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authorMorph <39850852+Morph1984@users.noreply.github.com>2020-06-16 07:30:01 +0200
committerMorph <39850852+Morph1984@users.noreply.github.com>2020-06-16 09:03:07 +0200
commite2f5d165407ebb998cc24005bc30476ba29d5bcd (patch)
treed74286e399af31169b35b2bcc558858f88baa95e /src
parentMerge pull request #4091 from MerryMage/cmakelists-xbyak-order (diff)
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Diffstat (limited to 'src')
-rw-r--r--src/video_core/renderer_opengl/gl_device.cpp20
1 files changed, 14 insertions, 6 deletions
diff --git a/src/video_core/renderer_opengl/gl_device.cpp b/src/video_core/renderer_opengl/gl_device.cpp
index 890fc6c63..21a4f4def 100644
--- a/src/video_core/renderer_opengl/gl_device.cpp
+++ b/src/video_core/renderer_opengl/gl_device.cpp
@@ -123,16 +123,24 @@ std::array<Device::BaseBindings, Tegra::Engines::MaxShaderTypes> BuildBaseBindin
u32 num_images = GetInteger<u32>(GL_MAX_IMAGE_UNITS);
u32 base_images = 0;
- // Reserve more image bindings on fragment and vertex stages.
+ // GL_MAX_IMAGE_UNITS is guaranteed by the spec to have a minimum value of 8.
+ // Due to the limitation of GL_MAX_IMAGE_UNITS, reserve at least 4 image bindings on the
+ // fragment stage, and at least 1 for the rest of the stages.
+ // So far games are observed to use 1 image binding on vertex and 4 on fragment stages.
+
+ // Reserve at least 4 image bindings on the fragment stage.
bindings[4].image =
- Extract(base_images, num_images, num_images / NumStages + 2, LimitImages[4]);
- bindings[0].image =
- Extract(base_images, num_images, num_images / NumStages + 1, LimitImages[0]);
+ Extract(base_images, num_images, std::max(4U, num_images / NumStages), LimitImages[4]);
+
+ // This is guaranteed to be at least 1.
+ const u32 total_extracted_images = num_images / (NumStages - 1);
// Reserve the other image bindings.
- const u32 total_extracted_images = num_images / (NumStages - 2);
- for (std::size_t i = 2; i < NumStages; ++i) {
+ for (std::size_t i = 0; i < NumStages; ++i) {
const std::size_t stage = stage_swizzle[i];
+ if (stage == 4) {
+ continue;
+ }
bindings[stage].image =
Extract(base_images, num_images, total_extracted_images, LimitImages[stage]);
}