Commit b35e469d authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Document functions that depend on the caller to do GL locking.

parent 3022a4a7
......@@ -41,6 +41,8 @@ WINE_DECLARE_DEBUG_CHANNEL(d3d);
#define GLINFO_LOCATION (*gl_info)
/* GL locking for state handlers is done by the caller. */
/* We have to subtract any other PARAMs that we might use in our shader programs.
* ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
* and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
......@@ -78,6 +80,7 @@ struct shader_arb_priv {
* @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
* or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
*/
/* GL locking is done by the caller */
static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, const WineD3D_GL_Info *gl_info,
GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
{
......@@ -189,6 +192,7 @@ static void shader_arb_load_np2fixup_constants(
* We only support float constants in ARB at the moment, so don't
* worry about the Integers or Booleans
*/
/* GL locking is done by the caller (state handler) */
static void shader_arb_load_constants(
IWineD3DDevice* device,
char usePixelShader,
......@@ -1612,6 +1616,7 @@ static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
src_name);
}
/* GL locking is done by the caller */
static GLuint create_arb_blt_vertex_program(const WineD3D_GL_Info *gl_info)
{
GLuint program_id = 0;
......@@ -1637,6 +1642,7 @@ static GLuint create_arb_blt_vertex_program(const WineD3D_GL_Info *gl_info)
return program_id;
}
/* GL locking is done by the caller */
static GLuint create_arb_blt_fragment_program(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
{
GLuint program_id = 0;
......@@ -1686,6 +1692,7 @@ static GLuint create_arb_blt_fragment_program(const WineD3D_GL_Info *gl_info, en
return program_id;
}
/* GL locking is done by the caller */
static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct shader_arb_priv *priv = This->shader_priv;
......@@ -1740,6 +1747,7 @@ static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
}
}
/* GL locking is done by the caller */
static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct shader_arb_priv *priv = This->shader_priv;
......@@ -1755,6 +1763,7 @@ static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types te
glEnable(GL_FRAGMENT_PROGRAM_ARB);
}
/* GL locking is done by the caller */
static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct shader_arb_priv *priv = This->shader_priv;
......@@ -1875,6 +1884,7 @@ static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcol
/* [0.0;1.0] clamping. Not needed, this is done implicitly */
}
/* GL locking is done by the caller */
static GLuint shader_arb_generate_pshader(IWineD3DPixelShader *iface,
SHADER_BUFFER *buffer, const struct ps_compile_args *args)
{
......@@ -1968,6 +1978,7 @@ static GLuint shader_arb_generate_pshader(IWineD3DPixelShader *iface,
return retval;
}
/* GL locking is done by the caller */
static GLuint shader_arb_generate_vshader(IWineD3DVertexShader *iface,
SHADER_BUFFER *buffer, const struct vs_compile_args *args)
{
......
......@@ -28,6 +28,8 @@
WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
WINE_DECLARE_DEBUG_CHANNEL(d3d);
/* GL locking for state handlers is done by the caller. */
/* Some private defines, Constant associations, etc.
* Env bump matrix and per stage constant should be independent,
* a stage that bump maps can't read the per state constant
......
......@@ -288,6 +288,7 @@ HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surfac
return hr;
}
/* GL locking is done by the caller */
static inline void apply_wrap(const GLint textureDimensions, const DWORD state, const GLint type,
BOOL cond_np2) {
GLint wrapParm;
......@@ -313,6 +314,7 @@ static inline void apply_wrap(const GLint textureDimensions, const DWORD state,
}
}
/* GL locking is done by the caller (state handler) */
void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1])
......
......@@ -38,6 +38,7 @@ static IWineD3DDeviceImpl *last_device;
/* FBO helper functions */
/* GL locking is done by the caller */
void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo)
{
const IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
......@@ -53,6 +54,7 @@ void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo)
checkGLcall("glBindFramebuffer()");
}
/* GL locking is done by the caller */
static void context_clean_fbo_attachments(IWineD3DDeviceImpl *This)
{
unsigned int i;
......@@ -66,6 +68,7 @@ static void context_clean_fbo_attachments(IWineD3DDeviceImpl *This)
checkGLcall("glFramebufferTexture2D()");
}
/* GL locking is done by the caller */
static void context_destroy_fbo(IWineD3DDeviceImpl *This, const GLuint *fbo)
{
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, *fbo));
......@@ -79,6 +82,7 @@ static void context_destroy_fbo(IWineD3DDeviceImpl *This, const GLuint *fbo)
checkGLcall("glDeleteFramebuffers()");
}
/* GL locking is done by the caller */
static void context_apply_attachment_filter_states(IWineD3DDevice *iface, IWineD3DSurface *surface, BOOL force_preload)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
......@@ -143,6 +147,7 @@ static void context_apply_attachment_filter_states(IWineD3DDevice *iface, IWineD
}
/* TODO: Handle stencil attachments */
/* GL locking is done by the caller */
void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer)
{
IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
......@@ -168,6 +173,7 @@ void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_targe
}
}
/* GL locking is done by the caller */
void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface)
{
const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
......@@ -187,6 +193,7 @@ void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWO
}
}
/* GL locking is done by the caller */
static void context_check_fbo_status(IWineD3DDevice *iface)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
......@@ -237,6 +244,7 @@ static struct fbo_entry *context_create_fbo_entry(IWineD3DDevice *iface)
return entry;
}
/* GL locking is done by the caller */
static void context_reuse_fbo_entry(IWineD3DDevice *iface, struct fbo_entry *entry)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
......@@ -250,6 +258,7 @@ static void context_reuse_fbo_entry(IWineD3DDevice *iface, struct fbo_entry *ent
entry->attached = FALSE;
}
/* GL locking is done by the caller */
static void context_destroy_fbo_entry(IWineD3DDeviceImpl *This, struct fbo_entry *entry)
{
if (entry->id)
......@@ -263,6 +272,7 @@ static void context_destroy_fbo_entry(IWineD3DDeviceImpl *This, struct fbo_entry
}
/* GL locking is done by the caller */
static struct fbo_entry *context_find_fbo_entry(IWineD3DDevice *iface, WineD3DContext *context)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
......@@ -296,6 +306,7 @@ static struct fbo_entry *context_find_fbo_entry(IWineD3DDevice *iface, WineD3DCo
return entry;
}
/* GL locking is done by the caller */
static void context_apply_fbo_entry(IWineD3DDevice *iface, struct fbo_entry *entry)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
......@@ -341,6 +352,7 @@ static void context_apply_fbo_entry(IWineD3DDevice *iface, struct fbo_entry *ent
}
}
/* GL locking is done by the caller */
static void context_apply_fbo_state(IWineD3DDevice *iface)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
......@@ -1073,6 +1085,7 @@ void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) {
RemoveContextFromArray(This, context);
}
/* GL locking is done by the caller */
static inline void set_blit_dimension(UINT width, UINT height) {
glMatrixMode(GL_PROJECTION);
checkGLcall("glMatrixMode(GL_PROJECTION)");
......
......@@ -453,6 +453,7 @@ static void select_shader_max_constants(
* IWineD3D parts follows
**********************************************************/
/* GL locking is done by the caller */
static inline BOOL test_arb_vs_offset_limit(const WineD3D_GL_Info *gl_info)
{
GLuint prog;
......
......@@ -32,6 +32,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw);
#include <stdio.h>
#include <math.h>
/* GL locking is done by the caller */
static void drawStridedFast(IWineD3DDevice *iface, GLenum primitive_type,
UINT min_vertex_idx, UINT max_vertex_idx, UINT count, UINT idx_size,
const void *idx_data, UINT start_idx)
......@@ -68,6 +69,7 @@ static void drawStridedFast(IWineD3DDevice *iface, GLenum primitive_type,
* Slower GL version which extracts info about each vertex in turn
*/
/* GL locking is done by the caller */
static void drawStridedSlow(IWineD3DDevice *iface, const struct wined3d_stream_info *si, UINT NumVertexes,
GLenum glPrimType, const void *idxData, UINT idxSize, UINT minIndex, UINT startIdx)
{
......@@ -295,6 +297,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, const struct wined3d_stream_i
checkGLcall("glEnd and previous calls");
}
/* GL locking is done by the caller */
static inline void send_attribute(IWineD3DDeviceImpl *This, WINED3DFORMAT format, const UINT index, const void *ptr)
{
switch(format)
......@@ -397,6 +400,7 @@ static inline void send_attribute(IWineD3DDeviceImpl *This, WINED3DFORMAT format
}
}
/* GL locking is done by the caller */
static void drawStridedSlowVs(IWineD3DDevice *iface, const struct wined3d_stream_info *si, UINT numberOfVertices,
GLenum glPrimitiveType, const void *idxData, UINT idxSize, UINT minIndex, UINT startIdx)
{
......@@ -457,6 +461,7 @@ static void drawStridedSlowVs(IWineD3DDevice *iface, const struct wined3d_stream
glEnd();
}
/* GL locking is done by the caller */
static inline void drawStridedInstanced(IWineD3DDevice *iface, const struct wined3d_stream_info *si,
UINT numberOfVertices, GLenum glPrimitiveType, const void *idxData, UINT idxSize, UINT minIndex,
UINT startIdx)
......
......@@ -124,6 +124,7 @@ typedef struct {
/** Prints the GLSL info log which will contain error messages if they exist */
/* GL locking is done by the caller */
static void print_glsl_info_log(const WineD3D_GL_Info *gl_info, GLhandleARB obj)
{
int infologLength = 0;
......@@ -181,6 +182,7 @@ static void print_glsl_info_log(const WineD3D_GL_Info *gl_info, GLhandleARB obj)
/**
* Loads (pixel shader) samplers
*/
/* GL locking is done by the caller */
static void shader_glsl_load_psamplers(const WineD3D_GL_Info *gl_info, DWORD *tex_unit_map, GLhandleARB programId)
{
GLint name_loc;
......@@ -204,6 +206,7 @@ static void shader_glsl_load_psamplers(const WineD3D_GL_Info *gl_info, DWORD *te
}
}
/* GL locking is done by the caller */
static void shader_glsl_load_vsamplers(const WineD3D_GL_Info *gl_info, DWORD *tex_unit_map, GLhandleARB programId)
{
GLint name_loc;
......@@ -227,6 +230,7 @@ static void shader_glsl_load_vsamplers(const WineD3D_GL_Info *gl_info, DWORD *te
}
}
/* GL locking is done by the caller */
static inline void walk_constant_heap(const WineD3D_GL_Info *gl_info, const float *constants,
const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
{
......@@ -288,6 +292,7 @@ static inline void walk_constant_heap(const WineD3D_GL_Info *gl_info, const floa
checkGLcall("walk_constant_heap()");
}
/* GL locking is done by the caller */
static inline void apply_clamped_constant(const WineD3D_GL_Info *gl_info, GLint location, const GLfloat *data)
{
GLfloat clamped_constant[4];
......@@ -302,6 +307,7 @@ static inline void apply_clamped_constant(const WineD3D_GL_Info *gl_info, GLint
GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
}
/* GL locking is done by the caller */
static inline void walk_constant_heap_clamped(const WineD3D_GL_Info *gl_info, const float *constants,
const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
{
......@@ -362,6 +368,7 @@ static inline void walk_constant_heap_clamped(const WineD3D_GL_Info *gl_info, co
}
/* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
/* GL locking is done by the caller */
static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
unsigned char *stack, UINT version)
......@@ -392,6 +399,7 @@ static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const Wine
}
/* Loads integer constants (aka uniforms) into the currently set GLSL program. */
/* GL locking is done by the caller */
static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
{
......@@ -428,6 +436,7 @@ static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const Wine
}
/* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
/* GL locking is done by the caller */
static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
GLhandleARB programId, const BOOL *constants, WORD constants_set)
{
......@@ -487,6 +496,7 @@ static void reset_program_constant_version(void *value, void *context)
/**
* Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
*/
/* GL locking is done by the caller (state handler) */
static void shader_glsl_load_np2fixup_constants(
IWineD3DDevice* device,
char usePixelShader,
......@@ -529,6 +539,7 @@ static void shader_glsl_load_np2fixup_constants(
/**
* Loads the app-supplied constants into the currently set GLSL program.
*/
/* GL locking is done by the caller (state handler) */
static void shader_glsl_load_constants(
IWineD3DDevice* device,
char usePixelShader,
......@@ -3197,6 +3208,7 @@ static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_p
return hash_table_get(priv->glsl_program_lookup, &key);
}
/* GL locking is done by the caller */
static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const WineD3D_GL_Info *gl_info,
struct glsl_shader_prog_link *entry)
{
......@@ -3363,6 +3375,7 @@ static void handle_ps3_input(SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_in
HeapFree(GetProcessHeap(), 0, set);
}
/* GL locking is done by the caller */
static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexshader,
IWineD3DPixelShader *pixelshader, const WineD3D_GL_Info *gl_info)
{
......@@ -3508,6 +3521,7 @@ static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexs
return ret;
}
/* GL locking is done by the caller */
static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD3D_GL_Info *gl_info,
GLhandleARB programId, char prefix)
{
......@@ -3533,6 +3547,8 @@ static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD
* the program in the hash table. If it creates a program, it will link the
* given objects, too.
*/
/* GL locking is done by the caller */
static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct shader_glsl_priv *priv = This->shader_priv;
......@@ -3738,6 +3754,7 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
}
}
/* GL locking is done by the caller */
static GLhandleARB create_glsl_blt_shader(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
{
GLhandleARB program_id;
......@@ -3812,6 +3829,7 @@ static GLhandleARB create_glsl_blt_shader(const WineD3D_GL_Info *gl_info, enum t
return program_id;
}
/* GL locking is done by the caller */
static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct shader_glsl_priv *priv = This->shader_priv;
......@@ -3841,6 +3859,7 @@ static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
checkGLcall("glUseProgramObjectARB");
}
/* GL locking is done by the caller */
static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
......@@ -3858,6 +3877,7 @@ static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types t
}
}
/* GL locking is done by the caller */
static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
......@@ -4071,6 +4091,7 @@ static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
return FALSE;
}
/* GL locking is done by the caller */
static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface,
SHADER_BUFFER *buffer, const struct ps_compile_args *args)
{
......@@ -4177,6 +4198,7 @@ static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface,
return shader_obj;
}
/* GL locking is done by the caller */
static GLuint shader_glsl_generate_vshader(IWineD3DVertexShader *iface,
SHADER_BUFFER *buffer, const struct vs_compile_args *args)
{
......
......@@ -29,6 +29,9 @@
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
#define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
/* GL locking for state handlers is done by the caller. */
static void nvts_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
BOOL bumpmap = FALSE;
......
......@@ -338,6 +338,7 @@ static void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD
}
}
/* GL locking is done by the caller */
static GLuint pixelshader_compile(IWineD3DPixelShaderImpl *This, const struct ps_compile_args *args)
{
CONST DWORD *function = This->baseShader.function;
......@@ -440,6 +441,7 @@ void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImp
}
}
/* GL locking is done by the caller */
GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args)
{
UINT i;
......
......@@ -36,6 +36,8 @@ WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
#define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
/* GL locking for state handlers is done by the caller. */
static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
......
......@@ -426,6 +426,7 @@ static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal,
/* In D3D the depth stencil dimensions have to be greater than or equal to the
* render target dimensions. With FBOs, the dimensions have to be an exact match. */
/* TODO: We should synchronize the renderbuffer's content with the texture's content. */
/* GL locking is done by the caller */
void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
renderbuffer_entry_t *entry;
......@@ -4079,6 +4080,7 @@ static void surface_get_depth_blt_info(GLenum target, GLsizei w, GLsizei h, stru
}
}
/* GL locking is done by the caller */
static void surface_depth_blt(IWineD3DSurfaceImpl *This, GLuint texture, GLsizei w, GLsizei h, GLenum target)
{
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
......
......@@ -1516,6 +1516,7 @@ BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWO
}
/* Setup this textures matrix according to the texture flags*/
/* GL locking is done by the caller (state handler) */
void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed,
WINED3DFORMAT vtx_fmt, BOOL ffp_proj_control)
{
......@@ -2384,6 +2385,7 @@ void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *des
* Requires the caller to activate the correct unit before
*/
#define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
/* GL locking is done by the caller (state handler) */
void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
if(stateblock->textures[stage]) {
switch (IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[stage])) {
......@@ -2457,6 +2459,7 @@ void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock
}
}
/* GL locking is done by the caller (state handler) */
void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
DWORD sampler = state - STATE_SAMPLER(0);
DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
......
......@@ -351,6 +351,7 @@ static HRESULT WINAPI IWIneD3DVertexShaderImpl_SetLocalConstantsF(IWineD3DVertex
return WINED3D_OK;
}
/* GL locking is done by the caller */
static GLuint vertexshader_compile(IWineD3DVertexShaderImpl *This, const struct vs_compile_args *args) {
IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
SHADER_BUFFER buffer;
......@@ -395,6 +396,7 @@ static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const str
return stored->fog_src == new->fog_src;
}
/* GL locking is done by the caller */
GLuint find_gl_vshader(IWineD3DVertexShaderImpl *shader, const struct vs_compile_args *args)
{
UINT i;
......
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