wined3d: Load GLSL sampler uniforms at shader link time.
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@ -738,6 +738,29 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
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gl_info->max_vertex_samplers = tmp;
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glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
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gl_info->max_combined_samplers = tmp;
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/* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
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* is known at shader link time. In a vertex shader + pixel shader combination this isn't
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* an issue because then the sampler setup only depends on the two shaders. If a pixel
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* shader is used with fixed function vertex processing we're fine too because fixed function
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* vertex processing doesn't use any samplers. If fixed function fragment processing is
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* used we have to make sure that all vertex sampler setups are valid together with all
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* possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
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* <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
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* dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
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* dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
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* a fixed function pipeline anymore.
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*
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* So this is just a check to check that our assumption holds true. If not, write a warning
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* and reduce the number of vertex samplers or propably disable vertex texture fetch.
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*/
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if(gl_info->max_vertex_samplers &&
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MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
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FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
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gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
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FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
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gl_info->max_vertex_samplers = max(0, gl_info->max_combined_samplers - MAX_TEXTURES);
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}
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} else {
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gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
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}
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@ -77,10 +77,10 @@ void print_glsl_info_log(WineD3D_GL_Info *gl_info, GLhandleARB obj) {
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*/
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static void shader_glsl_load_psamplers(
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WineD3D_GL_Info *gl_info,
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IWineD3DStateBlock* iface) {
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IWineD3DStateBlock* iface,
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GLhandleARB programId) {
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IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
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GLhandleARB programId = stateBlock->glsl_program->programId;
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GLhandleARB name_loc;
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int i;
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char sampler_name[20];
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@ -101,9 +101,8 @@ static void shader_glsl_load_psamplers(
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}
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}
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static void shader_glsl_load_vsamplers(WineD3D_GL_Info *gl_info, IWineD3DStateBlock* iface) {
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static void shader_glsl_load_vsamplers(WineD3D_GL_Info *gl_info, IWineD3DStateBlock* iface, GLhandleARB programId) {
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IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
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GLhandleARB programId = stateBlock->glsl_program->programId;
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GLhandleARB name_loc;
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char sampler_name[20];
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int i;
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@ -354,9 +353,6 @@ void shader_glsl_load_constants(
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constant_locations = prog->vuniformF_locations;
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constant_list = &stateBlock->set_vconstantsF;
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/* Load vertex shader samplers */
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shader_glsl_load_vsamplers(gl_info, (IWineD3DStateBlock*)stateBlock);
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/* Load DirectX 9 float constants/uniforms for vertex shader */
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shader_glsl_load_constantsF(vshader, gl_info, GL_LIMITS(vshader_constantsF),
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stateBlock->vertexShaderConstantF, constant_locations, constant_list);
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@ -384,9 +380,6 @@ void shader_glsl_load_constants(
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constant_locations = prog->puniformF_locations;
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constant_list = &stateBlock->set_pconstantsF;
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/* Load pixel shader samplers */
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shader_glsl_load_psamplers(gl_info, (IWineD3DStateBlock*) stateBlock);
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/* Load DirectX 9 float constants/uniforms for pixel shader */
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shader_glsl_load_constantsF(pshader, gl_info, GL_LIMITS(pshader_constantsF),
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stateBlock->pixelShaderConstantF, constant_locations, constant_list);
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@ -3047,6 +3040,27 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
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entry->srgb_mul_low_location = GL_EXTCALL(glGetUniformLocationARB(programId, "srgb_mul_low"));
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entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
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checkGLcall("Find glsl program uniform locations");
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/* Set the shader to allow uniform loading on it */
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GL_EXTCALL(glUseProgramObjectARB(programId));
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checkGLcall("glUseProgramObjectARB(programId)");
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/* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
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* that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
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* a pshader with fixed function pipeline is used there are no vertex samplers, and if a
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* vertex shader with fixed function pixel processing is used we make sure that the card
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* supports enough samplers to allow the max number of vertex samplers with all possible
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* fixed function fragment processing setups. So once the program is linked these samplers
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* won't change.
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*/
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if(vshader_id) {
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/* Load vertex shader samplers */
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shader_glsl_load_vsamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
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}
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if(pshader_id) {
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/* Load pixel shader samplers */
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shader_glsl_load_psamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
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}
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}
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static GLhandleARB create_glsl_blt_shader(WineD3D_GL_Info *gl_info) {
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