wined3d: Implement wined3d_unordered_access_view_set_counter() on top of wined3d_context_copy_bo_address().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1041,18 +1041,22 @@ void wined3d_unordered_access_view_gl_clear_uint(struct wined3d_unordered_access
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void wined3d_unordered_access_view_set_counter(struct wined3d_unordered_access_view *view,
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unsigned int value)
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{
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struct wined3d_unordered_access_view_gl *view_gl = wined3d_unordered_access_view_gl(view);
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const struct wined3d_gl_info *gl_info;
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struct wined3d_bo_address dst, src;
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struct wined3d_context *context;
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if (!view_gl->counter_bo.id)
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if (!view->counter_bo)
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return;
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context = context_acquire(view_gl->v.resource->device, NULL, 0);
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gl_info = wined3d_context_gl(context)->gl_info;
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GL_EXTCALL(glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, view_gl->counter_bo.id));
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GL_EXTCALL(glBufferSubData(GL_ATOMIC_COUNTER_BUFFER, 0, sizeof(value), &value));
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checkGLcall("set atomic counter");
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context = context_acquire(view->resource->device, NULL, 0);
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src.buffer_object = 0;
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src.addr = (void *)&value;
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dst.buffer_object = view->counter_bo;
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dst.addr = NULL;
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wined3d_context_copy_bo_address(context, &dst, WINED3D_BIND_UNORDERED_ACCESS, &src, 0, sizeof(uint32_t));
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context_release(context);
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}
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