wined3d: Move OpenGL specific context functions to context_gl.c.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -9,6 +9,7 @@ C_SRCS = \
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ati_fragment_shader.c \
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buffer.c \
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context.c \
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context_gl.c \
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context_vk.c \
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cs.c \
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device.c \
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@ -1997,6 +1997,14 @@ struct wined3d_context
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void wined3d_context_cleanup(struct wined3d_context *context) DECLSPEC_HIDDEN;
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void wined3d_context_init(struct wined3d_context *context, struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
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void context_load_shader_resources(struct wined3d_context *context,
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const struct wined3d_state *state, unsigned int shader_mask) DECLSPEC_HIDDEN;
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void context_load_stream_output_buffers(struct wined3d_context *context,
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const struct wined3d_state *state) DECLSPEC_HIDDEN;
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void context_load_unordered_access_resources(struct wined3d_context *context,
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const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views) DECLSPEC_HIDDEN;
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void context_preload_textures(struct wined3d_context *context, const struct wined3d_state *state) DECLSPEC_HIDDEN;
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void context_update_stream_info(struct wined3d_context *context, const struct wined3d_state *state) DECLSPEC_HIDDEN;
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HRESULT wined3d_context_no3d_init(struct wined3d_context *context_no3d,
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struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
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@ -5079,6 +5087,15 @@ static inline BOOL use_ps(const struct wined3d_state *state)
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return !!state->shader[WINED3D_SHADER_TYPE_PIXEL];
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}
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static inline BOOL use_transform_feedback(const struct wined3d_state *state)
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{
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const struct wined3d_shader *shader;
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if (!(shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY]))
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return FALSE;
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return shader->u.gs.so_desc.element_count;
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}
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static inline void context_apply_state(struct wined3d_context *context,
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const struct wined3d_state *state, DWORD state_id)
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{
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