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wine
wine-winehq
Commits
e29877ee
Commit
e29877ee
authored
Dec 02, 2020
by
Henri Verbeet
Committed by
Alexandre Julliard
Dec 02, 2020
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Plain Diff
wined3d: Reference the SRV bo in context_load_shader_resources().
Signed-off-by:
Henri Verbeet
<
hverbeet@codeweavers.com
>
Signed-off-by:
Alexandre Julliard
<
julliard@winehq.org
>
parent
a0abc665
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Showing
3 changed files
with
46 additions
and
41 deletions
+46
-41
context.c
dlls/wined3d/context.c
+0
-37
context_gl.c
dlls/wined3d/context_gl.c
+46
-2
wined3d_private.h
dlls/wined3d/wined3d_private.h
+0
-2
No files found.
dlls/wined3d/context.c
View file @
e29877ee
...
...
@@ -383,40 +383,3 @@ void context_preload_textures(struct wined3d_context *context, const struct wine
}
}
}
void
context_load_shader_resources
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
unsigned
int
shader_mask
)
{
struct
wined3d_shader_sampler_map_entry
*
entry
;
struct
wined3d_shader_resource_view
*
view
;
struct
wined3d_shader
*
shader
;
unsigned
int
i
,
j
;
for
(
i
=
0
;
i
<
WINED3D_SHADER_TYPE_COUNT
;
++
i
)
{
if
(
!
(
shader_mask
&
(
1u
<<
i
)))
continue
;
if
(
!
(
shader
=
state
->
shader
[
i
]))
continue
;
for
(
j
=
0
;
j
<
WINED3D_MAX_CBS
;
++
j
)
{
if
(
state
->
cb
[
i
][
j
])
wined3d_buffer_load
(
state
->
cb
[
i
][
j
],
context
,
state
);
}
for
(
j
=
0
;
j
<
shader
->
reg_maps
.
sampler_map
.
count
;
++
j
)
{
entry
=
&
shader
->
reg_maps
.
sampler_map
.
entries
[
j
];
if
(
!
(
view
=
state
->
shader_resource_view
[
i
][
entry
->
resource_idx
]))
continue
;
if
(
view
->
resource
->
type
==
WINED3D_RTYPE_BUFFER
)
wined3d_buffer_load
(
buffer_from_resource
(
view
->
resource
),
context
,
state
);
else
wined3d_texture_load
(
texture_from_resource
(
view
->
resource
),
context
,
FALSE
);
}
}
}
dlls/wined3d/context_gl.c
View file @
e29877ee
...
...
@@ -3684,6 +3684,50 @@ static void wined3d_context_gl_bind_unordered_access_views(struct wined3d_contex
checkGLcall
(
"Bind unordered access views"
);
}
static
void
context_gl_load_shader_resources
(
struct
wined3d_context_gl
*
context_gl
,
const
struct
wined3d_state
*
state
,
unsigned
int
shader_mask
)
{
struct
wined3d_shader_sampler_map_entry
*
entry
;
struct
wined3d_shader_resource_view
*
view
;
struct
wined3d_buffer_gl
*
buffer_gl
;
struct
wined3d_shader
*
shader
;
unsigned
int
i
,
j
;
for
(
i
=
0
;
i
<
WINED3D_SHADER_TYPE_COUNT
;
++
i
)
{
if
(
!
(
shader_mask
&
(
1u
<<
i
)))
continue
;
if
(
!
(
shader
=
state
->
shader
[
i
]))
continue
;
for
(
j
=
0
;
j
<
WINED3D_MAX_CBS
;
++
j
)
{
if
(
state
->
cb
[
i
][
j
])
wined3d_buffer_load
(
state
->
cb
[
i
][
j
],
&
context_gl
->
c
,
state
);
}
for
(
j
=
0
;
j
<
shader
->
reg_maps
.
sampler_map
.
count
;
++
j
)
{
entry
=
&
shader
->
reg_maps
.
sampler_map
.
entries
[
j
];
if
(
!
(
view
=
state
->
shader_resource_view
[
i
][
entry
->
resource_idx
]))
continue
;
if
(
view
->
resource
->
type
==
WINED3D_RTYPE_BUFFER
)
{
buffer_gl
=
wined3d_buffer_gl
(
buffer_from_resource
(
view
->
resource
));
wined3d_buffer_load
(
&
buffer_gl
->
b
,
&
context_gl
->
c
,
state
);
wined3d_context_gl_reference_bo
(
context_gl
,
&
buffer_gl
->
bo
);
}
else
{
wined3d_texture_load
(
texture_from_resource
(
view
->
resource
),
&
context_gl
->
c
,
FALSE
);
}
}
}
}
static
void
context_gl_load_unordered_access_resources
(
struct
wined3d_context_gl
*
context_gl
,
const
struct
wined3d_shader
*
shader
,
struct
wined3d_unordered_access_view
*
const
*
views
)
{
...
...
@@ -3768,7 +3812,7 @@ static BOOL context_apply_draw_state(struct wined3d_context *context,
* updating a resource location. */
wined3d_context_gl_update_tex_unit_map
(
context_gl
,
state
);
context_preload_textures
(
context
,
state
);
context_
load_shader_resources
(
context
,
state
,
~
(
1u
<<
WINED3D_SHADER_TYPE_COMPUTE
));
context_
gl_load_shader_resources
(
context_gl
,
state
,
~
(
1u
<<
WINED3D_SHADER_TYPE_COMPUTE
));
context_gl_load_unordered_access_resources
(
context_gl
,
state
->
shader
[
WINED3D_SHADER_TYPE_PIXEL
],
state
->
unordered_access_view
[
WINED3D_PIPELINE_GRAPHICS
]);
context_gl_load_stream_output_buffers
(
context_gl
,
state
);
...
...
@@ -3873,7 +3917,7 @@ static void wined3d_context_gl_apply_compute_state(struct wined3d_context_gl *co
const
struct
wined3d_gl_info
*
gl_info
=
context_gl
->
gl_info
;
unsigned
int
state_id
,
i
;
context_
load_shader_resources
(
&
context_gl
->
c
,
state
,
1u
<<
WINED3D_SHADER_TYPE_COMPUTE
);
context_
gl_load_shader_resources
(
context_gl
,
state
,
1u
<<
WINED3D_SHADER_TYPE_COMPUTE
);
context_gl_load_unordered_access_resources
(
context_gl
,
state
->
shader
[
WINED3D_SHADER_TYPE_COMPUTE
],
state
->
unordered_access_view
[
WINED3D_PIPELINE_COMPUTE
]);
...
...
dlls/wined3d/wined3d_private.h
View file @
e29877ee
...
...
@@ -2149,8 +2149,6 @@ struct wined3d_context
void
wined3d_context_cleanup
(
struct
wined3d_context
*
context
)
DECLSPEC_HIDDEN
;
void
wined3d_context_init
(
struct
wined3d_context
*
context
,
struct
wined3d_swapchain
*
swapchain
)
DECLSPEC_HIDDEN
;
void
context_load_shader_resources
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
unsigned
int
shader_mask
)
DECLSPEC_HIDDEN
;
void
context_preload_textures
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
)
DECLSPEC_HIDDEN
;
void
context_update_stream_info
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
)
DECLSPEC_HIDDEN
;
...
...
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