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wine
wine-winehq
Commits
9fb70b99
Commit
9fb70b99
authored
Nov 07, 2007
by
Stefan Dösinger
Committed by
Alexandre Julliard
Nov 09, 2007
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Plain Diff
wined3d: Load GLSL sampler uniforms at shader link time.
parent
6fd4f8f6
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Showing
2 changed files
with
47 additions
and
10 deletions
+47
-10
directx.c
dlls/wined3d/directx.c
+23
-0
glsl_shader.c
dlls/wined3d/glsl_shader.c
+24
-10
No files found.
dlls/wined3d/directx.c
View file @
9fb70b99
...
...
@@ -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
;
}
...
...
dlls/wined3d/glsl_shader.c
View file @
9fb70b99
...
...
@@ -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
)
{
...
...
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