From: Józef Kucia Subject: [PATCH 7/8] wined3d: Get rid of "legacy_sampler_info" table. Message-Id: <20170309090310.13755-7-jkucia@codeweavers.com> Date: Thu, 9 Mar 2017 10:03:09 +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 | 4 +-- dlls/wined3d/directx.c | 55 +++++++++++++++++++++++++++--------------- dlls/wined3d/glsl_shader.c | 5 ++-- dlls/wined3d/utils.c | 33 +------------------------ dlls/wined3d/wined3d_private.h | 2 +- 5 files changed, 42 insertions(+), 57 deletions(-) diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index 68a99c8..fabc804 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) { - context_get_texture_unit_range(context, i, &base_idx, &count); + wined3d_gl_limits_get_texture_unit_range(&context->gl_info->limits, i, &base_idx, &count); context_bind_shader_resources(context, state, i, base_idx, count); } } @@ -3614,7 +3614,7 @@ void context_apply_compute_state(struct wined3d_context *context, if (context->update_compute_shader_resource_bindings) { unsigned int base_idx, count; - context_get_texture_unit_range(context, WINED3D_SHADER_TYPE_COMPUTE, &base_idx, &count); + wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, 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 1399fe1..63bc5e0 100644 --- a/dlls/wined3d/directx.c +++ b/dlls/wined3d/directx.c @@ -3391,10 +3391,10 @@ static void load_gl_funcs(struct wined3d_gl_info *gl_info) #undef MAP_GL_FUNCTION_CAST } -static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info) +static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info, DWORD wined3d_creation_flags) { - unsigned int i, sampler_count; GLfloat gl_floatv[2]; + unsigned int i; GLint gl_max; gl_info->limits.blends = 1; @@ -3695,26 +3695,41 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info) gl_info->limits.samples = gl_max; } - sampler_count = 0; - for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i) - sampler_count += gl_info->limits.samplers[i]; - if (gl_info->supported[WINED3D_GL_VERSION_3_2] && gl_info->limits.combined_samplers < sampler_count) + gl_info->limits.graphics_samplers = gl_info->limits.combined_samplers; + if ((wined3d_creation_flags & WINED3D_LEGACY_TEXTURE_BINDING) || !gl_info->supported[WINED3D_GL_VERSION_3_2]) { - /* 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); - for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i) - gl_info->limits.samplers[i] = min(gl_info->limits.samplers[i], 16); + gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL] = + min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], MAX_FRAGMENT_SAMPLERS); + gl_info->limits.samplers[WINED3D_SHADER_TYPE_VERTEX] = + min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_VERTEX], MAX_VERTEX_SAMPLERS); + for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i) + { + if (i != WINED3D_SHADER_TYPE_PIXEL && i != WINED3D_SHADER_TYPE_VERTEX) + gl_info->limits.samplers[i] = 0; + } } + else + { + unsigned int sampler_count = 0; + for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i) + sampler_count += gl_info->limits.samplers[i]; + if (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); + for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i) + gl_info->limits.samplers[i] = min(gl_info->limits.samplers[i], 16); + } - /* 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; - sampler_count += gl_info->limits.samplers[WINED3D_SHADER_TYPE_COMPUTE]; - if (gl_info->limits.combined_samplers >= sampler_count) - gl_info->limits.graphics_samplers -= gl_info->limits.samplers[WINED3D_SHADER_TYPE_COMPUTE]; + /* A majority of OpenGL implementations allow to statically partition + * the set of texture bindings into six separate sets. */ + sampler_count += gl_info->limits.samplers[WINED3D_SHADER_TYPE_COMPUTE]; + if (gl_info->limits.combined_samplers >= sampler_count) + gl_info->limits.graphics_samplers -= gl_info->limits.samplers[WINED3D_SHADER_TYPE_COMPUTE]; + } } /* Context activation is done by the caller. */ @@ -4116,7 +4131,7 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter, gl_info->supported[APPLE_YCBCR_422] = FALSE; } - wined3d_adapter_init_limits(gl_info); + wined3d_adapter_init_limits(gl_info, wined3d_creation_flags); if (gl_info->supported[ARB_VERTEX_PROGRAM] && test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT; diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 4004bca..6c0e67c 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) { - context_get_texture_unit_range(context, i, &base_idx, &count); + wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, i, &base_idx, &count); shader_glsl_load_samplers(gl_info, priv, shader_glsl_get_prefix(i), base_idx, count, tex_unit_map, program_id); } @@ -8694,7 +8694,8 @@ 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); - context_get_texture_unit_range(context, WINED3D_SHADER_TYPE_COMPUTE, &base_sampler_idx, &sampler_count); + wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, 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 14f3478..3f9c012 100644 --- a/dlls/wined3d/utils.c +++ b/dlls/wined3d/utils.c @@ -5991,42 +5991,11 @@ void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *g *count = 0; } -void context_get_texture_unit_range(const struct wined3d_context *context, +void wined3d_gl_limits_get_texture_unit_range(const struct wined3d_gl_limits *gl_limits, 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; - unsigned int base_idx; - unsigned int count; - } - legacy_sampler_info[] = - { - {WINED3D_SHADER_TYPE_PIXEL, 0, MAX_FRAGMENT_SAMPLERS}, - {WINED3D_SHADER_TYPE_VERTEX, MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS}, - }; unsigned int i; - if ((d3d_info->wined3d_creation_flags & WINED3D_LEGACY_TEXTURE_BINDING) - || !gl_info->supported[WINED3D_GL_VERSION_3_2]) - { - *base = *count = 0; - for (i = 0; i < ARRAY_SIZE(legacy_sampler_info); ++i) - { - 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 (gl_limits->combined_samplers == gl_limits->graphics_samplers) diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 3c8f977..26b8ded 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -2293,7 +2293,7 @@ struct wined3d_gl_limits UINT arb_ps_temps; }; -void context_get_texture_unit_range(const struct wined3d_context *context, +void wined3d_gl_limits_get_texture_unit_range(const struct wined3d_gl_limits *gl_limits, 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