[PATCH 7/8] wined3d: Add support for samplers in geometry shaders.

Józef Kucia jkucia at codeweavers.com
Tue Mar 14 07:16:00 CDT 2017


Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 dlls/wined3d/directx.c         | 8 +++++++-
 dlls/wined3d/utils.c           | 5 +++++
 dlls/wined3d/wined3d_private.h | 1 +
 3 files changed, 13 insertions(+), 1 deletion(-)

diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 729f908..e52b98c 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -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;
@@ -3617,6 +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])
     {
@@ -3689,7 +3693,8 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
     }
 
     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;
+    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
@@ -3699,6 +3704,7 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
                 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);
+        gl_info->limits.geometry_samplers = min(gl_info->limits.geometry_samplers, 16);
     }
 
     /* A majority of OpenGL implementations allow us to statically partition
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index 6fe96e4..f22c314 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -6015,6 +6015,11 @@ void wined3d_gl_limits_get_texture_unit_range(const struct wined3d_gl_limits *gl
         return;
 
     *base += *count;
+    *count = gl_limits->geometry_samplers;
+    if (shader_type == WINED3D_SHADER_TYPE_GEOMETRY)
+        return;
+
+    *base += *count;
     *count = 0;
 }
 
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 5eb927f..602132c 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2276,6 +2276,7 @@ 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;
-- 
2.10.2




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