wined3d: Introduce wined3d_device_set_cs_cb().
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2818,6 +2818,13 @@ void CDECL wined3d_device_set_compute_shader(struct wined3d_device *device, stru
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wined3d_shader_decref(prev);
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}
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void CDECL wined3d_device_set_cs_cb(struct wined3d_device *device, unsigned int idx, struct wined3d_buffer *buffer)
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{
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TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
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wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_COMPUTE, idx, buffer);
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}
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void CDECL wined3d_device_set_unordered_access_view(struct wined3d_device *device,
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unsigned int idx, struct wined3d_unordered_access_view *uav)
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{
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@ -4985,6 +4985,8 @@ const struct StateEntryTemplate misc_state_template[] =
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{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb_warn, }, WINED3D_GL_EXT_NONE },
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{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
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{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb_warn, }, WINED3D_GL_EXT_NONE },
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{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
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{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), state_cb_warn, }, WINED3D_GL_EXT_NONE },
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{ STATE_SHADER_RESOURCE_BINDING, { STATE_SHADER_RESOURCE_BINDING, state_shader_resource_binding}, WINED3D_GL_EXT_NONE },
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{ STATE_UNORDERED_ACCESS_VIEW_BINDING, { STATE_UNORDERED_ACCESS_VIEW_BINDING, state_uav_binding }, ARB_SHADER_IMAGE_LOAD_STORE },
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{ STATE_UNORDERED_ACCESS_VIEW_BINDING, { STATE_UNORDERED_ACCESS_VIEW_BINDING, state_uav_warn }, WINED3D_GL_EXT_NONE },
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@ -5964,6 +5966,7 @@ static void validate_state_table(struct StateEntry *state_table)
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STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX),
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STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),
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STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL),
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STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE),
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STATE_SHADER_RESOURCE_BINDING,
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STATE_VIEWPORT,
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STATE_LIGHT_TYPE,
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@ -110,6 +110,7 @@
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@ cdecl wined3d_device_set_clip_plane(ptr long ptr)
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@ cdecl wined3d_device_set_clip_status(ptr ptr)
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@ cdecl wined3d_device_set_compute_shader(ptr ptr)
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@ cdecl wined3d_device_set_cs_cb(ptr long ptr)
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@ cdecl wined3d_device_set_cursor_position(ptr long long long)
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@ cdecl wined3d_device_set_cursor_properties(ptr long long ptr long)
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@ cdecl wined3d_device_set_depth_stencil_view(ptr ptr)
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@ -2236,6 +2236,7 @@ HRESULT __cdecl wined3d_device_set_clip_plane(struct wined3d_device *device,
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HRESULT __cdecl wined3d_device_set_clip_status(struct wined3d_device *device,
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const struct wined3d_clip_status *clip_status);
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void __cdecl wined3d_device_set_compute_shader(struct wined3d_device *device, struct wined3d_shader *shader);
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void __cdecl wined3d_device_set_cs_cb(struct wined3d_device *device, unsigned int idx, struct wined3d_buffer *buffer);
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void __cdecl wined3d_device_set_cursor_position(struct wined3d_device *device,
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int x_screen_space, int y_screen_space, DWORD flags);
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HRESULT __cdecl wined3d_device_set_cursor_properties(struct wined3d_device *device,
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