wined3d-CSMT_Main: Remove empty patch.

This commit is contained in:
Sebastian Lackner 2015-09-08 19:35:08 +02:00
parent 2517360ebd
commit 23ec346541
79 changed files with 106 additions and 136 deletions

View File

@ -5746,83 +5746,82 @@ if test "$enable_wined3d_CSMT_Main" -eq 1; then
patch_apply wined3d-CSMT_Main/0099-wined3d-Get-rid-of-the-surface_upload_data-glFinish.patch
patch_apply wined3d-CSMT_Main/0100-wined3d-Don-t-lock-the-src-volume-in-device_update_v.patch
patch_apply wined3d-CSMT_Main/0101-wined3d-Handle-evit_managed_resources-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0102-wined3d-Send-flips-through-the-command-stream.patch
patch_apply wined3d-CSMT_Main/0103-wined3d-Introduce-resource-fencing.patch
patch_apply wined3d-CSMT_Main/0104-wined3d-Fence-update_texture-and-update_surface-call.patch
patch_apply wined3d-CSMT_Main/0105-wined3d-Dirtify-resources-on-unmap.patch
patch_apply wined3d-CSMT_Main/0106-wined3d-Fence-texture-reads-in-draws.patch
patch_apply wined3d-CSMT_Main/0107-wined3d-Fence-render-targets-and-depth-stencils.patch
patch_apply wined3d-CSMT_Main/0108-wined3d-Fence-blit-operations.patch
patch_apply wined3d-CSMT_Main/0109-wined3d-Fence-color_fill-operations.patch
patch_apply wined3d-CSMT_Main/0110-wined3d-Fence-clear-calls.patch
patch_apply wined3d-CSMT_Main/0111-wined3d-Fence-present-calls.patch
patch_apply wined3d-CSMT_Main/0112-wined3d-Make-resource-maps-and-unmaps-a-priority-com.patch
patch_apply wined3d-CSMT_Main/0113-wined3d-Dirtify-changed-textures-through-the-command.patch
patch_apply wined3d-CSMT_Main/0114-wined3d-Wrap-GL-BOs-in-a-structure.patch
patch_apply wined3d-CSMT_Main/0115-wined3d-Separate-resource-map-and-draw-buffers.patch
patch_apply wined3d-CSMT_Main/0116-wined3d-Implement-DISCARD-resource-maps-with-buffers.patch
patch_apply wined3d-CSMT_Main/0117-wined3d-Implement-DISCARD-resource-maps-with-heap-me.patch
patch_apply wined3d-CSMT_Main/0118-wined3d-Unset-some-objects-in-state_init_default.patch
patch_apply wined3d-CSMT_Main/0119-wined3d-Don-t-request-the-frontbuffer-to-create-dumm.patch
patch_apply wined3d-CSMT_Main/0120-wined3d-Use-double-buffered-buffers-for-multithreade.patch
patch_apply wined3d-CSMT_Main/0121-wined3d-Don-t-synchronize-NOOVERWRITE-buffer-maps.patch
patch_apply wined3d-CSMT_Main/0122-wined3d-Separate-buffer-map-write-and-draw-read-memo.patch
patch_apply wined3d-CSMT_Main/0123-wined3d-Accelerate-DISCARD-buffer-maps.patch
patch_apply wined3d-CSMT_Main/0124-wined3d-Accelerate-READONLY-buffer-maps.patch
patch_apply wined3d-CSMT_Main/0125-wined3d-Access-the-buffer-dirty-areas-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0126-wined3d-Ignore-buffer-resource.map_count-in-the-CS.patch
patch_apply wined3d-CSMT_Main/0127-wined3d-Send-buffer-preloads-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0128-wined3d-Use-glBufferSubData-instead-of-glMapBufferRa.patch
patch_apply wined3d-CSMT_Main/0129-wined3d-Separate-GL-buffer-discard-control-from-igno.patch
patch_apply wined3d-CSMT_Main/0130-wined3d-Create-buffers-before-mapping-them.patch
patch_apply wined3d-CSMT_Main/0131-wined3d-Destroy-views-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0132-wined3d-Remove-another-glFinish.patch
patch_apply wined3d-CSMT_Main/0133-wined3d-Destroy-vertex-declarations-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0134-wined3d-Destroy-shaders-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0135-wined3d-Create-VBOs-through-the-command-stream.patch
patch_apply wined3d-CSMT_Main/0136-wined3d-Clean-up-resource-data-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0137-wined3d-Clean-up-buffer-resource-data-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0138-wined3d-Clean-up-volume-resource-data-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0139-wined3d-Clean-up-surfaces-through-the-cs.patch
patch_apply wined3d-CSMT_Main/0140-wined3d-Clean-up-texture-resources-through-the-cs.patch
patch_apply wined3d-CSMT_Main/0141-wined3d-Unload-resources-through-the-CS-in-uninit_3d.patch
patch_apply wined3d-CSMT_Main/0142-wined3d-Unload-resources-through-the-CS-in-device_re.patch
patch_apply wined3d-CSMT_Main/0143-wined3d-Don-t-glFinish-after-a-depth-buffer-blit.patch
patch_apply wined3d-CSMT_Main/0144-wined3d-Remove-software-cursor-support.patch
patch_apply wined3d-CSMT_Main/0145-wined3d-Create-dummy-textures-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0146-wined3d-Create-the-initial-context-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0147-wined3d-Recreate-ctx-and-dummy-textures-through-the-.patch
patch_apply wined3d-CSMT_Main/0148-wined3d-Ignore-WINED3D_MAP_NO_DIRTY_UPDATE-in-resour.patch
patch_apply wined3d-CSMT_Main/0149-wined3d-Delete-GL-contexts-through-the-CS-in-reset.patch
patch_apply wined3d-CSMT_Main/0150-wined3d-Delete-GL-contexts-through-the-CS-in-uninit_.patch
patch_apply wined3d-CSMT_Main/0151-wined3d-Invoke-surface_unload-through-the-CS-in-wine.patch
patch_apply wined3d-CSMT_Main/0152-wined3d-Use-an-event-to-block-the-worker-thread-when.patch
patch_apply wined3d-CSMT_Main/0153-wined3d-Fence-preload-operations.patch
patch_apply wined3d-CSMT_Main/0154-d3d8-tests-D3DLOCK_NO_DIRTY_UPDATE-on-managed-textur.patch
patch_apply wined3d-CSMT_Main/0155-d3d9-tests-D3DLOCK_NO_DIRTY_UPDATE-on-managed-textur.patch
patch_apply wined3d-CSMT_Main/0156-wined3d-Completely-reset-the-state-on-reset.patch
patch_apply wined3d-CSMT_Main/0157-wined3d-Send-getdc-and-releasedc-through-the-command.patch
patch_apply wined3d-CSMT_Main/0158-wined3d-Set-map_heap_memory-NULL-when-allocating-a-P.patch
patch_apply wined3d-CSMT_Main/0159-wined3d-Wait-only-for-the-buffer-to-be-idle.patch
patch_apply wined3d-CSMT_Main/0160-wined3d-Add-a-comment-about-worker-thread-lag.patch
patch_apply wined3d-CSMT_Main/0161-wined3d-Remove-the-texture-destroy-glFinish.patch
patch_apply wined3d-CSMT_Main/0162-wined3d-Move-FBO-destruction-into-the-worker-thread.patch
patch_apply wined3d-CSMT_Main/0163-wined3d-Don-t-incref-decref-textures-in-color-depth-.patch
patch_apply wined3d-CSMT_Main/0164-Winex11-complain-about-glfinish.patch
patch_apply wined3d-CSMT_Main/0165-wined3d-Make-sure-the-new-window-is-set-up-before-se.patch
patch_apply wined3d-CSMT_Main/0166-wined3d-Remove-the-device_reset-CS-sync-fixme.patch
patch_apply wined3d-CSMT_Main/0167-wined3d-Put-GL_APPLE_flush_buffer_range-syncing-back.patch
patch_apply wined3d-CSMT_Main/0168-wined3d-Wait-for-the-resource-to-be-idle-when-destro.patch
patch_apply wined3d-CSMT_Main/0169-wined3d-Don-t-sync-on-redundant-discard-calls.patch
patch_apply wined3d-CSMT_Main/0170-wined3d-Don-t-discard-new-buffers.patch
patch_apply wined3d-CSMT_Main/0171-wined3d-Don-t-try-to-sync-VBOs-manually-on-OSX-with-.patch
patch_apply wined3d-CSMT_Main/0172-wined3d-Render-target-lock-hack.patch
patch_apply wined3d-CSMT_Main/0173-wined3d-Avoid-calling-wined3d_surface_blt-from-surfa.patch
patch_apply wined3d-CSMT_Main/0174-wined3d-Only-discard-buffers-that-are-in-use.patch
patch_apply wined3d-CSMT_Main/0175-wined3d-Destroy-samplers-through-the-command-stream.patch
patch_apply wined3d-CSMT_Main/0176-wined3d-Hack-to-reject-unsupported-color-fills.patch
patch_apply wined3d-CSMT_Main/0177-wined3d-Alloc-the-buffer-map-array-before-mapping-th.patch
patch_apply wined3d-CSMT_Main/0178-wined3d-Send-update_sub_resource-calls-through-the-c.patch
patch_apply wined3d-CSMT_Main/0102-wined3d-Introduce-resource-fencing.patch
patch_apply wined3d-CSMT_Main/0103-wined3d-Fence-update_texture-and-update_surface-call.patch
patch_apply wined3d-CSMT_Main/0104-wined3d-Dirtify-resources-on-unmap.patch
patch_apply wined3d-CSMT_Main/0105-wined3d-Fence-texture-reads-in-draws.patch
patch_apply wined3d-CSMT_Main/0106-wined3d-Fence-render-targets-and-depth-stencils.patch
patch_apply wined3d-CSMT_Main/0107-wined3d-Fence-blit-operations.patch
patch_apply wined3d-CSMT_Main/0108-wined3d-Fence-color_fill-operations.patch
patch_apply wined3d-CSMT_Main/0109-wined3d-Fence-clear-calls.patch
patch_apply wined3d-CSMT_Main/0110-wined3d-Fence-present-calls.patch
patch_apply wined3d-CSMT_Main/0111-wined3d-Make-resource-maps-and-unmaps-a-priority-com.patch
patch_apply wined3d-CSMT_Main/0112-wined3d-Dirtify-changed-textures-through-the-command.patch
patch_apply wined3d-CSMT_Main/0113-wined3d-Wrap-GL-BOs-in-a-structure.patch
patch_apply wined3d-CSMT_Main/0114-wined3d-Separate-resource-map-and-draw-buffers.patch
patch_apply wined3d-CSMT_Main/0115-wined3d-Implement-DISCARD-resource-maps-with-buffers.patch
patch_apply wined3d-CSMT_Main/0116-wined3d-Implement-DISCARD-resource-maps-with-heap-me.patch
patch_apply wined3d-CSMT_Main/0117-wined3d-Unset-some-objects-in-state_init_default.patch
patch_apply wined3d-CSMT_Main/0118-wined3d-Don-t-request-the-frontbuffer-to-create-dumm.patch
patch_apply wined3d-CSMT_Main/0119-wined3d-Use-double-buffered-buffers-for-multithreade.patch
patch_apply wined3d-CSMT_Main/0120-wined3d-Don-t-synchronize-NOOVERWRITE-buffer-maps.patch
patch_apply wined3d-CSMT_Main/0121-wined3d-Separate-buffer-map-write-and-draw-read-memo.patch
patch_apply wined3d-CSMT_Main/0122-wined3d-Accelerate-DISCARD-buffer-maps.patch
patch_apply wined3d-CSMT_Main/0123-wined3d-Accelerate-READONLY-buffer-maps.patch
patch_apply wined3d-CSMT_Main/0124-wined3d-Access-the-buffer-dirty-areas-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0125-wined3d-Ignore-buffer-resource.map_count-in-the-CS.patch
patch_apply wined3d-CSMT_Main/0126-wined3d-Send-buffer-preloads-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0127-wined3d-Use-glBufferSubData-instead-of-glMapBufferRa.patch
patch_apply wined3d-CSMT_Main/0128-wined3d-Separate-GL-buffer-discard-control-from-igno.patch
patch_apply wined3d-CSMT_Main/0129-wined3d-Create-buffers-before-mapping-them.patch
patch_apply wined3d-CSMT_Main/0130-wined3d-Destroy-views-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0131-wined3d-Remove-another-glFinish.patch
patch_apply wined3d-CSMT_Main/0132-wined3d-Destroy-vertex-declarations-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0133-wined3d-Destroy-shaders-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0134-wined3d-Create-VBOs-through-the-command-stream.patch
patch_apply wined3d-CSMT_Main/0135-wined3d-Clean-up-resource-data-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0136-wined3d-Clean-up-buffer-resource-data-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0137-wined3d-Clean-up-volume-resource-data-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0138-wined3d-Clean-up-surfaces-through-the-cs.patch
patch_apply wined3d-CSMT_Main/0139-wined3d-Clean-up-texture-resources-through-the-cs.patch
patch_apply wined3d-CSMT_Main/0140-wined3d-Unload-resources-through-the-CS-in-uninit_3d.patch
patch_apply wined3d-CSMT_Main/0141-wined3d-Unload-resources-through-the-CS-in-device_re.patch
patch_apply wined3d-CSMT_Main/0142-wined3d-Don-t-glFinish-after-a-depth-buffer-blit.patch
patch_apply wined3d-CSMT_Main/0143-wined3d-Remove-software-cursor-support.patch
patch_apply wined3d-CSMT_Main/0144-wined3d-Create-dummy-textures-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0145-wined3d-Create-the-initial-context-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0146-wined3d-Recreate-ctx-and-dummy-textures-through-the-.patch
patch_apply wined3d-CSMT_Main/0147-wined3d-Ignore-WINED3D_MAP_NO_DIRTY_UPDATE-in-resour.patch
patch_apply wined3d-CSMT_Main/0148-wined3d-Delete-GL-contexts-through-the-CS-in-reset.patch
patch_apply wined3d-CSMT_Main/0149-wined3d-Delete-GL-contexts-through-the-CS-in-uninit_.patch
patch_apply wined3d-CSMT_Main/0150-wined3d-Invoke-surface_unload-through-the-CS-in-wine.patch
patch_apply wined3d-CSMT_Main/0151-wined3d-Use-an-event-to-block-the-worker-thread-when.patch
patch_apply wined3d-CSMT_Main/0152-wined3d-Fence-preload-operations.patch
patch_apply wined3d-CSMT_Main/0153-d3d8-tests-D3DLOCK_NO_DIRTY_UPDATE-on-managed-textur.patch
patch_apply wined3d-CSMT_Main/0154-d3d9-tests-D3DLOCK_NO_DIRTY_UPDATE-on-managed-textur.patch
patch_apply wined3d-CSMT_Main/0155-wined3d-Completely-reset-the-state-on-reset.patch
patch_apply wined3d-CSMT_Main/0156-wined3d-Send-getdc-and-releasedc-through-the-command.patch
patch_apply wined3d-CSMT_Main/0157-wined3d-Set-map_heap_memory-NULL-when-allocating-a-P.patch
patch_apply wined3d-CSMT_Main/0158-wined3d-Wait-only-for-the-buffer-to-be-idle.patch
patch_apply wined3d-CSMT_Main/0159-wined3d-Add-a-comment-about-worker-thread-lag.patch
patch_apply wined3d-CSMT_Main/0160-wined3d-Remove-the-texture-destroy-glFinish.patch
patch_apply wined3d-CSMT_Main/0161-wined3d-Move-FBO-destruction-into-the-worker-thread.patch
patch_apply wined3d-CSMT_Main/0162-wined3d-Don-t-incref-decref-textures-in-color-depth-.patch
patch_apply wined3d-CSMT_Main/0163-Winex11-complain-about-glfinish.patch
patch_apply wined3d-CSMT_Main/0164-wined3d-Make-sure-the-new-window-is-set-up-before-se.patch
patch_apply wined3d-CSMT_Main/0165-wined3d-Remove-the-device_reset-CS-sync-fixme.patch
patch_apply wined3d-CSMT_Main/0166-wined3d-Put-GL_APPLE_flush_buffer_range-syncing-back.patch
patch_apply wined3d-CSMT_Main/0167-wined3d-Wait-for-the-resource-to-be-idle-when-destro.patch
patch_apply wined3d-CSMT_Main/0168-wined3d-Don-t-sync-on-redundant-discard-calls.patch
patch_apply wined3d-CSMT_Main/0169-wined3d-Don-t-discard-new-buffers.patch
patch_apply wined3d-CSMT_Main/0170-wined3d-Don-t-try-to-sync-VBOs-manually-on-OSX-with-.patch
patch_apply wined3d-CSMT_Main/0171-wined3d-Render-target-lock-hack.patch
patch_apply wined3d-CSMT_Main/0172-wined3d-Avoid-calling-wined3d_surface_blt-from-surfa.patch
patch_apply wined3d-CSMT_Main/0173-wined3d-Only-discard-buffers-that-are-in-use.patch
patch_apply wined3d-CSMT_Main/0174-wined3d-Destroy-samplers-through-the-command-stream.patch
patch_apply wined3d-CSMT_Main/0175-wined3d-Hack-to-reject-unsupported-color-fills.patch
patch_apply wined3d-CSMT_Main/0176-wined3d-Alloc-the-buffer-map-array-before-mapping-th.patch
patch_apply wined3d-CSMT_Main/0177-wined3d-Send-update_sub_resource-calls-through-the-c.patch
patch_apply wined3d-CSMT_Main/9998-wined3d-Enable-CSMT-by-default-print-a-winediag-mess.patch
patch_apply wined3d-CSMT_Main/9999-IfDefined.patch
(
@ -5927,7 +5926,6 @@ if test "$enable_wined3d_CSMT_Main" -eq 1; then
echo '+ { "Stefan Dösinger", "wined3d: Get rid of the surface_upload_data glFinish.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Don'\''t lock the src volume in device_update_volume.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Handle evit_managed_resources through the CS.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Send flips through the command stream.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Introduce resource fencing.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Fence update_texture and update_surface calls.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Dirtify resources on unmap.", 1 },';

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@ -1,25 +0,0 @@
From 82924b72e422eb595162fd0b54ca93dd2ef540c8 Mon Sep 17 00:00:00 2001
From: =?UTF-8?q?Stefan=20D=C3=B6singer?= <stefan@codeweavers.com>
Date: Tue, 6 Aug 2013 17:39:26 +0200
Subject: wined3d: Send flips through the command stream
TODO: This remove this patch and flip_surface / surface_flip.
---
dlls/wined3d/wined3d_private.h | 1 +
1 file changed, 1 insertion(+)
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 1534a63..95e1f13 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2505,6 +2505,7 @@ BOOL surface_check_block_align(struct wined3d_surface *surface, const RECT *rect
void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
+void surface_flip(struct wined3d_surface *front, struct wined3d_surface *back) DECLSPEC_HIDDEN;
/* Surface flags: */
#define SFLAG_DIBSECTION 0x00000001 /* Has a DIB section attached for GetDC. */
--
2.5.1

View File

@ -2087,22 +2087,22 @@ diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
const struct wined3d_surface_ops *surface_ops;
struct wined3d_texture *container;
+#if defined(STAGING_CSMT)
+
+ DWORD flags;
+
+ UINT pow2Width;
+ UINT pow2Height;
+
+#else /* STAGING_CSMT */
+ void *user_memory;
+ DWORD locations;
DWORD flags;
+ UINT pitch;
UINT pow2Width;
UINT pow2Height;
+#else /* STAGING_CSMT */
+ void *user_memory;
+ DWORD locations;
+
+ DWORD flags;
+
+ UINT pitch;
+ UINT pow2Width;
+ UINT pow2Height;
+
+ /* PBO */
+ GLuint pbo;
+#endif /* STAGING_CSMT */
@ -2137,10 +2137,10 @@ diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
HRESULT wined3d_surface_create(struct wined3d_texture *container, const struct wined3d_resource_desc *desc,
GLenum target, unsigned int level, unsigned int layer, DWORD flags,
struct wined3d_surface **surface) DECLSPEC_HIDDEN;
@@ -2545,6 +2704,20 @@
void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
void surface_flip(struct wined3d_surface *front, struct wined3d_surface *back) DECLSPEC_HIDDEN;
@@ -2541,6 +2700,17 @@
void wined3d_surface_cleanup_cs(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
void wined3d_surface_getdc_cs(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
void wined3d_surface_releasedc_cs(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
+#else /* STAGING_CSMT */
+void surface_validate_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
+HRESULT wined3d_surface_create(struct wined3d_texture *container, const struct wined3d_resource_desc *desc,
@ -2151,14 +2151,11 @@ diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
+void wined3d_surface_upload_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
+ const struct wined3d_format *format, const RECT *src_rect, UINT src_pitch, const POINT *dst_point,
+ BOOL srgb, const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN;
+
+void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
+ const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
+#endif /* STAGING_CSMT */
/* Surface flags: */
#define SFLAG_DIBSECTION 0x00000001 /* Has a DIB section attached for GetDC. */
@@ -2564,8 +2737,10 @@
void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
@@ -2563,8 +2733,10 @@
GLuint name;
};
@ -2169,7 +2166,7 @@ diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
struct wined3d_vertex_declaration_element
{
const struct wined3d_format *format;
@@ -2594,8 +2769,10 @@
@@ -2593,8 +2765,10 @@
BOOL half_float_conv_needed;
};
@ -2180,7 +2177,7 @@ diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
struct wined3d_saved_states
{
DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
@@ -2663,6 +2840,7 @@
@@ -2662,6 +2836,7 @@
void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN;
@ -2188,7 +2185,7 @@ diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
HRESULT state_init(struct wined3d_state *state, const struct wined3d_gl_info *gl_info,
const struct wined3d_d3d_info *d3d_info, DWORD flags) DECLSPEC_HIDDEN;
void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
@@ -2713,6 +2891,32 @@
@@ -2712,6 +2887,32 @@
void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
void wined3d_cs_switch_onscreen_ds(struct wined3d_cs *cs, struct wined3d_context *context,
struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
@ -2221,7 +2218,7 @@ diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
@@ -2762,6 +2966,7 @@
@@ -2761,6 +2962,7 @@
void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs,
struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) DECLSPEC_HIDDEN;
@ -2229,7 +2226,7 @@ diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
void wined3d_cs_emit_set_consts_f(struct wined3d_cs *cs, UINT start_register, const float *constants,
UINT vector4f_count, enum wined3d_shader_type type) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_consts_b(struct wined3d_cs *cs, UINT start_register,
@@ -2825,6 +3030,7 @@
@@ -2824,6 +3026,7 @@
void wined3d_cs_emit_update_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *resource,
unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch,
unsigned int depth_pitch) DECLSPEC_HIDDEN;
@ -2237,7 +2234,7 @@ diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
/* Direct3D terminology with little modifications. We do not have an issued state
* because only the driver knows about it, but we have a created state because d3d
@@ -2839,8 +3045,12 @@
@@ -2838,8 +3041,12 @@
struct wined3d_query_ops
{
HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags);
@ -2250,7 +2247,7 @@ diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
};
struct wined3d_query
@@ -2854,12 +3064,16 @@
@@ -2853,12 +3060,16 @@
enum wined3d_query_type type;
DWORD data_size;
void *extendedData;
@ -2267,7 +2264,7 @@ diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
/* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
* fixed function semantics as D3DCOLOR or FLOAT16 */
@@ -2886,7 +3100,9 @@
@@ -2885,7 +3096,9 @@
GLenum buffer_object_usage;
GLenum buffer_type_hint;
DWORD flags;
@ -2277,7 +2274,7 @@ diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
void *map_ptr;
struct wined3d_map_range *maps;
@@ -2911,11 +3127,15 @@
@@ -2910,11 +3123,15 @@
BYTE *buffer_get_sysmem(struct wined3d_buffer *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
void buffer_internal_preload(struct wined3d_buffer *buffer, struct wined3d_context *context,
const struct wined3d_state *state) DECLSPEC_HIDDEN;
@ -2293,7 +2290,7 @@ diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
struct wined3d_rendertarget_view
{
@@ -2954,8 +3174,10 @@
@@ -2953,8 +3170,10 @@
return surface_from_resource(resource);
}
@ -2304,7 +2301,7 @@ diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
struct wined3d_shader_resource_view
{
LONG refcount;
@@ -2968,8 +3190,12 @@
@@ -2967,8 +3186,12 @@
struct wined3d_swapchain_ops
{
void (*swapchain_present)(struct wined3d_swapchain *swapchain, const RECT *src_rect,
@ -2317,7 +2314,7 @@ diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
};
struct wined3d_swapchain
@@ -3008,8 +3234,10 @@
@@ -3007,8 +3230,10 @@
void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
@ -2328,7 +2325,7 @@ diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
/*****************************************************************************
* Utility function prototypes
@@ -3213,7 +3441,9 @@
@@ -3212,7 +3437,9 @@
void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN;
BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;