From c3e2909fd3640dc6209c6e8bdae3ac0f384f2b0c Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Tue, 6 Aug 2019 01:23:18 +0430 Subject: [PATCH] wined3d: Store the maximum number of "compat" varyings in struct wined3d_d3d_limits. Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/wined3d/adapter_gl.c | 1 + dlls/wined3d/arb_program_shader.c | 1 + dlls/wined3d/glsl_shader.c | 20 +++++++++++++++----- dlls/wined3d/shader.c | 2 +- dlls/wined3d/utils.c | 16 +++------------- dlls/wined3d/wined3d_private.h | 9 +++++---- 6 files changed, 26 insertions(+), 23 deletions(-) diff --git a/dlls/wined3d/adapter_gl.c b/dlls/wined3d/adapter_gl.c index 90d9ba69008..e9f894fae3c 100644 --- a/dlls/wined3d/adapter_gl.c +++ b/dlls/wined3d/adapter_gl.c @@ -3769,6 +3769,7 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter, d3d_info->limits.vs_uniform_count = shader_caps.vs_uniform_count; d3d_info->limits.ps_uniform_count = shader_caps.ps_uniform_count; d3d_info->limits.varying_count = shader_caps.varying_count; + d3d_info->limits.max_compat_varying_count = shader_caps.max_compat_varying_count; d3d_info->shader_double_precision = !!(shader_caps.wined3d_caps & WINED3D_SHADER_CAP_DOUBLE_PRECISION); d3d_info->shader_output_interpolation = !!(shader_caps.wined3d_caps & WINED3D_SHADER_CAP_OUTPUT_INTERPOLATION); diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index e1ddb8e9435..fbc469cbcd4 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -4957,6 +4957,7 @@ static void shader_arb_get_caps(const struct wined3d_adapter *adapter, struct sh } caps->varying_count = 0; + caps->max_compat_varying_count = 0; caps->wined3d_caps = WINED3D_SHADER_CAP_SRGB_WRITE; if (use_nv_clip(gl_info)) caps->wined3d_caps |= WINED3D_SHADER_CAP_VS_CLIPPING; diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 41cf157e84c..29846af7737 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -420,6 +420,15 @@ static void shader_glsl_add_version_declaration(struct wined3d_string_buffer *bu shader_addline(buffer, "#version %u\n", shader_glsl_get_version(gl_info)); } +unsigned int shader_glsl_max_compat_varyings(const struct wined3d_gl_info *gl_info) +{ + /* On core profile we have to also count diffuse and specular colours and + * the fog coordinate. */ + if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]) + return WINED3D_MAX_TEXTURES * 4; + return (WINED3D_MAX_TEXTURES + 2) * 4 + 1; +} + static void shader_glsl_append_imm_vec(struct wined3d_string_buffer *buffer, const float *values, unsigned int size, const struct wined3d_gl_info *gl_info) { @@ -7146,7 +7155,7 @@ static GLuint shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl if (texcoords_written_mask[i] != WINED3DSP_WRITEMASK_ALL) { - if (gl_info->limits.glsl_varyings < wined3d_max_compat_varyings(gl_info) + if (gl_info->limits.glsl_varyings < shader_glsl_max_compat_varyings(gl_info) && !texcoords_written_mask[i]) continue; @@ -9057,7 +9066,7 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv *pr if (settings->texcoords & (1u << i)) shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n", i, i, i); - else if (gl_info->limits.glsl_varyings >= wined3d_max_compat_varyings(gl_info)) + else if (gl_info->limits.glsl_varyings >= shader_glsl_max_compat_varyings(gl_info)) shader_addline(buffer, "ffp_varying_texcoord[%u] = vec4(0.0);\n", i); else output_legacy_texcoord = FALSE; @@ -11093,6 +11102,7 @@ static void shader_glsl_get_caps(const struct wined3d_adapter *adapter, struct s caps->vs_uniform_count = min(WINED3D_MAX_VS_CONSTS_F, gl_info->limits.glsl_vs_float_constants); caps->ps_uniform_count = min(WINED3D_MAX_PS_CONSTS_F, gl_info->limits.glsl_ps_float_constants); caps->varying_count = gl_info->limits.glsl_varyings; + caps->max_compat_varying_count = shader_glsl_max_compat_varyings(gl_info); /* FIXME: The following line is card dependent. -8.0 to 8.0 is the * Direct3D minimum requirement. @@ -11542,7 +11552,7 @@ static void glsl_vertex_pipe_vdecl(struct wined3d_context *context, * Likewise, we have to invalidate the shader when using per-vertex * colours and diffuse/specular attribute presence changes, or when * normal presence changes. */ - if (gl_info->limits.glsl_varyings < wined3d_max_compat_varyings(gl_info) + if (gl_info->limits.glsl_varyings < shader_glsl_max_compat_varyings(gl_info) || (state->render_states[WINED3D_RS_COLORVERTEX] && (diffuse != context->last_was_diffuse || specular != context->last_was_specular)) || normal != context->last_was_normal) @@ -12054,7 +12064,7 @@ static void glsl_fragment_pipe_vdecl(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { /* Because of settings->texcoords_initialized and args->texcoords_initialized. */ - if (context->gl_info->limits.glsl_varyings < wined3d_max_compat_varyings(context->gl_info)) + if (context->gl_info->limits.glsl_varyings < shader_glsl_max_compat_varyings(context->gl_info)) context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL; if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE))) @@ -12065,7 +12075,7 @@ static void glsl_fragment_pipe_vs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { /* Because of settings->texcoords_initialized and args->texcoords_initialized. */ - if (context->gl_info->limits.glsl_varyings < wined3d_max_compat_varyings(context->gl_info)) + if (context->gl_info->limits.glsl_varyings < shader_glsl_max_compat_varyings(context->gl_info)) context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL; } diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c index 116dd5632f5..2bd201a791c 100644 --- a/dlls/wined3d/shader.c +++ b/dlls/wined3d/shader.c @@ -4114,7 +4114,7 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3 } } - if (context->d3d_info->limits.varying_count < wined3d_max_compat_varyings(context->gl_info)) + if (d3d_info->limits.varying_count < d3d_info->limits.max_compat_varying_count) { const struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX]; diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c index 1dfb1700d3a..0df197b86c3 100644 --- a/dlls/wined3d/utils.c +++ b/dlls/wined3d/utils.c @@ -5911,13 +5911,6 @@ void multiply_matrix(struct wined3d_matrix *dst, const struct wined3d_matrix *sr *dst = tmp; } -unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info) -{ - /* On core profile we have to also count diffuse and specular colors and the - * fog coordinate. */ - return gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? WINED3D_MAX_TEXTURES * 4 : (WINED3D_MAX_TEXTURES + 2) * 4 + 1; -} - void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state, struct ffp_frag_settings *settings, BOOL ignore_textype) { @@ -5957,7 +5950,6 @@ void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d unsigned int i; DWORD ttff; DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2; - const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_d3d_info *d3d_info = context->d3d_info; settings->padding = 0; @@ -6196,8 +6188,7 @@ void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d * Reading uninitialized varyings on core profile contexts results in an * error while with builtin varyings on legacy contexts you get undefined * behavior. */ - if (d3d_info->limits.varying_count - && d3d_info->limits.varying_count < wined3d_max_compat_varyings(gl_info)) + if (d3d_info->limits.varying_count && d3d_info->limits.varying_count < d3d_info->limits.max_compat_varying_count) { settings->texcoords_initialized = 0; for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) @@ -6378,7 +6369,6 @@ void wined3d_ffp_get_vs_settings(const struct wined3d_context *context, { enum wined3d_material_color_source diffuse_source, emissive_source, ambient_source, specular_source; const struct wined3d_stream_info *si = &context->stream_info; - const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_d3d_info *d3d_info = context->d3d_info; unsigned int coord_idx, i; @@ -6403,7 +6393,7 @@ void wined3d_ffp_get_vs_settings(const struct wined3d_context *context, settings->texcoords |= 1u << i; settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX]; } - if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info)) + if (d3d_info->limits.varying_count >= d3d_info->limits.max_compat_varying_count) settings->texcoords = (1u << WINED3D_MAX_TEXTURES) - 1; if (d3d_info->emulated_flatshading) @@ -6452,7 +6442,7 @@ void wined3d_ffp_get_vs_settings(const struct wined3d_context *context, settings->texcoords |= 1u << i; settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX]; } - if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info)) + if (d3d_info->limits.varying_count >= d3d_info->limits.max_compat_varying_count) settings->texcoords = (1u << WINED3D_MAX_TEXTURES) - 1; for (i = 0; i < WINED3D_MAX_ACTIVE_LIGHTS; ++i) diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index add1f1c68bd..3c38b27a319 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -175,6 +175,7 @@ struct wined3d_d3d_limits unsigned int max_rt_count; unsigned int max_clip_distances; + unsigned int max_compat_varying_count; unsigned int texture_size; float pointsize_max; }; @@ -1317,10 +1318,11 @@ struct shader_caps unsigned int ps_version; unsigned int cs_version; - DWORD vs_uniform_count; - DWORD ps_uniform_count; + unsigned int vs_uniform_count; + unsigned int ps_uniform_count; float ps_1x_max_value; - DWORD varying_count; + unsigned int varying_count; + unsigned int max_compat_varying_count; DWORD wined3d_caps; }; @@ -2930,7 +2932,6 @@ int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN; -unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state, struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN; const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,