wined3d: Maintain default sampler per device.
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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@ -773,6 +773,49 @@ static void destroy_dummy_textures(struct wined3d_device *device, const struct w
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memset(device->dummy_texture_2d, 0, count * sizeof(*device->dummy_texture_2d));
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memset(device->dummy_texture_2d, 0, count * sizeof(*device->dummy_texture_2d));
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}
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}
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/* Context activation is done by the caller. */
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static void create_default_sampler(struct wined3d_device *device)
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{
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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/*
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* In SM4+ shaders there is a separation between resources and samplers. Some of shader
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* instructions allow to access resources without using samplers.
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* In GLSL resources are always accessed through sampler or image variables. The default
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* sampler object is used to emulate the direct resource access when there is no sampler state
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* to use.
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*/
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if (gl_info->supported[ARB_SAMPLER_OBJECTS])
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{
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GL_EXTCALL(glGenSamplers(1, &device->default_sampler));
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checkGLcall("glGenSamplers");
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if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
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{
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GL_EXTCALL(glSamplerParameteri(device->default_sampler, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT));
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checkGLcall("glSamplerParamteri");
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}
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}
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else
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{
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device->default_sampler = 0;
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}
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}
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/* Context activation is done by the caller. */
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static void destroy_default_sampler(struct wined3d_device *device)
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{
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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if (gl_info->supported[ARB_SAMPLER_OBJECTS])
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{
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GL_EXTCALL(glDeleteSamplers(1, &device->default_sampler));
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checkGLcall("glDeleteSamplers");
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}
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device->default_sampler = 0;
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}
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static LONG fullscreen_style(LONG style)
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static LONG fullscreen_style(LONG style)
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{
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{
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/* Make sure the window is managed, otherwise we won't get keyboard input. */
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/* Make sure the window is managed, otherwise we won't get keyboard input. */
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@ -972,6 +1015,7 @@ HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
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surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)));
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surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)));
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create_dummy_textures(device, context);
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create_dummy_textures(device, context);
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create_default_sampler(device);
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device->contexts[0]->last_was_rhw = 0;
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device->contexts[0]->last_was_rhw = 0;
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@ -1119,6 +1163,7 @@ HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
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device->blitter->free_private(device);
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device->blitter->free_private(device);
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device->shader_backend->shader_free_private(device);
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device->shader_backend->shader_free_private(device);
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destroy_dummy_textures(device, gl_info);
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destroy_dummy_textures(device, gl_info);
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destroy_default_sampler(device);
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/* Release the context again as soon as possible. In particular,
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/* Release the context again as soon as possible. In particular,
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* releasing the render target views below may release the last reference
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* releasing the render target views below may release the last reference
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@ -2128,6 +2128,9 @@ struct wined3d_device
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UINT dummy_texture_3d[MAX_COMBINED_SAMPLERS];
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UINT dummy_texture_3d[MAX_COMBINED_SAMPLERS];
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UINT dummy_texture_cube[MAX_COMBINED_SAMPLERS];
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UINT dummy_texture_cube[MAX_COMBINED_SAMPLERS];
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/* Default sampler used to emulate the direct resource access without using wined3d_sampler */
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GLuint default_sampler;
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/* Command stream */
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/* Command stream */
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struct wined3d_cs *cs;
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struct wined3d_cs *cs;
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