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@ -123,16 +123,24 @@ std::array<Device::BaseBindings, Tegra::Engines::MaxShaderTypes> BuildBaseBindin
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u32 num_images = GetInteger<u32>(GL_MAX_IMAGE_UNITS);
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u32 base_images = 0;
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// Reserve more image bindings on fragment and vertex stages.
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// GL_MAX_IMAGE_UNITS is guaranteed by the spec to have a minimum value of 8.
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// Due to the limitation of GL_MAX_IMAGE_UNITS, reserve at least 4 image bindings on the
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// fragment stage, and at least 1 for the rest of the stages.
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// So far games are observed to use 1 image binding on vertex and 4 on fragment stages.
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// Reserve at least 4 image bindings on the fragment stage.
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bindings[4].image =
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Extract(base_images, num_images, num_images / NumStages + 2, LimitImages[4]);
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bindings[0].image =
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Extract(base_images, num_images, num_images / NumStages + 1, LimitImages[0]);
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Extract(base_images, num_images, std::max(4U, num_images / NumStages), LimitImages[4]);
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// This is guaranteed to be at least 1.
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const u32 total_extracted_images = num_images / (NumStages - 1);
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// Reserve the other image bindings.
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const u32 total_extracted_images = num_images / (NumStages - 2);
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for (std::size_t i = 2; i < NumStages; ++i) {
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for (std::size_t i = 0; i < NumStages; ++i) {
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const std::size_t stage = stage_swizzle[i];
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if (stage == 4) {
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continue;
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}
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bindings[stage].image =
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Extract(base_images, num_images, total_extracted_images, LimitImages[stage]);
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}
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