[Bug 44514] Elder Scrolls Online (Dragon Bones update) requires more than 32 samplers in pixel shaders with D3D11 renderer
WineHQ Bugzilla
wine-bugs at winehq.org
Wed Nov 13 09:47:31 CST 2019
https://bugs.winehq.org/show_bug.cgi?id=44514
--- Comment #32 from Nikita <nickarhipoff at gmail.com> ---
Comment on attachment 62452
--> https://bugs.winehq.org/attachment.cgi?id=62452
Patch to use bindless texture
>From bee51d2c42a90c8146993cf77a2f76c2002b1c34 Mon Sep 17 00:00:00 2001
>From: Andrew Wesie <awesie at gmail.com>
>Date: Tue, 2 Oct 2018 23:28:01 -0500
>Subject: [PATCH] wined3d: Use bindless textures for GLSL shaders.
>
>Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=44514
>Signed-off-by: Andrew Wesie <awesie at gmail.com>
>---
> dlls/wined3d/adapter_gl.c | 6 +++
> dlls/wined3d/context.c | 6 +++
> dlls/wined3d/device.c | 54 ++++++++++++++++++++
> dlls/wined3d/glsl_shader.c | 113 ++++++++++++++++++++++++++++++++++++++++-
> dlls/wined3d/texture.c | 18 ++++---
> dlls/wined3d/view.c | 29 +++++++++++
> dlls/wined3d/wined3d_gl.h | 1 +
> dlls/wined3d/wined3d_private.h | 24 +++++++++
> 8 files changed, 244 insertions(+), 7 deletions(-)
>
>diff --git a/dlls/wined3d/adapter_gl.c b/dlls/wined3d/adapter_gl.c
>index 145f0f9..3471cb3 100644
>--- a/dlls/wined3d/adapter_gl.c
>+++ b/dlls/wined3d/adapter_gl.c
>@@ -57,6 +57,7 @@ static const struct wined3d_extension_map gl_extension_map[] =
>
> /* ARB */
> {"GL_ARB_base_instance", ARB_BASE_INSTANCE },
>+ {"GL_ARB_bindless_texture", ARB_BINDLESS_TEXTURE },
> {"GL_ARB_blend_func_extended", ARB_BLEND_FUNC_EXTENDED },
> {"GL_ARB_buffer_storage", ARB_BUFFER_STORAGE },
> {"GL_ARB_clear_buffer_object", ARB_CLEAR_BUFFER_OBJECT },
>@@ -2073,6 +2074,11 @@ static void load_gl_funcs(struct wined3d_gl_info *gl_info)
> /* GL_ARB_base_instance */
> USE_GL_FUNC(glDrawArraysInstancedBaseInstance)
> USE_GL_FUNC(glDrawElementsInstancedBaseVertexBaseInstance)
>+ /* GL_ARB_bindless_texture */
>+ USE_GL_FUNC(glGetTextureSamplerHandleARB)
>+ USE_GL_FUNC(glMakeTextureHandleNonResidentARB)
>+ USE_GL_FUNC(glMakeTextureHandleResidentARB)
>+ USE_GL_FUNC(glUniformHandleui64ARB)
> /* GL_ARB_blend_func_extended */
> USE_GL_FUNC(glBindFragDataLocationIndexed)
> USE_GL_FUNC(glGetFragDataIndex)
>diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
>index b936975..490b847 100644
>--- a/dlls/wined3d/context.c
>+++ b/dlls/wined3d/context.c
>@@ -3805,6 +3805,12 @@ static void context_bind_shader_resources(struct wined3d_context *context,
> if (!(shader = state->shader[shader_type]))
> return;
>
>+ if (device->shader_backend->shader_load_sampler_handles)
>+ {
>+ device->shader_backend->shader_load_sampler_handles(device->shader_priv, context, state, shader);
>+ return;
>+ }
>+
> tex_unit_map = context_get_tex_unit_mapping(context,
> &shader->reg_maps.shader_version, &base, &count);
>
>diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
>index 41be0eb..eb20363 100644
>--- a/dlls/wined3d/device.c
>+++ b/dlls/wined3d/device.c
>@@ -837,6 +837,59 @@ static void destroy_default_samplers(struct wined3d_device *device, struct wined
> device->null_sampler = NULL;
> }
>
>+static GLuint64 create_dummy_sampler_handle(struct wined3d_device *device, struct wined3d_context *context,
>+ GLuint texture)
>+{
>+ const struct wined3d_gl_info *gl_info = context->gl_info;
>+ GLuint64 handle;
>+
>+ handle = GL_EXTCALL(glGetTextureSamplerHandleARB(texture, device->default_sampler->name));
>+ GL_EXTCALL(glMakeTextureHandleResidentARB(handle));
>+ checkGLcall("glMakeTextureHandleResidentARB");
>+ return handle;
>+}
>+
>+/* Context activation is done by the caller. */
>+static void create_dummy_sampler_handles(struct wined3d_device *device, struct wined3d_context *context)
>+{
>+ const struct wined3d_gl_info *gl_info = context->gl_info;
>+ const struct wined3d_dummy_textures *textures = &device->dummy_textures;
>+ struct wined3d_dummy_sampler_handles *handles = &device->dummy_sampler_handles;
>+
>+ if (!gl_info->supported[ARB_BINDLESS_TEXTURE])
>+ return;
>+
>+ if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
>+ {
>+ handles->tex_2d_ms = create_dummy_sampler_handle(device, context, textures->tex_2d_ms);
>+ handles->tex_2d_ms_array = create_dummy_sampler_handle(device, context, textures->tex_2d_ms_array);
>+ }
>+
>+ if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
>+ handles->tex_buffer = create_dummy_sampler_handle(device, context, textures->tex_buffer);
>+
>+ if (gl_info->supported[EXT_TEXTURE_ARRAY])
>+ {
>+ handles->tex_2d_array = create_dummy_sampler_handle(device, context, textures->tex_2d_array);
>+ handles->tex_1d_array = create_dummy_sampler_handle(device, context, textures->tex_1d_array);
>+ }
>+
>+ if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
>+ handles->tex_cube_array = create_dummy_sampler_handle(device, context, textures->tex_cube_array);
>+
>+ if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
>+ handles->tex_cube = create_dummy_sampler_handle(device, context, textures->tex_cube);
>+
>+ if (gl_info->supported[EXT_TEXTURE3D])
>+ handles->tex_3d = create_dummy_sampler_handle(device, context, textures->tex_3d);
>+
>+ if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
>+ handles->tex_rect = create_dummy_sampler_handle(device, context, textures->tex_rect);
>+
>+ handles->tex_2d = create_dummy_sampler_handle(device, context, textures->tex_2d);
>+ handles->tex_1d = create_dummy_sampler_handle(device, context, textures->tex_1d);
>+}
>+
> static LONG fullscreen_style(LONG style)
> {
> /* Make sure the window is managed, otherwise we won't get keyboard input. */
>@@ -1051,6 +1104,7 @@ static void wined3d_device_create_primary_opengl_context_cs(void *object)
> context = context_acquire(device, target, 0);
> create_dummy_textures(device, context);
> create_default_samplers(device, context);
>+ create_dummy_sampler_handles(device, context);
> context_release(context);
> }
>
>diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
>index ede476c..20ae4de 100644
>--- a/dlls/wined3d/glsl_shader.c
>+++ b/dlls/wined3d/glsl_shader.c
>@@ -698,6 +698,112 @@ static void shader_glsl_append_sampler_binding_qualifier(struct wined3d_string_b
> ERR("Unmapped sampler %u.\n", sampler_idx);
> }
>
>+static BOOL shader_glsl_use_bindless_texture(const struct wined3d_gl_info *gl_info,
>+ unsigned int sampler_idx, const struct wined3d_shader_resource_info *resource_info)
>+{
>+ return gl_info->supported[ARB_BINDLESS_TEXTURE]
>+ && shader_glsl_use_layout_binding_qualifier(gl_info)
>+ && sampler_idx >= 16
>+ && resource_info->type != WINED3D_SHADER_RESOURCE_BUFFER;
>+}
>+
>+static GLuint64 shader_glsl_dummy_sampler_handle(struct wined3d_context *context,
>+ enum wined3d_shader_resource_type type)
>+{
>+ const struct wined3d_device *device = context->device;
>+
>+ switch (type)
>+ {
>+ case WINED3D_SHADER_RESOURCE_BUFFER:
>+ return device->dummy_sampler_handles.tex_buffer;
>+ case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
>+ return device->dummy_sampler_handles.tex_1d;
>+ case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
>+ return device->dummy_sampler_handles.tex_2d;
>+ case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
>+ return device->dummy_sampler_handles.tex_3d;
>+ case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
>+ return device->dummy_sampler_handles.tex_cube;
>+ case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY:
>+ return device->dummy_sampler_handles.tex_1d_array;
>+ case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY:
>+ return device->dummy_sampler_handles.tex_2d_array;
>+ case WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY:
>+ return device->dummy_sampler_handles.tex_cube_array;
>+ case WINED3D_SHADER_RESOURCE_TEXTURE_2DMS:
>+ return device->dummy_sampler_handles.tex_2d_ms;
>+ case WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY:
>+ return device->dummy_sampler_handles.tex_2d_array;
>+ default:
>+ FIXME("Unhandled resource type %#x.\n", type);
>+ return 0;
>+ }
>+}
>+
>+static void shader_glsl_load_sampler_handles(void *shader_priv, struct wined3d_context *context,
>+ const struct wined3d_state *state, const struct wined3d_shader *shader)
>+{
>+ const struct glsl_context_data *ctx_data = context->shader_backend_data;
>+ const struct wined3d_device *device = context->device;
>+ const struct wined3d_gl_info *gl_info = context->gl_info;
>+ struct shader_glsl_priv *priv = shader_priv;
>+ struct wined3d_string_buffer *sampler_name = string_buffer_get(&priv->string_buffers);
>+ enum wined3d_shader_type shader_type = shader->reg_maps.shader_version.type;
>+ const char *prefix = shader_glsl_get_prefix(shader_type);
>+
>+ struct wined3d_shader_sampler_map_entry *entry;
>+ struct wined3d_shader_resource_view *view;
>+ struct wined3d_sampler *sampler;
>+ unsigned int bind_idx, i;
>+ GLint name_loc;
>+
>+ for (i = 0; i < shader->reg_maps.sampler_map.count; ++i)
>+ {
>+ entry = &shader->reg_maps.sampler_map.entries[i];
>+ bind_idx = shader_glsl_map_tex_unit(context, &shader->reg_maps.shader_version, entry->bind_idx);
>+ if (entry->sampler_idx == WINED3D_SAMPLER_DEFAULT)
>+ sampler = device->default_sampler;
>+ else if (!(sampler = state->sampler[shader_type][entry->sampler_idx]))
>+ sampler = device->null_sampler;
>+
>+ string_buffer_sprintf(sampler_name, "%s_sampler%u", prefix, entry->bind_idx);
>+ name_loc = GL_EXTCALL(glGetUniformLocation(ctx_data->glsl_program->id, sampler_name->buffer));
>+ if (name_loc == -1)
>+ {
>+ ERR("No uniform location at %u, %s\n", i, sampler_name->buffer);
>+ continue;
>+ }
>+
>+ 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);
>+
>+ if (shader_glsl_use_bindless_texture(gl_info, i, &shader->reg_maps.resource_info[entry->resource_idx]))
>+ {
>+ GLuint64 handle;
>+ if (view)
>+ {
>+ handle = wined3d_shader_resource_view_handle(view, sampler, context);
>+ }
>+ else
>+ {
>+ handle = shader_glsl_dummy_sampler_handle(context,
>+ shader->reg_maps.resource_info[entry->resource_idx].type);
>+ }
>+ GL_EXTCALL(glUniformHandleui64ARB(name_loc, handle));
>+ checkGLcall("glUniformHandleui64ARB");
>+ }
>+ else if (bind_idx == WINED3D_UNMAPPED_STAGE || bind_idx >= gl_info->limits.combined_samplers)
>+ {
>+ ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name->buffer, bind_idx);
>+ }
>+ else if (view)
>+ {
>+ wined3d_shader_resource_view_bind(view, bind_idx, sampler, context);
>+ }
>+ }
>+ string_buffer_release(&priv->string_buffers, sampler_name);
>+}
>+
> /* Context activation is done by the caller. */
> static void shader_glsl_load_samplers(const struct wined3d_context *context,
> struct shader_glsl_priv *priv, GLuint program_id, const struct wined3d_shader_reg_maps *reg_maps)
>@@ -2345,7 +2451,9 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
> break;
> }
>
>- if (shader_glsl_use_layout_binding_qualifier(gl_info))
>+ if (shader_glsl_use_bindless_texture(gl_info, i, ®_maps->resource_info[entry->resource_idx]))
>+ shader_addline(buffer, "layout(bindless_sampler)\n");
>+ else if (shader_glsl_use_layout_binding_qualifier(gl_info))
> shader_glsl_append_sampler_binding_qualifier(buffer, context, version, entry->bind_idx);
> shader_addline(buffer, "uniform %s%s %s_sampler%u;\n",
> sampler_type_prefix, sampler_type, prefix, entry->bind_idx);
>@@ -7369,6 +7477,8 @@ static void shader_glsl_generate_alpha_test(struct wined3d_string_buffer *buffer
> static void shader_glsl_enable_extensions(struct wined3d_string_buffer *buffer,
> const struct wined3d_gl_info *gl_info)
> {
>+ if (gl_info->supported[ARB_BINDLESS_TEXTURE])
>+ shader_addline(buffer, "#extension GL_ARB_bindless_texture : enable\n");
> if (gl_info->supported[ARB_CULL_DISTANCE])
> shader_addline(buffer, "#extension GL_ARB_cull_distance : enable\n");
> if (gl_info->supported[ARB_GPU_SHADER5])
>@@ -11400,6 +11510,7 @@ const struct wined3d_shader_backend_ops glsl_shader_backend =
> shader_glsl_get_caps,
> shader_glsl_color_fixup_supported,
> shader_glsl_has_ffp_proj_control,
>+ shader_glsl_load_sampler_handles,
> };
>
> static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
>diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
>index 67a903e..d1520f6 100644
>--- a/dlls/wined3d/texture.c
>+++ b/dlls/wined3d/texture.c
>@@ -926,7 +926,7 @@ void wined3d_texture_set_swapchain(struct wined3d_texture *texture, struct wined
> }
>
> /* Context activation is done by the caller. */
>-void wined3d_texture_bind(struct wined3d_texture *texture,
>+GLuint wined3d_texture_get_name(struct wined3d_texture *texture,
> struct wined3d_context *context, BOOL srgb)
> {
> const struct wined3d_gl_info *gl_info = context->gl_info;
>@@ -950,10 +950,7 @@ void wined3d_texture_bind(struct wined3d_texture *texture,
> target = texture->target;
>
> if (gl_tex->name)
>- {
>- context_bind_texture(context, target, gl_tex->name);
>- return;
>- }
>+ return gl_tex->name;
>
> gl_info->gl_ops.gl.p_glGenTextures(1, &gl_tex->name);
> checkGLcall("glGenTextures");
>@@ -962,7 +959,7 @@ void wined3d_texture_bind(struct wined3d_texture *texture,
> if (!gl_tex->name)
> {
> ERR("Failed to generate a texture name.\n");
>- return;
>+ return 0;
> }
>
> /* Initialise the state of the texture object to the OpenGL defaults, not
>@@ -1062,6 +1059,15 @@ void wined3d_texture_bind(struct wined3d_texture *texture,
> gl_info->gl_ops.gl.p_glTexParameteriv(target, GL_TEXTURE_SWIZZLE_RGBA, &swizzle.x);
> checkGLcall("glTexParameteriv(GL_TEXTURE_SWIZZLE_RGBA)");
> }
>+
>+ return gl_tex->name;
>+}
>+
>+/* Context activation is done by the caller. */
>+void wined3d_texture_bind(struct wined3d_texture *texture,
>+ struct wined3d_context *context, BOOL srgb)
>+{
>+ context_bind_texture(context, texture->target, wined3d_texture_get_name(texture, context, srgb));
> }
>
> /* Context activation is done by the caller. */
>diff --git a/dlls/wined3d/view.c b/dlls/wined3d/view.c
>index 145fcfa..d6647c4 100644
>--- a/dlls/wined3d/view.c
>+++ b/dlls/wined3d/view.c
>@@ -844,6 +844,35 @@ void wined3d_shader_resource_view_bind(struct wined3d_shader_resource_view *view
> wined3d_sampler_bind(sampler, unit, texture, context);
> }
>
>+GLuint64 wined3d_shader_resource_view_handle(struct wined3d_shader_resource_view *view,
>+ struct wined3d_sampler *sampler, struct wined3d_context *context)
>+{
>+ const struct wined3d_gl_info *gl_info = context->gl_info;
>+ GLuint name;
>+ GLuint64 handle;
>+
>+ if (view->gl_view.name)
>+ {
>+ name = view->gl_view.name;
>+ }
>+ else if (view->resource->type == WINED3D_RTYPE_BUFFER)
>+ {
>+ FIXME("Buffer shader resources not supported.\n");
>+ return 0;
>+ }
>+ else
>+ {
>+ struct wined3d_texture *texture = wined3d_texture_from_resource(view->resource);
>+ name = wined3d_texture_get_name(texture, context, FALSE);
>+ }
>+
>+ handle = GL_EXTCALL(glGetTextureSamplerHandleARB(name, sampler->name));
>+ checkGLcall("glGetTextureSamplerHandleARB");
>+ GL_EXTCALL(glMakeTextureHandleResidentARB(handle));
>+ checkGLcall("glMakeTextureHandleResidentARB");
>+ return handle;
>+}
>+
> /* Context activation is done by the caller. */
> static void shader_resource_view_bind_and_dirtify(struct wined3d_shader_resource_view *view,
> struct wined3d_context *context)
>diff --git a/dlls/wined3d/wined3d_gl.h b/dlls/wined3d/wined3d_gl.h
>index 52c7fc5..8ee75f2 100644
>--- a/dlls/wined3d/wined3d_gl.h
>+++ b/dlls/wined3d/wined3d_gl.h
>@@ -43,6 +43,7 @@ enum wined3d_gl_extension
> APPLE_YCBCR_422,
> /* ARB */
> ARB_BASE_INSTANCE,
>+ ARB_BINDLESS_TEXTURE,
> ARB_BLEND_FUNC_EXTENDED,
> ARB_BUFFER_STORAGE,
> ARB_CLEAR_BUFFER_OBJECT,
>diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
>index 5b5e4af..95ce08b 100644
>--- a/dlls/wined3d/wined3d_private.h
>+++ b/dlls/wined3d/wined3d_private.h
>@@ -1418,6 +1418,8 @@ struct wined3d_shader_backend_ops
> void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
> BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
> BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
>+ void (*shader_load_sampler_handles)(void *shader_priv, struct wined3d_context *context,
>+ const struct wined3d_state *state, const struct wined3d_shader *shader);
> };
>
> extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
>@@ -2975,6 +2977,21 @@ struct wined3d_dummy_textures
> GLuint tex_2d_ms_array;
> };
>
>+struct wined3d_dummy_sampler_handles
>+{
>+ GLuint64 tex_1d;
>+ GLuint64 tex_2d;
>+ GLuint64 tex_rect;
>+ GLuint64 tex_3d;
>+ GLuint64 tex_cube;
>+ GLuint64 tex_cube_array;
>+ GLuint64 tex_1d_array;
>+ GLuint64 tex_2d_array;
>+ GLuint64 tex_buffer;
>+ GLuint64 tex_2d_ms;
>+ GLuint64 tex_2d_ms_array;
>+};
>+
> #define WINED3D_UNMAPPED_STAGE ~0u
>
> /* Multithreaded flag. Removed from the public header to signal that
>@@ -3058,6 +3075,9 @@ struct wined3d_device
> struct wined3d_sampler *default_sampler;
> struct wined3d_sampler *null_sampler;
>
>+ /* Texture sampler handles for when no texture is mapped */
>+ struct wined3d_dummy_sampler_handles dummy_sampler_handles;
>+
> /* Command stream */
> struct wined3d_cs *cs;
>
>@@ -3397,6 +3417,8 @@ void wined3d_texture_download_from_texture(struct wined3d_texture *dst_texture,
> GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture) DECLSPEC_HIDDEN;
> void wined3d_texture_get_memory(struct wined3d_texture *texture, unsigned int sub_resource_idx,
> struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN;
>+GLuint wined3d_texture_get_name(struct wined3d_texture *texture,
>+ struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
> void wined3d_texture_invalidate_location(struct wined3d_texture *texture,
> unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
> void wined3d_texture_load(struct wined3d_texture *texture,
>@@ -3884,6 +3906,8 @@ struct wined3d_shader_resource_view
> void shader_resource_view_generate_mipmaps(struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
> void wined3d_shader_resource_view_bind(struct wined3d_shader_resource_view *view, unsigned int unit,
> struct wined3d_sampler *sampler, struct wined3d_context *context) DECLSPEC_HIDDEN;
>+GLuint64 wined3d_shader_resource_view_handle(struct wined3d_shader_resource_view *view,
>+ struct wined3d_sampler *sampler, struct wined3d_context *context) DECLSPEC_HIDDEN;
>
> struct wined3d_unordered_access_view
> {
>--
>2.7.4
>
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