wined3d: Only allow 256 vertex shader vec4's.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2016-05-17 14:01:45 +02:00 committed by Alexandre Julliard
parent 5b8fdb9731
commit aa5ccba868
5 changed files with 18 additions and 47 deletions

View File

@ -303,7 +303,8 @@ struct shader_arb_priv
DWORD ps_sig_number;
unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
char *vshader_const_dirty, *pshader_const_dirty;
char vshader_const_dirty[WINED3D_MAX_VS_CONSTS_F];
char *pshader_const_dirty;
const struct wined3d_context *last_context;
const struct wined3d_vertex_pipe_ops *vertex_pipe;
@ -4998,10 +4999,6 @@ static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wine
return E_FAIL;
}
priv->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
if (!priv->vshader_const_dirty)
goto fail;
memset(priv->vshader_const_dirty, 1,
sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
@ -5031,7 +5028,6 @@ static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wine
fail:
HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
fragment_pipe->free_private(device);
vertex_pipe->vp_free(device);
HeapFree(GetProcessHeap(), 0, priv);
@ -5075,7 +5071,6 @@ static void shader_arb_free(struct wined3d_device *device)
wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
priv->fragment_pipe->free_private(device);
priv->vertex_pipe->vp_free(device);
HeapFree(GetProcessHeap(), 0, device->shader_priv);
@ -5133,7 +5128,7 @@ static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct sh
TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
}
caps->vs_version = min(wined3d_settings.max_sm_vs, vs_version);
caps->vs_uniform_count = vs_consts;
caps->vs_uniform_count = min(WINED3D_MAX_VS_CONSTS_F, vs_consts);
}
else
{

View File

@ -2485,8 +2485,8 @@ HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
}
if (device->recording)
memset(&device->recording->changed.vertexShaderConstantsF[start_idx], 1,
count * sizeof(*device->recording->changed.vertexShaderConstantsF));
memset(&device->recording->changed.vs_consts_f[start_idx], 1,
count * sizeof(*device->recording->changed.vs_consts_f));
else
device->shader_backend->shader_update_float_vertex_constants(device, start_idx, count);

View File

@ -117,7 +117,7 @@ struct glsl_vs_program
struct list shader_entry;
GLuint id;
GLenum vertex_color_clamp;
GLint *uniform_f_locations;
GLint uniform_f_locations[WINED3D_MAX_VS_CONSTS_F];
GLint uniform_i_locations[MAX_CONST_I];
GLint uniform_b_locations[MAX_CONST_B];
GLint pos_fixup_location;
@ -5137,7 +5137,6 @@ static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struc
list_remove(&entry->gs.shader_entry);
if (entry->ps.id)
list_remove(&entry->ps.shader_entry);
HeapFree(GetProcessHeap(), 0, entry->vs.uniform_f_locations);
HeapFree(GetProcessHeap(), 0, entry->ps.uniform_f_locations);
HeapFree(GetProcessHeap(), 0, entry);
}
@ -7015,15 +7014,12 @@ static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info *
unsigned int i;
struct wined3d_string_buffer *name = string_buffer_get(&priv->string_buffers);
vs->uniform_f_locations = HeapAlloc(GetProcessHeap(), 0,
sizeof(GLuint) * gl_info->limits.glsl_vs_float_constants);
for (i = 0; i < vs_c_count; ++i)
{
string_buffer_sprintf(name, "vs_c[%u]", i);
vs->uniform_f_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
}
memset(&vs->uniform_f_locations[vs_c_count], 0xff,
(gl_info->limits.glsl_vs_float_constants - vs_c_count) * sizeof(GLuint));
memset(&vs->uniform_f_locations[vs_c_count], 0xff, (WINED3D_MAX_VS_CONSTS_F - vs_c_count) * sizeof(GLuint));
for (i = 0; i < MAX_CONST_I; ++i)
{
@ -7373,7 +7369,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
shader_glsl_validate_link(gl_info, program_id);
shader_glsl_init_vs_uniform_locations(gl_info, priv, program_id, &entry->vs,
vshader ? min(vshader->limits->constant_float, gl_info->limits.glsl_vs_float_constants) : 0);
vshader ? vshader->limits->constant_float : 0);
shader_glsl_init_ps_uniform_locations(gl_info, priv, program_id, &entry->ps,
pshader ? min(pshader->limits->constant_float, gl_info->limits.glsl_ps_float_constants) : 0);
checkGLcall("Find glsl program uniform locations");
@ -7934,8 +7930,7 @@ static HRESULT shader_glsl_alloc(struct wined3d_device *device, const struct win
{
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
SIZE_T stack_size = wined3d_log2i(max(gl_info->limits.glsl_vs_float_constants,
gl_info->limits.glsl_ps_float_constants)) + 1;
SIZE_T stack_size = wined3d_log2i(max(WINED3D_MAX_VS_CONSTS_F, gl_info->limits.glsl_ps_float_constants)) + 1;
struct fragment_caps fragment_caps;
void *vertex_priv, *fragment_priv;
@ -7969,7 +7964,7 @@ static HRESULT shader_glsl_alloc(struct wined3d_device *device, const struct win
goto fail;
}
if (!constant_heap_init(&priv->vconst_heap, gl_info->limits.glsl_vs_float_constants))
if (!constant_heap_init(&priv->vconst_heap, WINED3D_MAX_VS_CONSTS_F))
{
ERR("Failed to initialize vertex shader constant heap\n");
goto fail;
@ -8090,7 +8085,7 @@ static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct s
caps->gs_version = min(wined3d_settings.max_sm_gs, shader_model);
caps->ps_version = min(wined3d_settings.max_sm_ps, shader_model);
caps->vs_uniform_count = gl_info->limits.glsl_vs_float_constants;
caps->vs_uniform_count = min(WINED3D_MAX_VS_CONSTS_F, gl_info->limits.glsl_vs_float_constants);
caps->ps_uniform_count = gl_info->limits.glsl_ps_float_constants;
caps->varying_count = gl_info->limits.glsl_varyings;

View File

@ -200,14 +200,6 @@ static HRESULT stateblock_allocate_shader_constants(struct wined3d_stateblock *o
sizeof(BOOL) * d3d_info->limits.ps_uniform_count);
if (!object->changed.pixelShaderConstantsF) goto fail;
object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
sizeof(BOOL) * d3d_info->limits.vs_uniform_count);
if (!object->changed.vertexShaderConstantsF) goto fail;
object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0,
sizeof(DWORD) * d3d_info->limits.vs_uniform_count);
if (!object->contained_vs_consts_f) goto fail;
object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0,
sizeof(DWORD) * d3d_info->limits.ps_uniform_count);
if (!object->contained_ps_consts_f) goto fail;
@ -217,8 +209,6 @@ static HRESULT stateblock_allocate_shader_constants(struct wined3d_stateblock *o
fail:
ERR("Failed to allocate memory\n");
HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF);
HeapFree(GetProcessHeap(), 0, object->changed.vertexShaderConstantsF);
HeapFree(GetProcessHeap(), 0, object->contained_vs_consts_f);
HeapFree(GetProcessHeap(), 0, object->contained_ps_consts_f);
return E_OUTOFMEMORY;
}
@ -261,7 +251,7 @@ static void stateblock_savedstates_set_all(struct wined3d_saved_states *states,
/* Dynamically sized arrays */
memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * ps_consts);
memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * vs_consts);
memset(states->vs_consts_f, TRUE, sizeof(BOOL) * vs_consts);
}
static void stateblock_savedstates_set_pixel(struct wined3d_saved_states *states, const DWORD num_constants)
@ -314,7 +304,7 @@ static void stateblock_savedstates_set_vertex(struct wined3d_saved_states *state
states->vertexShaderConstantsB = 0xffff;
states->vertexShaderConstantsI = 0xffff;
memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
memset(states->vs_consts_f, TRUE, sizeof(BOOL) * num_constants);
}
void stateblock_init_contained_states(struct wined3d_stateblock *stateblock)
@ -348,7 +338,7 @@ void stateblock_init_contained_states(struct wined3d_stateblock *stateblock)
for (i = 0; i < d3d_info->limits.vs_uniform_count; ++i)
{
if (stateblock->changed.vertexShaderConstantsF[i])
if (stateblock->changed.vs_consts_f[i])
{
stateblock->contained_vs_consts_f[stateblock->num_contained_vs_consts_f] = i;
++stateblock->num_contained_vs_consts_f;
@ -565,7 +555,6 @@ void state_cleanup(struct wined3d_state *state)
}
}
HeapFree(GetProcessHeap(), 0, state->vs_consts_f);
HeapFree(GetProcessHeap(), 0, state->ps_consts_f);
}
@ -579,9 +568,7 @@ ULONG CDECL wined3d_stateblock_decref(struct wined3d_stateblock *stateblock)
{
state_cleanup(&stateblock->state);
HeapFree(GetProcessHeap(), 0, stateblock->changed.vertexShaderConstantsF);
HeapFree(GetProcessHeap(), 0, stateblock->changed.pixelShaderConstantsF);
HeapFree(GetProcessHeap(), 0, stateblock->contained_vs_consts_f);
HeapFree(GetProcessHeap(), 0, stateblock->contained_ps_consts_f);
HeapFree(GetProcessHeap(), 0, stateblock);
}
@ -1310,16 +1297,9 @@ HRESULT state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
list_init(&state->light_map[i]);
}
if (!(state->vs_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
sizeof(*state->vs_consts_f) * d3d_info->limits.vs_uniform_count)))
return E_OUTOFMEMORY;
if (!(state->ps_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
sizeof(*state->ps_consts_f) * d3d_info->limits.ps_uniform_count)))
{
HeapFree(GetProcessHeap(), 0, state->vs_consts_f);
return E_OUTOFMEMORY;
}
if (flags & WINED3D_STATE_INIT_DEFAULT)
state_init_default(state, gl_info);

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@ -513,6 +513,7 @@ enum wined3d_shader_rel_op
#define MAX_CONST_I 16
#define MAX_CONST_B 16
#define WINED3D_MAX_CBS 15
#define WINED3D_MAX_VS_CONSTS_F 256
/* FIXME: This needs to go up to 2048 for
* Shader model 3 according to msdn (and for software shaders) */
@ -2212,7 +2213,7 @@ struct wined3d_state
BOOL vs_consts_b[MAX_CONST_B];
INT vs_consts_i[MAX_CONST_I * 4];
struct wined3d_vec4 *vs_consts_f;
struct wined3d_vec4 vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
BOOL ps_consts_b[MAX_CONST_B];
INT ps_consts_i[MAX_CONST_I * 4];
@ -2779,7 +2780,7 @@ struct wined3d_saved_states
BOOL *pixelShaderConstantsF;
WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
BOOL *vertexShaderConstantsF;
BOOL vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
DWORD primitive_type : 1;
DWORD indices : 1;
@ -2815,7 +2816,7 @@ struct wined3d_stateblock
unsigned int num_contained_vs_consts_i;
DWORD contained_vs_consts_b[MAX_CONST_B];
unsigned int num_contained_vs_consts_b;
DWORD *contained_vs_consts_f;
DWORD contained_vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
unsigned int num_contained_vs_consts_f;
DWORD contained_ps_consts_i[MAX_CONST_I];
unsigned int num_contained_ps_consts_i;