Added support for vertex texure fetch in DX11 mode.

Trac #22354 Signed-off-by: Geoff Lang Signed-off-by: Shannon Woods Author: Jamie Madill git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1757 736b8ea6-26fd-11df-bfd4-992fa37f6226
parent 338ffa82
......@@ -207,7 +207,7 @@ Context::~Context()
for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
{
for (int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; sampler++)
for (int sampler = 0; sampler < IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
{
mState.samplerTexture[type][sampler].set(NULL);
}
......@@ -1269,7 +1269,7 @@ bool Context::getIntegerv(GLenum pname, GLint *params)
case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = gl::MAX_VERTEX_UNIFORM_VECTORS; break;
case GL_MAX_VARYING_VECTORS: *params = getMaximumVaryingVectors(); break;
case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = getMaximumCombinedTextureImageUnits(); break;
case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = getMaximumVertexTextureImageUnits(); break;
case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = mRenderer->getMaxVertexTextureImageUnits(); break;
case GL_MAX_TEXTURE_IMAGE_UNITS: *params = gl::MAX_TEXTURE_IMAGE_UNITS; break;
case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = getMaximumFragmentUniformVectors(); break;
case GL_MAX_RENDERBUFFER_SIZE: *params = getMaximumRenderbufferDimension(); break;
......@@ -1776,7 +1776,8 @@ void Context::applyTextures(SamplerType type)
{
ProgramBinary *programBinary = getCurrentProgramBinary();
int samplerCount = (type == SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; // Range of Direct3D 9 samplers of given sampler type
// Range of Direct3D samplers of given sampler type
int samplerCount = (type == SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : mRenderer->getMaxVertexTextureImageUnits();
int samplerRange = programBinary->getUsedSamplerRange(type);
for (int samplerIndex = 0; samplerIndex < samplerRange; samplerIndex++)
......@@ -2128,14 +2129,9 @@ int Context::getMaximumVaryingVectors() const
return mMajorShaderModel >= 3 ? MAX_VARYING_VECTORS_SM3 : MAX_VARYING_VECTORS_SM2;
}
unsigned int Context::getMaximumVertexTextureImageUnits() const
{
return mSupportsVertexTexture ? MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF : 0;
}
unsigned int Context::getMaximumCombinedTextureImageUnits() const
{
return MAX_TEXTURE_IMAGE_UNITS + getMaximumVertexTextureImageUnits();
return MAX_TEXTURE_IMAGE_UNITS + mRenderer->getMaxVertexTextureImageUnits();
}
int Context::getMaximumFragmentUniformVectors() const
......@@ -2321,7 +2317,7 @@ void Context::detachTexture(GLuint texture)
for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
{
for (int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; sampler++)
for (int sampler = 0; sampler < IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
{
if (mState.samplerTexture[type][sampler].id() == texture)
{
......
......@@ -65,8 +65,12 @@ enum
MAX_VARYING_VECTORS_SM2 = 8,
MAX_VARYING_VECTORS_SM3 = 10,
MAX_TEXTURE_IMAGE_UNITS = 16,
MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF = 4, // For devices supporting vertex texture fetch
MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF = MAX_TEXTURE_IMAGE_UNITS + MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF,
// Implementation upper limit, for devices supporting vertex texture fetch.
// Real limit depends on the shader model
IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 16,
IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS = MAX_TEXTURE_IMAGE_UNITS + IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS,
MAX_FRAGMENT_UNIFORM_VECTORS_SM2 = 32 - 3, // Reserve space for dx_Coord, dx_DepthFront and dx_DepthRange.
MAX_FRAGMENT_UNIFORM_VECTORS_SM3 = 224 - 3,
MAX_DRAW_BUFFERS = 1
......@@ -173,7 +177,7 @@ struct State
GLuint currentProgram;
VertexAttribute vertexAttribute[MAX_VERTEX_ATTRIBS];
BindingPointer<Texture> samplerTexture[TEXTURE_TYPE_COUNT][MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF];
BindingPointer<Texture> samplerTexture[TEXTURE_TYPE_COUNT][IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS];
BindingPointer<Query> activeQuery[QUERY_TYPE_COUNT];
GLint unpackAlignment;
......@@ -377,7 +381,6 @@ class Context
int getMajorShaderModel() const;
float getMaximumPointSize() const;
int getMaximumVaryingVectors() const;
unsigned int getMaximumVertexTextureImageUnits() const;
unsigned int getMaximumCombinedTextureImageUnits() const;
int getMaximumFragmentUniformVectors() const;
int getMaximumRenderbufferDimension() const;
......
......@@ -54,7 +54,7 @@ ProgramBinary::ProgramBinary(rx::Renderer *renderer) : mRenderer(renderer), RefC
mSamplersPS[index].active = false;
}
for (int index = 0; index < MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; index++)
for (int index = 0; index < IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; index++)
{
mSamplersVS[index].active = false;
}
......@@ -989,7 +989,7 @@ void ProgramBinary::applyUniforms()
{
unsigned int samplerIndex = firstIndex + i;
if (samplerIndex < MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF)
if (samplerIndex < IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS)
{
ASSERT(mSamplersVS[samplerIndex].active);
mSamplersVS[samplerIndex].logicalTextureUnit = v[i];
......@@ -1573,7 +1573,7 @@ bool ProgramBinary::load(InfoLog &infoLog, const void *binary, GLsizei length)
mSamplersPS[i].textureType = (TextureType) textureType;
}
for (unsigned int i = 0; i < MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; ++i)
for (unsigned int i = 0; i < IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; ++i)
{
stream.read(&mSamplersVS[i].active);
stream.read(&mSamplersVS[i].logicalTextureUnit);
......@@ -1694,7 +1694,7 @@ bool ProgramBinary::save(void* binary, GLsizei bufSize, GLsizei *length)
stream.write((int) mSamplersPS[i].textureType);
}
for (unsigned int i = 0; i < MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; ++i)
for (unsigned int i = 0; i < IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; ++i)
{
stream.write(mSamplersVS[i].active);
stream.write(mSamplersVS[i].logicalTextureUnit);
......@@ -1937,7 +1937,7 @@ bool ProgramBinary::defineUniform(GLenum shader, const sh::Uniform &constant, In
{
if (shader == GL_VERTEX_SHADER)
{
if (samplerIndex < getContext()->getMaximumVertexTextureImageUnits())
if (samplerIndex < mRenderer->getMaxVertexTextureImageUnits())
{
mSamplersVS[samplerIndex].active = true;
mSamplersVS[samplerIndex].textureType = (constant.type == GL_SAMPLER_CUBE) ? TEXTURE_CUBE : TEXTURE_2D;
......@@ -1946,7 +1946,7 @@ bool ProgramBinary::defineUniform(GLenum shader, const sh::Uniform &constant, In
}
else
{
infoLog.append("Vertex shader sampler count exceeds MAX_VERTEX_TEXTURE_IMAGE_UNITS (%d).", getContext()->getMaximumVertexTextureImageUnits());
infoLog.append("Vertex shader sampler count exceeds the maximum vertex texture units (%d).", mRenderer->getMaxVertexTextureImageUnits());
return false;
}
}
......@@ -2177,9 +2177,9 @@ bool ProgramBinary::validateSamplers(InfoLog *infoLog)
// DrawArrays and DrawElements will issue the INVALID_OPERATION error.
const unsigned int maxCombinedTextureImageUnits = getContext()->getMaximumCombinedTextureImageUnits();
TextureType textureUnitType[MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF];
TextureType textureUnitType[IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS];
for (unsigned int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; ++i)
for (unsigned int i = 0; i < IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i)
{
textureUnitType[i] = TEXTURE_UNKNOWN;
}
......@@ -2194,7 +2194,7 @@ bool ProgramBinary::validateSamplers(InfoLog *infoLog)
{
if (infoLog)
{
infoLog->append("Sampler uniform (%d) exceeds MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, maxCombinedTextureImageUnits);
infoLog->append("Sampler uniform (%d) exceeds IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, maxCombinedTextureImageUnits);
}
return false;
......@@ -2229,7 +2229,7 @@ bool ProgramBinary::validateSamplers(InfoLog *infoLog)
{
if (infoLog)
{
infoLog->append("Sampler uniform (%d) exceeds MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, maxCombinedTextureImageUnits);
infoLog->append("Sampler uniform (%d) exceeds IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, maxCombinedTextureImageUnits);
}
return false;
......
......@@ -133,7 +133,7 @@ class ProgramBinary : public RefCountObject
};
Sampler mSamplersPS[MAX_TEXTURE_IMAGE_UNITS];
Sampler mSamplersVS[MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF];
Sampler mSamplersVS[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
GLuint mUsedVertexSamplerRange;
GLuint mUsedPixelSamplerRange;
bool mUsesPointSize;
......
......@@ -238,7 +238,7 @@ void Shader::initializeCompiler()
resources.MaxVertexAttribs = MAX_VERTEX_ATTRIBS;
resources.MaxVertexUniformVectors = MAX_VERTEX_UNIFORM_VECTORS;
resources.MaxVaryingVectors = context->getMaximumVaryingVectors();
resources.MaxVertexTextureImageUnits = context->getMaximumVertexTextureImageUnits();
resources.MaxVertexTextureImageUnits = mRenderer->getMaxVertexTextureImageUnits();
resources.MaxCombinedTextureImageUnits = context->getMaximumCombinedTextureImageUnits();
resources.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
resources.MaxFragmentUniformVectors = context->getMaximumFragmentUniformVectors();
......
......@@ -142,7 +142,8 @@ class Renderer
virtual bool getFloat16TextureSupport(bool *filtering, bool *renderable) = 0;
virtual bool getLuminanceTextureSupport() = 0;
virtual bool getLuminanceAlphaTextureSupport() = 0;
virtual bool getVertexTextureSupport() const = 0;
bool getVertexTextureSupport() const { return getMaxVertexTextureImageUnits() > 0; }
virtual unsigned int getMaxVertexTextureImageUnits() const = 0;
virtual bool getNonPower2TextureSupport() const = 0;
virtual bool getDepthTextureSupport() const = 0;
virtual bool getOcclusionQuerySupport() const = 0;
......
......@@ -46,6 +46,11 @@ static const DXGI_FORMAT DepthStencilFormats[] =
DXGI_FORMAT_D24_UNORM_S8_UINT
};
enum
{
MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
};
Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
{
mVertexDataManager = NULL;
......@@ -312,7 +317,7 @@ void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::Samp
}
else if (type == gl::SAMPLER_VERTEX)
{
if (index < 0 || index >= gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF)
if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
{
ERR("Vertex shader sampler index %i is not valid.", index);
return;
......@@ -378,7 +383,7 @@ void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *textur
}
else if (type == gl::SAMPLER_VERTEX)
{
if (index < 0 || index >= gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF)
if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
{
ERR("Vertex shader sampler index %i is not valid.", index);
return;
......@@ -1317,7 +1322,7 @@ void Renderer11::markAllStateDirty()
mDepthStencilInitialized = false;
mRenderTargetDescInitialized = false;
for (int i = 0; i < gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; i++)
for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
{
mForceSetVertexSamplerStates[i] = true;
mCurVertexTextureSerials[i] = 0;
......@@ -1584,11 +1589,18 @@ bool Renderer11::getEventQuerySupport()
return false;
}
bool Renderer11::getVertexTextureSupport() const
unsigned int Renderer11::getMaxVertexTextureImageUnits() const
{
// TODO
// UNIMPLEMENTED();
return false;
META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
switch (mFeatureLevel)
{
case D3D_FEATURE_LEVEL_11_0:
case D3D_FEATURE_LEVEL_10_1:
case D3D_FEATURE_LEVEL_10_0:
return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
default: UNREACHABLE();
return 0;
}
}
bool Renderer11::getNonPower2TextureSupport() const
......
......@@ -97,7 +97,7 @@ class Renderer11 : public Renderer
virtual bool getFloat16TextureSupport(bool *filtering, bool *renderable);
virtual bool getLuminanceTextureSupport();
virtual bool getLuminanceAlphaTextureSupport();
virtual bool getVertexTextureSupport() const;
virtual unsigned int getMaxVertexTextureImageUnits() const;
virtual bool getNonPower2TextureSupport() const;
virtual bool getDepthTextureSupport() const;
virtual bool getOcclusionQuerySupport() const;
......@@ -191,14 +191,14 @@ class Renderer11 : public Renderer
unsigned int mCurStencilSize;
// Currently applied sampler states
bool mForceSetVertexSamplerStates[gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF];
gl::SamplerState mCurVertexSamplerStates[gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF];
bool mForceSetVertexSamplerStates[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
gl::SamplerState mCurVertexSamplerStates[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
bool mForceSetPixelSamplerStates[gl::MAX_TEXTURE_IMAGE_UNITS];
gl::SamplerState mCurPixelSamplerStates[gl::MAX_TEXTURE_IMAGE_UNITS];
// Currently applied textures
unsigned int mCurVertexTextureSerials[gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF];
unsigned int mCurVertexTextureSerials[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
unsigned int mCurPixelTextureSerials[gl::MAX_TEXTURE_IMAGE_UNITS];
// Currently applied blend state
......
......@@ -66,6 +66,11 @@ static const D3DFORMAT DepthStencilFormats[] =
// D3DFMT_D24FS8
};
enum
{
MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 = 4
};
Renderer9::Renderer9(egl::Display *display, HDC hDc, bool softwareDevice) : Renderer(display), mDc(hDc), mSoftwareDevice(softwareDevice)
{
mD3d9Module = NULL;
......@@ -1946,7 +1951,7 @@ void Renderer9::markAllStateDirty()
mForceSetViewport = true;
mForceSetBlendState = true;
for (unsigned int i = 0; i < gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; i++)
for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
{
mForceSetVertexSamplerStates[i] = true;
mCurVertexTextureSerials[i] = 0;
......@@ -2223,9 +2228,10 @@ bool Renderer9::getEventQuerySupport()
return mEventQuerySupport;
}
bool Renderer9::getVertexTextureSupport() const
unsigned int Renderer9::getMaxVertexTextureImageUnits() const
{
return mVertexTextureSupport;
META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
return mVertexTextureSupport ? MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 : 0;
}
bool Renderer9::getNonPower2TextureSupport() const
......
......@@ -122,7 +122,7 @@ class Renderer9 : public Renderer
virtual bool getFloat16TextureSupport(bool *filtering, bool *renderable);
virtual bool getLuminanceTextureSupport();
virtual bool getLuminanceAlphaTextureSupport();
virtual bool getVertexTextureSupport() const;
virtual unsigned int getMaxVertexTextureImageUnits() const;
virtual bool getNonPower2TextureSupport() const;
virtual bool getDepthTextureSupport() const;
virtual bool getOcclusionQuerySupport() const;
......@@ -296,14 +296,14 @@ class Renderer9 : public Renderer
GLuint mCurSampleMask;
// Currently applied sampler states
bool mForceSetVertexSamplerStates[gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF];
gl::SamplerState mCurVertexSamplerStates[gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF];
bool mForceSetVertexSamplerStates[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
gl::SamplerState mCurVertexSamplerStates[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
bool mForceSetPixelSamplerStates[gl::MAX_TEXTURE_IMAGE_UNITS];
gl::SamplerState mCurPixelSamplerStates[gl::MAX_TEXTURE_IMAGE_UNITS];
// Currently applied textures
unsigned int mCurVertexTextureSerials[gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF];
unsigned int mCurVertexTextureSerials[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
unsigned int mCurPixelTextureSerials[gl::MAX_TEXTURE_IMAGE_UNITS];
unsigned int mAppliedIBSerial;
......
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