[PATCH 7/8] wined3d: Get rid of "legacy_sampler_info" table.
Józef Kucia
jkucia at codeweavers.com
Thu Mar 9 03:03:09 CST 2017
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
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
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