Merge pull request #4092 from Morph1984/image-bindings
gl_device: Reserve 4 image bindings for fragment stage
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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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