNC op)
|
|
{
|
|
switch (op)
|
|
{
|
|
case D3D12_COMPARISON_FUNC_NEVER:
|
|
return GL_NEVER;
|
|
case D3D12_COMPARISON_FUNC_LESS:
|
|
return GL_LESS;
|
|
case D3D12_COMPARISON_FUNC_EQUAL:
|
|
return GL_EQUAL;
|
|
case D3D12_COMPARISON_FUNC_LESS_EQUAL:
|
|
return GL_LEQUAL;
|
|
case D3D12_COMPARISON_FUNC_GREATER:
|
|
return GL_GREATER;
|
|
case D3D12_COMPARISON_FUNC_NOT_EQUAL:
|
|
return GL_NOTEQUAL;
|
|
case D3D12_COMPARISON_FUNC_GREATER_EQUAL:
|
|
return GL_GEQUAL;
|
|
case D3D12_COMPARISON_FUNC_ALWAYS:
|
|
return GL_ALWAYS;
|
|
default:
|
|
fatal_error("Unhandled compare op %#x.\n", op);
|
|
}
|
|
}
|
|
|
|
static GLuint compile_graphics_shader_program(struct gl_runner *runner, ID3D10Blob **vs_blob)
|
|
{
|
|
ID3D10Blob *fs_blob, *hs_blob = NULL, *ds_blob = NULL, *gs_blob = NULL;
|
|
struct vkd3d_shader_code vs_code, fs_code;
|
|
GLuint program_id, vs_id, fs_id;
|
|
const GLchar *source;
|
|
GLint status, size;
|
|
bool succeeded;
|
|
|
|
reset_combined_samplers(runner);
|
|
|
|
*vs_blob = compile_hlsl(&runner->r, SHADER_TYPE_VS);
|
|
fs_blob = compile_hlsl(&runner->r, SHADER_TYPE_PS);
|
|
succeeded = *vs_blob && fs_blob;
|
|
|
|
if (runner->r.shader_source[SHADER_TYPE_HS])
|
|
{
|
|
hs_blob = compile_hlsl(&runner->r, SHADER_TYPE_HS);
|
|
succeeded = succeeded && hs_blob;
|
|
}
|
|
if (runner->r.shader_source[SHADER_TYPE_DS])
|
|
{
|
|
ds_blob = compile_hlsl(&runner->r, SHADER_TYPE_DS);
|
|
succeeded = succeeded && ds_blob;
|
|
}
|
|
if (runner->r.shader_source[SHADER_TYPE_GS])
|
|
{
|
|
gs_blob = compile_hlsl(&runner->r, SHADER_TYPE_GS);
|
|
succeeded = succeeded && gs_blob;
|
|
}
|
|
|
|
if (!succeeded)
|
|
{
|
|
if (*vs_blob)
|
|
ID3D10Blob_Release(*vs_blob);
|
|
if (fs_blob)
|
|
ID3D10Blob_Release(fs_blob);
|
|
if (hs_blob)
|
|
ID3D10Blob_Release(hs_blob);
|
|
if (ds_blob)
|
|
ID3D10Blob_Release(ds_blob);
|
|
if (gs_blob)
|
|
ID3D10Blob_Release(gs_blob);
|
|
return false;
|
|
}
|
|
|
|
if (!compile_shader(runner, *vs_blob, &vs_code))
|
|
{
|
|
ID3D10Blob_Release(fs_blob);
|
|
ID3D10Blob_Release(*vs_blob);
|
|
return false;
|
|
}
|
|
|
|
if (!compile_shader(runner, fs_blob, &fs_code))
|
|
{
|
|
vkd3d_shader_free_shader_code(&vs_code);
|
|
ID3D10Blob_Release(fs_blob);
|
|
ID3D10Blob_Release(*vs_blob);
|
|
return false;
|
|
}
|
|
ID3D10Blob_Release(fs_blob);
|
|
|
|
/* TODO: compile and use the hs, ds and/or gs blobs too, but currently this
|
|
* point is not reached because compile_hlsl() fails on these. */
|
|
if (hs_blob)
|
|
ID3D10Blob_Release(hs_blob);
|
|
if (ds_blob)
|
|
ID3D10Blob_Release(ds_blob);
|
|
|
|
vs_id = glCreateShader(GL_VERTEX_SHADER);
|
|
if (runner->language == SPIR_V)
|
|
{
|
|
glShaderBinary(1, &vs_id, GL_SHADER_BINARY_FORMAT_SPIR_V, vs_code.code, vs_code.size);
|
|
}
|
|
else
|
|
{
|
|
source = vs_code.code;
|
|
size = vs_code.size;
|
|
glShaderSource(vs_id, 1, &source, &size);
|
|
glCompileShader(vs_id);
|
|
}
|
|
vkd3d_shader_free_shader_code(&vs_code);
|
|
if (runner->language == SPIR_V)
|
|
p_glSpecializeShader(vs_id, "main", 0, NULL, NULL);
|
|
glGetShaderiv(vs_id, GL_COMPILE_STATUS, &status);
|
|
ok(status, "Failed to compile vertex shader.\n");
|
|
trace_info_log(vs_id, false);
|
|
|
|
fs_id = glCreateShader(GL_FRAGMENT_SHADER);
|
|
if (runner->language == SPIR_V)
|
|
{
|
|
glShaderBinary(1, &fs_id, GL_SHADER_BINARY_FORMAT_SPIR_V, fs_code.code, fs_code.size);
|
|
}
|
|
else
|
|
{
|
|
source = fs_code.code;
|
|
size = fs_code.size;
|
|
glShaderSource(fs_id, 1, &source, &size);
|
|
glCompileShader(fs_id);
|
|
}
|
|
vkd3d_shader_free_shader_code(&fs_code);
|
|
if (runner->language == SPIR_V)
|
|
p_glSpecializeShader(fs_id, "main", 0, NULL, NULL);
|
|
glGetShaderiv(fs_id, GL_COMPILE_STATUS, &status);
|
|
ok(status, "Failed to compile fragment shader.\n");
|
|
trace_info_log(fs_id, false);
|
|
|
|
program_id = glCreateProgram();
|
|
glAttachShader(program_id, vs_id);
|
|
glAttachShader(program_id, fs_id);
|
|
glLinkProgram(program_id);
|
|
glGetProgramiv(program_id, GL_LINK_STATUS, &status);
|
|
ok(status, "Failed to link program.\n");
|
|
trace_info_log(program_id, true);
|
|
|
|
glDeleteShader(fs_id);
|
|
glDeleteShader(vs_id);
|
|
|
|
return program_id;
|
|
}
|
|
|
|
static void gl_runner_clear(struct shader_runner *r, struct resource *res, const struct vec4 *clear_value)
|
|
{
|
|
struct gl_resource *resource = gl_resource(res);
|
|
struct gl_runner *runner = gl_runner(r);
|
|
GLbitfield clear_mask;
|
|
|
|
if (!runner->fbo_id)
|
|
glGenFramebuffers(1, &runner->fbo_id);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, runner->fbo_id);
|
|
|
|
switch (resource->r.desc.type)
|
|
{
|
|
case RESOURCE_TYPE_RENDER_TARGET:
|
|
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, resource->id, 0);
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
glClearColor(clear_value->x, clear_value->y, clear_value->z, clear_value->w);
|
|
clear_mask = GL_COLOR_BUFFER_BIT;
|
|
break;
|
|
|
|
case RESOURCE_TYPE_DEPTH_STENCIL:
|
|
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, resource->id, 0);
|
|
glDepthMask(GL_TRUE);
|
|
glClearDepthf(clear_value->x);
|
|
clear_mask = GL_DEPTH_BUFFER_BIT;
|
|
break;
|
|
|
|
default:
|
|
fatal_error("Clears are not implemented for resource type %u.\n", resource->r.desc.type);
|
|
}
|
|
|
|
glScissor(0, 0, res->desc.width, res->desc.height);
|
|
glClear(clear_mask);
|
|
}
|
|
|
|
static bool gl_runner_draw(struct shader_runner *r,
|
|
D3D_PRIMITIVE_TOPOLOGY topology, unsigned int vertex_count, unsigned int instance_count)
|
|
{
|
|
struct vkd3d_shader_signature vs_input_signature;
|
|
unsigned int attribute_idx, rt_count, i, j;
|
|
struct gl_runner *runner = gl_runner(r);
|
|
struct vkd3d_shader_code vs_dxbc;
|
|
uint8_t *attribute_offsets[32];
|
|
struct
|
|
{
|
|
GLuint id;
|
|
GLsizei stride;
|
|
} vbo_info[MAX_RESOURCES];
|
|
GLuint program_id, ubo_id = 0;
|
|
ID3D10Blob *vs_blob;
|
|
uint32_t map;
|
|
int ret;
|
|
struct
|
|
{
|
|
GLuint id;
|
|
} sampler_info[MAX_SAMPLERS];
|
|
GLenum draw_buffers[8];
|
|
|
|
program_id = compile_graphics_shader_program(runner, &vs_blob);
|
|
todo_if(runner->r.is_todo) ok(program_id, "Failed to compile shader program.\n");
|
|
if (!program_id)
|
|
return false;
|
|
glUseProgram(program_id);
|
|
|
|
if (runner->r.uniform_count)
|
|
{
|
|
glGenBuffers(1, &ubo_id);
|
|
glBindBufferBase(GL_UNIFORM_BUFFER, 0, ubo_id);
|
|
glBufferData(GL_UNIFORM_BUFFER, runner->r.uniform_count * sizeof(*runner->r.uniforms),
|
|
runner->r.uniforms, GL_STATIC_DRAW);
|
|
}
|
|
|
|
if (!runner->fbo_id)
|
|
glGenFramebuffers(1, &runner->fbo_id);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, runner->fbo_id);
|
|
|
|
for (i = 0; i < runner->r.sampler_count; ++i)
|
|
{
|
|
struct sampler *sampler = &runner->r.samplers[i];
|
|
GLuint id;
|
|
|
|
glGenSamplers(1, &id);
|
|
glSamplerParameteri(id, GL_TEXTURE_WRAP_S, get_texture_wrap_gl(sampler->u_address));
|
|
glSamplerParameteri(id, GL_TEXTURE_WRAP_T, get_texture_wrap_gl(sampler->v_address));
|
|
glSamplerParameteri(id, GL_TEXTURE_WRAP_R, get_texture_wrap_gl(sampler->w_address));
|
|
glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, get_texture_filter_mag_gl(sampler->filter));
|
|
glSamplerParameteri(id, GL_TEXTURE_MIN_FILTER, get_texture_filter_min_gl(sampler->filter));
|
|
if (sampler->func)
|
|
{
|
|
glSamplerParameteri(id, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
|
|
glSamplerParameteri(id, GL_TEXTURE_COMPARE_FUNC, get_compare_op_gl(sampler->func));
|
|
}
|
|
sampler_info[i].id = id;
|
|
}
|
|
|
|
for (i = 0; i < runner->combined_sampler_count; ++i)
|
|
{
|
|
const struct vkd3d_shader_combined_resource_sampler *s = &runner->combined_samplers[i];
|
|
struct resource *resource;
|
|
struct sampler *sampler;
|
|
|
|
if (s->resource_space || s->sampler_space)
|
|
fatal_error("Unsupported register space.\n");
|
|
|
|
if (!(resource = shader_runner_get_resource(r, RESOURCE_TYPE_TEXTURE, s->resource_index)))
|
|
fatal_error("Resource not found.\n");
|
|
|
|
glActiveTexture(GL_TEXTURE0 + s->binding.binding);
|
|
if (resource->desc.dimension == RESOURCE_DIMENSION_BUFFER)
|
|
glBindTexture(GL_TEXTURE_BUFFER, gl_resource(resource)->tbo_id);
|
|
else if (resource->desc.sample_count > 1)
|
|
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, gl_resource(resource)->id);
|
|
else
|
|
glBindTexture(GL_TEXTURE_2D, gl_resource(resource)->id);
|
|
|
|
if (s->sampler_index == VKD3D_SHADER_DUMMY_SAMPLER_INDEX)
|
|
continue;
|
|
|
|
if (!(sampler = shader_runner_get_sampler(r, s->sampler_index)))
|
|
fatal_error("Sampler not found.\n");
|
|
glBindSampler(s->binding.binding, sampler_info[sampler - r->samplers].id);
|
|
}
|
|
|
|
memset(vbo_info, 0, sizeof(vbo_info));
|
|
memset(draw_buffers, 0, sizeof(draw_buffers));
|
|
for (i = 0, rt_count = 0; i < runner->r.resource_count; ++i)
|
|
{
|
|
struct gl_resource *resource = gl_resource(runner->r.resources[i]);
|
|
|
|
switch (resource->r.desc.type)
|
|
{
|
|
case RESOURCE_TYPE_RENDER_TARGET:
|
|
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + resource->r.desc.slot, resource->id, 0);
|
|
if (resource->r.desc.slot >= ARRAY_SIZE(draw_buffers))
|
|
fatal_error("Unsupported render target index %u.\n", resource->r.desc.slot);
|
|
draw_buffers[resource->r.desc.slot] = GL_COLOR_ATTACHMENT0 + resource->r.desc.slot;
|
|
if (resource->r.desc.slot >= rt_count)
|
|
rt_count = resource->r.desc.slot + 1;
|
|
break;
|
|
|
|
case RESOURCE_TYPE_DEPTH_STENCIL:
|
|
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, resource->id, 0);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthMask(GL_TRUE);
|
|
glDepthFunc(get_compare_op_gl(runner->r.depth_func));
|
|
if (runner->r.depth_bounds)
|
|
{
|
|
glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
|
|
p_glDepthBoundsEXT(runner->r.depth_min, runner->r.depth_max);
|
|
}
|
|
break;
|
|
|
|
case RESOURCE_TYPE_TEXTURE:
|
|
break;
|
|
|
|
case RESOURCE_TYPE_UAV:
|
|
if (resource->r.desc.dimension == RESOURCE_DIMENSION_BUFFER)
|
|
{
|
|
glBindImageTexture(resource->r.desc.slot, resource->tbo_id, 0, GL_TRUE,
|
|
0, GL_READ_WRITE, resource->format->internal_format);
|
|
}
|
|
else
|
|
{
|
|
glBindImageTexture(resource->r.desc.slot, resource->id, 0, GL_TRUE,
|
|
0, GL_READ_WRITE, resource->format->internal_format);
|
|
}
|
|
break;
|
|
|
|
case RESOURCE_TYPE_VERTEX_BUFFER:
|
|
assert(resource->r.desc.slot < ARRAY_SIZE(vbo_info));
|
|
vbo_info[resource->r.desc.slot].id = resource->id;
|
|
for (j = 0; j < runner->r.input_element_count; ++j)
|
|
{
|
|
if (runner->r.input_elements[j].slot != resource->r.desc.slot)
|
|
continue;
|
|
assert(j < ARRAY_SIZE(attribute_offsets));
|
|
attribute_offsets[j] = (uint8_t *)(uintptr_t)vbo_info[resource->r.desc.slot].stride;
|
|
vbo_info[resource->r.desc.slot].stride += runner->r.input_elements[j].texel_size;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
glEnable(GL_SAMPLE_MASK);
|
|
glSampleMaski(0, runner->r.sample_mask);
|
|
glViewport(0, 0, RENDER_TARGET_WIDTH, RENDER_TARGET_HEIGHT);
|
|
glScissor(0, 0, RENDER_TARGET_WIDTH, RENDER_TARGET_HEIGHT);
|
|
glDrawBuffers(rt_count, draw_buffers);
|
|
|
|
vs_dxbc.code = ID3D10Blob_GetBufferPointer(vs_blob);
|
|
vs_dxbc.size = ID3D10Blob_GetBufferSize(vs_blob);
|
|
ret = vkd3d_shader_parse_input_signature(&vs_dxbc, &vs_input_signature, NULL);
|
|
ok(!ret, "Failed to parse input signature, error %d.\n", ret);
|
|
|
|
map = runner->attribute_map;
|
|
for (i = 0, runner->attribute_map = 0; i < runner->r.input_element_count; ++i)
|
|
{
|
|
const struct input_element *element = &runner->r.input_elements[i];
|
|
const struct vkd3d_shader_signature_element *signature_element;
|
|
const struct format_info *format;
|
|
|
|
signature_element = vkd3d_shader_find_signature_element(&vs_input_signature,
|
|
element->name, element->index, 0);
|
|
ok(signature_element, "Cannot find signature element %s%u.\n", element->name, element->index);
|
|
attribute_idx = signature_element->register_index;
|
|
format = get_format_info(element->format, false);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, vbo_info[element->slot].id);
|
|
if (format->is_integer)
|
|
glVertexAttribIPointer(attribute_idx, format->component_count, format->type,
|
|
vbo_info[element->slot].stride, attribute_offsets[i]);
|
|
else
|
|
glVertexAttribPointer(attribute_idx, format->component_count, format->type,
|
|
GL_FALSE, vbo_info[element->slot].stride, attribute_offsets[i]);
|
|
glEnableVertexAttribArray(attribute_idx);
|
|
runner->attribute_map |= attribute_idx;
|
|
}
|
|
vkd3d_shader_free_shader_signature(&vs_input_signature);
|
|
map &= ~runner->attribute_map;
|
|
for (attribute_idx = 0; map; ++attribute_idx, map >>= 1)
|
|
{
|
|
if (map & 1)
|
|
glDisableVertexAttribArray(attribute_idx);
|
|
}
|
|
|
|
glDrawArraysInstanced(get_topology_gl(topology), 0, vertex_count, instance_count);
|
|
|
|
for (i = 0; i < runner->r.sampler_count; ++i)
|
|
{
|
|
glDeleteSamplers(1, &sampler_info[i].id);
|
|
}
|
|
glDeleteBuffers(1, &ubo_id);
|
|
|
|
ID3D10Blob_Release(vs_blob);
|
|
glDeleteProgram(program_id);
|
|
|
|
return true;
|
|
}
|
|
|
|
struct gl_resource_readback
|
|
{
|
|
struct resource_readback rb;
|
|
};
|
|
|
|
static struct resource_readback *gl_runner_get_resource_readback(struct shader_runner *r, struct resource *res)
|
|
{
|
|
struct gl_resource *resource = gl_resource(res);
|
|
struct gl_runner *runner = gl_runner(r);
|
|
struct resource_readback *rb;
|
|
|
|
if (resource->r.desc.type != RESOURCE_TYPE_RENDER_TARGET && resource->r.desc.type != RESOURCE_TYPE_DEPTH_STENCIL
|
|
&& resource->r.desc.type != RESOURCE_TYPE_UAV)
|
|
fatal_error("Unhandled resource type %#x.\n", resource->r.desc.type);
|
|
|
|
rb = malloc(sizeof(*rb));
|
|
|
|
rb->width = resource->r.desc.width;
|
|
rb->height = resource->r.desc.height;
|
|
rb->depth = 1;
|
|
|
|
rb->row_pitch = rb->width * resource->r.desc.texel_size;
|
|
rb->data = malloc(rb->row_pitch * rb->height);
|
|
|
|
if (resource->r.desc.dimension == RESOURCE_DIMENSION_BUFFER)
|
|
{
|
|
glBindBuffer(GL_TEXTURE_BUFFER, resource->id);
|
|
glGetBufferSubData(GL_TEXTURE_BUFFER, 0, rb->row_pitch * rb->height, rb->data);
|
|
}
|
|
else if (resource->r.desc.sample_count > 1)
|
|
{
|
|
GLuint src_fbo, dst_fbo;
|
|
GLuint resolved;
|
|
|
|
glGenTextures(1, &resolved);
|
|
glBindTexture(GL_TEXTURE_2D, resolved);
|
|
glTexStorage2D(GL_TEXTURE_2D, resource->r.desc.level_count,
|
|
resource->format->internal_format, resource->r.desc.width, resource->r.desc.height);
|
|
|
|
glGenFramebuffers(1, &src_fbo);
|
|
glGenFramebuffers(1, &dst_fbo);
|
|
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, src_fbo);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dst_fbo);
|
|
|
|
glFramebufferTexture(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, resource->id, 0);
|
|
glFramebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, resolved, 0);
|
|
|
|
glBlitFramebuffer(0, 0, resource->r.desc.width, resource->r.desc.height,
|
|
0, 0, resource->r.desc.width, resource->r.desc.height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, runner->fbo_id);
|
|
glDeleteFramebuffers(1, &src_fbo);
|
|
glDeleteFramebuffers(1, &dst_fbo);
|
|
|
|
glGetTexImage(GL_TEXTURE_2D, 0, resource->format->format, resource->format->type, rb->data);
|
|
|
|
glDeleteTextures(1, &resolved);
|
|
}
|
|
else
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, resource->id);
|
|
glGetTexImage(GL_TEXTURE_2D, 0, resource->format->format, resource->format->type, rb->data);
|
|
}
|
|
|
|
return rb;
|
|
}
|
|
|
|
static void gl_runner_release_readback(struct shader_runner *runner, struct resource_readback *rb)
|
|
{
|
|
free(rb->data);
|
|
free(rb);
|
|
}
|
|
|
|
static const struct shader_runner_ops gl_runner_ops =
|
|
{
|
|
.create_resource = gl_runner_create_resource,
|
|
.destroy_resource = gl_runner_destroy_resource,
|
|
.dispatch = gl_runner_dispatch,
|
|
.clear = gl_runner_clear,
|
|
.draw = gl_runner_draw,
|
|
.get_resource_readback = gl_runner_get_resource_readback,
|
|
.release_readback = gl_runner_release_readback,
|
|
};
|
|
|
|
static void run_tests(enum shading_language language)
|
|
{
|
|
struct gl_runner runner;
|
|
|
|
if (!gl_runner_init(&runner, language))
|
|
return;
|
|
run_shader_tests(&runner.r, &runner.caps, &gl_runner_ops, NULL);
|
|
gl_runner_cleanup(&runner);
|
|
}
|
|
|
|
void run_shader_tests_gl(void)
|
|
{
|
|
const char *test_name;
|
|
|
|
test_name = vkd3d_test_name;
|
|
vkd3d_test_name = "shader_runner_gl";
|
|
run_tests(SPIR_V);
|
|
run_tests(GLSL);
|
|
vkd3d_test_name = test_name;
|
|
}
|
|
|
|
#endif
|