Commit 7d9b0a6e authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

wined3d: Load sampler bindings for compute shaders.

parent b3a7d3ad
......@@ -560,14 +560,41 @@ void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint pro
/* Context activation is done by the caller. */
static void shader_glsl_load_samplers(const struct wined3d_gl_info *gl_info,
struct shader_glsl_priv *priv, const DWORD *tex_unit_map, GLuint program_id)
struct shader_glsl_priv *priv, const char *prefix, unsigned int base_idx,
unsigned int count, const DWORD *tex_unit_map, GLuint program_id)
{
unsigned int mapped_unit;
struct wined3d_string_buffer *sampler_name = string_buffer_get(&priv->string_buffers);
const char *prefix;
unsigned int i, j;
unsigned int mapped_unit, i;
GLint name_loc;
for (i = 0; i < count; ++i)
{
string_buffer_sprintf(sampler_name, "%s_sampler%u", prefix, i);
name_loc = GL_EXTCALL(glGetUniformLocation(program_id, sampler_name->buffer));
if (name_loc == -1)
continue;
mapped_unit = tex_unit_map ? tex_unit_map[base_idx + i] : base_idx + i;
if (mapped_unit == WINED3D_UNMAPPED_STAGE || mapped_unit >= gl_info->limits.combined_samplers)
{
ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name->buffer, mapped_unit);
continue;
}
TRACE("Loading sampler %s on unit %u.\n", sampler_name->buffer, mapped_unit);
GL_EXTCALL(glUniform1i(name_loc, mapped_unit));
}
checkGLcall("Load sampler bindings");
string_buffer_release(&priv->string_buffers, sampler_name);
}
/* Context activation is done by the caller. */
static void shader_glsl_load_graphics_samplers(const struct wined3d_gl_info *gl_info,
struct shader_glsl_priv *priv, const DWORD *tex_unit_map, GLuint program_id)
{
const char *prefix;
unsigned int i;
static const struct
{
enum wined3d_shader_type type;
......@@ -583,27 +610,9 @@ static void shader_glsl_load_samplers(const struct wined3d_gl_info *gl_info,
for (i = 0; i < ARRAY_SIZE(sampler_info); ++i)
{
prefix = shader_glsl_get_prefix(sampler_info[i].type);
for (j = 0; j < sampler_info[i].count; ++j)
{
string_buffer_sprintf(sampler_name, "%s_sampler%u", prefix, j);
name_loc = GL_EXTCALL(glGetUniformLocation(program_id, sampler_name->buffer));
if (name_loc == -1)
continue;
mapped_unit = tex_unit_map[sampler_info[i].base_idx + j];
if (mapped_unit == WINED3D_UNMAPPED_STAGE || mapped_unit >= gl_info->limits.graphics_samplers)
{
ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name->buffer, mapped_unit);
continue;
}
TRACE("Loading sampler %s on unit %u.\n", sampler_name->buffer, mapped_unit);
GL_EXTCALL(glUniform1i(name_loc, mapped_unit));
}
shader_glsl_load_samplers(gl_info, priv, prefix,
sampler_info[i].base_idx, sampler_info[i].count, tex_unit_map, program_id);
}
checkGLcall("Load sampler bindings");
string_buffer_release(&priv->string_buffers, sampler_name);
}
static void shader_glsl_load_icb(const struct wined3d_gl_info *gl_info, struct shader_glsl_priv *priv,
......@@ -8293,6 +8302,7 @@ static void set_glsl_compute_shader_program(const struct wined3d_context *contex
const struct wined3d_state *state, struct shader_glsl_priv *priv, struct glsl_context_data *ctx_data)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
unsigned int base_sampler_idx, sampler_count;
struct glsl_shader_prog_link *entry = NULL;
struct wined3d_shader *shader;
struct glsl_program_key key;
......@@ -8351,6 +8361,10 @@ static void set_glsl_compute_shader_program(const struct wined3d_context *contex
shader_glsl_init_uniform_block_bindings(gl_info, priv, program_id, &shader->reg_maps);
shader_glsl_load_icb(gl_info, priv, program_id, &shader->reg_maps);
shader_glsl_load_images(gl_info, priv, program_id, &shader->reg_maps);
wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_COMPUTE,
&base_sampler_idx, &sampler_count);
shader_glsl_load_samplers(gl_info, priv, shader_glsl_get_prefix(WINED3D_SHADER_TYPE_COMPUTE),
base_sampler_idx, sampler_count, NULL, program_id);
entry->constant_update_mask = 0;
}
......@@ -8629,7 +8643,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
/* Texture unit mapping is set up to be the same each time the shader
* program is used so we can hardcode the sampler uniform values. */
shader_glsl_load_samplers(gl_info, priv, context->tex_unit_map, program_id);
shader_glsl_load_graphics_samplers(gl_info, priv, context->tex_unit_map, program_id);
entry->constant_update_mask = 0;
if (vshader)
......
......@@ -5943,3 +5943,20 @@ void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *g
ERR("Unrecognized shader type %#x.\n", shader_type);
*count = 0;
}
void wined3d_gl_limits_get_texture_unit_range(const struct wined3d_gl_limits *gl_limits,
enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count)
{
if (shader_type != WINED3D_SHADER_TYPE_COMPUTE)
{
*base = *count = 0;
ERR("Unhandled shader type %#x.\n", shader_type);
return;
}
if (gl_limits->combined_samplers == gl_limits->graphics_samplers)
*base = 0;
else
*base = gl_limits->graphics_samplers - 1;
*count = gl_limits->compute_samplers;
}
......@@ -2236,6 +2236,8 @@ struct wined3d_gl_limits
UINT arb_ps_temps;
};
void wined3d_gl_limits_get_texture_unit_range(const struct wined3d_gl_limits *gl_limits,
enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN;
void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *gl_limits,
enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN;
......@@ -2568,7 +2570,7 @@ struct wined3d_state
struct wined3d_rasterizer_state *rasterizer_state;
};
#define WINED3D_UNMAPPED_STAGE ~0U
#define WINED3D_UNMAPPED_STAGE ~0u
/* Multithreaded flag. Removed from the public header to signal that
* wined3d_device_create() ignores it. */
......
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