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