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wine
wine-winehq
Commits
80bca9bc
Commit
80bca9bc
authored
Aug 04, 2014
by
Henri Verbeet
Committed by
Alexandre Julliard
Aug 04, 2014
Browse files
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Plain Diff
wined3d: Add constant buffer support to the GLSL shader backend.
parent
c654b7be
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Side-by-side
Showing
8 changed files
with
164 additions
and
4 deletions
+164
-4
context.c
dlls/wined3d/context.c
+10
-1
cs.c
dlls/wined3d/cs.c
+2
-0
directx.c
dlls/wined3d/directx.c
+31
-0
glsl_shader.c
dlls/wined3d/glsl_shader.c
+39
-1
state.c
dlls/wined3d/state.c
+61
-1
utils.c
dlls/wined3d/utils.c
+2
-0
wined3d_gl.h
dlls/wined3d/wined3d_gl.h
+12
-0
wined3d_private.h
dlls/wined3d/wined3d_private.h
+7
-1
No files found.
dlls/wined3d/context.c
View file @
80bca9bc
...
...
@@ -2948,7 +2948,7 @@ BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_de
const
struct
wined3d_state
*
state
=
&
device
->
state
;
const
struct
StateEntry
*
state_table
=
context
->
state_table
;
const
struct
wined3d_fb_state
*
fb
=
state
->
fb
;
unsigned
int
i
;
unsigned
int
i
,
j
;
WORD
map
;
if
(
!
context_validate_rt_config
(
context
->
gl_info
->
limits
.
buffers
,
...
...
@@ -2985,6 +2985,15 @@ BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_de
buffer_get_sysmem
(
state
->
index_buffer
,
context
);
}
for
(
i
=
0
;
i
<
WINED3D_SHADER_TYPE_COUNT
;
++
i
)
{
for
(
j
=
0
;
j
<
WINED3D_MAX_CBS
;
++
j
)
{
if
(
state
->
cb
[
i
][
j
])
buffer_internal_preload
(
state
->
cb
[
i
][
j
],
context
,
state
);
}
}
for
(
i
=
0
;
i
<
context
->
numDirtyEntries
;
++
i
)
{
DWORD
rep
=
context
->
dirtyArray
[
i
];
...
...
dlls/wined3d/cs.c
View file @
80bca9bc
...
...
@@ -569,6 +569,8 @@ static void wined3d_cs_exec_set_constant_buffer(struct wined3d_cs *cs, const voi
InterlockedIncrement
(
&
op
->
buffer
->
resource
.
bind_count
);
if
(
prev
)
InterlockedDecrement
(
&
prev
->
resource
.
bind_count
);
device_invalidate_state
(
cs
->
device
,
STATE_CONSTANT_BUFFER
(
op
->
type
));
}
void
wined3d_cs_emit_set_constant_buffer
(
struct
wined3d_cs
*
cs
,
enum
wined3d_shader_type
type
,
...
...
dlls/wined3d/directx.c
View file @
80bca9bc
...
...
@@ -145,6 +145,7 @@ static const struct wined3d_extension_map gl_extension_map[] =
{
"GL_ARB_texture_rectangle"
,
ARB_TEXTURE_RECTANGLE
},
{
"GL_ARB_texture_rg"
,
ARB_TEXTURE_RG
},
{
"GL_ARB_timer_query"
,
ARB_TIMER_QUERY
},
{
"GL_ARB_uniform_buffer_object"
,
ARB_UNIFORM_BUFFER_OBJECT
},
{
"GL_ARB_vertex_array_bgra"
,
ARB_VERTEX_ARRAY_BGRA
},
{
"GL_ARB_vertex_blend"
,
ARB_VERTEX_BLEND
},
{
"GL_ARB_vertex_buffer_object"
,
ARB_VERTEX_BUFFER_OBJECT
},
...
...
@@ -2417,6 +2418,9 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
gl_info
->
limits
.
buffers
=
1
;
gl_info
->
limits
.
textures
=
1
;
gl_info
->
limits
.
texture_coords
=
1
;
gl_info
->
limits
.
vertex_uniform_blocks
=
0
;
gl_info
->
limits
.
geometry_uniform_blocks
=
0
;
gl_info
->
limits
.
fragment_uniform_blocks
=
0
;
gl_info
->
limits
.
fragment_samplers
=
1
;
gl_info
->
limits
.
vertex_samplers
=
0
;
gl_info
->
limits
.
combined_samplers
=
gl_info
->
limits
.
fragment_samplers
+
gl_info
->
limits
.
vertex_samplers
;
...
...
@@ -2593,6 +2597,19 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
gl_info
->
gl_ops
.
gl
.
p_glGetIntegerv
(
GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB
,
&
gl_max
);
gl_info
->
limits
.
glsl_vs_float_constants
=
gl_max
/
4
;
TRACE
(
"Max ARB_VERTEX_SHADER float constants: %u.
\n
"
,
gl_info
->
limits
.
glsl_vs_float_constants
);
if
(
gl_info
->
supported
[
ARB_UNIFORM_BUFFER_OBJECT
])
{
gl_info
->
gl_ops
.
gl
.
p_glGetIntegerv
(
GL_MAX_VERTEX_UNIFORM_BLOCKS
,
&
gl_max
);
gl_info
->
limits
.
vertex_uniform_blocks
=
min
(
gl_max
,
WINED3D_MAX_CBS
);
TRACE
(
"Max vertex uniform blocks: %u (%d).
\n
"
,
gl_info
->
limits
.
vertex_uniform_blocks
,
gl_max
);
}
}
if
(
gl_info
->
supported
[
ARB_GEOMETRY_SHADER4
]
&&
gl_info
->
supported
[
ARB_UNIFORM_BUFFER_OBJECT
])
{
gl_info
->
gl_ops
.
gl
.
p_glGetIntegerv
(
GL_MAX_GEOMETRY_UNIFORM_BLOCKS
,
&
gl_max
);
gl_info
->
limits
.
geometry_uniform_blocks
=
min
(
gl_max
,
WINED3D_MAX_CBS
);
TRACE
(
"Max geometry uniform blocks: %u (%d).
\n
"
,
gl_info
->
limits
.
geometry_uniform_blocks
,
gl_max
);
}
if
(
gl_info
->
supported
[
ARB_FRAGMENT_SHADER
])
{
...
...
@@ -2602,6 +2619,20 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
gl_info
->
gl_ops
.
gl
.
p_glGetIntegerv
(
GL_MAX_VARYING_FLOATS_ARB
,
&
gl_max
);
gl_info
->
limits
.
glsl_varyings
=
gl_max
;
TRACE
(
"Max GLSL varyings: %u (%u 4 component varyings).
\n
"
,
gl_max
,
gl_max
/
4
);
if
(
gl_info
->
supported
[
ARB_UNIFORM_BUFFER_OBJECT
])
{
gl_info
->
gl_ops
.
gl
.
p_glGetIntegerv
(
GL_MAX_FRAGMENT_UNIFORM_BLOCKS
,
&
gl_max
);
gl_info
->
limits
.
fragment_uniform_blocks
=
min
(
gl_max
,
WINED3D_MAX_CBS
);
TRACE
(
"Max fragment uniform blocks: %u (%d).
\n
"
,
gl_info
->
limits
.
fragment_uniform_blocks
,
gl_max
);
}
}
if
(
gl_info
->
supported
[
ARB_UNIFORM_BUFFER_OBJECT
])
{
gl_info
->
gl_ops
.
gl
.
p_glGetIntegerv
(
GL_MAX_COMBINED_UNIFORM_BLOCKS
,
&
gl_max
);
TRACE
(
"Max combined uniform blocks: %d.
\n
"
,
gl_max
);
gl_info
->
gl_ops
.
gl
.
p_glGetIntegerv
(
GL_MAX_UNIFORM_BUFFER_BINDINGS
,
&
gl_max
);
TRACE
(
"Max uniform buffer bindings: %d.
\n
"
,
gl_max
);
}
if
(
gl_info
->
supported
[
NV_LIGHT_MAX_EXPONENT
])
...
...
dlls/wined3d/glsl_shader.c
View file @
80bca9bc
...
...
@@ -1083,7 +1083,8 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
for
(
i
=
0
;
i
<
WINED3D_MAX_CBS
;
++
i
)
{
if
(
reg_maps
->
cb_sizes
[
i
])
shader_addline
(
buffer
,
"uniform vec4 %s_cb%u[%u];
\n
"
,
prefix
,
i
,
reg_maps
->
cb_sizes
[
i
]);
shader_addline
(
buffer
,
"layout(std140) uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };
\n
"
,
prefix
,
i
,
prefix
,
i
,
reg_maps
->
cb_sizes
[
i
]);
}
/* Declare texture samplers */
...
...
@@ -4488,6 +4489,8 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
* nvidia drivers write a warning if we don't do so. */
if
(
gl_info
->
supported
[
ARB_TEXTURE_RECTANGLE
])
shader_addline
(
buffer
,
"#extension GL_ARB_texture_rectangle : enable
\n
"
);
if
(
gl_info
->
supported
[
ARB_UNIFORM_BUFFER_OBJECT
])
shader_addline
(
buffer
,
"#extension GL_ARB_uniform_buffer_object : enable
\n
"
);
if
(
gl_info
->
supported
[
EXT_GPU_SHADER4
])
shader_addline
(
buffer
,
"#extension GL_EXT_gpu_shader4 : enable
\n
"
);
...
...
@@ -4541,6 +4544,8 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
if
(
gl_info
->
supported
[
ARB_SHADER_BIT_ENCODING
])
shader_addline
(
buffer
,
"#extension GL_ARB_shader_bit_encoding : enable
\n
"
);
if
(
gl_info
->
supported
[
ARB_UNIFORM_BUFFER_OBJECT
])
shader_addline
(
buffer
,
"#extension GL_ARB_uniform_buffer_object : enable
\n
"
);
if
(
gl_info
->
supported
[
EXT_GPU_SHADER4
])
shader_addline
(
buffer
,
"#extension GL_EXT_gpu_shader4 : enable
\n
"
);
...
...
@@ -4614,6 +4619,8 @@ static GLhandleARB shader_glsl_generate_geometry_shader(const struct wined3d_con
shader_addline
(
buffer
,
"#extension GL_ARB_geometry_shader4 : enable
\n
"
);
if
(
gl_info
->
supported
[
ARB_SHADER_BIT_ENCODING
])
shader_addline
(
buffer
,
"#extension GL_ARB_shader_bit_encoding : enable
\n
"
);
if
(
gl_info
->
supported
[
ARB_UNIFORM_BUFFER_OBJECT
])
shader_addline
(
buffer
,
"#extension GL_ARB_uniform_buffer_object : enable
\n
"
);
if
(
gl_info
->
supported
[
EXT_GPU_SHADER4
])
shader_addline
(
buffer
,
"#extension GL_EXT_gpu_shader4 : enable
\n
"
);
...
...
@@ -5755,6 +5762,26 @@ static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info *
ps
->
ycorrection_location
=
GL_EXTCALL
(
glGetUniformLocationARB
(
program_id
,
"ycorrection"
));
}
static
void
shader_glsl_init_uniform_block_bindings
(
const
struct
wined3d_gl_info
*
gl_info
,
GLhandleARB
program_id
,
const
struct
wined3d_shader_reg_maps
*
reg_maps
,
unsigned
int
base
,
unsigned
int
count
)
{
const
char
*
prefix
=
shader_glsl_get_prefix
(
reg_maps
->
shader_version
.
type
);
GLuint
block_idx
;
unsigned
int
i
;
char
name
[
16
];
for
(
i
=
0
;
i
<
count
;
++
i
)
{
if
(
!
reg_maps
->
cb_sizes
[
i
])
continue
;
snprintf
(
name
,
sizeof
(
name
),
"block_%s_cb%u"
,
prefix
,
i
);
block_idx
=
GL_EXTCALL
(
glGetUniformBlockIndex
(
program_id
,
name
));
GL_EXTCALL
(
glUniformBlockBinding
(
program_id
,
block_idx
,
base
+
i
));
}
checkGLcall
(
"glUniformBlockBinding"
);
}
/* Context activation is done by the caller. */
static
void
set_glsl_shader_program
(
const
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
struct
shader_glsl_priv
*
priv
,
struct
glsl_context_data
*
ctx_data
)
...
...
@@ -5985,8 +6012,15 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
if
(
vshader
->
reg_maps
.
boolean_constants
)
entry
->
constant_update_mask
|=
WINED3D_SHADER_CONST_VS_B
;
entry
->
constant_update_mask
|=
WINED3D_SHADER_CONST_VS_POS_FIXUP
;
shader_glsl_init_uniform_block_bindings
(
gl_info
,
programId
,
&
vshader
->
reg_maps
,
0
,
gl_info
->
limits
.
vertex_uniform_blocks
);
}
if
(
gshader
)
shader_glsl_init_uniform_block_bindings
(
gl_info
,
programId
,
&
gshader
->
reg_maps
,
gl_info
->
limits
.
vertex_uniform_blocks
,
gl_info
->
limits
.
geometry_uniform_blocks
);
if
(
ps_id
)
{
if
(
pshader
)
...
...
@@ -5998,6 +6032,10 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
entry
->
constant_update_mask
|=
WINED3D_SHADER_CONST_PS_B
;
if
(
entry
->
ps
.
ycorrection_location
!=
-
1
)
entry
->
constant_update_mask
|=
WINED3D_SHADER_CONST_PS_Y_CORR
;
shader_glsl_init_uniform_block_bindings
(
gl_info
,
programId
,
&
pshader
->
reg_maps
,
gl_info
->
limits
.
vertex_uniform_blocks
+
gl_info
->
limits
.
geometry_uniform_blocks
,
gl_info
->
limits
.
fragment_uniform_blocks
);
}
else
{
...
...
dlls/wined3d/state.c
View file @
80bca9bc
...
...
@@ -4896,7 +4896,64 @@ void state_srgbwrite(struct wined3d_context *context, const struct wined3d_state
gl_info
->
gl_ops
.
gl
.
p_glDisable
(
GL_FRAMEBUFFER_SRGB
);
}
const
struct
StateEntryTemplate
misc_state_template
[]
=
{
static
void
state_cb
(
const
struct
wined3d_gl_info
*
gl_info
,
const
struct
wined3d_state
*
state
,
enum
wined3d_shader_type
type
,
unsigned
int
base
,
unsigned
int
count
)
{
struct
wined3d_buffer
*
buffer
;
unsigned
int
i
;
for
(
i
=
0
;
i
<
count
;
++
i
)
{
buffer
=
state
->
cb
[
type
][
i
];
GL_EXTCALL
(
glBindBufferBase
(
GL_UNIFORM_BUFFER
,
base
+
i
,
buffer
?
buffer
->
buffer_object
:
0
));
}
checkGLcall
(
"glBindBufferBase"
);
}
static
void
state_cb_vs
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
{
const
struct
wined3d_gl_limits
*
limits
=
&
context
->
gl_info
->
limits
;
TRACE
(
"context %p, state %p, state_id %#x.
\n
"
,
context
,
state
,
state_id
);
state_cb
(
context
->
gl_info
,
state
,
WINED3D_SHADER_TYPE_VERTEX
,
0
,
limits
->
vertex_uniform_blocks
);
}
static
void
state_cb_gs
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
{
const
struct
wined3d_gl_limits
*
limits
=
&
context
->
gl_info
->
limits
;
TRACE
(
"context %p, state %p, state_id %#x.
\n
"
,
context
,
state
,
state_id
);
state_cb
(
context
->
gl_info
,
state
,
WINED3D_SHADER_TYPE_GEOMETRY
,
limits
->
vertex_uniform_blocks
,
limits
->
geometry_uniform_blocks
);
}
static
void
state_cb_ps
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
{
const
struct
wined3d_gl_limits
*
limits
=
&
context
->
gl_info
->
limits
;
TRACE
(
"context %p, state %p, state_id %#x.
\n
"
,
context
,
state
,
state_id
);
state_cb
(
context
->
gl_info
,
state
,
WINED3D_SHADER_TYPE_PIXEL
,
limits
->
vertex_uniform_blocks
+
limits
->
geometry_uniform_blocks
,
limits
->
fragment_uniform_blocks
);
}
static
void
state_cb_warn
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
{
TRACE
(
"context %p, state %p, state_id %#x.
\n
"
,
context
,
state
,
state_id
);
WARN
(
"Constant buffers (%s) no supported.
\n
"
,
debug_d3dstate
(
state_id
));
}
const
struct
StateEntryTemplate
misc_state_template
[]
=
{
{
STATE_CONSTANT_BUFFER
(
WINED3D_SHADER_TYPE_VERTEX
),
{
STATE_CONSTANT_BUFFER
(
WINED3D_SHADER_TYPE_VERTEX
),
state_cb_vs
,
},
ARB_UNIFORM_BUFFER_OBJECT
},
{
STATE_CONSTANT_BUFFER
(
WINED3D_SHADER_TYPE_VERTEX
),
{
STATE_CONSTANT_BUFFER
(
WINED3D_SHADER_TYPE_VERTEX
),
state_cb_warn
,
},
WINED3D_GL_EXT_NONE
},
{
STATE_CONSTANT_BUFFER
(
WINED3D_SHADER_TYPE_GEOMETRY
),{
STATE_CONSTANT_BUFFER
(
WINED3D_SHADER_TYPE_GEOMETRY
),
state_cb_gs
,
},
ARB_UNIFORM_BUFFER_OBJECT
},
{
STATE_CONSTANT_BUFFER
(
WINED3D_SHADER_TYPE_GEOMETRY
),{
STATE_CONSTANT_BUFFER
(
WINED3D_SHADER_TYPE_GEOMETRY
),
state_cb_warn
,
},
WINED3D_GL_EXT_NONE
},
{
STATE_CONSTANT_BUFFER
(
WINED3D_SHADER_TYPE_PIXEL
),
{
STATE_CONSTANT_BUFFER
(
WINED3D_SHADER_TYPE_PIXEL
),
state_cb_ps
,
},
ARB_UNIFORM_BUFFER_OBJECT
},
{
STATE_CONSTANT_BUFFER
(
WINED3D_SHADER_TYPE_PIXEL
),
{
STATE_CONSTANT_BUFFER
(
WINED3D_SHADER_TYPE_PIXEL
),
state_cb_warn
,
},
WINED3D_GL_EXT_NONE
},
{
STATE_RENDER
(
WINED3D_RS_SRCBLEND
),
{
STATE_RENDER
(
WINED3D_RS_ALPHABLENDENABLE
),
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_RENDER
(
WINED3D_RS_DESTBLEND
),
{
STATE_RENDER
(
WINED3D_RS_ALPHABLENDENABLE
),
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_RENDER
(
WINED3D_RS_ALPHABLENDENABLE
),
{
STATE_RENDER
(
WINED3D_RS_ALPHABLENDENABLE
),
state_blend
},
WINED3D_GL_EXT_NONE
},
...
...
@@ -5825,6 +5882,9 @@ static void validate_state_table(struct StateEntry *state_table)
STATE_SHADER
(
WINED3D_SHADER_TYPE_VERTEX
),
STATE_SHADER
(
WINED3D_SHADER_TYPE_GEOMETRY
),
STATE_SHADER
(
WINED3D_SHADER_TYPE_PIXEL
),
STATE_CONSTANT_BUFFER
(
WINED3D_SHADER_TYPE_VERTEX
),
STATE_CONSTANT_BUFFER
(
WINED3D_SHADER_TYPE_GEOMETRY
),
STATE_CONSTANT_BUFFER
(
WINED3D_SHADER_TYPE_PIXEL
),
STATE_VIEWPORT
,
STATE_LIGHT_TYPE
,
STATE_SCISSORRECT
,
...
...
dlls/wined3d/utils.c
View file @
80bca9bc
...
...
@@ -2684,6 +2684,8 @@ const char *debug_d3dstate(DWORD state)
return
wine_dbg_sprintf
(
"STATE_SAMPLER(%#x)"
,
state
-
STATE_SAMPLER
(
0
));
if
(
STATE_IS_SHADER
(
state
))
return
wine_dbg_sprintf
(
"STATE_SHADER(%s)"
,
debug_shader_type
(
state
-
STATE_SHADER
(
0
)));
if
(
STATE_IS_CONSTANT_BUFFER
(
state
))
return
wine_dbg_sprintf
(
"STATE_CONSTANT_BUFFER(%s)"
,
debug_shader_type
(
state
-
STATE_CONSTANT_BUFFER
(
0
)));
if
(
STATE_IS_TRANSFORM
(
state
))
return
wine_dbg_sprintf
(
"STATE_TRANSFORM(%s)"
,
debug_d3dtstype
(
state
-
STATE_TRANSFORM
(
0
)));
if
(
STATE_IS_STREAMSRC
(
state
))
...
...
dlls/wined3d/wined3d_gl.h
View file @
80bca9bc
...
...
@@ -90,6 +90,7 @@ enum wined3d_gl_extension
ARB_TEXTURE_RECTANGLE
,
ARB_TEXTURE_RG
,
ARB_TIMER_QUERY
,
ARB_UNIFORM_BUFFER_OBJECT
,
ARB_VERTEX_ARRAY_BGRA
,
ARB_VERTEX_BLEND
,
ARB_VERTEX_BUFFER_OBJECT
,
...
...
@@ -325,6 +326,17 @@ enum wined3d_gl_extension
/* GL_ARB_timer_query */
\
USE_GL_FUNC(glQueryCounter) \
USE_GL_FUNC(glGetQueryObjectui64v) \
/* GL_ARB_uniform_buffer_object */
\
USE_GL_FUNC(glBindBufferBase) \
USE_GL_FUNC(glBindBufferRange) \
USE_GL_FUNC(glGetActiveUniformBlockName) \
USE_GL_FUNC(glGetActiveUniformBlockiv) \
USE_GL_FUNC(glGetActiveUniformName) \
USE_GL_FUNC(glGetActiveUniformsiv) \
USE_GL_FUNC(glGetIntegeri_v) \
USE_GL_FUNC(glGetUniformBlockIndex) \
USE_GL_FUNC(glGetUniformIndices) \
USE_GL_FUNC(glUniformBlockBinding) \
/* GL_ARB_vertex_blend */
\
USE_GL_FUNC(glVertexBlendARB) \
USE_GL_FUNC(glWeightPointerARB) \
...
...
dlls/wined3d/wined3d_private.h
View file @
80bca9bc
...
...
@@ -961,7 +961,10 @@ DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
#define STATE_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a))
#define STATE_IS_SHADER(a) ((a) >= STATE_SHADER(0) && (a) < STATE_SHADER(WINED3D_SHADER_TYPE_COUNT))
#define STATE_TRANSFORM(a) (STATE_SHADER(WINED3D_SHADER_TYPE_COUNT) + (a) - 1)
#define STATE_CONSTANT_BUFFER(a) (STATE_SHADER(WINED3D_SHADER_TYPE_COUNT) + (a))
#define STATE_IS_CONSTANT_BUFFER(a) ((a) >= STATE_CONSTANT_BUFFER(0) && (a) < STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COUNT))
#define STATE_TRANSFORM(a) (STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COUNT) + (a) - 1)
#define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
#define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
...
...
@@ -1576,6 +1579,9 @@ struct wined3d_gl_limits
UINT
lights
;
UINT
textures
;
UINT
texture_coords
;
UINT
vertex_uniform_blocks
;
UINT
geometry_uniform_blocks
;
UINT
fragment_uniform_blocks
;
UINT
fragment_samplers
;
UINT
vertex_samplers
;
UINT
combined_samplers
;
...
...
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