wined3d: Precompile compute shaders.
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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@ -115,7 +115,8 @@ struct constant_heap
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};
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};
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/* GLSL shader private data */
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/* GLSL shader private data */
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struct shader_glsl_priv {
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struct shader_glsl_priv
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{
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struct wined3d_string_buffer shader_buffer;
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struct wined3d_string_buffer shader_buffer;
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struct wined3d_string_buffer_list string_buffers;
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struct wined3d_string_buffer_list string_buffers;
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struct wine_rb_tree program_lookup;
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struct wine_rb_tree program_lookup;
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@ -7658,46 +7659,6 @@ static GLuint find_glsl_geometry_shader(const struct wined3d_context *context,
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return ret;
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return ret;
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}
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}
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static GLuint find_glsl_compute_shader(const struct wined3d_context *context,
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struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
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struct wined3d_shader *shader)
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{
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struct glsl_cs_compiled_shader *gl_shaders;
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struct glsl_shader_private *shader_data;
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GLuint ret;
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if (!shader->backend_data)
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{
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if (!(shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data))))
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{
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ERR("Failed to allocate backend data.\n");
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return 0;
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}
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}
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shader_data = shader->backend_data;
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gl_shaders = shader_data->gl_shaders.cs;
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/* No shader variants are used for compute shaders. */
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if (shader_data->num_gl_shaders)
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return gl_shaders[0].id;
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TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
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if (!(shader_data->gl_shaders.cs = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders))))
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{
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ERR("Failed to allocate GL shader array.\n");
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return 0;
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}
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shader_data->shader_array_size = 1;
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gl_shaders = shader_data->gl_shaders.cs;
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string_buffer_clear(buffer);
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ret = shader_glsl_generate_compute_shader(context, buffer, string_buffers, shader);
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gl_shaders[shader_data->num_gl_shaders++].id = ret;
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return ret;
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}
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static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs, const char *material)
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static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs, const char *material)
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{
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{
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switch (mcs)
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switch (mcs)
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@ -9013,56 +8974,63 @@ static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info *
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string_buffer_release(&priv->string_buffers, name);
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string_buffer_release(&priv->string_buffers, name);
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}
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}
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/* Context activation is done by the caller. */
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static HRESULT shader_glsl_compile_compute_shader(struct shader_glsl_priv *priv,
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static void set_glsl_compute_shader_program(const struct wined3d_context *context,
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const struct wined3d_context *context, struct wined3d_shader *shader)
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const struct wined3d_state *state, struct shader_glsl_priv *priv, struct glsl_context_data *ctx_data)
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{
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{
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struct glsl_context_data *ctx_data = context->shader_backend_data;
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struct wined3d_string_buffer *buffer = &priv->shader_buffer;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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struct glsl_shader_prog_link *entry = NULL;
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struct glsl_cs_compiled_shader *gl_shaders;
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struct wined3d_shader *shader;
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struct glsl_shader_private *shader_data;
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struct glsl_program_key key;
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struct glsl_shader_prog_link *entry;
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GLuint program_id, cs_id;
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GLuint shader_id, program_id;
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if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE)))
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return;
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if (!(shader = state->shader[WINED3D_SHADER_TYPE_COMPUTE]))
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{
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WARN("Compute shader is NULL.\n");
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ctx_data->glsl_program = NULL;
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return;
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}
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cs_id = find_glsl_compute_shader(context, &priv->shader_buffer, &priv->string_buffers, shader);
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memset(&key, 0, sizeof(key));
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key.cs_id = cs_id;
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if ((entry = get_glsl_program_entry(priv, &key)))
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{
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ctx_data->glsl_program = entry;
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return;
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}
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program_id = GL_EXTCALL(glCreateProgram());
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TRACE("Created new GLSL shader program %u.\n", program_id);
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if (!(entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry))))
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if (!(entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry))))
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{
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{
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ERR("Out of memory.\n");
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ERR("Out of memory.\n");
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return;
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return E_OUTOFMEMORY;
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}
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}
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if (!(shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data))))
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{
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ERR("Failed to allocate backend data.\n");
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HeapFree(GetProcessHeap(), 0, entry);
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return E_OUTOFMEMORY;
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}
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shader_data = shader->backend_data;
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gl_shaders = shader_data->gl_shaders.cs;
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if (!(shader_data->gl_shaders.cs = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders))))
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{
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ERR("Failed to allocate GL shader array.\n");
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HeapFree(GetProcessHeap(), 0, entry);
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HeapFree(GetProcessHeap(), 0, shader->backend_data);
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shader->backend_data = NULL;
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return E_OUTOFMEMORY;
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}
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shader_data->shader_array_size = 1;
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gl_shaders = shader_data->gl_shaders.cs;
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TRACE("Compiling compute shader %p.\n", shader);
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string_buffer_clear(buffer);
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shader_id = shader_glsl_generate_compute_shader(context, buffer, &priv->string_buffers, shader);
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gl_shaders[shader_data->num_gl_shaders++].id = shader_id;
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program_id = GL_EXTCALL(glCreateProgram());
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TRACE("Created new GLSL shader program %u.\n", program_id);
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entry->id = program_id;
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entry->id = program_id;
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entry->vs.id = 0;
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entry->vs.id = 0;
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entry->gs.id = 0;
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entry->gs.id = 0;
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entry->ps.id = 0;
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entry->ps.id = 0;
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entry->cs.id = cs_id;
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entry->cs.id = shader_id;
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entry->constant_version = 0;
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entry->constant_version = 0;
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entry->ps.np2_fixup_info = NULL;
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entry->ps.np2_fixup_info = NULL;
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add_glsl_program_entry(priv, entry);
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add_glsl_program_entry(priv, entry);
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ctx_data->glsl_program = entry;
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TRACE("Attaching GLSL shader object %u to program %u.\n", shader_id, program_id);
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GL_EXTCALL(glAttachShader(program_id, shader_id));
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TRACE("Attaching GLSL shader object %u to program %u.\n", cs_id, program_id);
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GL_EXTCALL(glAttachShader(program_id, cs_id));
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checkGLcall("glAttachShader");
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checkGLcall("glAttachShader");
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list_add_head(&shader->linked_programs, &entry->cs.shader_entry);
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list_add_head(&shader->linked_programs, &entry->cs.shader_entry);
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@ -9077,6 +9045,55 @@ static void set_glsl_compute_shader_program(const struct wined3d_context *contex
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shader_glsl_load_images(gl_info, priv, program_id, &shader->reg_maps);
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shader_glsl_load_images(gl_info, priv, program_id, &shader->reg_maps);
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entry->constant_update_mask = 0;
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entry->constant_update_mask = 0;
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GL_EXTCALL(glUseProgram(ctx_data->glsl_program ? ctx_data->glsl_program->id : 0));
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checkGLcall("glUseProgram");
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return WINED3D_OK;
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}
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static GLuint find_glsl_compute_shader(const struct wined3d_context *context,
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struct shader_glsl_priv *priv, struct wined3d_shader *shader)
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{
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struct glsl_shader_private *shader_data;
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if (!shader->backend_data)
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{
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WARN("Failed to find GLSL program for compute shader %p.\n", shader);
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if (FAILED(shader_glsl_compile_compute_shader(priv, context, shader)))
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{
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ERR("Failed to compile compute shader %p.\n", shader);
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return 0;
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}
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}
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shader_data = shader->backend_data;
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return shader_data->gl_shaders.cs[0].id;
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}
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/* Context activation is done by the caller. */
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static void set_glsl_compute_shader_program(const struct wined3d_context *context,
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const struct wined3d_state *state, struct shader_glsl_priv *priv, struct glsl_context_data *ctx_data)
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{
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struct glsl_shader_prog_link *entry;
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struct wined3d_shader *shader;
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struct glsl_program_key key;
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GLuint cs_id;
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if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE)))
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return;
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if (!(shader = state->shader[WINED3D_SHADER_TYPE_COMPUTE]))
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{
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WARN("Compute shader is NULL.\n");
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ctx_data->glsl_program = NULL;
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return;
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}
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cs_id = find_glsl_compute_shader(context, priv, shader);
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memset(&key, 0, sizeof(key));
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key.cs_id = cs_id;
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if (!(entry = get_glsl_program_entry(priv, &key)))
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ERR("Failed to find GLSL program for compute shader %p.\n", shader);
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ctx_data->glsl_program = entry;
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}
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}
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/* Context activation is done by the caller. */
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/* Context activation is done by the caller. */
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@ -9460,6 +9477,15 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
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static void shader_glsl_precompile(void *shader_priv, struct wined3d_shader *shader)
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static void shader_glsl_precompile(void *shader_priv, struct wined3d_shader *shader)
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{
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{
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struct wined3d_device *device = shader->device;
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struct wined3d_context *context;
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if (shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_COMPUTE)
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{
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context = context_acquire(device, NULL, 0);
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shader_glsl_compile_compute_shader(shader_priv, context, shader);
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context_release(context);
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}
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}
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}
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/* Context activation is done by the caller. */
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/* Context activation is done by the caller. */
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