wined3d: Enforce a stable texture units mapping.
The GLSL shader backend hardcodes the sampler uniforms at program link time, it can't handle a change in the mapping between draws with the same shader program. Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2542,6 +2542,7 @@ static void context_map_stage(struct wined3d_context *context, DWORD stage, DWOR
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DWORD i = context->rev_tex_unit_map[unit];
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DWORD j = context->tex_unit_map[stage];
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TRACE("Mapping stage %u to unit %u.\n", stage, unit);
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context->tex_unit_map[stage] = unit;
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if (i != WINED3D_UNMAPPED_STAGE && i != stage)
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context->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
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@ -2688,8 +2689,7 @@ static void context_map_psamplers(struct wined3d_context *context, const struct
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}
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static BOOL context_unit_free_for_vs(const struct wined3d_context *context,
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const struct wined3d_shader_resource_info *ps_resource_info,
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const struct wined3d_shader_resource_info *vs_resource_info, DWORD unit)
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const struct wined3d_shader_resource_info *ps_resource_info, DWORD unit)
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{
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DWORD current_mapping = context->rev_tex_unit_map[unit];
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@ -2711,8 +2711,7 @@ static BOOL context_unit_free_for_vs(const struct wined3d_context *context,
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return !ps_resource_info[current_mapping].type;
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}
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/* Used by a vertex sampler */
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return !vs_resource_info[current_mapping - MAX_FRAGMENT_SAMPLERS].type;
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return TRUE;
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}
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static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, const struct wined3d_state *state)
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@ -2738,18 +2737,15 @@ static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, cons
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DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
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if (vs_resource_info[i].type)
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{
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if (context->tex_unit_map[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
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{
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/* Already mapped somewhere */
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continue;
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}
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while (start >= 0)
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{
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if (context_unit_free_for_vs(context, ps_resource_info, vs_resource_info, start))
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if (context_unit_free_for_vs(context, ps_resource_info, start))
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{
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context_map_stage(context, vsampler_idx, start);
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context_invalidate_state(context, STATE_SAMPLER(vsampler_idx));
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if (context->tex_unit_map[vsampler_idx] != start)
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{
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context_map_stage(context, vsampler_idx, start);
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context_invalidate_state(context, STATE_SAMPLER(vsampler_idx));
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}
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--start;
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break;
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@ -2757,6 +2753,8 @@ static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, cons
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--start;
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}
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if (context->tex_unit_map[vsampler_idx] == WINED3D_UNMAPPED_STAGE)
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WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i);
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}
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}
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}
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@ -2765,13 +2763,12 @@ static void context_update_tex_unit_map(struct wined3d_context *context, const s
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{
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BOOL vs = use_vs(state);
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BOOL ps = use_ps(state);
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/*
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* Rules are:
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* -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
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* that would be really messy and require shader recompilation
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* -> When the mapping of a stage is changed, sampler and ALL texture stage states have
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* to be reset. Because of that try to work with a 1:1 mapping as much as possible
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*/
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/* Try to go for a 1:1 mapping of the samplers when possible. Pixel shaders
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* need a 1:1 map at the moment.
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* When the mapping of a stage is changed, sampler and ALL texture stage
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* states have to be reset. */
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if (ps)
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context_map_psamplers(context, state);
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else
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@ -7095,13 +7095,8 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
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GL_EXTCALL(glUseProgram(program_id));
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checkGLcall("glUseProgram");
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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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/* Texture unit mapping is set up to be the same each time the shader
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* program is used so we can hardcode the sampler uniform values. */
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shader_glsl_load_samplers(gl_info, priv, context->tex_unit_map, program_id);
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entry->constant_update_mask = 0;
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