wined3d: Only allow 224 pixel shader vec4's.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
aa5ccba868
commit
25b907697a
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@ -304,7 +304,7 @@ struct shader_arb_priv
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unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
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char vshader_const_dirty[WINED3D_MAX_VS_CONSTS_F];
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char *pshader_const_dirty;
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char pshader_const_dirty[WINED3D_MAX_PS_CONSTS_F];
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const struct wined3d_context *last_context;
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const struct wined3d_vertex_pipe_ops *vertex_pipe;
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@ -5001,18 +5001,16 @@ static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wine
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memset(priv->vshader_const_dirty, 1,
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sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
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priv->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
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sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
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if (!priv->pshader_const_dirty)
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goto fail;
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memset(priv->pshader_const_dirty, 1,
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sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
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if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
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if (wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
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{
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ERR("RB tree init failed\n");
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goto fail;
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fragment_pipe->free_private(device);
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vertex_pipe->vp_free(device);
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HeapFree(GetProcessHeap(), 0, priv);
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return E_OUTOFMEMORY;
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}
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priv->vertex_pipe = vertex_pipe;
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@ -5025,13 +5023,6 @@ static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wine
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device->shader_priv = priv;
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return WINED3D_OK;
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fail:
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HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
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fragment_pipe->free_private(device);
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vertex_pipe->vp_free(device);
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HeapFree(GetProcessHeap(), 0, priv);
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return E_OUTOFMEMORY;
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}
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static void release_signature(struct wine_rb_entry *entry, void *context)
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@ -5070,7 +5061,6 @@ static void shader_arb_free(struct wined3d_device *device)
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}
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wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
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HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
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priv->fragment_pipe->free_private(device);
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priv->vertex_pipe->vp_free(device);
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HeapFree(GetProcessHeap(), 0, device->shader_priv);
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@ -5169,7 +5159,7 @@ static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct sh
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TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
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}
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caps->ps_version = min(wined3d_settings.max_sm_ps, ps_version);
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caps->ps_uniform_count = ps_consts;
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caps->ps_uniform_count = min(WINED3D_MAX_PS_CONSTS_F, ps_consts);
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caps->ps_1x_max_value = 8.0f;
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}
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else
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@ -999,13 +999,11 @@ void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_ma
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static void wined3d_cs_exec_reset_state(struct wined3d_cs *cs, const void *data)
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{
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struct wined3d_adapter *adapter = cs->device->adapter;
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HRESULT hr;
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state_cleanup(&cs->state);
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memset(&cs->state, 0, sizeof(cs->state));
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if (FAILED(hr = state_init(&cs->state, &cs->fb, &adapter->gl_info, &adapter->d3d_info,
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WINED3D_STATE_NO_REF | WINED3D_STATE_INIT_DEFAULT)))
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ERR("Failed to initialize CS state, hr %#x.\n", hr);
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state_init(&cs->state, &cs->fb, &adapter->gl_info, &adapter->d3d_info,
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WINED3D_STATE_NO_REF | WINED3D_STATE_INIT_DEFAULT);
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}
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void wined3d_cs_emit_reset_state(struct wined3d_cs *cs)
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@ -1093,13 +1091,8 @@ struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device)
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return NULL;
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}
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if (FAILED(state_init(&cs->state, &cs->fb, gl_info, &device->adapter->d3d_info,
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WINED3D_STATE_NO_REF | WINED3D_STATE_INIT_DEFAULT)))
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{
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HeapFree(GetProcessHeap(), 0, cs->fb.render_targets);
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HeapFree(GetProcessHeap(), 0, cs);
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return NULL;
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}
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state_init(&cs->state, &cs->fb, gl_info, &device->adapter->d3d_info,
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WINED3D_STATE_NO_REF | WINED3D_STATE_INIT_DEFAULT);
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cs->ops = &wined3d_cs_st_ops;
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cs->device = device;
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@ -2713,8 +2713,8 @@ HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
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}
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if (device->recording)
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memset(&device->recording->changed.pixelShaderConstantsF[start_idx], 1,
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count * sizeof(*device->recording->changed.pixelShaderConstantsF));
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memset(&device->recording->changed.ps_consts_f[start_idx], 1,
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count * sizeof(*device->recording->changed.ps_consts_f));
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else
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device->shader_backend->shader_update_float_pixel_constants(device, start_idx, count);
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@ -4887,9 +4887,8 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
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if (device->d3d_initialized)
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delete_opengl_contexts(device, swapchain);
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if (FAILED(hr = state_init(&device->state, &device->fb, &device->adapter->gl_info,
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&device->adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT)))
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ERR("Failed to initialize device state, hr %#x.\n", hr);
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state_init(&device->state, &device->fb, &device->adapter->gl_info,
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&device->adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT);
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device->update_state = &device->state;
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device_init_swapchain_state(device, swapchain);
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@ -5143,12 +5142,8 @@ HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
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device->blitter = adapter->blitter;
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if (FAILED(hr = state_init(&device->state, &device->fb, &adapter->gl_info,
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&adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT)))
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{
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ERR("Failed to initialize device state, hr %#x.\n", hr);
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goto err;
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}
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state_init(&device->state, &device->fb, &adapter->gl_info,
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&adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT);
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device->update_state = &device->state;
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if (!(device->cs = wined3d_cs_create(device)))
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@ -165,7 +165,7 @@ struct glsl_ps_program
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{
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struct list shader_entry;
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GLuint id;
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GLint *uniform_f_locations;
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GLint uniform_f_locations[WINED3D_MAX_PS_CONSTS_F];
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GLint uniform_i_locations[MAX_CONST_I];
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GLint uniform_b_locations[MAX_CONST_B];
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GLint bumpenv_mat_location[MAX_TEXTURES];
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@ -5137,7 +5137,6 @@ static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struc
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list_remove(&entry->gs.shader_entry);
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if (entry->ps.id)
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list_remove(&entry->ps.shader_entry);
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HeapFree(GetProcessHeap(), 0, entry->ps.uniform_f_locations);
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HeapFree(GetProcessHeap(), 0, entry);
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}
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@ -7096,15 +7095,12 @@ static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info *
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unsigned int i;
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struct wined3d_string_buffer *name = string_buffer_get(&priv->string_buffers);
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ps->uniform_f_locations = HeapAlloc(GetProcessHeap(), 0,
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sizeof(GLuint) * gl_info->limits.glsl_ps_float_constants);
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for (i = 0; i < ps_c_count; ++i)
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{
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string_buffer_sprintf(name, "ps_c[%u]", i);
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ps->uniform_f_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
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}
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memset(&ps->uniform_f_locations[ps_c_count], 0xff,
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(gl_info->limits.glsl_ps_float_constants - ps_c_count) * sizeof(GLuint));
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memset(&ps->uniform_f_locations[ps_c_count], 0xff, (WINED3D_MAX_PS_CONSTS_F - ps_c_count) * sizeof(GLuint));
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for (i = 0; i < MAX_CONST_I; ++i)
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{
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@ -7371,7 +7367,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
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shader_glsl_init_vs_uniform_locations(gl_info, priv, program_id, &entry->vs,
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vshader ? vshader->limits->constant_float : 0);
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shader_glsl_init_ps_uniform_locations(gl_info, priv, program_id, &entry->ps,
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pshader ? min(pshader->limits->constant_float, gl_info->limits.glsl_ps_float_constants) : 0);
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pshader ? pshader->limits->constant_float : 0);
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checkGLcall("Find glsl program uniform locations");
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if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
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@ -7930,7 +7926,7 @@ static HRESULT shader_glsl_alloc(struct wined3d_device *device, const struct win
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{
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
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SIZE_T stack_size = wined3d_log2i(max(WINED3D_MAX_VS_CONSTS_F, gl_info->limits.glsl_ps_float_constants)) + 1;
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SIZE_T stack_size = wined3d_log2i(max(WINED3D_MAX_VS_CONSTS_F, WINED3D_MAX_PS_CONSTS_F)) + 1;
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struct fragment_caps fragment_caps;
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void *vertex_priv, *fragment_priv;
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@ -7970,7 +7966,7 @@ static HRESULT shader_glsl_alloc(struct wined3d_device *device, const struct win
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goto fail;
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}
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if (!constant_heap_init(&priv->pconst_heap, gl_info->limits.glsl_ps_float_constants))
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if (!constant_heap_init(&priv->pconst_heap, WINED3D_MAX_PS_CONSTS_F))
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{
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ERR("Failed to initialize pixel shader constant heap\n");
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goto fail;
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@ -8086,7 +8082,7 @@ static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct s
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caps->ps_version = min(wined3d_settings.max_sm_ps, shader_model);
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caps->vs_uniform_count = min(WINED3D_MAX_VS_CONSTS_F, gl_info->limits.glsl_vs_float_constants);
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caps->ps_uniform_count = gl_info->limits.glsl_ps_float_constants;
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caps->ps_uniform_count = min(WINED3D_MAX_PS_CONSTS_F, gl_info->limits.glsl_ps_float_constants);
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caps->varying_count = gl_info->limits.glsl_varyings;
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/* FIXME: The following line is card dependent. -8.0 to 8.0 is the
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@ -189,30 +189,6 @@ static const DWORD vertex_states_sampler[] =
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WINED3D_SAMP_DMAP_OFFSET,
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};
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/* Allocates the correct amount of space for pixel and vertex shader constants,
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* along with their set/changed flags on the given stateblock object
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*/
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static HRESULT stateblock_allocate_shader_constants(struct wined3d_stateblock *object)
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{
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const struct wined3d_d3d_info *d3d_info = &object->device->adapter->d3d_info;
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object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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sizeof(BOOL) * d3d_info->limits.ps_uniform_count);
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if (!object->changed.pixelShaderConstantsF) goto fail;
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object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0,
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sizeof(DWORD) * d3d_info->limits.ps_uniform_count);
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if (!object->contained_ps_consts_f) goto fail;
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return WINED3D_OK;
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fail:
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ERR("Failed to allocate memory\n");
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HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF);
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HeapFree(GetProcessHeap(), 0, object->contained_ps_consts_f);
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return E_OUTOFMEMORY;
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}
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static inline void stateblock_set_bits(DWORD *map, UINT map_size)
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{
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DWORD mask = (1u << (map_size & 0x1f)) - 1;
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@ -250,7 +226,7 @@ static void stateblock_savedstates_set_all(struct wined3d_saved_states *states,
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states->vertexShaderConstantsI = 0xffff;
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/* Dynamically sized arrays */
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memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * ps_consts);
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memset(states->ps_consts_f, TRUE, sizeof(BOOL) * ps_consts);
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memset(states->vs_consts_f, TRUE, sizeof(BOOL) * vs_consts);
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}
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@ -277,7 +253,7 @@ static void stateblock_savedstates_set_pixel(struct wined3d_saved_states *states
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states->pixelShaderConstantsB = 0xffff;
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states->pixelShaderConstantsI = 0xffff;
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memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
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memset(states->ps_consts_f, TRUE, sizeof(BOOL) * num_constants);
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}
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static void stateblock_savedstates_set_vertex(struct wined3d_saved_states *states, const DWORD num_constants)
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@ -365,7 +341,7 @@ void stateblock_init_contained_states(struct wined3d_stateblock *stateblock)
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for (i = 0; i < d3d_info->limits.ps_uniform_count; ++i)
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{
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if (stateblock->changed.pixelShaderConstantsF[i])
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if (stateblock->changed.ps_consts_f[i])
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{
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stateblock->contained_ps_consts_f[stateblock->num_contained_ps_consts_f] = i;
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++stateblock->num_contained_ps_consts_f;
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@ -554,8 +530,6 @@ void state_cleanup(struct wined3d_state *state)
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HeapFree(GetProcessHeap(), 0, light);
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}
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}
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HeapFree(GetProcessHeap(), 0, state->ps_consts_f);
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}
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ULONG CDECL wined3d_stateblock_decref(struct wined3d_stateblock *stateblock)
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@ -567,9 +541,6 @@ ULONG CDECL wined3d_stateblock_decref(struct wined3d_stateblock *stateblock)
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if (!refcount)
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{
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state_cleanup(&stateblock->state);
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HeapFree(GetProcessHeap(), 0, stateblock->changed.pixelShaderConstantsF);
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HeapFree(GetProcessHeap(), 0, stateblock->contained_ps_consts_f);
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HeapFree(GetProcessHeap(), 0, stateblock);
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}
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@ -1283,7 +1254,7 @@ static void state_init_default(struct wined3d_state *state, const struct wined3d
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}
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}
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HRESULT state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
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void state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
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const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
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DWORD flags)
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{
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@ -1297,33 +1268,18 @@ HRESULT state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
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list_init(&state->light_map[i]);
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}
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if (!(state->ps_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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sizeof(*state->ps_consts_f) * d3d_info->limits.ps_uniform_count)))
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return E_OUTOFMEMORY;
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if (flags & WINED3D_STATE_INIT_DEFAULT)
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state_init_default(state, gl_info);
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return WINED3D_OK;
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}
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static HRESULT stateblock_init(struct wined3d_stateblock *stateblock,
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struct wined3d_device *device, enum wined3d_stateblock_type type)
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{
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HRESULT hr;
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const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
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stateblock->ref = 1;
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stateblock->device = device;
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if (FAILED(hr = state_init(&stateblock->state, NULL, &device->adapter->gl_info, d3d_info, 0)))
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return hr;
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if (FAILED(hr = stateblock_allocate_shader_constants(stateblock)))
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{
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state_cleanup(&stateblock->state);
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return hr;
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}
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state_init(&stateblock->state, NULL, &device->adapter->gl_info, d3d_info, 0);
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if (type == WINED3D_SBT_RECORDED)
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return WINED3D_OK;
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@ -514,6 +514,7 @@ enum wined3d_shader_rel_op
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#define MAX_CONST_B 16
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#define WINED3D_MAX_CBS 15
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#define WINED3D_MAX_VS_CONSTS_F 256
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#define WINED3D_MAX_PS_CONSTS_F 224
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/* FIXME: This needs to go up to 2048 for
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* Shader model 3 according to msdn (and for software shaders) */
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@ -2217,7 +2218,7 @@ struct wined3d_state
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BOOL ps_consts_b[MAX_CONST_B];
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INT ps_consts_i[MAX_CONST_I * 4];
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struct wined3d_vec4 *ps_consts_f;
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struct wined3d_vec4 ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
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struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
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DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
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@ -2777,7 +2778,7 @@ struct wined3d_saved_states
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DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
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WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
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WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
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BOOL *pixelShaderConstantsF;
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BOOL ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
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WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
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WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
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BOOL vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
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@ -2822,7 +2823,7 @@ struct wined3d_stateblock
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|||
unsigned int num_contained_ps_consts_i;
|
||||
DWORD contained_ps_consts_b[MAX_CONST_B];
|
||||
unsigned int num_contained_ps_consts_b;
|
||||
DWORD *contained_ps_consts_f;
|
||||
DWORD contained_ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
|
||||
unsigned int num_contained_ps_consts_f;
|
||||
struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
|
||||
unsigned int num_contained_tss_states;
|
||||
|
@ -2833,7 +2834,7 @@ struct wined3d_stateblock
|
|||
void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
|
||||
|
||||
void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN;
|
||||
HRESULT state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
|
||||
void state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
|
||||
const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
|
||||
DWORD flags) DECLSPEC_HIDDEN;
|
||||
void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
|
||||
|
|
Loading…
Reference in New Issue