wined3d: Store uniform blocks 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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@ -3333,15 +3333,15 @@ static void load_gl_funcs(struct wined3d_gl_info *gl_info)
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static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
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static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
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{
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{
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GLfloat gl_floatv[2];
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GLfloat gl_floatv[2];
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unsigned int i;
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GLint gl_max;
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GLint gl_max;
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gl_info->limits.blends = 1;
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gl_info->limits.blends = 1;
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gl_info->limits.buffers = 1;
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gl_info->limits.buffers = 1;
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gl_info->limits.textures = 1;
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gl_info->limits.textures = 1;
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gl_info->limits.texture_coords = 1;
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gl_info->limits.texture_coords = 1;
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gl_info->limits.vertex_uniform_blocks = 0;
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for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
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gl_info->limits.geometry_uniform_blocks = 0;
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gl_info->limits.uniform_blocks[i] = 0;
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gl_info->limits.fragment_uniform_blocks = 0;
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gl_info->limits.fragment_samplers = 1;
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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.vertex_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.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
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@ -3522,15 +3522,17 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
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if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
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if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
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{
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{
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gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_UNIFORM_BLOCKS, &gl_max);
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gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_UNIFORM_BLOCKS, &gl_max);
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gl_info->limits.vertex_uniform_blocks = min(gl_max, WINED3D_MAX_CBS);
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gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_VERTEX] = min(gl_max, WINED3D_MAX_CBS);
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TRACE("Max vertex uniform blocks: %u (%d).\n", gl_info->limits.vertex_uniform_blocks, gl_max);
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TRACE("Max vertex uniform blocks: %u (%d).\n",
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gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_VERTEX], gl_max);
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}
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}
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}
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}
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if (gl_info->supported[ARB_GEOMETRY_SHADER4] && gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
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if (gl_info->supported[ARB_GEOMETRY_SHADER4] && gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
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{
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{
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gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_BLOCKS, &gl_max);
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gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_BLOCKS, &gl_max);
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gl_info->limits.geometry_uniform_blocks = min(gl_max, WINED3D_MAX_CBS);
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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", gl_info->limits.geometry_uniform_blocks, gl_max);
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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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}
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}
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if (gl_info->supported[ARB_FRAGMENT_SHADER])
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if (gl_info->supported[ARB_FRAGMENT_SHADER])
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{
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{
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@ -3544,8 +3546,9 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
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if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
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if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
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{
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{
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gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &gl_max);
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gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &gl_max);
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gl_info->limits.fragment_uniform_blocks = min(gl_max, WINED3D_MAX_CBS);
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gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_PIXEL] = min(gl_max, WINED3D_MAX_CBS);
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TRACE("Max fragment uniform blocks: %u (%d).\n", gl_info->limits.fragment_uniform_blocks, gl_max);
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TRACE("Max fragment uniform blocks: %u (%d).\n",
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gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_PIXEL], gl_max);
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}
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}
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}
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}
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if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
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if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
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@ -5904,26 +5904,17 @@ BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other)
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void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *gl_limits,
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void wined3d_gl_limits_get_uniform_block_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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enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count)
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{
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{
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unsigned int i;
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*base = 0;
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*base = 0;
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*count = gl_limits->vertex_uniform_blocks;
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for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
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{
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if (shader_type == WINED3D_SHADER_TYPE_VERTEX)
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*count = gl_limits->uniform_blocks[i];
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if (i == shader_type)
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return;
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return;
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*base += *count;
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*base += *count;
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*count = gl_limits->geometry_uniform_blocks;
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}
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if (shader_type == WINED3D_SHADER_TYPE_GEOMETRY)
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ERR("Unrecognized shader type %#x.\n", shader_type);
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return;
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*count = 0;
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*base += *count;
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*count = gl_limits->fragment_uniform_blocks;
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if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
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return;
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*base += *count;
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*count = 0;
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ERR("Unhandled shader type %#x.\n", shader_type);
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}
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}
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@ -2146,9 +2146,7 @@ struct wined3d_gl_limits
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UINT lights;
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UINT lights;
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UINT textures;
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UINT textures;
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UINT texture_coords;
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UINT texture_coords;
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unsigned int vertex_uniform_blocks;
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unsigned int uniform_blocks[WINED3D_SHADER_TYPE_COUNT];
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unsigned int geometry_uniform_blocks;
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unsigned int fragment_uniform_blocks;
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UINT fragment_samplers;
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UINT fragment_samplers;
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UINT vertex_samplers;
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UINT vertex_samplers;
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UINT combined_samplers;
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UINT combined_samplers;
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