[PATCH 11/11] wined3d: Implement compute shader resource binding.
Józef Kucia
jkucia at codeweavers.com
Wed Feb 22 06:19:36 CST 2017
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/wined3d/context.c | 103 +++++++++++++++++++++++++++++--------------------
1 file changed, 62 insertions(+), 41 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 92c2819..076ebee 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -3350,17 +3350,57 @@ static void context_load_shader_resources(struct wined3d_context *context, const
}
}
-static void context_bind_shader_resources(struct wined3d_context *context, const struct wined3d_state *state)
+static void context_bind_shader_resources(struct wined3d_context *context,
+ const struct wined3d_state *state, enum wined3d_shader_type shader_type,
+ unsigned int base_idx, unsigned int count)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_device *device = context->device;
struct wined3d_shader_sampler_map_entry *entry;
struct wined3d_shader_resource_view *view;
+ unsigned int shader_sampler_count, i;
+ const struct wined3d_shader *shader;
struct wined3d_sampler *sampler;
- struct wined3d_shader *shader;
- unsigned int i, j, count;
GLuint sampler_name;
+ if (!(shader = state->shader[shader_type]))
+ return;
+
+ shader_sampler_count = shader->reg_maps.sampler_map.count;
+ if (shader_sampler_count > count)
+ FIXME("Shader %p needs %u samplers, but only %u are supported.\n",
+ shader, shader_sampler_count, count);
+ count = min(shader_sampler_count, count);
+
+ for (i = 0; i < count; ++i)
+ {
+ entry = &shader->reg_maps.sampler_map.entries[i];
+
+ if (!(view = state->shader_resource_view[shader_type][entry->resource_idx]))
+ {
+ WARN("No resource view bound at index %u, %u.\n", shader_type, entry->resource_idx);
+ continue;
+ }
+
+ if (entry->sampler_idx == WINED3D_SAMPLER_DEFAULT)
+ sampler_name = device->default_sampler;
+ else if ((sampler = state->sampler[shader_type][entry->sampler_idx]))
+ sampler_name = sampler->name;
+ else
+ sampler_name = device->null_sampler;
+
+ context_active_texture(context, gl_info, base_idx + entry->bind_idx);
+ GL_EXTCALL(glBindSampler(base_idx + entry->bind_idx, sampler_name));
+ checkGLcall("glBindSampler");
+ wined3d_shader_resource_view_bind(view, context);
+ }
+}
+
+static void context_bind_graphics_shader_resources(struct wined3d_context *context,
+ const struct wined3d_state *state)
+{
+ unsigned int i;
+
static const struct
{
enum wined3d_shader_type type;
@@ -3374,41 +3414,8 @@ static void context_bind_shader_resources(struct wined3d_context *context, const
};
for (i = 0; i < ARRAY_SIZE(shader_types); ++i)
- {
- if (!(shader = state->shader[shader_types[i].type]))
- continue;
-
- count = shader->reg_maps.sampler_map.count;
- if (count > shader_types[i].count)
- {
- FIXME("Shader %p needs %u samplers, but only %u are supported.\n",
- shader, count, shader_types[i].count);
- count = shader_types[i].count;
- }
-
- for (j = 0; j < count; ++j)
- {
- entry = &shader->reg_maps.sampler_map.entries[j];
-
- if (!(view = state->shader_resource_view[shader_types[i].type][entry->resource_idx]))
- {
- WARN("No resource view bound at index %u, %u.\n", shader_types[i].type, entry->resource_idx);
- continue;
- }
-
- if (entry->sampler_idx == WINED3D_SAMPLER_DEFAULT)
- sampler_name = device->default_sampler;
- else if ((sampler = state->sampler[shader_types[i].type][entry->sampler_idx]))
- sampler_name = sampler->name;
- else
- sampler_name = device->null_sampler;
-
- context_active_texture(context, gl_info, shader_types[i].base_idx + entry->bind_idx);
- GL_EXTCALL(glBindSampler(shader_types[i].base_idx + entry->bind_idx, sampler_name));
- checkGLcall("glBindSampler");
- wined3d_shader_resource_view_bind(view, context);
- }
- }
+ context_bind_shader_resources(context, state, shader_types[i].type,
+ shader_types[i].base_idx, shader_types[i].count);
}
static void context_load_unordered_access_resources(struct wined3d_context *context,
@@ -3502,12 +3509,12 @@ BOOL context_apply_draw_state(struct wined3d_context *context,
const struct wined3d_device *device, const struct wined3d_state *state)
{
const struct StateEntry *state_table = context->state_table;
+ const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_fb_state *fb = state->fb;
unsigned int i;
WORD map;
- if (!context_validate_rt_config(context->gl_info->limits.buffers,
- fb->render_targets, fb->depth_stencil))
+ if (!context_validate_rt_config(gl_info->limits.buffers, fb->render_targets, fb->depth_stencil))
return FALSE;
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && isStateDirty(context, STATE_FRAMEBUFFER))
@@ -3575,8 +3582,10 @@ BOOL context_apply_draw_state(struct wined3d_context *context,
if (context->update_shader_resource_bindings)
{
- context_bind_shader_resources(context, state);
+ context_bind_graphics_shader_resources(context, state);
context->update_shader_resource_bindings = 0;
+ if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers)
+ context->update_compute_shader_resource_bindings = 1;
}
if (context->update_unordered_access_view_bindings)
@@ -3603,6 +3612,7 @@ void context_apply_compute_state(struct wined3d_context *context,
const struct wined3d_device *device, const struct wined3d_state *state)
{
const struct StateEntry *state_table = context->state_table;
+ const struct wined3d_gl_info *gl_info = context->gl_info;
unsigned int state_id, i, j;
context_load_shader_resources(context, state, 1u << WINED3D_SHADER_TYPE_COMPUTE);
@@ -3625,6 +3635,17 @@ void context_apply_compute_state(struct wined3d_context *context,
context->shader_update_mask &= ~(1u << WINED3D_SHADER_TYPE_COMPUTE);
}
+ 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_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)
+ context->update_shader_resource_bindings = 1;
+ }
+
if (context->update_compute_unordered_access_view_bindings)
{
context_bind_unordered_access_views(context,
--
2.10.2
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