wined3d: Pass a wined3d_context_gl structure to context_apply_compute_state().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2019-05-17 16:15:16 +04:30 committed by Alexandre Julliard
parent 66aad5e95f
commit 376c842526
1 changed files with 28 additions and 26 deletions

View File

@ -4037,51 +4037,51 @@ static BOOL context_apply_draw_state(struct wined3d_context *context,
return TRUE; return TRUE;
} }
static void context_apply_compute_state(struct wined3d_context *context, static void wined3d_context_gl_apply_compute_state(struct wined3d_context_gl *context_gl,
const struct wined3d_device *device, const struct wined3d_state *state) const struct wined3d_device *device, const struct wined3d_state *state)
{ {
const struct wined3d_state_entry *state_table = context->state_table; const struct wined3d_state_entry *state_table = context_gl->c.state_table;
struct wined3d_context_gl *context_gl = wined3d_context_gl(context); const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
const struct wined3d_gl_info *gl_info = context->gl_info;
unsigned int state_id, i; unsigned int state_id, i;
context_load_shader_resources(context, state, 1u << WINED3D_SHADER_TYPE_COMPUTE); context_load_shader_resources(&context_gl->c, state, 1u << WINED3D_SHADER_TYPE_COMPUTE);
context_load_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_COMPUTE], context_load_unordered_access_resources(&context_gl->c, state->shader[WINED3D_SHADER_TYPE_COMPUTE],
state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]); state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
for (i = 0, state_id = STATE_COMPUTE_OFFSET; i < ARRAY_SIZE(context->dirty_compute_states); ++i) for (i = 0, state_id = STATE_COMPUTE_OFFSET; i < ARRAY_SIZE(context_gl->c.dirty_compute_states); ++i)
{ {
unsigned int dirty_mask = context->dirty_compute_states[i]; unsigned int dirty_mask = context_gl->c.dirty_compute_states[i];
while (dirty_mask) while (dirty_mask)
{ {
unsigned int current_state_id = state_id + wined3d_bit_scan(&dirty_mask); unsigned int current_state_id = state_id + wined3d_bit_scan(&dirty_mask);
state_table[current_state_id].apply(context, state, current_state_id); state_table[current_state_id].apply(&context_gl->c, state, current_state_id);
} }
state_id += sizeof(*context->dirty_compute_states) * CHAR_BIT; state_id += sizeof(*context_gl->c.dirty_compute_states) * CHAR_BIT;
} }
memset(context->dirty_compute_states, 0, sizeof(*context->dirty_compute_states)); memset(context_gl->c.dirty_compute_states, 0, sizeof(*context_gl->c.dirty_compute_states));
if (context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE)) if (context_gl->c.shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE))
{ {
device->shader_backend->shader_select_compute(device->shader_priv, context, state); device->shader_backend->shader_select_compute(device->shader_priv, &context_gl->c, state);
context->shader_update_mask &= ~(1u << WINED3D_SHADER_TYPE_COMPUTE); context_gl->c.shader_update_mask &= ~(1u << WINED3D_SHADER_TYPE_COMPUTE);
} }
if (context->update_compute_shader_resource_bindings) if (context_gl->c.update_compute_shader_resource_bindings)
{ {
wined3d_context_gl_bind_shader_resources(wined3d_context_gl(context), state, WINED3D_SHADER_TYPE_COMPUTE); wined3d_context_gl_bind_shader_resources(context_gl, state, WINED3D_SHADER_TYPE_COMPUTE);
context->update_compute_shader_resource_bindings = 0; context_gl->c.update_compute_shader_resource_bindings = 0;
if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers) if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers)
context->update_shader_resource_bindings = 1; context_gl->c.update_shader_resource_bindings = 1;
} }
if (context->update_compute_unordered_access_view_bindings) if (context_gl->c.update_compute_unordered_access_view_bindings)
{ {
context_bind_unordered_access_views(context, context_bind_unordered_access_views(&context_gl->c,
state->shader[WINED3D_SHADER_TYPE_COMPUTE], state->shader[WINED3D_SHADER_TYPE_COMPUTE],
state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]); state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
context->update_compute_unordered_access_view_bindings = 0; context_gl->c.update_compute_unordered_access_view_bindings = 0;
context->update_unordered_access_view_bindings = 1; context_gl->c.update_unordered_access_view_bindings = 1;
} }
/* Updates to currently bound render targets aren't necessarily coherent /* Updates to currently bound render targets aren't necessarily coherent
@ -4092,10 +4092,10 @@ static void context_apply_compute_state(struct wined3d_context *context,
* Without this, the bloom effect in Nier:Automata is too bright on the * Without this, the bloom effect in Nier:Automata is too bright on the
* Mesa radeonsi driver, and presumably on other Mesa based drivers. */ * Mesa radeonsi driver, and presumably on other Mesa based drivers. */
wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0); wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0);
context_invalidate_state(context, STATE_FRAMEBUFFER); context_invalidate_state(&context_gl->c, STATE_FRAMEBUFFER);
context->last_was_blit = FALSE; context_gl->c.last_was_blit = FALSE;
context->last_was_ffp_blit = FALSE; context_gl->c.last_was_ffp_blit = FALSE;
} }
static BOOL use_transform_feedback(const struct wined3d_state *state) static BOOL use_transform_feedback(const struct wined3d_state *state)
@ -4311,6 +4311,7 @@ void dispatch_compute(struct wined3d_device *device, const struct wined3d_state
const struct wined3d_dispatch_parameters *parameters) const struct wined3d_dispatch_parameters *parameters)
{ {
const struct wined3d_gl_info *gl_info; const struct wined3d_gl_info *gl_info;
struct wined3d_context_gl *context_gl;
struct wined3d_context *context; struct wined3d_context *context;
context = context_acquire(device, NULL, 0); context = context_acquire(device, NULL, 0);
@ -4320,6 +4321,7 @@ void dispatch_compute(struct wined3d_device *device, const struct wined3d_state
WARN("Invalid context, skipping dispatch.\n"); WARN("Invalid context, skipping dispatch.\n");
return; return;
} }
context_gl = wined3d_context_gl(context);
gl_info = context->gl_info; gl_info = context->gl_info;
if (!gl_info->supported[ARB_COMPUTE_SHADER]) if (!gl_info->supported[ARB_COMPUTE_SHADER])
@ -4332,7 +4334,7 @@ void dispatch_compute(struct wined3d_device *device, const struct wined3d_state
if (parameters->indirect) if (parameters->indirect)
wined3d_buffer_load(parameters->u.indirect.buffer, context, state); wined3d_buffer_load(parameters->u.indirect.buffer, context, state);
context_apply_compute_state(context, device, state); wined3d_context_gl_apply_compute_state(context_gl, device, state);
if (!state->shader[WINED3D_SHADER_TYPE_COMPUTE]) if (!state->shader[WINED3D_SHADER_TYPE_COMPUTE])
{ {