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>
This commit is contained in:
Józef Kucia 2017-02-02 12:43:41 +01:00 committed by Alexandre Julliard
parent 34af6f700e
commit 3e0037e31a
4 changed files with 19 additions and 0 deletions

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@ -4698,6 +4698,11 @@ static void shader_arb_select(void *shader_priv, struct wined3d_context *context
}
}
static void shader_arb_select_compute(void *shader_priv, struct wined3d_context *context,
const struct wined3d_state *state)
{
ERR("Compute pipeline not supported by the ARB shader backend.\n");
}
/* Context activation is done by the caller. */
static void shader_arb_disable(void *shader_priv, struct wined3d_context *context)
@ -5659,6 +5664,7 @@ const struct wined3d_shader_backend_ops arb_program_shader_backend =
{
shader_arb_handle_instruction,
shader_arb_select,
shader_arb_select_compute,
shader_arb_disable,
shader_arb_update_float_vertex_constants,
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
}
}
/* Context activation is done by the caller. */
static void shader_glsl_select_compute(void *shader_priv, struct wined3d_context *context,
const struct wined3d_state *state)
{
FIXME("Compute pipeline not supported yet.\n");
}
/* "context" is not necessarily the currently active context. */
static void shader_glsl_invalidate_current_program(struct wined3d_context *context)
{
@ -9152,6 +9159,7 @@ const struct wined3d_shader_backend_ops glsl_shader_backend =
{
shader_glsl_handle_instruction,
shader_glsl_select,
shader_glsl_select_compute,
shader_glsl_disable,
shader_glsl_update_float_vertex_constants,
shader_glsl_update_float_pixel_constants,

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@ -2665,6 +2665,8 @@ struct shader_none_priv
};
static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
static void shader_none_select_compute(void *shader_priv, struct wined3d_context *context,
const struct wined3d_state *state) {}
static void shader_none_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count) {}
static void shader_none_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) {}
static void shader_none_load_constants(void *shader_priv, struct wined3d_context *context,
@ -2786,6 +2788,7 @@ const struct wined3d_shader_backend_ops none_shader_backend =
{
shader_none_handle_instruction,
shader_none_select,
shader_none_select_compute,
shader_none_disable,
shader_none_update_float_vertex_constants,
shader_none_update_float_pixel_constants,

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@ -1208,6 +1208,8 @@ struct wined3d_shader_backend_ops
void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
void (*shader_select)(void *shader_priv, struct wined3d_context *context,
const struct wined3d_state *state);
void (*shader_select_compute)(void *shader_priv, struct wined3d_context *context,
const struct wined3d_state *state);
void (*shader_disable)(void *shader_priv, struct wined3d_context *context);
void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);