wined3d-bindless-texture: Rebase and reënable.

Thanks to Aida Jonikienė for doing this rebase.
This commit is contained in:
Zebediah Figura 2024-01-26 17:58:34 -06:00
parent 72730e4340
commit 92aa3c6389
2 changed files with 76 additions and 80 deletions

View File

@ -1,4 +1,4 @@
From b46740e4f8f629b7c07b711eb46d366ebc9614ce Mon Sep 17 00:00:00 2001
From 6885ae6e479fa615c583266b38a5fc36fb293a32 Mon Sep 17 00:00:00 2001
From: Andrew Wesie <awesie@gmail.com>
Date: Tue, 2 Oct 2018 23:28:01 -0500
Subject: [PATCH] wined3d: Use bindless textures for GLSL shaders.
@ -13,16 +13,16 @@ Signed-off-by: Andrew Wesie <awesie@gmail.com>
dlls/wined3d/glsl_shader.c | 114 +++++++++++++++++++++++++++++-
dlls/wined3d/shader.c | 7 ++
dlls/wined3d/texture.c | 18 +++--
dlls/wined3d/view.c | 30 ++++++++
dlls/wined3d/wined3d_gl.h | 19 +++++
dlls/wined3d/wined3d_private.h | 8 +++
10 files changed, 262 insertions(+), 7 deletions(-)
dlls/wined3d/view.c | 29 ++++++++
dlls/wined3d/wined3d_gl.h | 23 ++++++
dlls/wined3d/wined3d_private.h | 2 +
10 files changed, 259 insertions(+), 7 deletions(-)
diff --git a/dlls/wined3d/adapter_gl.c b/dlls/wined3d/adapter_gl.c
index 943a1484c0e..ea161e4a0cf 100644
index 7ae3143a891..6c5618f5ca1 100644
--- a/dlls/wined3d/adapter_gl.c
+++ b/dlls/wined3d/adapter_gl.c
@@ -56,6 +56,7 @@ static const struct wined3d_extension_map gl_extension_map[] =
@@ -57,6 +57,7 @@ static const struct wined3d_extension_map gl_extension_map[] =
/* ARB */
{"GL_ARB_base_instance", ARB_BASE_INSTANCE },
@ -30,7 +30,7 @@ index 943a1484c0e..ea161e4a0cf 100644
{"GL_ARB_blend_func_extended", ARB_BLEND_FUNC_EXTENDED },
{"GL_ARB_buffer_storage", ARB_BUFFER_STORAGE },
{"GL_ARB_clear_buffer_object", ARB_CLEAR_BUFFER_OBJECT },
@@ -2121,6 +2122,11 @@ static void load_gl_funcs(struct wined3d_gl_info *gl_info)
@@ -2114,6 +2115,11 @@ static void load_gl_funcs(struct wined3d_gl_info *gl_info)
/* GL_ARB_base_instance */
USE_GL_FUNC(glDrawArraysInstancedBaseInstance)
USE_GL_FUNC(glDrawElementsInstancedBaseVertexBaseInstance)
@ -43,14 +43,14 @@ index 943a1484c0e..ea161e4a0cf 100644
USE_GL_FUNC(glBindFragDataLocationIndexed)
USE_GL_FUNC(glGetFragDataIndex)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 14703e9c66c..391c4cb570a 100644
index ee693924a24..46fb221b344 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -5654,6 +5654,12 @@ static BOOL shader_arb_has_ffp_proj_control(void *shader_priv)
return priv->ffp_proj_control;
@@ -5691,6 +5691,12 @@ static void shader_arb_handle_instruction(const struct wined3d_shader_instructio
shader_arb_add_instruction_modifiers(ins);
}
+void shader_arb_resource_view_handle(void *shader_priv, struct wined3d_context_gl *context_gl,
+void shader_arb_resource_view_handle(void *shader_priv, struct wined3d_context *context,
+ const struct wined3d_state *state, const struct wined3d_shader *shader)
+{
+ ERR("Not implemented.\n");
@ -59,25 +59,25 @@ index 14703e9c66c..391c4cb570a 100644
static void shader_arb_precompile(void *shader_priv, struct wined3d_shader *shader) {}
static uint64_t shader_arb_shader_compile(struct wined3d_context *context, const struct wined3d_shader_desc *shader_desc,
@@ -5682,6 +5688,7 @@ const struct wined3d_shader_backend_ops arb_program_shader_backend =
@@ -5718,6 +5724,7 @@ const struct wined3d_shader_backend_ops arb_program_shader_backend =
shader_arb_init_context_state,
shader_arb_get_caps,
shader_arb_color_fixup_supported,
shader_arb_has_ffp_proj_control,
+ shader_arb_resource_view_handle,
shader_arb_shader_compile,
};
diff --git a/dlls/wined3d/context_gl.c b/dlls/wined3d/context_gl.c
index 36786cc5a29..ed13bee01f5 100644
index 2c319132164..dd58ba12286 100644
--- a/dlls/wined3d/context_gl.c
+++ b/dlls/wined3d/context_gl.c
@@ -4002,6 +4002,12 @@ static void wined3d_context_gl_bind_shader_resources(struct wined3d_context_gl *
if (!(shader = state->shader[shader_type]))
@@ -4027,6 +4027,12 @@ static void wined3d_context_gl_bind_shader_resources(struct wined3d_context_gl *
return;
}
+ if (device->shader_backend->shader_load_sampler_handles)
+ {
+ device->shader_backend->shader_load_sampler_handles(device->shader_priv, context_gl, state, shader);
+ device->shader_backend->shader_load_sampler_handles(device->shader_priv, &context_gl->c, state, shader);
+ return;
+ }
+
@ -85,10 +85,10 @@ index 36786cc5a29..ed13bee01f5 100644
&shader->reg_maps.shader_version, &base, &count);
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 8501fcbbaf5..330338f8597 100644
index aad112d5b9d..d6345ac59e0 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -579,6 +579,59 @@ void wined3d_device_destroy_default_samplers(struct wined3d_device *device)
@@ -580,6 +580,59 @@ void wined3d_device_destroy_default_samplers(struct wined3d_device *device)
device->null_sampler = NULL;
}
@ -148,7 +148,7 @@ index 8501fcbbaf5..330338f8597 100644
static bool wined3d_null_image_vk_init(struct wined3d_image_vk *image, struct wined3d_context_vk *context_vk,
VkCommandBuffer vk_command_buffer, VkImageType type, unsigned int layer_count, unsigned int sample_count)
{
@@ -1290,6 +1343,7 @@ void wined3d_device_gl_create_primary_opengl_context_cs(void *object)
@@ -1323,6 +1376,7 @@ void wined3d_device_gl_create_primary_opengl_context_cs(void *object)
wined3d_device_gl_create_dummy_textures(device_gl, context_gl);
wined3d_device_create_default_samplers(device, context);
@ -157,7 +157,7 @@ index 8501fcbbaf5..330338f8597 100644
}
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 9908f68a151..594fa68b704 100644
index 4141a39b00f..60fb4e18706 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -730,6 +730,113 @@ static void shader_glsl_append_sampler_binding_qualifier(struct wined3d_string_b
@ -206,10 +206,10 @@ index 9908f68a151..594fa68b704 100644
+ }
+}
+
+static void shader_glsl_load_sampler_handles(void *shader_priv, struct wined3d_context_gl *context_gl,
+static void shader_glsl_load_sampler_handles(void *shader_priv, struct wined3d_context *context,
+ const struct wined3d_state *state, const struct wined3d_shader *shader)
+{
+ const struct wined3d_context *context = &context_gl->c;
+ struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
+ const struct glsl_context_data *ctx_data = context->shader_backend_data;
+ const struct wined3d_device *device = context->device;
+ const struct wined3d_gl_info *gl_info = context_gl->gl_info;
@ -249,7 +249,7 @@ index 9908f68a151..594fa68b704 100644
+ GLuint64 handle;
+ if (view)
+ {
+ handle = wined3d_shader_resource_view_handle(view, sampler, context_gl);
+ handle = wined3d_shader_resource_view_gl_handle(wined3d_shader_resource_view_gl(view), sampler, context_gl);
+ }
+ else
+ {
@ -274,7 +274,7 @@ index 9908f68a151..594fa68b704 100644
/* Context activation is done by the caller. */
static void shader_glsl_load_samplers(const struct wined3d_context *context,
struct shader_glsl_priv *priv, GLuint program_id, const struct wined3d_shader_reg_maps *reg_maps)
@@ -2430,7 +2537,9 @@ static void shader_generate_glsl_declarations(const struct wined3d_context_gl *c
@@ -2412,7 +2519,9 @@ static void shader_generate_glsl_declarations(const struct wined3d_context_gl *c
break;
}
@ -285,7 +285,7 @@ index 9908f68a151..594fa68b704 100644
shader_glsl_append_sampler_binding_qualifier(buffer, &context_gl->c, version, entry->bind_idx);
shader_addline(buffer, "uniform %s%s %s_sampler%u;\n",
sampler_type_prefix, sampler_type, prefix, entry->bind_idx);
@@ -7512,6 +7621,8 @@ static void shader_glsl_generate_colour_key_test(struct wined3d_string_buffer *b
@@ -7546,6 +7655,8 @@ static void shader_glsl_generate_colour_key_test(struct wined3d_string_buffer *b
static void shader_glsl_enable_extensions(struct wined3d_string_buffer *buffer,
const struct wined3d_gl_info *gl_info)
{
@ -294,23 +294,23 @@ index 9908f68a151..594fa68b704 100644
if (gl_info->supported[ARB_CULL_DISTANCE])
shader_addline(buffer, "#extension GL_ARB_cull_distance : enable\n");
if (gl_info->supported[ARB_GPU_SHADER5])
@@ -11523,6 +11634,7 @@ const struct wined3d_shader_backend_ops glsl_shader_backend =
@@ -11557,6 +11668,7 @@ const struct wined3d_shader_backend_ops glsl_shader_backend =
shader_glsl_init_context_state,
shader_glsl_get_caps,
shader_glsl_color_fixup_supported,
shader_glsl_has_ffp_proj_control,
+ shader_glsl_load_sampler_handles,
shader_glsl_shader_compile,
};
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index 96b47db9ed6..3cb7feeddda 100644
index 91105a43a91..6b973531bde 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -2032,6 +2032,12 @@ static BOOL shader_none_has_ffp_proj_control(void *shader_priv)
return priv->ffp_proj_control;
@@ -2026,6 +2026,12 @@ static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
return TRUE;
}
+void shader_none_resource_view_handle(void *shader_priv, struct wined3d_context_gl *context_gl,
+void shader_none_resource_view_handle(void *shader_priv, struct wined3d_context *context,
+ const struct wined3d_state *state, const struct wined3d_shader *shader)
+{
+ ERR("Not implemented.\n");
@ -319,28 +319,28 @@ index 96b47db9ed6..3cb7feeddda 100644
static uint64_t shader_none_shader_compile(struct wined3d_context *context, const struct wined3d_shader_desc *shader_desc,
enum wined3d_shader_type shader_type)
{
@@ -2057,6 +2063,7 @@ const struct wined3d_shader_backend_ops none_shader_backend =
@@ -2050,6 +2056,7 @@ const struct wined3d_shader_backend_ops none_shader_backend =
shader_none_init_context_state,
shader_none_get_caps,
shader_none_color_fixup_supported,
shader_none_has_ffp_proj_control,
+ shader_none_resource_view_handle,
shader_none_shader_compile,
};
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index 6b5d9eaf510..97f8d7c7220 100644
index 8a7f9455bb0..56b134af838 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -1260,7 +1260,7 @@ void wined3d_gl_texture_swizzle_from_color_fixup(GLint swizzle[4], struct color_
@@ -1296,7 +1296,7 @@ void wined3d_gl_texture_swizzle_from_color_fixup(GLint swizzle[4], struct color_
}
/* Context activation is done by the caller. */
-void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl,
+GLuint wined3d_texture_get_name(struct wined3d_texture_gl *texture_gl,
+GLuint wined3d_texture_gl_get_bindless_name(struct wined3d_texture_gl *texture_gl,
struct wined3d_context_gl *context_gl, BOOL srgb)
{
const struct wined3d_format *format = texture_gl->t.resource.format;
@@ -1284,10 +1284,7 @@ void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl,
@@ -1320,10 +1320,7 @@ void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl,
target = texture_gl->target;
if (gl_tex->name)
@ -352,7 +352,7 @@ index 6b5d9eaf510..97f8d7c7220 100644
gl_info->gl_ops.gl.p_glGenTextures(1, &gl_tex->name);
checkGLcall("glGenTextures");
@@ -1296,7 +1293,7 @@ void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl,
@@ -1332,7 +1329,7 @@ void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl,
if (!gl_tex->name)
{
ERR("Failed to generate a texture name.\n");
@ -361,7 +361,7 @@ index 6b5d9eaf510..97f8d7c7220 100644
}
/* Initialise the state of the texture object to the OpenGL defaults, not
@@ -1380,6 +1377,15 @@ void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl,
@@ -1416,6 +1413,15 @@ void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl,
gl_info->gl_ops.gl.p_glTexParameteriv(target, GL_TEXTURE_SWIZZLE_RGBA, swizzle);
checkGLcall("set format swizzle");
}
@ -373,22 +373,21 @@ index 6b5d9eaf510..97f8d7c7220 100644
+void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl,
+ struct wined3d_context_gl *context_gl, BOOL srgb)
+{
+ wined3d_context_gl_bind_texture(context_gl, texture_gl->target, wined3d_texture_get_name(texture_gl, context_gl, srgb));
+ wined3d_context_gl_bind_texture(context_gl, texture_gl->target, wined3d_texture_gl_get_bindless_name(texture_gl, context_gl, srgb));
}
/* Context activation is done by the caller. */
diff --git a/dlls/wined3d/view.c b/dlls/wined3d/view.c
index 675cc186b36..4632b136c28 100644
index c86501c118a..4a46654a09e 100644
--- a/dlls/wined3d/view.c
+++ b/dlls/wined3d/view.c
@@ -1267,6 +1267,36 @@ void wined3d_shader_resource_view_gl_bind(struct wined3d_shader_resource_view_gl
wined3d_sampler_gl_bind(sampler_gl, unit, texture_gl, context_gl);
@@ -1311,6 +1311,35 @@ void wined3d_shader_resource_view_gl_bind(struct wined3d_shader_resource_view_gl
context_gl->c.constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
}
+GLuint64 wined3d_shader_resource_view_handle(struct wined3d_shader_resource_view *view,
+GLuint64 wined3d_shader_resource_view_gl_handle(struct wined3d_shader_resource_view_gl *view_gl,
+ struct wined3d_sampler *sampler, struct wined3d_context_gl *context_gl)
+{
+ struct wined3d_shader_resource_view_gl *view_gl = wined3d_shader_resource_view_gl(view);
+ const struct wined3d_gl_info *gl_info = context_gl->gl_info;
+ GLuint name;
+ GLuint64 handle;
@ -397,15 +396,15 @@ index 675cc186b36..4632b136c28 100644
+ {
+ name = view_gl->gl_view.name;
+ }
+ else if (view->resource->type == WINED3D_RTYPE_BUFFER)
+ else if (view_gl->v.resource->type == WINED3D_RTYPE_BUFFER)
+ {
+ FIXME("Buffer shader resources not supported.\n");
+ return 0;
+ }
+ else
+ {
+ struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(wined3d_texture_from_resource(view->resource));
+ name = wined3d_texture_get_name(texture_gl, context_gl, FALSE);
+ struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(wined3d_texture_from_resource(view_gl->v.resource));
+ name = wined3d_texture_gl_get_bindless_name(texture_gl, context_gl, FALSE);
+ }
+
+ handle = GL_EXTCALL(glGetTextureSamplerHandleARB(name, wined3d_sampler_gl(sampler)->name));
@ -419,10 +418,10 @@ index 675cc186b36..4632b136c28 100644
static void shader_resource_view_gl_bind_and_dirtify(struct wined3d_shader_resource_view_gl *view_gl,
struct wined3d_context_gl *context_gl)
diff --git a/dlls/wined3d/wined3d_gl.h b/dlls/wined3d/wined3d_gl.h
index e794a85ef21..c38d0ab5411 100644
index dc6901b8da1..ee9f8601bdc 100644
--- a/dlls/wined3d/wined3d_gl.h
+++ b/dlls/wined3d/wined3d_gl.h
@@ -50,6 +50,7 @@ enum wined3d_gl_extension
@@ -51,6 +51,7 @@ enum wined3d_gl_extension
APPLE_YCBCR_422,
/* ARB */
ARB_BASE_INSTANCE,
@ -430,7 +429,7 @@ index e794a85ef21..c38d0ab5411 100644
ARB_BLEND_FUNC_EXTENDED,
ARB_BUFFER_STORAGE,
ARB_CLEAR_BUFFER_OBJECT,
@@ -854,6 +855,21 @@ struct wined3d_dummy_textures
@@ -861,6 +862,21 @@ struct wined3d_dummy_textures
GLuint tex_2d_ms_array;
};
@ -452,7 +451,7 @@ index e794a85ef21..c38d0ab5411 100644
struct wined3d_device_gl
{
struct wined3d_device d;
@@ -861,6 +877,9 @@ struct wined3d_device_gl
@@ -868,6 +884,9 @@ struct wined3d_device_gl
/* Textures for when no other textures are bound. */
struct wined3d_dummy_textures dummy_textures;
@ -462,39 +461,37 @@ index e794a85ef21..c38d0ab5411 100644
CRITICAL_SECTION allocator_cs;
struct wined3d_allocator allocator;
uint64_t completed_fence_id;
@@ -1037,6 +1056,8 @@ void wined3d_texture_gl_apply_sampler_desc(struct wined3d_texture_gl *texture_gl
void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl, struct wined3d_context_gl *context_gl, BOOL srgb);
void wined3d_texture_gl_bind_and_dirtify(struct wined3d_texture_gl *texture_gl,
struct wined3d_context_gl *context_gl, BOOL srgb);
+GLuint wined3d_texture_gl_get_bindless_name(struct wined3d_texture_gl *texture_gl,
+ struct wined3d_context_gl *context_gl, BOOL srgb);
HRESULT wined3d_texture_gl_init(struct wined3d_texture_gl *texture_gl, struct wined3d_device *device,
const struct wined3d_resource_desc *desc, unsigned int layer_count, unsigned int level_count,
uint32_t flags, void *parent, const struct wined3d_parent_ops *parent_ops);
@@ -1114,6 +1135,8 @@ void wined3d_shader_resource_view_gl_bind(struct wined3d_shader_resource_view_gl
struct wined3d_sampler_gl *sampler_gl, struct wined3d_context_gl *context_gl);
void wined3d_shader_resource_view_gl_generate_mipmap(struct wined3d_shader_resource_view_gl *srv_gl,
struct wined3d_context_gl *context_gl);
+GLuint64 wined3d_shader_resource_view_gl_handle(struct wined3d_shader_resource_view_gl *view_gl,
+ struct wined3d_sampler *sampler, struct wined3d_context_gl *context_gl);
HRESULT wined3d_shader_resource_view_gl_init(struct wined3d_shader_resource_view_gl *view_gl,
const struct wined3d_view_desc *desc, struct wined3d_resource *resource,
void *parent, const struct wined3d_parent_ops *parent_ops);
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 7a4766b5736..3c9eb82b2fd 100644
index 549a2aa7a7a..7573ad46b79 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -95,6 +95,7 @@ static inline const char *wined3d_get_line(const char **ptr, const char *end)
struct wined3d_fragment_pipe_ops;
struct wined3d_adapter;
struct wined3d_context;
+struct wined3d_context_gl;
struct wined3d_gl_info;
struct wined3d_state;
struct wined3d_swapchain_gl;
@@ -1551,6 +1552,8 @@ struct wined3d_shader_backend_ops
@@ -1560,6 +1560,8 @@ struct wined3d_shader_backend_ops
void (*shader_init_context_state)(struct wined3d_context *context);
void (*shader_get_caps)(const struct wined3d_adapter *adapter, struct shader_caps *caps);
BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
+ void (*shader_load_sampler_handles)(void *shader_priv, struct wined3d_context_gl *context_gl,
+ void (*shader_load_sampler_handles)(void *shader_priv, struct wined3d_context *context,
+ const struct wined3d_state *state, const struct wined3d_shader *shader);
uint64_t (*shader_compile)(struct wined3d_context *context, const struct wined3d_shader_desc *shader_desc,
enum wined3d_shader_type shader_type);
};
@@ -4008,6 +4011,11 @@ void wined3d_shader_resource_view_cleanup(struct wined3d_shader_resource_view *v
#include "wined3d_gl.h"
+GLuint wined3d_texture_get_name(struct wined3d_texture_gl *texture_gl,
+ struct wined3d_context_gl *context_gl, BOOL srgb) DECLSPEC_HIDDEN;
+GLuint64 wined3d_shader_resource_view_handle(struct wined3d_shader_resource_view *view,
+ struct wined3d_sampler *sampler, struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN;
+
struct wined3d_unordered_access_view
{
LONG refcount;
--
2.40.1
2.43.0

View File

@ -1,3 +1,2 @@
Fixes: [44514] - wined3d: Use bindless textures for GLSL shaders.
Disabled: True