[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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