wined3d: Only allow 256 vertex shader vec4's.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -303,7 +303,8 @@ struct shader_arb_priv
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DWORD ps_sig_number;
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unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
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char *vshader_const_dirty, *pshader_const_dirty;
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char vshader_const_dirty[WINED3D_MAX_VS_CONSTS_F];
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char *pshader_const_dirty;
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const struct wined3d_context *last_context;
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const struct wined3d_vertex_pipe_ops *vertex_pipe;
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@ -4998,10 +4999,6 @@ static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wine
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return E_FAIL;
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}
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priv->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
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sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
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if (!priv->vshader_const_dirty)
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goto fail;
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memset(priv->vshader_const_dirty, 1,
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sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
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@ -5031,7 +5028,6 @@ static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wine
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fail:
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HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
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HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
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fragment_pipe->free_private(device);
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vertex_pipe->vp_free(device);
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HeapFree(GetProcessHeap(), 0, priv);
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@ -5075,7 +5071,6 @@ static void shader_arb_free(struct wined3d_device *device)
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wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
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HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
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HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
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priv->fragment_pipe->free_private(device);
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priv->vertex_pipe->vp_free(device);
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HeapFree(GetProcessHeap(), 0, device->shader_priv);
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@ -5133,7 +5128,7 @@ static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct sh
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TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
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}
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caps->vs_version = min(wined3d_settings.max_sm_vs, vs_version);
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caps->vs_uniform_count = vs_consts;
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caps->vs_uniform_count = min(WINED3D_MAX_VS_CONSTS_F, vs_consts);
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}
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else
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{
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@ -2485,8 +2485,8 @@ HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
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}
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if (device->recording)
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memset(&device->recording->changed.vertexShaderConstantsF[start_idx], 1,
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count * sizeof(*device->recording->changed.vertexShaderConstantsF));
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memset(&device->recording->changed.vs_consts_f[start_idx], 1,
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count * sizeof(*device->recording->changed.vs_consts_f));
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else
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device->shader_backend->shader_update_float_vertex_constants(device, start_idx, count);
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@ -117,7 +117,7 @@ struct glsl_vs_program
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struct list shader_entry;
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GLuint id;
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GLenum vertex_color_clamp;
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GLint *uniform_f_locations;
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GLint uniform_f_locations[WINED3D_MAX_VS_CONSTS_F];
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GLint uniform_i_locations[MAX_CONST_I];
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GLint uniform_b_locations[MAX_CONST_B];
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GLint pos_fixup_location;
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@ -5137,7 +5137,6 @@ static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struc
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list_remove(&entry->gs.shader_entry);
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if (entry->ps.id)
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list_remove(&entry->ps.shader_entry);
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HeapFree(GetProcessHeap(), 0, entry->vs.uniform_f_locations);
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HeapFree(GetProcessHeap(), 0, entry->ps.uniform_f_locations);
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HeapFree(GetProcessHeap(), 0, entry);
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}
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@ -7015,15 +7014,12 @@ static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info *
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unsigned int i;
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struct wined3d_string_buffer *name = string_buffer_get(&priv->string_buffers);
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vs->uniform_f_locations = HeapAlloc(GetProcessHeap(), 0,
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sizeof(GLuint) * gl_info->limits.glsl_vs_float_constants);
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for (i = 0; i < vs_c_count; ++i)
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{
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string_buffer_sprintf(name, "vs_c[%u]", i);
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vs->uniform_f_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
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}
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memset(&vs->uniform_f_locations[vs_c_count], 0xff,
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(gl_info->limits.glsl_vs_float_constants - vs_c_count) * sizeof(GLuint));
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memset(&vs->uniform_f_locations[vs_c_count], 0xff, (WINED3D_MAX_VS_CONSTS_F - vs_c_count) * sizeof(GLuint));
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for (i = 0; i < MAX_CONST_I; ++i)
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{
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@ -7373,7 +7369,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
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shader_glsl_validate_link(gl_info, program_id);
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shader_glsl_init_vs_uniform_locations(gl_info, priv, program_id, &entry->vs,
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vshader ? min(vshader->limits->constant_float, gl_info->limits.glsl_vs_float_constants) : 0);
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vshader ? vshader->limits->constant_float : 0);
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shader_glsl_init_ps_uniform_locations(gl_info, priv, program_id, &entry->ps,
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pshader ? min(pshader->limits->constant_float, gl_info->limits.glsl_ps_float_constants) : 0);
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checkGLcall("Find glsl program uniform locations");
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@ -7934,8 +7930,7 @@ static HRESULT shader_glsl_alloc(struct wined3d_device *device, const struct win
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{
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
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SIZE_T stack_size = wined3d_log2i(max(gl_info->limits.glsl_vs_float_constants,
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gl_info->limits.glsl_ps_float_constants)) + 1;
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SIZE_T stack_size = wined3d_log2i(max(WINED3D_MAX_VS_CONSTS_F, gl_info->limits.glsl_ps_float_constants)) + 1;
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struct fragment_caps fragment_caps;
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void *vertex_priv, *fragment_priv;
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@ -7969,7 +7964,7 @@ static HRESULT shader_glsl_alloc(struct wined3d_device *device, const struct win
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goto fail;
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}
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if (!constant_heap_init(&priv->vconst_heap, gl_info->limits.glsl_vs_float_constants))
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if (!constant_heap_init(&priv->vconst_heap, WINED3D_MAX_VS_CONSTS_F))
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{
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ERR("Failed to initialize vertex shader constant heap\n");
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goto fail;
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@ -8090,7 +8085,7 @@ static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct s
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caps->gs_version = min(wined3d_settings.max_sm_gs, shader_model);
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caps->ps_version = min(wined3d_settings.max_sm_ps, shader_model);
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caps->vs_uniform_count = gl_info->limits.glsl_vs_float_constants;
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caps->vs_uniform_count = min(WINED3D_MAX_VS_CONSTS_F, gl_info->limits.glsl_vs_float_constants);
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caps->ps_uniform_count = gl_info->limits.glsl_ps_float_constants;
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caps->varying_count = gl_info->limits.glsl_varyings;
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@ -200,14 +200,6 @@ static HRESULT stateblock_allocate_shader_constants(struct wined3d_stateblock *o
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sizeof(BOOL) * d3d_info->limits.ps_uniform_count);
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if (!object->changed.pixelShaderConstantsF) goto fail;
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object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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sizeof(BOOL) * d3d_info->limits.vs_uniform_count);
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if (!object->changed.vertexShaderConstantsF) goto fail;
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object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0,
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sizeof(DWORD) * d3d_info->limits.vs_uniform_count);
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if (!object->contained_vs_consts_f) goto fail;
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object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0,
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sizeof(DWORD) * d3d_info->limits.ps_uniform_count);
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if (!object->contained_ps_consts_f) goto fail;
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@ -217,8 +209,6 @@ static HRESULT stateblock_allocate_shader_constants(struct wined3d_stateblock *o
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fail:
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ERR("Failed to allocate memory\n");
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HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF);
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HeapFree(GetProcessHeap(), 0, object->changed.vertexShaderConstantsF);
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HeapFree(GetProcessHeap(), 0, object->contained_vs_consts_f);
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HeapFree(GetProcessHeap(), 0, object->contained_ps_consts_f);
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return E_OUTOFMEMORY;
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}
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@ -261,7 +251,7 @@ static void stateblock_savedstates_set_all(struct wined3d_saved_states *states,
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/* Dynamically sized arrays */
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memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * ps_consts);
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memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * vs_consts);
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memset(states->vs_consts_f, TRUE, sizeof(BOOL) * vs_consts);
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}
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static void stateblock_savedstates_set_pixel(struct wined3d_saved_states *states, const DWORD num_constants)
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@ -314,7 +304,7 @@ static void stateblock_savedstates_set_vertex(struct wined3d_saved_states *state
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states->vertexShaderConstantsB = 0xffff;
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states->vertexShaderConstantsI = 0xffff;
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memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
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memset(states->vs_consts_f, TRUE, sizeof(BOOL) * num_constants);
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}
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void stateblock_init_contained_states(struct wined3d_stateblock *stateblock)
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@ -348,7 +338,7 @@ void stateblock_init_contained_states(struct wined3d_stateblock *stateblock)
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for (i = 0; i < d3d_info->limits.vs_uniform_count; ++i)
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{
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if (stateblock->changed.vertexShaderConstantsF[i])
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if (stateblock->changed.vs_consts_f[i])
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{
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stateblock->contained_vs_consts_f[stateblock->num_contained_vs_consts_f] = i;
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++stateblock->num_contained_vs_consts_f;
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@ -565,7 +555,6 @@ void state_cleanup(struct wined3d_state *state)
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}
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}
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HeapFree(GetProcessHeap(), 0, state->vs_consts_f);
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HeapFree(GetProcessHeap(), 0, state->ps_consts_f);
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}
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@ -579,9 +568,7 @@ ULONG CDECL wined3d_stateblock_decref(struct wined3d_stateblock *stateblock)
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{
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state_cleanup(&stateblock->state);
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HeapFree(GetProcessHeap(), 0, stateblock->changed.vertexShaderConstantsF);
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HeapFree(GetProcessHeap(), 0, stateblock->changed.pixelShaderConstantsF);
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HeapFree(GetProcessHeap(), 0, stateblock->contained_vs_consts_f);
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HeapFree(GetProcessHeap(), 0, stateblock->contained_ps_consts_f);
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HeapFree(GetProcessHeap(), 0, stateblock);
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}
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@ -1310,16 +1297,9 @@ HRESULT state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
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list_init(&state->light_map[i]);
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}
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if (!(state->vs_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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sizeof(*state->vs_consts_f) * d3d_info->limits.vs_uniform_count)))
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return E_OUTOFMEMORY;
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if (!(state->ps_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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sizeof(*state->ps_consts_f) * d3d_info->limits.ps_uniform_count)))
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{
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HeapFree(GetProcessHeap(), 0, state->vs_consts_f);
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return E_OUTOFMEMORY;
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}
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if (flags & WINED3D_STATE_INIT_DEFAULT)
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state_init_default(state, gl_info);
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@ -513,6 +513,7 @@ enum wined3d_shader_rel_op
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#define MAX_CONST_I 16
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#define MAX_CONST_B 16
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#define WINED3D_MAX_CBS 15
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#define WINED3D_MAX_VS_CONSTS_F 256
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/* FIXME: This needs to go up to 2048 for
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* Shader model 3 according to msdn (and for software shaders) */
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@ -2212,7 +2213,7 @@ struct wined3d_state
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BOOL vs_consts_b[MAX_CONST_B];
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INT vs_consts_i[MAX_CONST_I * 4];
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struct wined3d_vec4 *vs_consts_f;
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struct wined3d_vec4 vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
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BOOL ps_consts_b[MAX_CONST_B];
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INT ps_consts_i[MAX_CONST_I * 4];
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@ -2779,7 +2780,7 @@ struct wined3d_saved_states
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BOOL *pixelShaderConstantsF;
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WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
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WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
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BOOL *vertexShaderConstantsF;
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BOOL vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
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DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
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DWORD primitive_type : 1;
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DWORD indices : 1;
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@ -2815,7 +2816,7 @@ struct wined3d_stateblock
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unsigned int num_contained_vs_consts_i;
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DWORD contained_vs_consts_b[MAX_CONST_B];
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unsigned int num_contained_vs_consts_b;
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DWORD *contained_vs_consts_f;
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DWORD contained_vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
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unsigned int num_contained_vs_consts_f;
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DWORD contained_ps_consts_i[MAX_CONST_I];
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unsigned int num_contained_ps_consts_i;
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