Added patch to implement support for conservative depth access in SM4 shaders.

This commit is contained in:
Sebastian Lackner
2017-07-22 20:30:27 +02:00
parent 69e273a07f
commit 2cb3198298
5 changed files with 240 additions and 4 deletions

View File

@@ -619,7 +619,7 @@ diff --git a/dlls/wined3d/wined3d_main.c b/dlls/wined3d/wined3d_main.c
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2771,6 +2771,16 @@ struct wined3d_state
@@ -2773,6 +2773,16 @@ struct wined3d_state
struct wined3d_rasterizer_state *rasterizer_state;
};
@@ -636,7 +636,7 @@ diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
#define WINED3D_UNMAPPED_STAGE ~0u
/* Multithreaded flag. Removed from the public header to signal that
@@ -2882,6 +2892,12 @@ LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL
@@ -2884,6 +2894,12 @@ LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL
void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
@@ -649,7 +649,7 @@ diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
{
@@ -3069,7 +3085,11 @@ struct wined3d_texture
@@ -3071,7 +3087,11 @@ struct wined3d_texture
unsigned int map_count;
DWORD locations;
@@ -661,7 +661,7 @@ diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
} sub_resources[1];
};
@@ -3384,6 +3404,9 @@ struct wined3d_cs_queue
@@ -3386,6 +3406,9 @@ struct wined3d_cs_queue
struct wined3d_cs_ops
{