[PATCH 1/7] wined3d: Store uniform blocks limits as array.
Józef Kucia
jkucia at codeweavers.com
Wed Feb 1 04:26:17 CST 2017
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/wined3d/directx.c | 21 ++++++++++++---------
dlls/wined3d/utils.c | 29 ++++++++++-------------------
dlls/wined3d/wined3d_private.h | 4 +---
3 files changed, 23 insertions(+), 31 deletions(-)
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index f3af990..71a4f60 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -3333,15 +3333,15 @@ static void load_gl_funcs(struct wined3d_gl_info *gl_info)
static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
{
GLfloat gl_floatv[2];
+ unsigned int i;
GLint gl_max;
gl_info->limits.blends = 1;
gl_info->limits.buffers = 1;
gl_info->limits.textures = 1;
gl_info->limits.texture_coords = 1;
- gl_info->limits.vertex_uniform_blocks = 0;
- gl_info->limits.geometry_uniform_blocks = 0;
- gl_info->limits.fragment_uniform_blocks = 0;
+ for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
+ gl_info->limits.uniform_blocks[i] = 0;
gl_info->limits.fragment_samplers = 1;
gl_info->limits.vertex_samplers = 0;
gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
@@ -3522,15 +3522,17 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_UNIFORM_BLOCKS, &gl_max);
- gl_info->limits.vertex_uniform_blocks = min(gl_max, WINED3D_MAX_CBS);
- TRACE("Max vertex uniform blocks: %u (%d).\n", gl_info->limits.vertex_uniform_blocks, gl_max);
+ gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_VERTEX] = min(gl_max, WINED3D_MAX_CBS);
+ TRACE("Max vertex uniform blocks: %u (%d).\n",
+ gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_VERTEX], gl_max);
}
}
if (gl_info->supported[ARB_GEOMETRY_SHADER4] && gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_BLOCKS, &gl_max);
- gl_info->limits.geometry_uniform_blocks = min(gl_max, WINED3D_MAX_CBS);
- TRACE("Max geometry uniform blocks: %u (%d).\n", gl_info->limits.geometry_uniform_blocks, gl_max);
+ 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);
}
if (gl_info->supported[ARB_FRAGMENT_SHADER])
{
@@ -3544,8 +3546,9 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &gl_max);
- gl_info->limits.fragment_uniform_blocks = min(gl_max, WINED3D_MAX_CBS);
- TRACE("Max fragment uniform blocks: %u (%d).\n", gl_info->limits.fragment_uniform_blocks, gl_max);
+ gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_PIXEL] = min(gl_max, WINED3D_MAX_CBS);
+ TRACE("Max fragment uniform blocks: %u (%d).\n",
+ gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_PIXEL], gl_max);
}
}
if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index 4f063b4..ca9d310 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -5904,26 +5904,17 @@ BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other)
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)
{
- *base = 0;
- *count = gl_limits->vertex_uniform_blocks;
-
- if (shader_type == WINED3D_SHADER_TYPE_VERTEX)
- return;
-
- *base += *count;
- *count = gl_limits->geometry_uniform_blocks;
-
- if (shader_type == WINED3D_SHADER_TYPE_GEOMETRY)
- return;
-
- *base += *count;
- *count = gl_limits->fragment_uniform_blocks;
+ unsigned int i;
- if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
- return;
+ *base = 0;
+ for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
+ {
+ *count = gl_limits->uniform_blocks[i];
+ if (i == shader_type)
+ return;
+ *base += *count;
+ }
- *base += *count;
+ ERR("Unrecognized shader type %#x.\n", shader_type);
*count = 0;
-
- ERR("Unhandled shader type %#x.\n", shader_type);
}
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index d7f9081..bf8f612 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2146,9 +2146,7 @@ struct wined3d_gl_limits
UINT lights;
UINT textures;
UINT texture_coords;
- unsigned int vertex_uniform_blocks;
- unsigned int geometry_uniform_blocks;
- unsigned int fragment_uniform_blocks;
+ unsigned int uniform_blocks[WINED3D_SHADER_TYPE_COUNT];
UINT fragment_samplers;
UINT vertex_samplers;
UINT combined_samplers;
--
2.10.2
More information about the wine-patches
mailing list