[PATCH 5/5] wined3d: Store the maximum number of "compat" varyings in struct wined3d_d3d_limits.

Henri Verbeet hverbeet at codeweavers.com
Mon Aug 5 15:53:18 CDT 2019


Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
 dlls/wined3d/adapter_gl.c         |  1 +
 dlls/wined3d/arb_program_shader.c |  1 +
 dlls/wined3d/glsl_shader.c        | 20 +++++++++++++++-----
 dlls/wined3d/shader.c             |  2 +-
 dlls/wined3d/utils.c              | 16 +++-------------
 dlls/wined3d/wined3d_private.h    |  9 +++++----
 6 files changed, 26 insertions(+), 23 deletions(-)

diff --git a/dlls/wined3d/adapter_gl.c b/dlls/wined3d/adapter_gl.c
index 90d9ba69008..e9f894fae3c 100644
--- a/dlls/wined3d/adapter_gl.c
+++ b/dlls/wined3d/adapter_gl.c
@@ -3769,6 +3769,7 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter,
     d3d_info->limits.vs_uniform_count = shader_caps.vs_uniform_count;
     d3d_info->limits.ps_uniform_count = shader_caps.ps_uniform_count;
     d3d_info->limits.varying_count = shader_caps.varying_count;
+    d3d_info->limits.max_compat_varying_count = shader_caps.max_compat_varying_count;
     d3d_info->shader_double_precision = !!(shader_caps.wined3d_caps & WINED3D_SHADER_CAP_DOUBLE_PRECISION);
     d3d_info->shader_output_interpolation = !!(shader_caps.wined3d_caps & WINED3D_SHADER_CAP_OUTPUT_INTERPOLATION);
 
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index e1ddb8e9435..fbc469cbcd4 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -4957,6 +4957,7 @@ static void shader_arb_get_caps(const struct wined3d_adapter *adapter, struct sh
     }
 
     caps->varying_count = 0;
+    caps->max_compat_varying_count = 0;
     caps->wined3d_caps = WINED3D_SHADER_CAP_SRGB_WRITE;
     if (use_nv_clip(gl_info))
         caps->wined3d_caps |= WINED3D_SHADER_CAP_VS_CLIPPING;
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 41cf157e84c..29846af7737 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -420,6 +420,15 @@ static void shader_glsl_add_version_declaration(struct wined3d_string_buffer *bu
     shader_addline(buffer, "#version %u\n", shader_glsl_get_version(gl_info));
 }
 
+unsigned int shader_glsl_max_compat_varyings(const struct wined3d_gl_info *gl_info)
+{
+    /* On core profile we have to also count diffuse and specular colours and
+     * the fog coordinate. */
+    if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
+        return WINED3D_MAX_TEXTURES * 4;
+    return (WINED3D_MAX_TEXTURES + 2) * 4 + 1;
+}
+
 static void shader_glsl_append_imm_vec(struct wined3d_string_buffer *buffer,
         const float *values, unsigned int size, const struct wined3d_gl_info *gl_info)
 {
@@ -7146,7 +7155,7 @@ static GLuint shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl
 
             if (texcoords_written_mask[i] != WINED3DSP_WRITEMASK_ALL)
             {
-                if (gl_info->limits.glsl_varyings < wined3d_max_compat_varyings(gl_info)
+                if (gl_info->limits.glsl_varyings < shader_glsl_max_compat_varyings(gl_info)
                         && !texcoords_written_mask[i])
                     continue;
 
@@ -9057,7 +9066,7 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv *pr
                 if (settings->texcoords & (1u << i))
                     shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n",
                             i, i, i);
-                else if (gl_info->limits.glsl_varyings >= wined3d_max_compat_varyings(gl_info))
+                else if (gl_info->limits.glsl_varyings >= shader_glsl_max_compat_varyings(gl_info))
                     shader_addline(buffer, "ffp_varying_texcoord[%u] = vec4(0.0);\n", i);
                 else
                     output_legacy_texcoord = FALSE;
@@ -11093,6 +11102,7 @@ static void shader_glsl_get_caps(const struct wined3d_adapter *adapter, struct s
     caps->vs_uniform_count = min(WINED3D_MAX_VS_CONSTS_F, gl_info->limits.glsl_vs_float_constants);
     caps->ps_uniform_count = min(WINED3D_MAX_PS_CONSTS_F, gl_info->limits.glsl_ps_float_constants);
     caps->varying_count = gl_info->limits.glsl_varyings;
+    caps->max_compat_varying_count = shader_glsl_max_compat_varyings(gl_info);
 
     /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
      * Direct3D minimum requirement.
@@ -11542,7 +11552,7 @@ static void glsl_vertex_pipe_vdecl(struct wined3d_context *context,
          * Likewise, we have to invalidate the shader when using per-vertex
          * colours and diffuse/specular attribute presence changes, or when
          * normal presence changes. */
-        if (gl_info->limits.glsl_varyings < wined3d_max_compat_varyings(gl_info)
+        if (gl_info->limits.glsl_varyings < shader_glsl_max_compat_varyings(gl_info)
                 || (state->render_states[WINED3D_RS_COLORVERTEX]
                 && (diffuse != context->last_was_diffuse || specular != context->last_was_specular))
                 || normal != context->last_was_normal)
@@ -12054,7 +12064,7 @@ static void glsl_fragment_pipe_vdecl(struct wined3d_context *context,
         const struct wined3d_state *state, DWORD state_id)
 {
     /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
-    if (context->gl_info->limits.glsl_varyings < wined3d_max_compat_varyings(context->gl_info))
+    if (context->gl_info->limits.glsl_varyings < shader_glsl_max_compat_varyings(context->gl_info))
         context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
 
     if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
@@ -12065,7 +12075,7 @@ static void glsl_fragment_pipe_vs(struct wined3d_context *context,
         const struct wined3d_state *state, DWORD state_id)
 {
     /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
-    if (context->gl_info->limits.glsl_varyings < wined3d_max_compat_varyings(context->gl_info))
+    if (context->gl_info->limits.glsl_varyings < shader_glsl_max_compat_varyings(context->gl_info))
         context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
 }
 
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index 116dd5632f5..2bd201a791c 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -4114,7 +4114,7 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
         }
     }
 
-    if (context->d3d_info->limits.varying_count < wined3d_max_compat_varyings(context->gl_info))
+    if (d3d_info->limits.varying_count < d3d_info->limits.max_compat_varying_count)
     {
         const struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
 
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index 1dfb1700d3a..0df197b86c3 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -5911,13 +5911,6 @@ void multiply_matrix(struct wined3d_matrix *dst, const struct wined3d_matrix *sr
     *dst = tmp;
 }
 
-unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info)
-{
-    /* On core profile we have to also count diffuse and specular colors and the
-     * fog coordinate. */
-    return gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? WINED3D_MAX_TEXTURES * 4 : (WINED3D_MAX_TEXTURES + 2) * 4 + 1;
-}
-
 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
         struct ffp_frag_settings *settings, BOOL ignore_textype)
 {
@@ -5957,7 +5950,6 @@ void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d
     unsigned int i;
     DWORD ttff;
     DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
-    const struct wined3d_gl_info *gl_info = context->gl_info;
     const struct wined3d_d3d_info *d3d_info = context->d3d_info;
 
     settings->padding = 0;
@@ -6196,8 +6188,7 @@ void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d
      * Reading uninitialized varyings on core profile contexts results in an
      * error while with builtin varyings on legacy contexts you get undefined
      * behavior. */
-    if (d3d_info->limits.varying_count
-            && d3d_info->limits.varying_count < wined3d_max_compat_varyings(gl_info))
+    if (d3d_info->limits.varying_count && d3d_info->limits.varying_count < d3d_info->limits.max_compat_varying_count)
     {
         settings->texcoords_initialized = 0;
         for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
@@ -6378,7 +6369,6 @@ void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
 {
     enum wined3d_material_color_source diffuse_source, emissive_source, ambient_source, specular_source;
     const struct wined3d_stream_info *si = &context->stream_info;
-    const struct wined3d_gl_info *gl_info = context->gl_info;
     const struct wined3d_d3d_info *d3d_info = context->d3d_info;
     unsigned int coord_idx, i;
 
@@ -6403,7 +6393,7 @@ void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
                 settings->texcoords |= 1u << i;
             settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
         }
-        if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
+        if (d3d_info->limits.varying_count >= d3d_info->limits.max_compat_varying_count)
             settings->texcoords = (1u << WINED3D_MAX_TEXTURES) - 1;
 
         if (d3d_info->emulated_flatshading)
@@ -6452,7 +6442,7 @@ void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
             settings->texcoords |= 1u << i;
         settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
     }
-    if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
+    if (d3d_info->limits.varying_count >= d3d_info->limits.max_compat_varying_count)
         settings->texcoords = (1u << WINED3D_MAX_TEXTURES) - 1;
 
     for (i = 0; i < WINED3D_MAX_ACTIVE_LIGHTS; ++i)
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index add1f1c68bd..3c38b27a319 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -175,6 +175,7 @@ struct wined3d_d3d_limits
 
     unsigned int max_rt_count;
     unsigned int max_clip_distances;
+    unsigned int max_compat_varying_count;
     unsigned int texture_size;
     float pointsize_max;
 };
@@ -1317,10 +1318,11 @@ struct shader_caps
     unsigned int ps_version;
     unsigned int cs_version;
 
-    DWORD vs_uniform_count;
-    DWORD ps_uniform_count;
+    unsigned int vs_uniform_count;
+    unsigned int ps_uniform_count;
     float ps_1x_max_value;
-    DWORD varying_count;
+    unsigned int varying_count;
+    unsigned int max_compat_varying_count;
 
     DWORD wined3d_caps;
 };
@@ -2930,7 +2932,6 @@ int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb
 
 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
 
-unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
         struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
-- 
2.11.0




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