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>
This commit is contained in:
Henri Verbeet 2020-04-17 20:21:08 +04:30 committed by Alexandre Julliard
parent 42e932e63f
commit 0a5e61595a
4 changed files with 5357 additions and 5320 deletions

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@ -9,6 +9,7 @@ C_SRCS = \
ati_fragment_shader.c \
buffer.c \
context.c \
context_gl.c \
context_vk.c \
cs.c \
device.c \

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5333
dlls/wined3d/context_gl.c Normal file

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@ -1997,6 +1997,14 @@ struct wined3d_context
void wined3d_context_cleanup(struct wined3d_context *context) DECLSPEC_HIDDEN;
void wined3d_context_init(struct wined3d_context *context, struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
void context_load_shader_resources(struct wined3d_context *context,
const struct wined3d_state *state, unsigned int shader_mask) DECLSPEC_HIDDEN;
void context_load_stream_output_buffers(struct wined3d_context *context,
const struct wined3d_state *state) DECLSPEC_HIDDEN;
void context_load_unordered_access_resources(struct wined3d_context *context,
const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views) DECLSPEC_HIDDEN;
void context_preload_textures(struct wined3d_context *context, const struct wined3d_state *state) DECLSPEC_HIDDEN;
void context_update_stream_info(struct wined3d_context *context, const struct wined3d_state *state) DECLSPEC_HIDDEN;
HRESULT wined3d_context_no3d_init(struct wined3d_context *context_no3d,
struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
@ -5079,6 +5087,15 @@ static inline BOOL use_ps(const struct wined3d_state *state)
return !!state->shader[WINED3D_SHADER_TYPE_PIXEL];
}
static inline BOOL use_transform_feedback(const struct wined3d_state *state)
{
const struct wined3d_shader *shader;
if (!(shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY]))
return FALSE;
return shader->u.gs.so_desc.element_count;
}
static inline void context_apply_state(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id)
{