[PATCH 5/8] wined3d: Allow to use more than MAX_COMBINED_SAMPLERS texture image units.
Józef Kucia
jkucia at codeweavers.com
Thu Mar 9 03:03:07 CST 2017
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/wined3d/context.c | 5 ++--
dlls/wined3d/directx.c | 31 ++++++++++++++++++++-----
dlls/wined3d/glsl_shader.c | 5 ++--
dlls/wined3d/utils.c | 52 +++++++++++++++++++++++++++++++-----------
dlls/wined3d/wined3d_private.h | 3 ++-
5 files changed, 70 insertions(+), 26 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index bde3951..68a99c8 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)
{
- wined3d_gl_limits_get_texture_unit_range(&context->gl_info->limits, i, &base_idx, &count);
+ context_get_texture_unit_range(context, i, &base_idx, &count);
context_bind_shader_resources(context, state, i, base_idx, count);
}
}
@@ -3614,8 +3614,7 @@ void context_apply_compute_state(struct wined3d_context *context,
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_get_texture_unit_range(context, 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 51c6ad2..8ef1401 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -3393,8 +3393,8 @@ static void load_gl_funcs(struct wined3d_gl_info *gl_info)
static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
{
+ unsigned int i, sampler_count;
GLfloat gl_floatv[2];
- unsigned int i;
GLint gl_max;
gl_info->limits.blends = 1;
@@ -3405,6 +3405,7 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
gl_info->limits.uniform_blocks[i] = 0;
gl_info->limits.fragment_samplers = 1;
gl_info->limits.vertex_samplers = 0;
+ gl_info->limits.geometry_samplers = 0;
gl_info->limits.compute_samplers = 0;
gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
gl_info->limits.graphics_samplers = gl_info->limits.combined_samplers;
@@ -3536,7 +3537,6 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
TRACE("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
TRACE("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
TRACE("Max vertex attributes: %u.\n", gl_info->limits.vertex_attribs);
- gl_info->limits.graphics_samplers = gl_info->limits.combined_samplers;
}
else
{
@@ -3618,6 +3618,9 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
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);
+ gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS, &gl_max);
+ gl_info->limits.geometry_samplers = gl_max;
+ TRACE("Max geometry samplers: %u.\n", gl_info->limits.geometry_samplers);
}
if (gl_info->supported[ARB_FRAGMENT_SHADER])
{
@@ -3645,10 +3648,6 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS, &gl_max);
gl_info->limits.compute_samplers = gl_max;
TRACE("Max compute samplers: %u.\n", gl_info->limits.compute_samplers);
- /* A majority of OpenGL implementations allow to statically partition
- * the set of texture bindings into six separate sets. */
- if (gl_info->limits.combined_samplers >= MAX_COMBINED_SAMPLERS + gl_info->limits.compute_samplers)
- gl_info->limits.graphics_samplers -= gl_info->limits.compute_samplers;
}
if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
{
@@ -3692,6 +3691,26 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_SAMPLES, &gl_max);
gl_info->limits.samples = gl_max;
}
+
+ sampler_count = gl_info->limits.vertex_samplers + gl_info->limits.fragment_samplers
+ + gl_info->limits.geometry_samplers;
+ if (gl_info->supported[WINED3D_GL_VERSION_3_2] && 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);
+ gl_info->limits.fragment_samplers = min(16, gl_info->limits.fragment_samplers);
+ gl_info->limits.vertex_samplers = min(16, gl_info->limits.vertex_samplers);
+ gl_info->limits.geometry_samplers = min(16, gl_info->limits.geometry_samplers);
+ }
+
+ /* 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;
+ if (gl_info->limits.combined_samplers >= sampler_count + gl_info->limits.compute_samplers)
+ gl_info->limits.graphics_samplers -= gl_info->limits.compute_samplers;
}
/* Context activation is done by the caller. */
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 78ab744..dcc1c31 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)
{
- wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, i, &base_idx, &count);
+ context_get_texture_unit_range(context, i, &base_idx, &count);
shader_glsl_load_samplers(gl_info, priv, shader_glsl_get_prefix(i),
base_idx, count, tex_unit_map, program_id);
}
@@ -8694,8 +8694,7 @@ 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);
- wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_COMPUTE,
- &base_sampler_idx, &sampler_count);
+ context_get_texture_unit_range(context, 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 b1cda46..d9d6f87 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -5991,9 +5991,13 @@ void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *g
*count = 0;
}
-void wined3d_gl_limits_get_texture_unit_range(const struct wined3d_gl_limits *gl_limits,
+void context_get_texture_unit_range(const struct wined3d_context *context,
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;
@@ -6007,27 +6011,49 @@ void wined3d_gl_limits_get_texture_unit_range(const struct wined3d_gl_limits *gl
};
unsigned int i;
- for (i = 0; i < ARRAY_SIZE(legacy_sampler_info); ++i)
+ if ((d3d_info->wined3d_creation_flags & WINED3D_LEGACY_TEXTURE_BINDING)
+ || !gl_info->supported[WINED3D_GL_VERSION_3_2])
{
- if (legacy_sampler_info[i].type == shader_type)
+ *base = *count = 0;
+ for (i = 0; i < ARRAY_SIZE(legacy_sampler_info); ++i)
{
- *base = legacy_sampler_info[i].base_idx;
- *count = legacy_sampler_info[i].count;
- return;
+ 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 (shader_type == WINED3D_SHADER_TYPE_COMPUTE)
{
- *base = *count = 0;
+ if (gl_limits->combined_samplers == gl_limits->graphics_samplers)
+ *base = 0;
+ else
+ *base = gl_limits->graphics_samplers - 1;
+ *count = gl_limits->compute_samplers;
return;
}
- if (gl_limits->combined_samplers == gl_limits->graphics_samplers)
- *base = 0;
- else
- *base = gl_limits->graphics_samplers - 1;
- *count = gl_limits->compute_samplers;
+ *base = 0;
+ *count = gl_limits->fragment_samplers;
+ if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
+ return;
+
+ *base += *count;
+ *count = gl_limits->vertex_samplers;
+ if (shader_type == WINED3D_SHADER_TYPE_VERTEX)
+ return;
+
+ *base += *count;
+ *count = gl_limits->geometry_samplers;
+ if (shader_type == WINED3D_SHADER_TYPE_GEOMETRY)
+ return;
+
+ *base += *count;
+ *count = 0;
}
BOOL wined3d_array_reserve(void **elements, SIZE_T *capacity, SIZE_T count, SIZE_T size)
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index cdc2400..5bfdef7 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2263,6 +2263,7 @@ struct wined3d_gl_limits
unsigned int uniform_blocks[WINED3D_SHADER_TYPE_COUNT];
unsigned int fragment_samplers;
unsigned int vertex_samplers;
+ unsigned int geometry_samplers;
unsigned int compute_samplers;
unsigned int graphics_samplers;
unsigned int combined_samplers;
@@ -2295,7 +2296,7 @@ struct wined3d_gl_limits
UINT arb_ps_temps;
};
-void wined3d_gl_limits_get_texture_unit_range(const struct wined3d_gl_limits *gl_limits,
+void context_get_texture_unit_range(const struct wined3d_context *context,
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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