wined3d: Create the default samplers in adapter_vk_init_3d().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -443,6 +443,8 @@ static HRESULT adapter_vk_init_3d(struct wined3d_device *device)
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return E_FAIL;
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}
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wined3d_device_create_default_samplers(device, &context_vk->c);
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return WINED3D_OK;
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}
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@ -453,14 +455,17 @@ static void adapter_vk_uninit_3d(struct wined3d_device *device)
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TRACE("device %p.\n", device);
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context_vk = &wined3d_device_vk(device)->context_vk;
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LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
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{
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device->shader_backend->shader_destroy(shader);
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}
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wined3d_device_destroy_default_samplers(device, &context_vk->c);
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device->blitter->ops->blitter_destroy(device->blitter, NULL);
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context_vk = &wined3d_device_vk(device)->context_vk;
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device_context_remove(device, &context_vk->c);
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device->shader_backend->shader_free_private(device, NULL);
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wined3d_context_vk_cleanup(context_vk);
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@ -840,7 +840,7 @@ static void wined3d_device_gl_destroy_dummy_textures(struct wined3d_device_gl *d
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}
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/* Context activation is done by the caller. */
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static void create_default_samplers(struct wined3d_device *device, struct wined3d_context *context)
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void wined3d_device_create_default_samplers(struct wined3d_device *device, struct wined3d_context *context)
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{
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struct wined3d_sampler_desc desc;
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HRESULT hr;
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@ -888,7 +888,7 @@ static void create_default_samplers(struct wined3d_device *device, struct wined3
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}
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/* Context activation is done by the caller. */
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static void destroy_default_samplers(struct wined3d_device *device, struct wined3d_context *context)
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void wined3d_device_destroy_default_samplers(struct wined3d_device *device, struct wined3d_context *context)
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{
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wined3d_sampler_decref(device->default_sampler);
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device->default_sampler = NULL;
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@ -973,7 +973,7 @@ void wined3d_device_delete_opengl_contexts_cs(void *object)
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device->blitter->ops->blitter_destroy(device->blitter, context);
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device->shader_backend->shader_free_private(device, context);
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wined3d_device_gl_destroy_dummy_textures(device_gl, context_gl);
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destroy_default_samplers(device, context);
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wined3d_device_destroy_default_samplers(device, context);
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context_release(context);
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while (device->context_count)
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@ -1025,7 +1025,7 @@ void wined3d_device_create_primary_opengl_context_cs(void *object)
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context_gl = wined3d_context_gl(context);
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wined3d_device_gl_create_dummy_textures(wined3d_device_gl(device), context_gl);
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create_default_samplers(device, context);
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wined3d_device_create_default_samplers(device, context);
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context_release(context);
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}
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@ -3309,8 +3309,12 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
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const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
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BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
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void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
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void wined3d_device_create_default_samplers(struct wined3d_device *device,
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struct wined3d_context *context) DECLSPEC_HIDDEN;
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void wined3d_device_create_primary_opengl_context_cs(void *object) DECLSPEC_HIDDEN;
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void wined3d_device_delete_opengl_contexts_cs(void *object) DECLSPEC_HIDDEN;
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void wined3d_device_destroy_default_samplers(struct wined3d_device *device,
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struct wined3d_context *context) DECLSPEC_HIDDEN;
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HRESULT wined3d_device_init(struct wined3d_device *device, struct wined3d *wined3d,
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unsigned int adapter_idx, enum wined3d_device_type device_type, HWND focus_window, unsigned int flags,
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BYTE surface_alignment, const enum wined3d_feature_level *levels, unsigned int level_count,
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