wined3d: Add support for samplers in geometry shaders.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
oldstable
Józef Kucia 2017-03-14 13:16:00 +01:00 committed by Alexandre Julliard
parent 761d59f9c0
commit 2ac254a0ff
3 changed files with 13 additions and 1 deletions

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@ -3407,6 +3407,7 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
gl_info->limits.uniform_blocks[i] = 0;
gl_info->limits.fragment_samplers = 1;
gl_info->limits.vertex_samplers = 0;
gl_info->limits.geometry_samplers = 0;
gl_info->limits.compute_samplers = 0;
gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
gl_info->limits.graphics_samplers = gl_info->limits.combined_samplers;
@ -3619,6 +3620,9 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_GEOMETRY] = min(gl_max, WINED3D_MAX_CBS);
TRACE("Max geometry uniform blocks: %u (%d).\n",
gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_GEOMETRY], gl_max);
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS, &gl_max);
gl_info->limits.geometry_samplers = gl_max;
TRACE("Max geometry samplers: %u.\n", gl_info->limits.geometry_samplers);
}
if (gl_info->supported[ARB_FRAGMENT_SHADER])
{
@ -3691,7 +3695,8 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
}
gl_info->limits.fragment_samplers = min(gl_info->limits.fragment_samplers, MAX_GL_FRAGMENT_SAMPLERS);
sampler_count = gl_info->limits.vertex_samplers + gl_info->limits.fragment_samplers;
sampler_count = gl_info->limits.vertex_samplers + gl_info->limits.fragment_samplers
+ gl_info->limits.geometry_samplers;
if (gl_info->supported[WINED3D_GL_VERSION_3_2] && gl_info->limits.combined_samplers < sampler_count)
{
/* The minimum value for GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS in OpenGL
@ -3701,6 +3706,7 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
sampler_count, gl_info->limits.combined_samplers);
gl_info->limits.fragment_samplers = min(gl_info->limits.fragment_samplers, 16);
gl_info->limits.vertex_samplers = min(gl_info->limits.vertex_samplers, 16);
gl_info->limits.geometry_samplers = min(gl_info->limits.geometry_samplers, 16);
}
/* A majority of OpenGL implementations allow us to statically partition

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@ -6014,6 +6014,11 @@ void wined3d_gl_limits_get_texture_unit_range(const struct wined3d_gl_limits *gl
if (shader_type == WINED3D_SHADER_TYPE_VERTEX)
return;
*base += *count;
*count = gl_limits->geometry_samplers;
if (shader_type == WINED3D_SHADER_TYPE_GEOMETRY)
return;
*base += *count;
*count = 0;
}

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@ -2277,6 +2277,7 @@ struct wined3d_gl_limits
unsigned int uniform_blocks[WINED3D_SHADER_TYPE_COUNT];
unsigned int fragment_samplers;
unsigned int vertex_samplers;
unsigned int geometry_samplers;
unsigned int compute_samplers;
unsigned int graphics_samplers;
unsigned int combined_samplers;