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>
This commit is contained in:
Matteo Bruni 2015-11-12 23:06:42 +01:00 committed by Alexandre Julliard
parent 750dc790b7
commit d6c8146633
2 changed files with 19 additions and 27 deletions

View File

@ -2542,6 +2542,7 @@ static void context_map_stage(struct wined3d_context *context, DWORD stage, DWOR
DWORD i = context->rev_tex_unit_map[unit]; DWORD i = context->rev_tex_unit_map[unit];
DWORD j = context->tex_unit_map[stage]; DWORD j = context->tex_unit_map[stage];
TRACE("Mapping stage %u to unit %u.\n", stage, unit);
context->tex_unit_map[stage] = unit; context->tex_unit_map[stage] = unit;
if (i != WINED3D_UNMAPPED_STAGE && i != stage) if (i != WINED3D_UNMAPPED_STAGE && i != stage)
context->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE; context->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
@ -2688,8 +2689,7 @@ static void context_map_psamplers(struct wined3d_context *context, const struct
} }
static BOOL context_unit_free_for_vs(const struct wined3d_context *context, static BOOL context_unit_free_for_vs(const struct wined3d_context *context,
const struct wined3d_shader_resource_info *ps_resource_info, const struct wined3d_shader_resource_info *ps_resource_info, DWORD unit)
const struct wined3d_shader_resource_info *vs_resource_info, DWORD unit)
{ {
DWORD current_mapping = context->rev_tex_unit_map[unit]; DWORD current_mapping = context->rev_tex_unit_map[unit];
@ -2711,8 +2711,7 @@ static BOOL context_unit_free_for_vs(const struct wined3d_context *context,
return !ps_resource_info[current_mapping].type; return !ps_resource_info[current_mapping].type;
} }
/* Used by a vertex sampler */ return TRUE;
return !vs_resource_info[current_mapping - MAX_FRAGMENT_SAMPLERS].type;
} }
static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, const struct wined3d_state *state) static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, const struct wined3d_state *state)
@ -2738,18 +2737,15 @@ static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, cons
DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS; DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
if (vs_resource_info[i].type) if (vs_resource_info[i].type)
{ {
if (context->tex_unit_map[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
{
/* Already mapped somewhere */
continue;
}
while (start >= 0) while (start >= 0)
{ {
if (context_unit_free_for_vs(context, ps_resource_info, vs_resource_info, start)) if (context_unit_free_for_vs(context, ps_resource_info, start))
{ {
context_map_stage(context, vsampler_idx, start); if (context->tex_unit_map[vsampler_idx] != start)
context_invalidate_state(context, STATE_SAMPLER(vsampler_idx)); {
context_map_stage(context, vsampler_idx, start);
context_invalidate_state(context, STATE_SAMPLER(vsampler_idx));
}
--start; --start;
break; break;
@ -2757,6 +2753,8 @@ static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, cons
--start; --start;
} }
if (context->tex_unit_map[vsampler_idx] == WINED3D_UNMAPPED_STAGE)
WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i);
} }
} }
} }
@ -2765,13 +2763,12 @@ static void context_update_tex_unit_map(struct wined3d_context *context, const s
{ {
BOOL vs = use_vs(state); BOOL vs = use_vs(state);
BOOL ps = use_ps(state); BOOL ps = use_ps(state);
/*
* Rules are: /* Try to go for a 1:1 mapping of the samplers when possible. Pixel shaders
* -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but * need a 1:1 map at the moment.
* that would be really messy and require shader recompilation * When the mapping of a stage is changed, sampler and ALL texture stage
* -> When the mapping of a stage is changed, sampler and ALL texture stage states have * states have to be reset. */
* to be reset. Because of that try to work with a 1:1 mapping as much as possible
*/
if (ps) if (ps)
context_map_psamplers(context, state); context_map_psamplers(context, state);
else else

View File

@ -7095,13 +7095,8 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
GL_EXTCALL(glUseProgram(program_id)); GL_EXTCALL(glUseProgram(program_id));
checkGLcall("glUseProgram"); checkGLcall("glUseProgram");
/* Load the vertex and pixel samplers now. The function that finds the mappings makes sure /* Texture unit mapping is set up to be the same each time the shader
* that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If * program is used so we can hardcode the sampler uniform values. */
* a pshader with fixed function pipeline is used there are no vertex samplers, and if a
* vertex shader with fixed function pixel processing is used we make sure that the card
* supports enough samplers to allow the max number of vertex samplers with all possible
* fixed function fragment processing setups. So once the program is linked these samplers
* won't change. */
shader_glsl_load_samplers(gl_info, priv, context->tex_unit_map, program_id); shader_glsl_load_samplers(gl_info, priv, context->tex_unit_map, program_id);
entry->constant_update_mask = 0; entry->constant_update_mask = 0;