[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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