mirror of
https://gitlab.winehq.org/wine/wine-staging.git
synced 2024-09-13 09:17:20 -07:00
wined3d-bindless-texture: Rebase and reënable.
Thanks to Aida Jonikienė for doing this rebase.
This commit is contained in:
parent
72730e4340
commit
92aa3c6389
@ -1,4 +1,4 @@
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From b46740e4f8f629b7c07b711eb46d366ebc9614ce Mon Sep 17 00:00:00 2001
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From 6885ae6e479fa615c583266b38a5fc36fb293a32 Mon Sep 17 00:00:00 2001
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From: Andrew Wesie <awesie@gmail.com>
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Date: Tue, 2 Oct 2018 23:28:01 -0500
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Subject: [PATCH] wined3d: Use bindless textures for GLSL shaders.
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@ -13,16 +13,16 @@ Signed-off-by: Andrew Wesie <awesie@gmail.com>
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dlls/wined3d/glsl_shader.c | 114 +++++++++++++++++++++++++++++-
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dlls/wined3d/shader.c | 7 ++
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dlls/wined3d/texture.c | 18 +++--
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dlls/wined3d/view.c | 30 ++++++++
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dlls/wined3d/wined3d_gl.h | 19 +++++
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dlls/wined3d/wined3d_private.h | 8 +++
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10 files changed, 262 insertions(+), 7 deletions(-)
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dlls/wined3d/view.c | 29 ++++++++
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dlls/wined3d/wined3d_gl.h | 23 ++++++
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dlls/wined3d/wined3d_private.h | 2 +
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10 files changed, 259 insertions(+), 7 deletions(-)
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diff --git a/dlls/wined3d/adapter_gl.c b/dlls/wined3d/adapter_gl.c
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index 943a1484c0e..ea161e4a0cf 100644
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index 7ae3143a891..6c5618f5ca1 100644
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--- a/dlls/wined3d/adapter_gl.c
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+++ b/dlls/wined3d/adapter_gl.c
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@@ -56,6 +56,7 @@ static const struct wined3d_extension_map gl_extension_map[] =
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@@ -57,6 +57,7 @@ static const struct wined3d_extension_map gl_extension_map[] =
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/* ARB */
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{"GL_ARB_base_instance", ARB_BASE_INSTANCE },
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@ -30,7 +30,7 @@ index 943a1484c0e..ea161e4a0cf 100644
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{"GL_ARB_blend_func_extended", ARB_BLEND_FUNC_EXTENDED },
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{"GL_ARB_buffer_storage", ARB_BUFFER_STORAGE },
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{"GL_ARB_clear_buffer_object", ARB_CLEAR_BUFFER_OBJECT },
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@@ -2121,6 +2122,11 @@ static void load_gl_funcs(struct wined3d_gl_info *gl_info)
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@@ -2114,6 +2115,11 @@ static void load_gl_funcs(struct wined3d_gl_info *gl_info)
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/* GL_ARB_base_instance */
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USE_GL_FUNC(glDrawArraysInstancedBaseInstance)
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USE_GL_FUNC(glDrawElementsInstancedBaseVertexBaseInstance)
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@ -43,14 +43,14 @@ index 943a1484c0e..ea161e4a0cf 100644
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USE_GL_FUNC(glBindFragDataLocationIndexed)
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USE_GL_FUNC(glGetFragDataIndex)
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diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
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index 14703e9c66c..391c4cb570a 100644
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index ee693924a24..46fb221b344 100644
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--- a/dlls/wined3d/arb_program_shader.c
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+++ b/dlls/wined3d/arb_program_shader.c
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@@ -5654,6 +5654,12 @@ static BOOL shader_arb_has_ffp_proj_control(void *shader_priv)
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return priv->ffp_proj_control;
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@@ -5691,6 +5691,12 @@ static void shader_arb_handle_instruction(const struct wined3d_shader_instructio
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shader_arb_add_instruction_modifiers(ins);
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}
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+void shader_arb_resource_view_handle(void *shader_priv, struct wined3d_context_gl *context_gl,
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+void shader_arb_resource_view_handle(void *shader_priv, struct wined3d_context *context,
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+ const struct wined3d_state *state, const struct wined3d_shader *shader)
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+{
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+ ERR("Not implemented.\n");
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@ -59,25 +59,25 @@ index 14703e9c66c..391c4cb570a 100644
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static void shader_arb_precompile(void *shader_priv, struct wined3d_shader *shader) {}
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static uint64_t shader_arb_shader_compile(struct wined3d_context *context, const struct wined3d_shader_desc *shader_desc,
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@@ -5682,6 +5688,7 @@ const struct wined3d_shader_backend_ops arb_program_shader_backend =
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@@ -5718,6 +5724,7 @@ const struct wined3d_shader_backend_ops arb_program_shader_backend =
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shader_arb_init_context_state,
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shader_arb_get_caps,
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shader_arb_color_fixup_supported,
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shader_arb_has_ffp_proj_control,
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+ shader_arb_resource_view_handle,
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shader_arb_shader_compile,
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};
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diff --git a/dlls/wined3d/context_gl.c b/dlls/wined3d/context_gl.c
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index 36786cc5a29..ed13bee01f5 100644
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index 2c319132164..dd58ba12286 100644
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--- a/dlls/wined3d/context_gl.c
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+++ b/dlls/wined3d/context_gl.c
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@@ -4002,6 +4002,12 @@ static void wined3d_context_gl_bind_shader_resources(struct wined3d_context_gl *
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if (!(shader = state->shader[shader_type]))
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@@ -4027,6 +4027,12 @@ static void wined3d_context_gl_bind_shader_resources(struct wined3d_context_gl *
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return;
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}
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+ if (device->shader_backend->shader_load_sampler_handles)
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+ {
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+ device->shader_backend->shader_load_sampler_handles(device->shader_priv, context_gl, state, shader);
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+ device->shader_backend->shader_load_sampler_handles(device->shader_priv, &context_gl->c, state, shader);
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+ return;
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+ }
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+
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@ -85,10 +85,10 @@ index 36786cc5a29..ed13bee01f5 100644
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&shader->reg_maps.shader_version, &base, &count);
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diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
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index 8501fcbbaf5..330338f8597 100644
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index aad112d5b9d..d6345ac59e0 100644
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--- a/dlls/wined3d/device.c
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+++ b/dlls/wined3d/device.c
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@@ -579,6 +579,59 @@ void wined3d_device_destroy_default_samplers(struct wined3d_device *device)
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@@ -580,6 +580,59 @@ void wined3d_device_destroy_default_samplers(struct wined3d_device *device)
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device->null_sampler = NULL;
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}
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@ -148,7 +148,7 @@ index 8501fcbbaf5..330338f8597 100644
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static bool wined3d_null_image_vk_init(struct wined3d_image_vk *image, struct wined3d_context_vk *context_vk,
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VkCommandBuffer vk_command_buffer, VkImageType type, unsigned int layer_count, unsigned int sample_count)
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{
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@@ -1290,6 +1343,7 @@ void wined3d_device_gl_create_primary_opengl_context_cs(void *object)
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@@ -1323,6 +1376,7 @@ void wined3d_device_gl_create_primary_opengl_context_cs(void *object)
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wined3d_device_gl_create_dummy_textures(device_gl, context_gl);
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wined3d_device_create_default_samplers(device, context);
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@ -157,7 +157,7 @@ index 8501fcbbaf5..330338f8597 100644
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}
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diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
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index 9908f68a151..594fa68b704 100644
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index 4141a39b00f..60fb4e18706 100644
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--- a/dlls/wined3d/glsl_shader.c
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+++ b/dlls/wined3d/glsl_shader.c
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@@ -730,6 +730,113 @@ static void shader_glsl_append_sampler_binding_qualifier(struct wined3d_string_b
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@ -206,10 +206,10 @@ index 9908f68a151..594fa68b704 100644
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+ }
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+}
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+
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+static void shader_glsl_load_sampler_handles(void *shader_priv, struct wined3d_context_gl *context_gl,
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+static void shader_glsl_load_sampler_handles(void *shader_priv, struct wined3d_context *context,
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+ const struct wined3d_state *state, const struct wined3d_shader *shader)
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+{
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+ const struct wined3d_context *context = &context_gl->c;
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+ struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
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+ const struct glsl_context_data *ctx_data = context->shader_backend_data;
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+ const struct wined3d_device *device = context->device;
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+ const struct wined3d_gl_info *gl_info = context_gl->gl_info;
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@ -249,7 +249,7 @@ index 9908f68a151..594fa68b704 100644
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+ GLuint64 handle;
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+ if (view)
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+ {
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+ handle = wined3d_shader_resource_view_handle(view, sampler, context_gl);
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+ handle = wined3d_shader_resource_view_gl_handle(wined3d_shader_resource_view_gl(view), sampler, context_gl);
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+ }
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+ else
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+ {
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@ -274,7 +274,7 @@ index 9908f68a151..594fa68b704 100644
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/* Context activation is done by the caller. */
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static void shader_glsl_load_samplers(const struct wined3d_context *context,
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struct shader_glsl_priv *priv, GLuint program_id, const struct wined3d_shader_reg_maps *reg_maps)
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@@ -2430,7 +2537,9 @@ static void shader_generate_glsl_declarations(const struct wined3d_context_gl *c
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@@ -2412,7 +2519,9 @@ static void shader_generate_glsl_declarations(const struct wined3d_context_gl *c
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break;
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}
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@ -285,7 +285,7 @@ index 9908f68a151..594fa68b704 100644
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shader_glsl_append_sampler_binding_qualifier(buffer, &context_gl->c, version, entry->bind_idx);
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shader_addline(buffer, "uniform %s%s %s_sampler%u;\n",
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sampler_type_prefix, sampler_type, prefix, entry->bind_idx);
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@@ -7512,6 +7621,8 @@ static void shader_glsl_generate_colour_key_test(struct wined3d_string_buffer *b
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@@ -7546,6 +7655,8 @@ static void shader_glsl_generate_colour_key_test(struct wined3d_string_buffer *b
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static void shader_glsl_enable_extensions(struct wined3d_string_buffer *buffer,
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const struct wined3d_gl_info *gl_info)
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{
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@ -294,23 +294,23 @@ index 9908f68a151..594fa68b704 100644
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if (gl_info->supported[ARB_CULL_DISTANCE])
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shader_addline(buffer, "#extension GL_ARB_cull_distance : enable\n");
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if (gl_info->supported[ARB_GPU_SHADER5])
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@@ -11523,6 +11634,7 @@ const struct wined3d_shader_backend_ops glsl_shader_backend =
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@@ -11557,6 +11668,7 @@ const struct wined3d_shader_backend_ops glsl_shader_backend =
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shader_glsl_init_context_state,
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shader_glsl_get_caps,
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shader_glsl_color_fixup_supported,
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shader_glsl_has_ffp_proj_control,
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+ shader_glsl_load_sampler_handles,
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shader_glsl_shader_compile,
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};
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diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
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index 96b47db9ed6..3cb7feeddda 100644
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index 91105a43a91..6b973531bde 100644
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--- a/dlls/wined3d/shader.c
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+++ b/dlls/wined3d/shader.c
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@@ -2032,6 +2032,12 @@ static BOOL shader_none_has_ffp_proj_control(void *shader_priv)
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return priv->ffp_proj_control;
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@@ -2026,6 +2026,12 @@ static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
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return TRUE;
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}
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+void shader_none_resource_view_handle(void *shader_priv, struct wined3d_context_gl *context_gl,
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+void shader_none_resource_view_handle(void *shader_priv, struct wined3d_context *context,
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+ const struct wined3d_state *state, const struct wined3d_shader *shader)
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+{
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+ ERR("Not implemented.\n");
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@ -319,28 +319,28 @@ index 96b47db9ed6..3cb7feeddda 100644
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static uint64_t shader_none_shader_compile(struct wined3d_context *context, const struct wined3d_shader_desc *shader_desc,
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enum wined3d_shader_type shader_type)
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{
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@@ -2057,6 +2063,7 @@ const struct wined3d_shader_backend_ops none_shader_backend =
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@@ -2050,6 +2056,7 @@ const struct wined3d_shader_backend_ops none_shader_backend =
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shader_none_init_context_state,
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shader_none_get_caps,
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shader_none_color_fixup_supported,
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shader_none_has_ffp_proj_control,
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+ shader_none_resource_view_handle,
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shader_none_shader_compile,
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};
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diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
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index 6b5d9eaf510..97f8d7c7220 100644
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index 8a7f9455bb0..56b134af838 100644
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--- a/dlls/wined3d/texture.c
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+++ b/dlls/wined3d/texture.c
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@@ -1260,7 +1260,7 @@ void wined3d_gl_texture_swizzle_from_color_fixup(GLint swizzle[4], struct color_
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@@ -1296,7 +1296,7 @@ void wined3d_gl_texture_swizzle_from_color_fixup(GLint swizzle[4], struct color_
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}
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/* Context activation is done by the caller. */
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-void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl,
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+GLuint wined3d_texture_get_name(struct wined3d_texture_gl *texture_gl,
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+GLuint wined3d_texture_gl_get_bindless_name(struct wined3d_texture_gl *texture_gl,
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struct wined3d_context_gl *context_gl, BOOL srgb)
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{
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const struct wined3d_format *format = texture_gl->t.resource.format;
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@@ -1284,10 +1284,7 @@ void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl,
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@@ -1320,10 +1320,7 @@ void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl,
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target = texture_gl->target;
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if (gl_tex->name)
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@ -352,7 +352,7 @@ index 6b5d9eaf510..97f8d7c7220 100644
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gl_info->gl_ops.gl.p_glGenTextures(1, &gl_tex->name);
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checkGLcall("glGenTextures");
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@@ -1296,7 +1293,7 @@ void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl,
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@@ -1332,7 +1329,7 @@ void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl,
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if (!gl_tex->name)
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{
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ERR("Failed to generate a texture name.\n");
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@ -361,7 +361,7 @@ index 6b5d9eaf510..97f8d7c7220 100644
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}
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/* Initialise the state of the texture object to the OpenGL defaults, not
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@@ -1380,6 +1377,15 @@ void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl,
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@@ -1416,6 +1413,15 @@ void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl,
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gl_info->gl_ops.gl.p_glTexParameteriv(target, GL_TEXTURE_SWIZZLE_RGBA, swizzle);
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checkGLcall("set format swizzle");
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}
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@ -373,22 +373,21 @@ index 6b5d9eaf510..97f8d7c7220 100644
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+void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl,
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+ struct wined3d_context_gl *context_gl, BOOL srgb)
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+{
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+ wined3d_context_gl_bind_texture(context_gl, texture_gl->target, wined3d_texture_get_name(texture_gl, context_gl, srgb));
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+ wined3d_context_gl_bind_texture(context_gl, texture_gl->target, wined3d_texture_gl_get_bindless_name(texture_gl, context_gl, srgb));
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}
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/* Context activation is done by the caller. */
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diff --git a/dlls/wined3d/view.c b/dlls/wined3d/view.c
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index 675cc186b36..4632b136c28 100644
|
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index c86501c118a..4a46654a09e 100644
|
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--- a/dlls/wined3d/view.c
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+++ b/dlls/wined3d/view.c
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@@ -1267,6 +1267,36 @@ void wined3d_shader_resource_view_gl_bind(struct wined3d_shader_resource_view_gl
|
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wined3d_sampler_gl_bind(sampler_gl, unit, texture_gl, context_gl);
|
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@@ -1311,6 +1311,35 @@ void wined3d_shader_resource_view_gl_bind(struct wined3d_shader_resource_view_gl
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context_gl->c.constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
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}
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+GLuint64 wined3d_shader_resource_view_handle(struct wined3d_shader_resource_view *view,
|
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+GLuint64 wined3d_shader_resource_view_gl_handle(struct wined3d_shader_resource_view_gl *view_gl,
|
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+ struct wined3d_sampler *sampler, struct wined3d_context_gl *context_gl)
|
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+{
|
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+ struct wined3d_shader_resource_view_gl *view_gl = wined3d_shader_resource_view_gl(view);
|
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+ const struct wined3d_gl_info *gl_info = context_gl->gl_info;
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+ GLuint name;
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+ GLuint64 handle;
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@ -397,15 +396,15 @@ index 675cc186b36..4632b136c28 100644
|
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+ {
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+ name = view_gl->gl_view.name;
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+ }
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+ else if (view->resource->type == WINED3D_RTYPE_BUFFER)
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+ else if (view_gl->v.resource->type == WINED3D_RTYPE_BUFFER)
|
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+ {
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+ FIXME("Buffer shader resources not supported.\n");
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+ return 0;
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+ }
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+ else
|
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+ {
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+ struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(wined3d_texture_from_resource(view->resource));
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+ name = wined3d_texture_get_name(texture_gl, context_gl, FALSE);
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+ struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(wined3d_texture_from_resource(view_gl->v.resource));
|
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+ name = wined3d_texture_gl_get_bindless_name(texture_gl, context_gl, FALSE);
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||||
+ }
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||||
+
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+ handle = GL_EXTCALL(glGetTextureSamplerHandleARB(name, wined3d_sampler_gl(sampler)->name));
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@ -419,10 +418,10 @@ index 675cc186b36..4632b136c28 100644
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static void shader_resource_view_gl_bind_and_dirtify(struct wined3d_shader_resource_view_gl *view_gl,
|
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struct wined3d_context_gl *context_gl)
|
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diff --git a/dlls/wined3d/wined3d_gl.h b/dlls/wined3d/wined3d_gl.h
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||||
index e794a85ef21..c38d0ab5411 100644
|
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index dc6901b8da1..ee9f8601bdc 100644
|
||||
--- a/dlls/wined3d/wined3d_gl.h
|
||||
+++ b/dlls/wined3d/wined3d_gl.h
|
||||
@@ -50,6 +50,7 @@ enum wined3d_gl_extension
|
||||
@@ -51,6 +51,7 @@ enum wined3d_gl_extension
|
||||
APPLE_YCBCR_422,
|
||||
/* ARB */
|
||||
ARB_BASE_INSTANCE,
|
||||
@ -430,7 +429,7 @@ index e794a85ef21..c38d0ab5411 100644
|
||||
ARB_BLEND_FUNC_EXTENDED,
|
||||
ARB_BUFFER_STORAGE,
|
||||
ARB_CLEAR_BUFFER_OBJECT,
|
||||
@@ -854,6 +855,21 @@ struct wined3d_dummy_textures
|
||||
@@ -861,6 +862,21 @@ struct wined3d_dummy_textures
|
||||
GLuint tex_2d_ms_array;
|
||||
};
|
||||
|
||||
@ -452,7 +451,7 @@ index e794a85ef21..c38d0ab5411 100644
|
||||
struct wined3d_device_gl
|
||||
{
|
||||
struct wined3d_device d;
|
||||
@@ -861,6 +877,9 @@ struct wined3d_device_gl
|
||||
@@ -868,6 +884,9 @@ struct wined3d_device_gl
|
||||
/* Textures for when no other textures are bound. */
|
||||
struct wined3d_dummy_textures dummy_textures;
|
||||
|
||||
@ -462,39 +461,37 @@ index e794a85ef21..c38d0ab5411 100644
|
||||
CRITICAL_SECTION allocator_cs;
|
||||
struct wined3d_allocator allocator;
|
||||
uint64_t completed_fence_id;
|
||||
@@ -1037,6 +1056,8 @@ void wined3d_texture_gl_apply_sampler_desc(struct wined3d_texture_gl *texture_gl
|
||||
void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl, struct wined3d_context_gl *context_gl, BOOL srgb);
|
||||
void wined3d_texture_gl_bind_and_dirtify(struct wined3d_texture_gl *texture_gl,
|
||||
struct wined3d_context_gl *context_gl, BOOL srgb);
|
||||
+GLuint wined3d_texture_gl_get_bindless_name(struct wined3d_texture_gl *texture_gl,
|
||||
+ struct wined3d_context_gl *context_gl, BOOL srgb);
|
||||
HRESULT wined3d_texture_gl_init(struct wined3d_texture_gl *texture_gl, struct wined3d_device *device,
|
||||
const struct wined3d_resource_desc *desc, unsigned int layer_count, unsigned int level_count,
|
||||
uint32_t flags, void *parent, const struct wined3d_parent_ops *parent_ops);
|
||||
@@ -1114,6 +1135,8 @@ void wined3d_shader_resource_view_gl_bind(struct wined3d_shader_resource_view_gl
|
||||
struct wined3d_sampler_gl *sampler_gl, struct wined3d_context_gl *context_gl);
|
||||
void wined3d_shader_resource_view_gl_generate_mipmap(struct wined3d_shader_resource_view_gl *srv_gl,
|
||||
struct wined3d_context_gl *context_gl);
|
||||
+GLuint64 wined3d_shader_resource_view_gl_handle(struct wined3d_shader_resource_view_gl *view_gl,
|
||||
+ struct wined3d_sampler *sampler, struct wined3d_context_gl *context_gl);
|
||||
HRESULT wined3d_shader_resource_view_gl_init(struct wined3d_shader_resource_view_gl *view_gl,
|
||||
const struct wined3d_view_desc *desc, struct wined3d_resource *resource,
|
||||
void *parent, const struct wined3d_parent_ops *parent_ops);
|
||||
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
|
||||
index 7a4766b5736..3c9eb82b2fd 100644
|
||||
index 549a2aa7a7a..7573ad46b79 100644
|
||||
--- a/dlls/wined3d/wined3d_private.h
|
||||
+++ b/dlls/wined3d/wined3d_private.h
|
||||
@@ -95,6 +95,7 @@ static inline const char *wined3d_get_line(const char **ptr, const char *end)
|
||||
struct wined3d_fragment_pipe_ops;
|
||||
struct wined3d_adapter;
|
||||
struct wined3d_context;
|
||||
+struct wined3d_context_gl;
|
||||
struct wined3d_gl_info;
|
||||
struct wined3d_state;
|
||||
struct wined3d_swapchain_gl;
|
||||
@@ -1551,6 +1552,8 @@ struct wined3d_shader_backend_ops
|
||||
@@ -1560,6 +1560,8 @@ struct wined3d_shader_backend_ops
|
||||
void (*shader_init_context_state)(struct wined3d_context *context);
|
||||
void (*shader_get_caps)(const struct wined3d_adapter *adapter, struct shader_caps *caps);
|
||||
BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
|
||||
BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
|
||||
+ void (*shader_load_sampler_handles)(void *shader_priv, struct wined3d_context_gl *context_gl,
|
||||
+ void (*shader_load_sampler_handles)(void *shader_priv, struct wined3d_context *context,
|
||||
+ const struct wined3d_state *state, const struct wined3d_shader *shader);
|
||||
uint64_t (*shader_compile)(struct wined3d_context *context, const struct wined3d_shader_desc *shader_desc,
|
||||
enum wined3d_shader_type shader_type);
|
||||
};
|
||||
@@ -4008,6 +4011,11 @@ void wined3d_shader_resource_view_cleanup(struct wined3d_shader_resource_view *v
|
||||
|
||||
#include "wined3d_gl.h"
|
||||
|
||||
+GLuint wined3d_texture_get_name(struct wined3d_texture_gl *texture_gl,
|
||||
+ struct wined3d_context_gl *context_gl, BOOL srgb) DECLSPEC_HIDDEN;
|
||||
+GLuint64 wined3d_shader_resource_view_handle(struct wined3d_shader_resource_view *view,
|
||||
+ struct wined3d_sampler *sampler, struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN;
|
||||
+
|
||||
struct wined3d_unordered_access_view
|
||||
{
|
||||
LONG refcount;
|
||||
--
|
||||
2.40.1
|
||||
2.43.0
|
||||
|
||||
|
@ -1,3 +1,2 @@
|
||||
Fixes: [44514] - wined3d: Use bindless textures for GLSL shaders.
|
||||
Disabled: True
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user