wined3d: Load GLSL sampler uniforms at shader link time.

oldstable
Stefan Dösinger 2007-11-07 23:03:15 +01:00 committed by Alexandre Julliard
parent 6fd4f8f699
commit 9fb70b99db
2 changed files with 47 additions and 10 deletions

View File

@ -738,6 +738,29 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
gl_info->max_vertex_samplers = tmp;
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
gl_info->max_combined_samplers = tmp;
/* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
* is known at shader link time. In a vertex shader + pixel shader combination this isn't
* an issue because then the sampler setup only depends on the two shaders. If a pixel
* shader is used with fixed function vertex processing we're fine too because fixed function
* vertex processing doesn't use any samplers. If fixed function fragment processing is
* used we have to make sure that all vertex sampler setups are valid together with all
* possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
* <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
* dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
* dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
* a fixed function pipeline anymore.
*
* So this is just a check to check that our assumption holds true. If not, write a warning
* and reduce the number of vertex samplers or propably disable vertex texture fetch.
*/
if(gl_info->max_vertex_samplers &&
MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
gl_info->max_vertex_samplers = max(0, gl_info->max_combined_samplers - MAX_TEXTURES);
}
} else {
gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
}

View File

@ -77,10 +77,10 @@ void print_glsl_info_log(WineD3D_GL_Info *gl_info, GLhandleARB obj) {
*/
static void shader_glsl_load_psamplers(
WineD3D_GL_Info *gl_info,
IWineD3DStateBlock* iface) {
IWineD3DStateBlock* iface,
GLhandleARB programId) {
IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
GLhandleARB programId = stateBlock->glsl_program->programId;
GLhandleARB name_loc;
int i;
char sampler_name[20];
@ -101,9 +101,8 @@ static void shader_glsl_load_psamplers(
}
}
static void shader_glsl_load_vsamplers(WineD3D_GL_Info *gl_info, IWineD3DStateBlock* iface) {
static void shader_glsl_load_vsamplers(WineD3D_GL_Info *gl_info, IWineD3DStateBlock* iface, GLhandleARB programId) {
IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
GLhandleARB programId = stateBlock->glsl_program->programId;
GLhandleARB name_loc;
char sampler_name[20];
int i;
@ -354,9 +353,6 @@ void shader_glsl_load_constants(
constant_locations = prog->vuniformF_locations;
constant_list = &stateBlock->set_vconstantsF;
/* Load vertex shader samplers */
shader_glsl_load_vsamplers(gl_info, (IWineD3DStateBlock*)stateBlock);
/* Load DirectX 9 float constants/uniforms for vertex shader */
shader_glsl_load_constantsF(vshader, gl_info, GL_LIMITS(vshader_constantsF),
stateBlock->vertexShaderConstantF, constant_locations, constant_list);
@ -384,9 +380,6 @@ void shader_glsl_load_constants(
constant_locations = prog->puniformF_locations;
constant_list = &stateBlock->set_pconstantsF;
/* Load pixel shader samplers */
shader_glsl_load_psamplers(gl_info, (IWineD3DStateBlock*) stateBlock);
/* Load DirectX 9 float constants/uniforms for pixel shader */
shader_glsl_load_constantsF(pshader, gl_info, GL_LIMITS(pshader_constantsF),
stateBlock->pixelShaderConstantF, constant_locations, constant_list);
@ -3047,6 +3040,27 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
entry->srgb_mul_low_location = GL_EXTCALL(glGetUniformLocationARB(programId, "srgb_mul_low"));
entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
checkGLcall("Find glsl program uniform locations");
/* Set the shader to allow uniform loading on it */
GL_EXTCALL(glUseProgramObjectARB(programId));
checkGLcall("glUseProgramObjectARB(programId)");
/* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
* that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
* 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.
*/
if(vshader_id) {
/* Load vertex shader samplers */
shader_glsl_load_vsamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
}
if(pshader_id) {
/* Load pixel shader samplers */
shader_glsl_load_psamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
}
}
static GLhandleARB create_glsl_blt_shader(WineD3D_GL_Info *gl_info) {