wined3d: Introduce shader_select_compute() in shader_backend_ops.
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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@ -4698,6 +4698,11 @@ static void shader_arb_select(void *shader_priv, struct wined3d_context *context
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}
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}
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static void shader_arb_select_compute(void *shader_priv, struct wined3d_context *context,
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const struct wined3d_state *state)
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{
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ERR("Compute pipeline not supported by the ARB shader backend.\n");
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}
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/* Context activation is done by the caller. */
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static void shader_arb_disable(void *shader_priv, struct wined3d_context *context)
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@ -5659,6 +5664,7 @@ const struct wined3d_shader_backend_ops arb_program_shader_backend =
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{
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shader_arb_handle_instruction,
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shader_arb_select,
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shader_arb_select_compute,
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shader_arb_disable,
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shader_arb_update_float_vertex_constants,
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shader_arb_update_float_pixel_constants,
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@ -8497,6 +8497,13 @@ static void shader_glsl_select(void *shader_priv, struct wined3d_context *contex
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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 shader_glsl_select_compute(void *shader_priv, struct wined3d_context *context,
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const struct wined3d_state *state)
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{
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FIXME("Compute pipeline not supported yet.\n");
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}
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/* "context" is not necessarily the currently active context. */
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static void shader_glsl_invalidate_current_program(struct wined3d_context *context)
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{
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@ -9152,6 +9159,7 @@ const struct wined3d_shader_backend_ops glsl_shader_backend =
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{
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shader_glsl_handle_instruction,
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shader_glsl_select,
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shader_glsl_select_compute,
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shader_glsl_disable,
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shader_glsl_update_float_vertex_constants,
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shader_glsl_update_float_pixel_constants,
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@ -2665,6 +2665,8 @@ struct shader_none_priv
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};
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static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
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static void shader_none_select_compute(void *shader_priv, struct wined3d_context *context,
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const struct wined3d_state *state) {}
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static void shader_none_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count) {}
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static void shader_none_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) {}
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static void shader_none_load_constants(void *shader_priv, struct wined3d_context *context,
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@ -2786,6 +2788,7 @@ const struct wined3d_shader_backend_ops none_shader_backend =
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{
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shader_none_handle_instruction,
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shader_none_select,
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shader_none_select_compute,
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shader_none_disable,
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shader_none_update_float_vertex_constants,
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shader_none_update_float_pixel_constants,
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@ -1208,6 +1208,8 @@ struct wined3d_shader_backend_ops
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void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
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void (*shader_select)(void *shader_priv, struct wined3d_context *context,
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const struct wined3d_state *state);
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void (*shader_select_compute)(void *shader_priv, struct wined3d_context *context,
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const struct wined3d_state *state);
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void (*shader_disable)(void *shader_priv, struct wined3d_context *context);
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void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
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void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
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