wined3d: Introduce shader_glsl_load_program_resources() helper function.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2017-03-13 11:57:22 +01:00 committed by Alexandre Julliard
parent d89ee7aaaa
commit 23d28c451b
1 changed files with 60 additions and 54 deletions

View File

@ -558,13 +558,36 @@ void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint pro
print_glsl_info_log(gl_info, program, TRUE);
}
static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info *gl_info,
struct shader_glsl_priv *priv, GLuint program_id,
const struct wined3d_shader_reg_maps *reg_maps)
{
struct wined3d_string_buffer *name = string_buffer_get(&priv->string_buffers);
const char *prefix = shader_glsl_get_prefix(reg_maps->shader_version.type);
unsigned int i, base, count;
GLuint block_idx;
wined3d_gl_limits_get_uniform_block_range(&gl_info->limits, reg_maps->shader_version.type, &base, &count);
for (i = 0; i < count; ++i)
{
if (!reg_maps->cb_sizes[i])
continue;
string_buffer_sprintf(name, "block_%s_cb%u", prefix, i);
block_idx = GL_EXTCALL(glGetUniformBlockIndex(program_id, name->buffer));
GL_EXTCALL(glUniformBlockBinding(program_id, block_idx, base + i));
}
checkGLcall("glUniformBlockBinding");
string_buffer_release(&priv->string_buffers, name);
}
/* Context activation is done by the caller. */
static void shader_glsl_load_samplers(const struct wined3d_gl_info *gl_info,
struct shader_glsl_priv *priv, const char *prefix, unsigned int base_idx,
unsigned int count, const DWORD *tex_unit_map, GLuint program_id)
static void shader_glsl_load_samplers_range(const struct wined3d_gl_info *gl_info,
struct shader_glsl_priv *priv, GLuint program_id, const char *prefix,
unsigned int base, unsigned int count, const DWORD *tex_unit_map)
{
struct wined3d_string_buffer *sampler_name = string_buffer_get(&priv->string_buffers);
unsigned int mapped_unit, i;
unsigned int i, mapped_unit;
GLint name_loc;
for (i = 0; i < count; ++i)
@ -574,7 +597,7 @@ static void shader_glsl_load_samplers(const struct wined3d_gl_info *gl_info,
if (name_loc == -1)
continue;
mapped_unit = tex_unit_map ? tex_unit_map[base_idx + i] : base_idx + i;
mapped_unit = tex_unit_map ? tex_unit_map[base + i] : base + i;
if (mapped_unit == WINED3D_UNMAPPED_STAGE || mapped_unit >= gl_info->limits.combined_samplers)
{
ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name->buffer, mapped_unit);
@ -589,17 +612,18 @@ static void shader_glsl_load_samplers(const struct wined3d_gl_info *gl_info,
}
/* Context activation is done by the caller. */
static void shader_glsl_load_graphics_samplers(const struct wined3d_gl_info *gl_info,
struct shader_glsl_priv *priv, const DWORD *tex_unit_map, GLuint program_id)
static void shader_glsl_load_samplers(const struct wined3d_context *context,
struct shader_glsl_priv *priv, GLuint program_id, const struct wined3d_shader_reg_maps *reg_maps)
{
unsigned int i, base_idx, count;
const struct wined3d_shader_version *version = &reg_maps->shader_version;
const char *prefix = shader_glsl_get_prefix(version->type);
const struct wined3d_gl_info *gl_info = context->gl_info;
const DWORD *tex_unit_map;
unsigned int base, count;
for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i)
{
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);
}
wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, version->type, &base, &count);
tex_unit_map = version->type == WINED3D_SHADER_TYPE_COMPUTE ? NULL : context->tex_unit_map;
shader_glsl_load_samplers_range(gl_info, priv, program_id, prefix, base, count, tex_unit_map);
}
static void shader_glsl_load_icb(const struct wined3d_gl_info *gl_info, struct shader_glsl_priv *priv,
@ -648,6 +672,19 @@ static void shader_glsl_load_images(const struct wined3d_gl_info *gl_info, struc
string_buffer_release(&priv->string_buffers, name);
}
/* Context activation is done by the caller. */
static void shader_glsl_load_program_resources(const struct wined3d_context *context,
struct shader_glsl_priv *priv, GLuint program_id, const struct wined3d_shader *shader)
{
const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
shader_glsl_init_uniform_block_bindings(context->gl_info, priv, program_id, reg_maps);
shader_glsl_load_icb(context->gl_info, priv, program_id, reg_maps);
/* Texture unit mapping is set up to be the same each time the shader
* program is used so we can hardcode the sampler uniform values. */
shader_glsl_load_samplers(context, priv, program_id, reg_maps);
}
/* Context activation is done by the caller. */
static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const struct wined3d_vec4 *constants,
const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
@ -8602,35 +8639,11 @@ static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info *
string_buffer_release(&priv->string_buffers, name);
}
static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info *gl_info,
struct shader_glsl_priv *priv, GLuint program_id,
const struct wined3d_shader_reg_maps *reg_maps)
{
struct wined3d_string_buffer *name = string_buffer_get(&priv->string_buffers);
const char *prefix = shader_glsl_get_prefix(reg_maps->shader_version.type);
unsigned int i, base, count;
GLuint block_idx;
wined3d_gl_limits_get_uniform_block_range(&gl_info->limits, reg_maps->shader_version.type, &base, &count);
for (i = 0; i < count; ++i)
{
if (!reg_maps->cb_sizes[i])
continue;
string_buffer_sprintf(name, "block_%s_cb%u", prefix, i);
block_idx = GL_EXTCALL(glGetUniformBlockIndex(program_id, name->buffer));
GL_EXTCALL(glUniformBlockBinding(program_id, block_idx, base + i));
}
checkGLcall("glUniformBlockBinding");
string_buffer_release(&priv->string_buffers, name);
}
/* Context activation is done by the caller. */
static void set_glsl_compute_shader_program(const struct wined3d_context *context,
const struct wined3d_state *state, struct shader_glsl_priv *priv, struct glsl_context_data *ctx_data)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
unsigned int base_sampler_idx, sampler_count;
struct glsl_shader_prog_link *entry = NULL;
struct wined3d_shader *shader;
struct glsl_program_key key;
@ -8686,13 +8699,8 @@ static void set_glsl_compute_shader_program(const struct wined3d_context *contex
GL_EXTCALL(glUseProgram(program_id));
checkGLcall("glUseProgram");
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_program_resources(context, priv, program_id, shader);
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);
shader_glsl_load_samplers(gl_info, priv, shader_glsl_get_prefix(WINED3D_SHADER_TYPE_COMPUTE),
base_sampler_idx, sampler_count, NULL, program_id);
entry->constant_update_mask = 0;
}
@ -8969,10 +8977,6 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
GL_EXTCALL(glUseProgram(program_id));
checkGLcall("glUseProgram");
/* Texture unit mapping is set up to be the same each time the shader
* program is used so we can hardcode the sampler uniform values. */
shader_glsl_load_graphics_samplers(gl_info, priv, context->tex_unit_map, program_id);
entry->constant_update_mask = 0;
if (vshader)
{
@ -8984,8 +8988,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
if (entry->vs.pos_fixup_location != -1)
entry->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
shader_glsl_init_uniform_block_bindings(gl_info, priv, program_id, &vshader->reg_maps);
shader_glsl_load_icb(gl_info, priv, program_id, &vshader->reg_maps);
shader_glsl_load_program_resources(context, priv, program_id, vshader);
}
else
{
@ -9026,8 +9029,8 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
{
if (entry->gs.pos_fixup_location != -1)
entry->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
shader_glsl_init_uniform_block_bindings(gl_info, priv, program_id, &gshader->reg_maps);
shader_glsl_load_icb(gl_info, priv, program_id, &gshader->reg_maps);
shader_glsl_load_program_resources(context, priv, program_id, gshader);
}
if (ps_id)
@ -9042,13 +9045,16 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
if (entry->ps.ycorrection_location != -1)
entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_Y_CORR;
shader_glsl_init_uniform_block_bindings(gl_info, priv, program_id, &pshader->reg_maps);
shader_glsl_load_icb(gl_info, priv, program_id, &pshader->reg_maps);
shader_glsl_load_program_resources(context, priv, program_id, pshader);
shader_glsl_load_images(gl_info, priv, program_id, &pshader->reg_maps);
}
else
{
entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PS;
shader_glsl_load_samplers_range(gl_info, priv, program_id,
shader_glsl_get_prefix(WINED3D_SHADER_TYPE_PIXEL),
0, MAX_TEXTURES, context->tex_unit_map);
}
for (i = 0; i < MAX_TEXTURES; ++i)