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>
This commit is contained in:
parent
cd2c28433b
commit
6b32db4f0b
|
@ -3333,15 +3333,15 @@ static void load_gl_funcs(struct wined3d_gl_info *gl_info)
|
||||||
static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
|
static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
|
||||||
{
|
{
|
||||||
GLfloat gl_floatv[2];
|
GLfloat gl_floatv[2];
|
||||||
|
unsigned int i;
|
||||||
GLint gl_max;
|
GLint gl_max;
|
||||||
|
|
||||||
gl_info->limits.blends = 1;
|
gl_info->limits.blends = 1;
|
||||||
gl_info->limits.buffers = 1;
|
gl_info->limits.buffers = 1;
|
||||||
gl_info->limits.textures = 1;
|
gl_info->limits.textures = 1;
|
||||||
gl_info->limits.texture_coords = 1;
|
gl_info->limits.texture_coords = 1;
|
||||||
gl_info->limits.vertex_uniform_blocks = 0;
|
for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
|
||||||
gl_info->limits.geometry_uniform_blocks = 0;
|
gl_info->limits.uniform_blocks[i] = 0;
|
||||||
gl_info->limits.fragment_uniform_blocks = 0;
|
|
||||||
gl_info->limits.fragment_samplers = 1;
|
gl_info->limits.fragment_samplers = 1;
|
||||||
gl_info->limits.vertex_samplers = 0;
|
gl_info->limits.vertex_samplers = 0;
|
||||||
gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
|
gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
|
||||||
|
@ -3522,15 +3522,17 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
|
||||||
if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
|
if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
|
||||||
{
|
{
|
||||||
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_UNIFORM_BLOCKS, &gl_max);
|
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_UNIFORM_BLOCKS, &gl_max);
|
||||||
gl_info->limits.vertex_uniform_blocks = min(gl_max, WINED3D_MAX_CBS);
|
gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_VERTEX] = min(gl_max, WINED3D_MAX_CBS);
|
||||||
TRACE("Max vertex uniform blocks: %u (%d).\n", gl_info->limits.vertex_uniform_blocks, gl_max);
|
TRACE("Max vertex uniform blocks: %u (%d).\n",
|
||||||
|
gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_VERTEX], gl_max);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (gl_info->supported[ARB_GEOMETRY_SHADER4] && gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
|
if (gl_info->supported[ARB_GEOMETRY_SHADER4] && gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
|
||||||
{
|
{
|
||||||
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_BLOCKS, &gl_max);
|
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_BLOCKS, &gl_max);
|
||||||
gl_info->limits.geometry_uniform_blocks = min(gl_max, WINED3D_MAX_CBS);
|
gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_GEOMETRY] = min(gl_max, WINED3D_MAX_CBS);
|
||||||
TRACE("Max geometry uniform blocks: %u (%d).\n", gl_info->limits.geometry_uniform_blocks, gl_max);
|
TRACE("Max geometry uniform blocks: %u (%d).\n",
|
||||||
|
gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_GEOMETRY], gl_max);
|
||||||
}
|
}
|
||||||
if (gl_info->supported[ARB_FRAGMENT_SHADER])
|
if (gl_info->supported[ARB_FRAGMENT_SHADER])
|
||||||
{
|
{
|
||||||
|
@ -3544,8 +3546,9 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
|
||||||
if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
|
if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
|
||||||
{
|
{
|
||||||
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &gl_max);
|
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &gl_max);
|
||||||
gl_info->limits.fragment_uniform_blocks = min(gl_max, WINED3D_MAX_CBS);
|
gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_PIXEL] = min(gl_max, WINED3D_MAX_CBS);
|
||||||
TRACE("Max fragment uniform blocks: %u (%d).\n", gl_info->limits.fragment_uniform_blocks, gl_max);
|
TRACE("Max fragment uniform blocks: %u (%d).\n",
|
||||||
|
gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_PIXEL], gl_max);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
|
if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
|
||||||
|
|
|
@ -5904,26 +5904,17 @@ BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other)
|
||||||
void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *gl_limits,
|
void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *gl_limits,
|
||||||
enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count)
|
enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count)
|
||||||
{
|
{
|
||||||
|
unsigned int i;
|
||||||
|
|
||||||
*base = 0;
|
*base = 0;
|
||||||
*count = gl_limits->vertex_uniform_blocks;
|
for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
|
||||||
|
{
|
||||||
|
*count = gl_limits->uniform_blocks[i];
|
||||||
|
if (i == shader_type)
|
||||||
|
return;
|
||||||
|
*base += *count;
|
||||||
|
}
|
||||||
|
|
||||||
if (shader_type == WINED3D_SHADER_TYPE_VERTEX)
|
ERR("Unrecognized shader type %#x.\n", shader_type);
|
||||||
return;
|
|
||||||
|
|
||||||
*base += *count;
|
|
||||||
*count = gl_limits->geometry_uniform_blocks;
|
|
||||||
|
|
||||||
if (shader_type == WINED3D_SHADER_TYPE_GEOMETRY)
|
|
||||||
return;
|
|
||||||
|
|
||||||
*base += *count;
|
|
||||||
*count = gl_limits->fragment_uniform_blocks;
|
|
||||||
|
|
||||||
if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
|
|
||||||
return;
|
|
||||||
|
|
||||||
*base += *count;
|
|
||||||
*count = 0;
|
*count = 0;
|
||||||
|
|
||||||
ERR("Unhandled shader type %#x.\n", shader_type);
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -2146,9 +2146,7 @@ struct wined3d_gl_limits
|
||||||
UINT lights;
|
UINT lights;
|
||||||
UINT textures;
|
UINT textures;
|
||||||
UINT texture_coords;
|
UINT texture_coords;
|
||||||
unsigned int vertex_uniform_blocks;
|
unsigned int uniform_blocks[WINED3D_SHADER_TYPE_COUNT];
|
||||||
unsigned int geometry_uniform_blocks;
|
|
||||||
unsigned int fragment_uniform_blocks;
|
|
||||||
UINT fragment_samplers;
|
UINT fragment_samplers;
|
||||||
UINT vertex_samplers;
|
UINT vertex_samplers;
|
||||||
UINT combined_samplers;
|
UINT combined_samplers;
|
||||||
|
|
Loading…
Reference in New Issue