wined3d: Store GL sampler limits as array.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -5795,7 +5795,7 @@ static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragmen
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/* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
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caps->MaxTextureBlendStages = MAX_TEXTURES;
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caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, MAX_TEXTURES);
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caps->MaxSimultaneousTextures = min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], MAX_TEXTURES);
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}
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static DWORD arbfp_get_emul_mask(const struct wined3d_gl_info *gl_info)
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@ -3404,12 +3404,12 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
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gl_info->limits.textures = 0;
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gl_info->limits.texture_coords = 0;
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for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
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{
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gl_info->limits.uniform_blocks[i] = 0;
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gl_info->limits.fragment_samplers = 1;
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gl_info->limits.vertex_samplers = 0;
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gl_info->limits.geometry_samplers = 0;
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gl_info->limits.compute_samplers = 0;
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gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
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gl_info->limits.samplers[i] = 0;
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}
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gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL] = 1;
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gl_info->limits.combined_samplers = gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL];
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gl_info->limits.graphics_samplers = gl_info->limits.combined_samplers;
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gl_info->limits.vertex_attribs = 16;
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gl_info->limits.texture_buffer_offset_alignment = 1;
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@ -3489,18 +3489,20 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
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if (gl_info->supported[ARB_FRAGMENT_PROGRAM] || gl_info->supported[ARB_FRAGMENT_SHADER])
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{
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gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &gl_max);
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gl_info->limits.fragment_samplers = gl_max;
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gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL] = gl_max;
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}
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else
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{
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gl_info->limits.fragment_samplers = gl_info->limits.textures;
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gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL] = gl_info->limits.textures;
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}
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TRACE("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
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TRACE("Max fragment samplers: %d.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL]);
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if (gl_info->supported[ARB_VERTEX_SHADER])
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{
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unsigned int vertex_sampler_count;
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gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &gl_max);
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gl_info->limits.vertex_samplers = gl_max;
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vertex_sampler_count = gl_info->limits.samplers[WINED3D_SHADER_TYPE_VERTEX] = gl_max;
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gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &gl_max);
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gl_info->limits.combined_samplers = gl_max;
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gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &gl_max);
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@ -3520,23 +3522,24 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
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*
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* So this is just a check to check that our assumption holds true. If not, write a warning
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* and reduce the number of vertex samplers or probably disable vertex texture fetch. */
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if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
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&& MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
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if (vertex_sampler_count && gl_info->limits.combined_samplers < 12
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&& MAX_TEXTURES + vertex_sampler_count > gl_info->limits.combined_samplers)
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{
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FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
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gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
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vertex_sampler_count, gl_info->limits.combined_samplers);
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FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
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if (gl_info->limits.combined_samplers > MAX_TEXTURES)
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gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
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vertex_sampler_count = gl_info->limits.combined_samplers - MAX_TEXTURES;
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else
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gl_info->limits.vertex_samplers = 0;
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vertex_sampler_count = 0;
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gl_info->limits.samplers[WINED3D_SHADER_TYPE_VERTEX] = vertex_sampler_count;
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}
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}
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else
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{
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gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
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gl_info->limits.combined_samplers = gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL];
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}
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TRACE("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
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TRACE("Max vertex samplers: %u.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_VERTEX]);
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TRACE("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
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TRACE("Max vertex attributes: %u.\n", gl_info->limits.vertex_attribs);
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}
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@ -3621,8 +3624,8 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
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TRACE("Max geometry uniform blocks: %u (%d).\n",
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gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_GEOMETRY], gl_max);
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gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS, &gl_max);
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gl_info->limits.geometry_samplers = gl_max;
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TRACE("Max geometry samplers: %u.\n", gl_info->limits.geometry_samplers);
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gl_info->limits.samplers[WINED3D_SHADER_TYPE_GEOMETRY] = gl_max;
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TRACE("Max geometry samplers: %u.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_GEOMETRY]);
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}
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if (gl_info->supported[ARB_FRAGMENT_SHADER])
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{
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@ -3648,8 +3651,8 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
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TRACE("Max compute uniform blocks: %u (%d).\n",
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gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_COMPUTE], gl_max);
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gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS, &gl_max);
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gl_info->limits.compute_samplers = gl_max;
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TRACE("Max compute samplers: %u.\n", gl_info->limits.compute_samplers);
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gl_info->limits.samplers[WINED3D_SHADER_TYPE_COMPUTE] = gl_max;
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TRACE("Max compute samplers: %u.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_COMPUTE]);
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}
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if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
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{
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@ -3694,9 +3697,11 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
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gl_info->limits.samples = gl_max;
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}
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gl_info->limits.fragment_samplers = min(gl_info->limits.fragment_samplers, MAX_GL_FRAGMENT_SAMPLERS);
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sampler_count = gl_info->limits.vertex_samplers + gl_info->limits.fragment_samplers
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+ gl_info->limits.geometry_samplers;
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gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL] =
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min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], MAX_GL_FRAGMENT_SAMPLERS);
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sampler_count = 0;
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for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i)
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sampler_count += gl_info->limits.samplers[i];
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if (gl_info->supported[WINED3D_GL_VERSION_3_2] && gl_info->limits.combined_samplers < sampler_count)
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{
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/* The minimum value for GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS in OpenGL
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@ -3704,16 +3709,16 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
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* the minimum value is increased to 80. */
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WARN("Graphics pipeline sampler count %u is greater than combined sampler count %u.\n",
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sampler_count, gl_info->limits.combined_samplers);
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gl_info->limits.fragment_samplers = min(gl_info->limits.fragment_samplers, 16);
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gl_info->limits.vertex_samplers = min(gl_info->limits.vertex_samplers, 16);
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gl_info->limits.geometry_samplers = min(gl_info->limits.geometry_samplers, 16);
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for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i)
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gl_info->limits.samplers[i] = min(gl_info->limits.samplers[i], 16);
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}
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/* A majority of OpenGL implementations allow us to statically partition
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* the set of texture bindings into six separate sets. */
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gl_info->limits.graphics_samplers = gl_info->limits.combined_samplers;
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if (gl_info->limits.combined_samplers >= sampler_count + gl_info->limits.compute_samplers)
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gl_info->limits.graphics_samplers -= gl_info->limits.compute_samplers;
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sampler_count += gl_info->limits.samplers[WINED3D_SHADER_TYPE_COMPUTE];
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if (gl_info->limits.combined_samplers >= sampler_count)
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gl_info->limits.graphics_samplers -= gl_info->limits.samplers[WINED3D_SHADER_TYPE_COMPUTE];
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}
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/* Context activation is done by the caller. */
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@ -10476,7 +10476,7 @@ static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info *gl_info, s
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| WINED3DTEXOPCAPS_BUMPENVMAP
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| WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
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caps->MaxTextureBlendStages = MAX_TEXTURES;
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caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, MAX_TEXTURES);
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caps->MaxSimultaneousTextures = min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], MAX_TEXTURES);
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}
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static DWORD glsl_fragment_pipe_get_emul_mask(const struct wined3d_gl_info *gl_info)
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@ -3323,7 +3323,7 @@ static void tex_coordindex(struct wined3d_context *context, const struct wined3d
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return;
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}
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if (mapped_stage >= min(gl_info->limits.fragment_samplers, MAX_FRAGMENT_SAMPLERS))
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if (mapped_stage >= min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], MAX_FRAGMENT_SAMPLERS))
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{
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WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
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return;
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@ -2759,7 +2759,7 @@ static void query_internal_format(struct wined3d_adapter *adapter,
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}
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else
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{
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if (!gl_info->limits.vertex_samplers)
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if (!gl_info->limits.samplers[WINED3D_SHADER_TYPE_VERTEX])
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format_clear_flag(format, WINED3DFMT_FLAG_VTF);
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if (!(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
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@ -5994,32 +5994,28 @@ void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *g
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void wined3d_gl_limits_get_texture_unit_range(const struct wined3d_gl_limits *gl_limits,
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enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count)
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{
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unsigned int i;
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if (shader_type == WINED3D_SHADER_TYPE_COMPUTE)
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{
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if (gl_limits->combined_samplers == gl_limits->graphics_samplers)
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*base = 0;
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else
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*base = gl_limits->graphics_samplers - 1;
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*count = gl_limits->compute_samplers;
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*count = gl_limits->samplers[WINED3D_SHADER_TYPE_COMPUTE];
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return;
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}
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*base = 0;
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*count = gl_limits->fragment_samplers;
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if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
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for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i)
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{
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*count = gl_limits->samplers[i];
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if (i == shader_type)
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return;
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*base += *count;
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*count = gl_limits->vertex_samplers;
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if (shader_type == WINED3D_SHADER_TYPE_VERTEX)
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return;
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}
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*base += *count;
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*count = gl_limits->geometry_samplers;
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if (shader_type == WINED3D_SHADER_TYPE_GEOMETRY)
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return;
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*base += *count;
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ERR("Unrecognized shader type %#x.\n", shader_type);
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*count = 0;
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}
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@ -2275,10 +2275,7 @@ struct wined3d_gl_limits
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UINT textures;
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UINT texture_coords;
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unsigned int uniform_blocks[WINED3D_SHADER_TYPE_COUNT];
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unsigned int fragment_samplers;
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unsigned int vertex_samplers;
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unsigned int geometry_samplers;
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unsigned int compute_samplers;
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unsigned int samplers[WINED3D_SHADER_TYPE_COUNT];
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unsigned int graphics_samplers;
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unsigned int combined_samplers;
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UINT general_combiners;
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