wined3d: Add support for samplers in geometry shaders.
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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@ -3407,6 +3407,7 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
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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.graphics_samplers = gl_info->limits.combined_samplers;
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@ -3619,6 +3620,9 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
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gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_GEOMETRY] = min(gl_max, WINED3D_MAX_CBS);
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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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}
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if (gl_info->supported[ARB_FRAGMENT_SHADER])
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{
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@ -3691,7 +3695,8 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
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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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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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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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@ -3701,6 +3706,7 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
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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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}
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/* A majority of OpenGL implementations allow us to statically partition
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@ -6014,6 +6014,11 @@ void wined3d_gl_limits_get_texture_unit_range(const struct wined3d_gl_limits *gl
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if (shader_type == WINED3D_SHADER_TYPE_VERTEX)
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return;
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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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*count = 0;
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}
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@ -2277,6 +2277,7 @@ struct wined3d_gl_limits
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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 graphics_samplers;
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unsigned int combined_samplers;
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