[PATCH 4/8] wined3d: Allow using more than MAX_COMBINED_SAMPLERS texture image units.

Józef Kucia jkucia at codeweavers.com
Tue Mar 14 07:15:57 CDT 2017


Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 dlls/wined3d/context.c         | 48 ++++++++++++++++++++++++++++++------------
 dlls/wined3d/directx.c         | 26 +++++++++++++++++------
 dlls/wined3d/glsl_shader.c     | 26 +++++++++++++++++++++--
 dlls/wined3d/texture.c         |  2 +-
 dlls/wined3d/utils.c           | 44 ++++++++++++++------------------------
 dlls/wined3d/wined3d_private.h |  6 ++++--
 6 files changed, 99 insertions(+), 53 deletions(-)

diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 8059461..42b1245 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -1635,7 +1635,7 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
     HGLRC ctx, share_ctx;
     DWORD target_usage;
     int pixel_format;
-    unsigned int s;
+    unsigned int i;
     DWORD state;
     HDC hdc = 0;
 
@@ -1689,20 +1689,40 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
         goto out;
     }
 
-    /* Initialize the texture unit mapping to a 1:1 mapping */
-    for (s = 0; s < MAX_COMBINED_SAMPLERS; ++s)
+    for (i = 0; i < ARRAY_SIZE(ret->tex_unit_map); ++i)
+        ret->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
+    for (i = 0; i < ARRAY_SIZE(ret->rev_tex_unit_map); ++i)
+        ret->rev_tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
+    if (gl_info->limits.graphics_samplers >= MAX_COMBINED_SAMPLERS)
     {
-        if (s < gl_info->limits.graphics_samplers)
+        /* Initialize the texture unit mapping to a 1:1 mapping. */
+        unsigned int base, count;
+
+        wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_PIXEL, &base, &count);
+        if (base + MAX_FRAGMENT_SAMPLERS > ARRAY_SIZE(ret->rev_tex_unit_map))
         {
-            ret->tex_unit_map[s] = s;
-            ret->rev_tex_unit_map[s] = s;
+            ERR("Unexpected texture unit base index %u.\n", base);
+            goto out;
         }
-        else
+        for (i = 0; i < min(count, MAX_FRAGMENT_SAMPLERS); ++i)
+        {
+            ret->tex_unit_map[i] = base + i;
+            ret->rev_tex_unit_map[base + i] = i;
+        }
+
+        wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_VERTEX, &base, &count);
+        if (base + MAX_VERTEX_SAMPLERS > ARRAY_SIZE(ret->rev_tex_unit_map))
+        {
+            ERR("Unexpected texture unit base index %u.\n", base);
+            goto out;
+        }
+        for (i = 0; i < min(count, MAX_VERTEX_SAMPLERS); ++i)
         {
-            ret->tex_unit_map[s] = WINED3D_UNMAPPED_STAGE;
-            ret->rev_tex_unit_map[s] = WINED3D_UNMAPPED_STAGE;
+            ret->tex_unit_map[MAX_FRAGMENT_SAMPLERS + i] = base + i;
+            ret->rev_tex_unit_map[base + i] = MAX_FRAGMENT_SAMPLERS + i;
         }
     }
+
     if (!(ret->texture_type = wined3d_calloc(gl_info->limits.combined_samplers,
             sizeof(*ret->texture_type))))
         goto out;
@@ -1918,11 +1938,11 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
         /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
          * the previous texture where to source the offset from is always unit - 1.
          */
-        for (s = 1; s < gl_info->limits.textures; ++s)
+        for (i = 1; i < gl_info->limits.textures; ++i)
         {
-            context_active_texture(ret, gl_info, s);
+            context_active_texture(ret, gl_info, i);
             gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV,
-                    GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
+                    GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + i - 1);
             checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
         }
     }
@@ -1948,9 +1968,9 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
 
     if (gl_info->supported[ARB_POINT_SPRITE])
     {
-        for (s = 0; s < gl_info->limits.textures; ++s)
+        for (i = 0; i < gl_info->limits.textures; ++i)
         {
-            context_active_texture(ret, gl_info, s);
+            context_active_texture(ret, gl_info, i);
             gl_info->gl_ops.gl.p_glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
             checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
         }
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 51c6ad2..729f908 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;
@@ -3536,7 +3536,6 @@ 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
     {
@@ -3645,10 +3644,6 @@ 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 +3687,25 @@ 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;
     }
+
+    gl_info->limits.fragment_samplers = min(gl_info->limits.fragment_samplers, MAX_GL_FRAGMENT_SAMPLERS);
+    sampler_count = gl_info->limits.vertex_samplers + gl_info->limits.fragment_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(gl_info->limits.fragment_samplers, 16);
+        gl_info->limits.vertex_samplers = min(gl_info->limits.vertex_samplers, 16);
+    }
+
+    /* A majority of OpenGL implementations allow us 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 f7f6ca5..572d2ef 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -630,8 +630,30 @@ static void shader_glsl_load_samplers(const struct wined3d_context *context,
     const DWORD *tex_unit_map;
     unsigned int base, count;
 
-    wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, version->type, &base, &count);
-    tex_unit_map = version->major >= 4 ? NULL : context->tex_unit_map;
+    if (reg_maps->shader_version.major >= 4)
+    {
+        tex_unit_map = NULL;
+        wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, version->type, &base, &count);
+    }
+    else
+    {
+        tex_unit_map = context->tex_unit_map;
+        switch (reg_maps->shader_version.type)
+        {
+            case WINED3D_SHADER_TYPE_PIXEL:
+                base = 0;
+                count = MAX_FRAGMENT_SAMPLERS;
+                break;
+            case WINED3D_SHADER_TYPE_VERTEX:
+                base = MAX_FRAGMENT_SAMPLERS;
+                count = MAX_VERTEX_SAMPLERS;
+                break;
+            default:
+                ERR("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
+                return;
+        }
+    }
+
     shader_glsl_load_samplers_range(gl_info, priv, program_id, prefix, base, count, tex_unit_map);
 }
 
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index 2688735..095fae0 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -815,7 +815,7 @@ void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
      * called from sampler() in state.c. This means we can't touch anything
      * other than whatever happens to be the currently active texture, or we
      * would risk marking already applied sampler states dirty again. */
-    if (context->active_texture < MAX_COMBINED_SAMPLERS)
+    if (context->active_texture < ARRAY_SIZE(context->rev_tex_unit_map))
     {
         DWORD active_sampler = context->rev_tex_unit_map[context->active_texture];
         if (active_sampler != WINED3D_UNMAPPED_STAGE)
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index b1cda46..6fe96e4 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -5994,40 +5994,28 @@ void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *g
 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)
 {
-    static const struct
+    if (shader_type == WINED3D_SHADER_TYPE_COMPUTE)
     {
-        enum wined3d_shader_type type;
-        unsigned int base_idx;
-        unsigned int count;
+        if (gl_limits->combined_samplers == gl_limits->graphics_samplers)
+            *base = 0;
+        else
+            *base = gl_limits->graphics_samplers - 1;
+        *count = gl_limits->compute_samplers;
+        return;
     }
-    legacy_sampler_info[] =
-    {
-        {WINED3D_SHADER_TYPE_PIXEL,  0,                     MAX_FRAGMENT_SAMPLERS},
-        {WINED3D_SHADER_TYPE_VERTEX, MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS},
-    };
-    unsigned int i;
 
-    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;
-            return;
-        }
-    }
+    *base = 0;
+    *count = gl_limits->fragment_samplers;
+    if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
+        return;
 
-    if (shader_type != WINED3D_SHADER_TYPE_COMPUTE)
-    {
-        *base = *count = 0;
+    *base += *count;
+    *count = gl_limits->vertex_samplers;
+    if (shader_type == WINED3D_SHADER_TYPE_VERTEX)
         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 += *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 1b3e543..ff2d3fa 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1629,6 +1629,8 @@ struct wined3d_timestamp_query
 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
 void context_free_timestamp_query(struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
 
+#define MAX_GL_FRAGMENT_SAMPLERS 32
+
 struct wined3d_context
 {
     const struct wined3d_gl_info *gl_info;
@@ -1748,8 +1750,8 @@ struct wined3d_context
     struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
     unsigned int num_buffer_queries;
 
-    DWORD                     tex_unit_map[MAX_COMBINED_SAMPLERS];
-    DWORD                     rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
+    DWORD tex_unit_map[MAX_COMBINED_SAMPLERS];
+    DWORD rev_tex_unit_map[MAX_GL_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS];
 
     /* Extension emulation */
     GLint                   gl_fog_source;
-- 
2.10.2




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