From: Józef Kucia Subject: [PATCH 5/8] wined3d: Allow to use more than MAX_COMBINED_SAMPLERS texture image units. Message-Id: <20170309090310.13755-5-jkucia@codeweavers.com> Date: Thu, 9 Mar 2017 10:03:07 +0100 In-Reply-To: <20170309090310.13755-1-jkucia@codeweavers.com> References: <20170309090310.13755-1-jkucia@codeweavers.com> Signed-off-by: Józef Kucia --- dlls/wined3d/context.c | 5 ++-- dlls/wined3d/directx.c | 31 ++++++++++++++++++++----- dlls/wined3d/glsl_shader.c | 5 ++-- dlls/wined3d/utils.c | 52 +++++++++++++++++++++++++++++++----------- dlls/wined3d/wined3d_private.h | 3 ++- 5 files changed, 70 insertions(+), 26 deletions(-) diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index bde3951..68a99c8 100644 --- a/dlls/wined3d/context.c +++ b/dlls/wined3d/context.c @@ -3391,7 +3391,7 @@ static void context_bind_graphics_shader_resources(struct wined3d_context *conte for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i) { - wined3d_gl_limits_get_texture_unit_range(&context->gl_info->limits, i, &base_idx, &count); + context_get_texture_unit_range(context, i, &base_idx, &count); context_bind_shader_resources(context, state, i, base_idx, count); } } @@ -3614,8 +3614,7 @@ void context_apply_compute_state(struct wined3d_context *context, if (context->update_compute_shader_resource_bindings) { unsigned int base_idx, count; - wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, - WINED3D_SHADER_TYPE_COMPUTE, &base_idx, &count); + context_get_texture_unit_range(context, WINED3D_SHADER_TYPE_COMPUTE, &base_idx, &count); context_bind_shader_resources(context, state, WINED3D_SHADER_TYPE_COMPUTE, base_idx, count); context->update_compute_shader_resource_bindings = 0; if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers) diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c index 51c6ad2..8ef1401 100644 --- a/dlls/wined3d/directx.c +++ b/dlls/wined3d/directx.c @@ -3393,8 +3393,8 @@ static void load_gl_funcs(struct wined3d_gl_info *gl_info) static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info) { + unsigned int i, sampler_count; GLfloat gl_floatv[2]; - unsigned int i; GLint gl_max; gl_info->limits.blends = 1; @@ -3405,6 +3405,7 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info) gl_info->limits.uniform_blocks[i] = 0; gl_info->limits.fragment_samplers = 1; gl_info->limits.vertex_samplers = 0; + gl_info->limits.geometry_samplers = 0; gl_info->limits.compute_samplers = 0; gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers; gl_info->limits.graphics_samplers = gl_info->limits.combined_samplers; @@ -3536,7 +3537,6 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info) TRACE("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers); TRACE("Max combined samplers: %u.\n", gl_info->limits.combined_samplers); TRACE("Max vertex attributes: %u.\n", gl_info->limits.vertex_attribs); - gl_info->limits.graphics_samplers = gl_info->limits.combined_samplers; } else { @@ -3618,6 +3618,9 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info) gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_GEOMETRY] = min(gl_max, WINED3D_MAX_CBS); TRACE("Max geometry uniform blocks: %u (%d).\n", gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_GEOMETRY], gl_max); + gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS, &gl_max); + gl_info->limits.geometry_samplers = gl_max; + TRACE("Max geometry samplers: %u.\n", gl_info->limits.geometry_samplers); } if (gl_info->supported[ARB_FRAGMENT_SHADER]) { @@ -3645,10 +3648,6 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info) gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS, &gl_max); gl_info->limits.compute_samplers = gl_max; TRACE("Max compute samplers: %u.\n", gl_info->limits.compute_samplers); - /* A majority of OpenGL implementations allow to statically partition - * the set of texture bindings into six separate sets. */ - if (gl_info->limits.combined_samplers >= MAX_COMBINED_SAMPLERS + gl_info->limits.compute_samplers) - gl_info->limits.graphics_samplers -= gl_info->limits.compute_samplers; } if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT]) { @@ -3692,6 +3691,26 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info) gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_SAMPLES, &gl_max); gl_info->limits.samples = gl_max; } + + sampler_count = gl_info->limits.vertex_samplers + gl_info->limits.fragment_samplers + + gl_info->limits.geometry_samplers; + if (gl_info->supported[WINED3D_GL_VERSION_3_2] && gl_info->limits.combined_samplers < sampler_count) + { + /* The minimum value for GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS in OpenGL + * 3.2 is 48 (16 per stage). When tessellation shaders are supported + * the minimum value is increased to 80. */ + WARN("Graphics pipeline sampler count %u is greater than combined sampler count %u.\n", + sampler_count, gl_info->limits.combined_samplers); + gl_info->limits.fragment_samplers = min(16, gl_info->limits.fragment_samplers); + gl_info->limits.vertex_samplers = min(16, gl_info->limits.vertex_samplers); + gl_info->limits.geometry_samplers = min(16, gl_info->limits.geometry_samplers); + } + + /* A majority of OpenGL implementations allow to statically partition + * the set of texture bindings into six separate sets. */ + gl_info->limits.graphics_samplers = gl_info->limits.combined_samplers; + if (gl_info->limits.combined_samplers >= sampler_count + gl_info->limits.compute_samplers) + gl_info->limits.graphics_samplers -= gl_info->limits.compute_samplers; } /* Context activation is done by the caller. */ diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 78ab744..dcc1c31 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -601,7 +601,7 @@ static void shader_glsl_load_graphics_samplers(const struct wined3d_context *con ? context->tex_unit_map : NULL; for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i) { - wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, i, &base_idx, &count); + context_get_texture_unit_range(context, i, &base_idx, &count); shader_glsl_load_samplers(gl_info, priv, shader_glsl_get_prefix(i), base_idx, count, tex_unit_map, program_id); } @@ -8694,8 +8694,7 @@ static void set_glsl_compute_shader_program(const struct wined3d_context *contex shader_glsl_init_uniform_block_bindings(gl_info, priv, program_id, &shader->reg_maps); shader_glsl_load_icb(gl_info, priv, program_id, &shader->reg_maps); shader_glsl_load_images(gl_info, priv, program_id, &shader->reg_maps); - wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_COMPUTE, - &base_sampler_idx, &sampler_count); + context_get_texture_unit_range(context, WINED3D_SHADER_TYPE_COMPUTE, &base_sampler_idx, &sampler_count); shader_glsl_load_samplers(gl_info, priv, shader_glsl_get_prefix(WINED3D_SHADER_TYPE_COMPUTE), base_sampler_idx, sampler_count, NULL, program_id); diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c index b1cda46..d9d6f87 100644 --- a/dlls/wined3d/utils.c +++ b/dlls/wined3d/utils.c @@ -5991,9 +5991,13 @@ void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *g *count = 0; } -void wined3d_gl_limits_get_texture_unit_range(const struct wined3d_gl_limits *gl_limits, +void context_get_texture_unit_range(const struct wined3d_context *context, enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count) { + const struct wined3d_gl_info *gl_info = context->gl_info; + const struct wined3d_gl_limits *gl_limits = &gl_info->limits; + const struct wined3d_d3d_info *d3d_info = context->d3d_info; + static const struct { enum wined3d_shader_type type; @@ -6007,27 +6011,49 @@ void wined3d_gl_limits_get_texture_unit_range(const struct wined3d_gl_limits *gl }; unsigned int i; - for (i = 0; i < ARRAY_SIZE(legacy_sampler_info); ++i) + if ((d3d_info->wined3d_creation_flags & WINED3D_LEGACY_TEXTURE_BINDING) + || !gl_info->supported[WINED3D_GL_VERSION_3_2]) { - if (legacy_sampler_info[i].type == shader_type) + *base = *count = 0; + for (i = 0; i < ARRAY_SIZE(legacy_sampler_info); ++i) { - *base = legacy_sampler_info[i].base_idx; - *count = legacy_sampler_info[i].count; - return; + if (legacy_sampler_info[i].type == shader_type) + { + *base = legacy_sampler_info[i].base_idx; + *count = legacy_sampler_info[i].count; + break; + } } + return; } - if (shader_type != WINED3D_SHADER_TYPE_COMPUTE) + if (shader_type == WINED3D_SHADER_TYPE_COMPUTE) { - *base = *count = 0; + if (gl_limits->combined_samplers == gl_limits->graphics_samplers) + *base = 0; + else + *base = gl_limits->graphics_samplers - 1; + *count = gl_limits->compute_samplers; return; } - if (gl_limits->combined_samplers == gl_limits->graphics_samplers) - *base = 0; - else - *base = gl_limits->graphics_samplers - 1; - *count = gl_limits->compute_samplers; + *base = 0; + *count = gl_limits->fragment_samplers; + if (shader_type == WINED3D_SHADER_TYPE_PIXEL) + return; + + *base += *count; + *count = gl_limits->vertex_samplers; + if (shader_type == WINED3D_SHADER_TYPE_VERTEX) + return; + + *base += *count; + *count = gl_limits->geometry_samplers; + if (shader_type == WINED3D_SHADER_TYPE_GEOMETRY) + return; + + *base += *count; + *count = 0; } BOOL wined3d_array_reserve(void **elements, SIZE_T *capacity, SIZE_T count, SIZE_T size) diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index cdc2400..5bfdef7 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -2263,6 +2263,7 @@ struct wined3d_gl_limits unsigned int uniform_blocks[WINED3D_SHADER_TYPE_COUNT]; unsigned int fragment_samplers; unsigned int vertex_samplers; + unsigned int geometry_samplers; unsigned int compute_samplers; unsigned int graphics_samplers; unsigned int combined_samplers; @@ -2295,7 +2296,7 @@ struct wined3d_gl_limits UINT arb_ps_temps; }; -void wined3d_gl_limits_get_texture_unit_range(const struct wined3d_gl_limits *gl_limits, +void context_get_texture_unit_range(const struct wined3d_context *context, enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN; void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *gl_limits, enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN; -- 2.10.2