Commit 1f1efea0 authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

wined3d: Implement compute shader resource binding.

parent 7d9b0a6e
......@@ -3350,65 +3350,72 @@ static void context_load_shader_resources(struct wined3d_context *context, const
}
}
static void context_bind_shader_resources(struct wined3d_context *context, const struct wined3d_state *state)
static void context_bind_shader_resources(struct wined3d_context *context,
const struct wined3d_state *state, enum wined3d_shader_type shader_type,
unsigned int base_idx, unsigned int count)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_device *device = context->device;
struct wined3d_shader_sampler_map_entry *entry;
struct wined3d_shader_resource_view *view;
unsigned int shader_sampler_count, i;
const struct wined3d_shader *shader;
struct wined3d_sampler *sampler;
struct wined3d_shader *shader;
unsigned int i, j, count;
GLuint sampler_name;
static const struct
{
enum wined3d_shader_type type;
unsigned int base_idx;
unsigned int count;
}
shader_types[] =
{
{WINED3D_SHADER_TYPE_PIXEL, 0, MAX_FRAGMENT_SAMPLERS},
{WINED3D_SHADER_TYPE_VERTEX, MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS},
};
for (i = 0; i < ARRAY_SIZE(shader_types); ++i)
{
if (!(shader = state->shader[shader_types[i].type]))
continue;
if (!(shader = state->shader[shader_type]))
return;
count = shader->reg_maps.sampler_map.count;
if (count > shader_types[i].count)
{
shader_sampler_count = shader->reg_maps.sampler_map.count;
if (shader_sampler_count > count)
FIXME("Shader %p needs %u samplers, but only %u are supported.\n",
shader, count, shader_types[i].count);
count = shader_types[i].count;
}
shader, shader_sampler_count, count);
count = min(shader_sampler_count, count);
for (j = 0; j < count; ++j)
for (i = 0; i < count; ++i)
{
entry = &shader->reg_maps.sampler_map.entries[j];
entry = &shader->reg_maps.sampler_map.entries[i];
if (!(view = state->shader_resource_view[shader_types[i].type][entry->resource_idx]))
if (!(view = state->shader_resource_view[shader_type][entry->resource_idx]))
{
WARN("No resource view bound at index %u, %u.\n", shader_types[i].type, entry->resource_idx);
WARN("No resource view bound at index %u, %u.\n", shader_type, entry->resource_idx);
continue;
}
if (entry->sampler_idx == WINED3D_SAMPLER_DEFAULT)
sampler_name = device->default_sampler;
else if ((sampler = state->sampler[shader_types[i].type][entry->sampler_idx]))
else if ((sampler = state->sampler[shader_type][entry->sampler_idx]))
sampler_name = sampler->name;
else
sampler_name = device->null_sampler;
context_active_texture(context, gl_info, shader_types[i].base_idx + entry->bind_idx);
GL_EXTCALL(glBindSampler(shader_types[i].base_idx + entry->bind_idx, sampler_name));
context_active_texture(context, gl_info, base_idx + entry->bind_idx);
GL_EXTCALL(glBindSampler(base_idx + entry->bind_idx, sampler_name));
checkGLcall("glBindSampler");
wined3d_shader_resource_view_bind(view, context);
}
}
static void context_bind_graphics_shader_resources(struct wined3d_context *context,
const struct wined3d_state *state)
{
unsigned int i;
static const struct
{
enum wined3d_shader_type type;
unsigned int base_idx;
unsigned int count;
}
shader_types[] =
{
{WINED3D_SHADER_TYPE_PIXEL, 0, MAX_FRAGMENT_SAMPLERS},
{WINED3D_SHADER_TYPE_VERTEX, MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS},
};
for (i = 0; i < ARRAY_SIZE(shader_types); ++i)
context_bind_shader_resources(context, state, shader_types[i].type,
shader_types[i].base_idx, shader_types[i].count);
}
static void context_load_unordered_access_resources(struct wined3d_context *context,
......@@ -3502,12 +3509,12 @@ BOOL context_apply_draw_state(struct wined3d_context *context,
const struct wined3d_device *device, const struct wined3d_state *state)
{
const struct StateEntry *state_table = context->state_table;
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_fb_state *fb = state->fb;
unsigned int i;
WORD map;
if (!context_validate_rt_config(context->gl_info->limits.buffers,
fb->render_targets, fb->depth_stencil))
if (!context_validate_rt_config(gl_info->limits.buffers, fb->render_targets, fb->depth_stencil))
return FALSE;
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && isStateDirty(context, STATE_FRAMEBUFFER))
......@@ -3575,8 +3582,10 @@ BOOL context_apply_draw_state(struct wined3d_context *context,
if (context->update_shader_resource_bindings)
{
context_bind_shader_resources(context, state);
context_bind_graphics_shader_resources(context, state);
context->update_shader_resource_bindings = 0;
if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers)
context->update_compute_shader_resource_bindings = 1;
}
if (context->update_unordered_access_view_bindings)
......@@ -3603,6 +3612,7 @@ void context_apply_compute_state(struct wined3d_context *context,
const struct wined3d_device *device, const struct wined3d_state *state)
{
const struct StateEntry *state_table = context->state_table;
const struct wined3d_gl_info *gl_info = context->gl_info;
unsigned int state_id, i, j;
context_load_shader_resources(context, state, 1u << WINED3D_SHADER_TYPE_COMPUTE);
......@@ -3625,6 +3635,17 @@ void context_apply_compute_state(struct wined3d_context *context,
context->shader_update_mask &= ~(1u << WINED3D_SHADER_TYPE_COMPUTE);
}
if (context->update_compute_shader_resource_bindings)
{
unsigned int base_idx, count;
wined3d_gl_limits_get_texture_unit_range(&gl_info->limits,
WINED3D_SHADER_TYPE_COMPUTE, &base_idx, &count);
context_bind_shader_resources(context, state, WINED3D_SHADER_TYPE_COMPUTE, base_idx, count);
context->update_compute_shader_resource_bindings = 0;
if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers)
context->update_shader_resource_bindings = 1;
}
if (context->update_compute_unordered_access_view_bindings)
{
context_bind_unordered_access_views(context,
......
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