wined3d: Store the current GLSL program per-context.
This commit is contained in:
parent
98f3ecc32a
commit
74faebd68d
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@ -4779,7 +4779,7 @@ static void shader_arb_select(void *shader_priv, struct wined3d_context *context
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/* Context activation is done by the caller. */
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static void shader_arb_disable(void *shader_priv, const struct wined3d_context *context)
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static void shader_arb_disable(void *shader_priv, struct wined3d_context *context)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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struct shader_arb_priv *priv = shader_priv;
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@ -4806,6 +4806,10 @@ static void shader_arb_disable(void *shader_priv, const struct wined3d_context *
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checkGLcall("glClampColorARB");
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priv->last_vs_color_unclamp = FALSE;
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}
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context->shader_update_mask = (1 << WINED3D_SHADER_TYPE_PIXEL)
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| (1 << WINED3D_SHADER_TYPE_VERTEX)
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| (1 << WINED3D_SHADER_TYPE_GEOMETRY);
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}
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/* Context activation is done by the caller. */
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@ -5032,9 +5036,14 @@ static void shader_arb_free(struct wined3d_device *device)
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HeapFree(GetProcessHeap(), 0, device->shader_priv);
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}
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static void shader_arb_context_destroyed(void *shader_priv, const struct wined3d_context *context)
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static BOOL shader_arb_allocate_context_data(struct wined3d_context *context)
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{
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struct shader_arb_priv *priv = shader_priv;
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return TRUE;
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}
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static void shader_arb_free_context_data(struct wined3d_context *context)
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{
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struct shader_arb_priv *priv = context->swapchain->device->shader_priv;
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if (priv->last_context == context)
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priv->last_context = NULL;
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@ -5712,7 +5721,8 @@ const struct wined3d_shader_backend_ops arb_program_shader_backend =
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shader_arb_destroy,
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shader_arb_alloc,
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shader_arb_free,
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shader_arb_context_destroyed,
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shader_arb_allocate_context_data,
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shader_arb_free_context_data,
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shader_arb_get_caps,
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shader_arb_color_fixup_supported,
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shader_arb_has_ffp_proj_control,
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@ -1345,6 +1345,12 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
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list_init(&ret->fbo_list);
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list_init(&ret->fbo_destroy_list);
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if (!device->shader_backend->shader_allocate_context_data(ret))
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{
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ERR("Failed to allocate shader backend context data.\n");
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goto out;
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}
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if (!(hdc = GetDC(swapchain->win_handle)))
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{
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WARN("Failed to retireve device context, trying swapchain backup.\n");
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@ -1639,6 +1645,7 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
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return ret;
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out:
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device->shader_backend->shader_free_context_data(ret);
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HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
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HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
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HeapFree(GetProcessHeap(), 0, ret->draw_buffers);
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@ -1671,6 +1678,7 @@ void context_destroy(struct wined3d_device *device, struct wined3d_context *cont
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destroy = FALSE;
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}
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device->shader_backend->shader_free_context_data(context);
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HeapFree(GetProcessHeap(), 0, context->draw_buffers);
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HeapFree(GetProcessHeap(), 0, context->blit_targets);
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device_context_remove(device, context);
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@ -1903,9 +1911,6 @@ static void SetupForBlit(const struct wined3d_device *device, struct wined3d_con
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/* Disable shaders */
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device->shader_backend->shader_disable(device->shader_priv, context);
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context->shader_update_mask = (1 << WINED3D_SHADER_TYPE_PIXEL)
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| (1 << WINED3D_SHADER_TYPE_VERTEX)
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| (1 << WINED3D_SHADER_TYPE_GEOMETRY);
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context->blit_w = rt_size.cx;
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context->blit_h = rt_size.cy;
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@ -92,7 +92,6 @@ struct constant_heap
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struct shader_glsl_priv {
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struct wined3d_shader_buffer shader_buffer;
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struct wine_rb_tree program_lookup;
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struct glsl_shader_prog_link *glsl_program;
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struct constant_heap vconst_heap;
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struct constant_heap pconst_heap;
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unsigned char *stack;
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@ -164,6 +163,11 @@ struct shader_glsl_ctx_priv {
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struct ps_np2fixup_info *cur_np2fixup_info;
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};
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struct glsl_context_data
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{
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struct glsl_shader_prog_link *glsl_program;
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};
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struct glsl_ps_compiled_shader
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{
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struct ps_compile_args args;
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@ -805,6 +809,7 @@ static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program *ps
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static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context *context,
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const struct wined3d_state *state)
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{
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const struct glsl_context_data *ctx_data = context->shader_backend_data;
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const struct wined3d_shader *vshader = state->vertex_shader;
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const struct wined3d_shader *pshader = state->pixel_shader;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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@ -813,7 +818,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
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DWORD update_mask = 0;
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GLhandleARB programId;
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struct glsl_shader_prog_link *prog = priv->glsl_program;
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struct glsl_shader_prog_link *prog = ctx_data->glsl_program;
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UINT constant_version;
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int i;
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@ -5822,7 +5827,7 @@ static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info *
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/* Context activation is done by the caller. */
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static void set_glsl_shader_program(const struct wined3d_context *context, const struct wined3d_state *state,
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struct shader_glsl_priv *priv)
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struct shader_glsl_priv *priv, struct glsl_context_data *ctx_data)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct ps_np2fixup_info *np2fixup_info = NULL;
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@ -5841,8 +5846,8 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
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if (!(context->shader_update_mask & (1 << WINED3D_SHADER_TYPE_VERTEX)))
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{
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vs_id = priv->glsl_program->vs.id;
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vs_list = &priv->glsl_program->vs.shader_entry;
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vs_id = ctx_data->glsl_program->vs.id;
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vs_list = &ctx_data->glsl_program->vs.shader_entry;
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if (use_vs(state))
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{
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@ -5850,8 +5855,8 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
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gshader = state->geometry_shader;
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if (!(context->shader_update_mask & (1 << WINED3D_SHADER_TYPE_GEOMETRY))
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&& priv->glsl_program->gs.id)
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gs_id = priv->glsl_program->gs.id;
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&& ctx_data->glsl_program->gs.id)
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gs_id = ctx_data->glsl_program->gs.id;
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else if (gshader)
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gs_id = find_glsl_geometry_shader(context, &priv->shader_buffer, gshader);
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}
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@ -5881,8 +5886,8 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
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if (!(context->shader_update_mask & (1 << WINED3D_SHADER_TYPE_PIXEL)))
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{
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ps_id = priv->glsl_program->ps.id;
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ps_list = &priv->glsl_program->ps.shader_entry;
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ps_id = ctx_data->glsl_program->ps.id;
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ps_list = &ctx_data->glsl_program->ps.shader_entry;
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if (use_ps(state))
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pshader = state->pixel_shader;
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@ -5909,7 +5914,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
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if ((!vs_id && !gs_id && !ps_id) || (entry = get_glsl_program_entry(priv, vs_id, gs_id, ps_id)))
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{
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priv->glsl_program = entry;
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ctx_data->glsl_program = entry;
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return;
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}
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@ -5929,7 +5934,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
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add_glsl_program_entry(priv, entry);
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/* Set the current program */
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priv->glsl_program = entry;
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ctx_data->glsl_program = entry;
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/* Attach GLSL vshader */
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if (vs_id)
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@ -6196,6 +6201,7 @@ static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info,
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static void shader_glsl_select(void *shader_priv, struct wined3d_context *context,
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const struct wined3d_state *state)
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{
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struct glsl_context_data *ctx_data = context->shader_backend_data;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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struct shader_glsl_priv *priv = shader_priv;
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GLhandleARB program_id = 0, prev_id = 0;
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@ -6204,10 +6210,10 @@ static void shader_glsl_select(void *shader_priv, struct wined3d_context *contex
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priv->vertex_pipe->vp_enable(gl_info, !use_vs(state));
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priv->fragment_pipe->enable_extension(gl_info, !use_ps(state));
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if (priv->glsl_program)
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if (ctx_data->glsl_program)
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{
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prev_id = priv->glsl_program->programId;
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old_vertex_color_clamp = priv->glsl_program->vs.vertex_color_clamp;
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prev_id = ctx_data->glsl_program->programId;
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old_vertex_color_clamp = ctx_data->glsl_program->vs.vertex_color_clamp;
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}
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else
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{
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@ -6215,12 +6221,12 @@ static void shader_glsl_select(void *shader_priv, struct wined3d_context *contex
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old_vertex_color_clamp = GL_FIXED_ONLY_ARB;
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}
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set_glsl_shader_program(context, state, priv);
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set_glsl_shader_program(context, state, priv, ctx_data);
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if (priv->glsl_program)
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if (ctx_data->glsl_program)
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{
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program_id = priv->glsl_program->programId;
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current_vertex_color_clamp = priv->glsl_program->vs.vertex_color_clamp;
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program_id = ctx_data->glsl_program->programId;
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current_vertex_color_clamp = ctx_data->glsl_program->vs.vertex_color_clamp;
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}
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else
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{
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@ -6249,17 +6255,28 @@ static void shader_glsl_select(void *shader_priv, struct wined3d_context *contex
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checkGLcall("glUseProgramObjectARB");
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if (program_id)
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context->constant_update_mask |= priv->glsl_program->constant_update_mask;
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context->constant_update_mask |= ctx_data->glsl_program->constant_update_mask;
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}
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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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struct glsl_context_data *ctx_data = context->shader_backend_data;
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ctx_data->glsl_program = NULL;
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context->shader_update_mask = (1 << WINED3D_SHADER_TYPE_PIXEL)
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| (1 << WINED3D_SHADER_TYPE_VERTEX)
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| (1 << WINED3D_SHADER_TYPE_GEOMETRY);
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}
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/* Context activation is done by the caller. */
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static void shader_glsl_disable(void *shader_priv, const struct wined3d_context *context)
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static void shader_glsl_disable(void *shader_priv, struct wined3d_context *context)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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struct shader_glsl_priv *priv = shader_priv;
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priv->glsl_program = NULL;
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shader_glsl_invalidate_current_program(context);
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GL_EXTCALL(glUseProgramObjectARB(0));
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checkGLcall("glUseProgramObjectARB");
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@ -6305,22 +6322,38 @@ static void shader_glsl_select_depth_blt(void *shader_priv, const struct wined3d
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/* Context activation is done by the caller. */
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static void shader_glsl_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
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{
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struct shader_glsl_priv *priv = shader_priv;
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const struct glsl_context_data *ctx_data = context_get_current()->shader_backend_data;
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GLhandleARB program_id;
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program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
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program_id = ctx_data->glsl_program ? ctx_data->glsl_program->programId : 0;
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if (program_id) TRACE("Using GLSL program %u\n", program_id);
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GL_EXTCALL(glUseProgramObjectARB(program_id));
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checkGLcall("glUseProgramObjectARB");
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}
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static void shader_glsl_invalidate_contexts_program(struct wined3d_device *device,
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const struct glsl_shader_prog_link *program)
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{
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const struct glsl_context_data *ctx_data;
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struct wined3d_context *context;
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unsigned int i;
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for (i = 0; i < device->context_count; ++i)
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{
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context = device->contexts[i];
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ctx_data = context->shader_backend_data;
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if (ctx_data->glsl_program == program)
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shader_glsl_invalidate_current_program(context);
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}
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}
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static void shader_glsl_destroy(struct wined3d_shader *shader)
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{
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struct glsl_shader_private *shader_data = shader->backend_data;
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struct wined3d_device *device = shader->device;
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struct shader_glsl_priv *priv = device->shader_priv;
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BOOL invalidate_current_program = FALSE;
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const struct wined3d_gl_info *gl_info;
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const struct list *linked_programs;
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struct wined3d_context *context;
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@ -6351,8 +6384,6 @@ static void shader_glsl_destroy(struct wined3d_shader *shader)
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for (i = 0; i < shader_data->num_gl_shaders; ++i)
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{
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TRACE("Deleting pixel shader %u.\n", gl_shaders[i].prgId);
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if (priv->glsl_program && priv->glsl_program->ps.id == gl_shaders[i].prgId)
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invalidate_current_program = TRUE;
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GL_EXTCALL(glDeleteObjectARB(gl_shaders[i].prgId));
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checkGLcall("glDeleteObjectARB");
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}
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@ -6361,6 +6392,7 @@ static void shader_glsl_destroy(struct wined3d_shader *shader)
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LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
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struct glsl_shader_prog_link, ps.shader_entry)
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{
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shader_glsl_invalidate_contexts_program(device, entry);
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delete_glsl_program_entry(priv, gl_info, entry);
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}
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@ -6374,8 +6406,6 @@ static void shader_glsl_destroy(struct wined3d_shader *shader)
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for (i = 0; i < shader_data->num_gl_shaders; ++i)
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{
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TRACE("Deleting vertex shader %u.\n", gl_shaders[i].prgId);
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if (priv->glsl_program && priv->glsl_program->vs.id == gl_shaders[i].prgId)
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invalidate_current_program = TRUE;
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GL_EXTCALL(glDeleteObjectARB(gl_shaders[i].prgId));
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checkGLcall("glDeleteObjectARB");
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}
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@ -6384,6 +6414,7 @@ static void shader_glsl_destroy(struct wined3d_shader *shader)
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LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
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struct glsl_shader_prog_link, vs.shader_entry)
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{
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shader_glsl_invalidate_contexts_program(device, entry);
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delete_glsl_program_entry(priv, gl_info, entry);
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}
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@ -6397,8 +6428,6 @@ static void shader_glsl_destroy(struct wined3d_shader *shader)
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for (i = 0; i < shader_data->num_gl_shaders; ++i)
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{
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TRACE("Deleting geometry shader %u.\n", gl_shaders[i].id);
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if (priv->glsl_program && priv->glsl_program->gs.id == gl_shaders[i].id)
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invalidate_current_program = TRUE;
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GL_EXTCALL(glDeleteObjectARB(gl_shaders[i].id));
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checkGLcall("glDeleteObjectARB");
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}
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@ -6407,6 +6436,7 @@ static void shader_glsl_destroy(struct wined3d_shader *shader)
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LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
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struct glsl_shader_prog_link, gs.shader_entry)
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{
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shader_glsl_invalidate_contexts_program(device, entry);
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delete_glsl_program_entry(priv, gl_info, entry);
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}
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@ -6419,14 +6449,6 @@ static void shader_glsl_destroy(struct wined3d_shader *shader)
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}
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}
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if (invalidate_current_program)
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{
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shader_glsl_disable(priv, context);
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context->shader_update_mask = (1 << WINED3D_SHADER_TYPE_PIXEL)
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| (1 << WINED3D_SHADER_TYPE_VERTEX)
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| (1 << WINED3D_SHADER_TYPE_GEOMETRY);
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}
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HeapFree(GetProcessHeap(), 0, shader->backend_data);
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shader->backend_data = NULL;
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@ -6593,7 +6615,16 @@ static void shader_glsl_free(struct wined3d_device *device)
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device->shader_priv = NULL;
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}
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static void shader_glsl_context_destroyed(void *shader_priv, const struct wined3d_context *context) {}
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static BOOL shader_glsl_allocate_context_data(struct wined3d_context *context)
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{
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return !!(context->shader_backend_data = HeapAlloc(GetProcessHeap(),
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HEAP_ZERO_MEMORY, sizeof(struct glsl_context_data)));
|
||||
}
|
||||
|
||||
static void shader_glsl_free_context_data(struct wined3d_context *context)
|
||||
{
|
||||
HeapFree(GetProcessHeap(), 0, context->shader_backend_data);
|
||||
}
|
||||
|
||||
static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
|
||||
{
|
||||
|
@ -6810,7 +6841,8 @@ const struct wined3d_shader_backend_ops glsl_shader_backend =
|
|||
shader_glsl_destroy,
|
||||
shader_glsl_alloc,
|
||||
shader_glsl_free,
|
||||
shader_glsl_context_destroyed,
|
||||
shader_glsl_allocate_context_data,
|
||||
shader_glsl_free_context_data,
|
||||
shader_glsl_get_caps,
|
||||
shader_glsl_color_fixup_supported,
|
||||
shader_glsl_has_ffp_proj_control,
|
||||
|
|
|
@ -1512,7 +1512,7 @@ static void shader_none_update_float_pixel_constants(struct wined3d_device *devi
|
|||
static void shader_none_load_constants(void *shader_priv, struct wined3d_context *context,
|
||||
const struct wined3d_state *state) {}
|
||||
static void shader_none_destroy(struct wined3d_shader *shader) {}
|
||||
static void shader_none_context_destroyed(void *shader_priv, const struct wined3d_context *context) {}
|
||||
static void shader_none_free_context_data(struct wined3d_context *context) {}
|
||||
|
||||
/* Context activation is done by the caller. */
|
||||
static void shader_none_select(void *shader_priv, struct wined3d_context *context,
|
||||
|
@ -1526,13 +1526,17 @@ static void shader_none_select(void *shader_priv, struct wined3d_context *contex
|
|||
}
|
||||
|
||||
/* Context activation is done by the caller. */
|
||||
static void shader_none_disable(void *shader_priv, const struct wined3d_context *context)
|
||||
static void shader_none_disable(void *shader_priv, struct wined3d_context *context)
|
||||
{
|
||||
struct shader_none_priv *priv = shader_priv;
|
||||
const struct wined3d_gl_info *gl_info = context->gl_info;
|
||||
|
||||
priv->vertex_pipe->vp_enable(gl_info, FALSE);
|
||||
priv->fragment_pipe->enable_extension(gl_info, FALSE);
|
||||
|
||||
context->shader_update_mask = (1 << WINED3D_SHADER_TYPE_PIXEL)
|
||||
| (1 << WINED3D_SHADER_TYPE_VERTEX)
|
||||
| (1 << WINED3D_SHADER_TYPE_GEOMETRY);
|
||||
}
|
||||
|
||||
static HRESULT shader_none_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
|
||||
|
@ -1581,6 +1585,11 @@ static void shader_none_free(struct wined3d_device *device)
|
|||
HeapFree(GetProcessHeap(), 0, priv);
|
||||
}
|
||||
|
||||
static BOOL shader_none_allocate_context_data(struct wined3d_context *context)
|
||||
{
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
|
||||
{
|
||||
/* Set the shader caps to 0 for the none shader backend */
|
||||
|
@ -1620,7 +1629,8 @@ const struct wined3d_shader_backend_ops none_shader_backend =
|
|||
shader_none_destroy,
|
||||
shader_none_alloc,
|
||||
shader_none_free,
|
||||
shader_none_context_destroyed,
|
||||
shader_none_allocate_context_data,
|
||||
shader_none_free_context_data,
|
||||
shader_none_get_caps,
|
||||
shader_none_color_fixup_supported,
|
||||
shader_none_has_ffp_proj_control,
|
||||
|
|
|
@ -810,7 +810,7 @@ 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_disable)(void *shader_priv, const struct wined3d_context *context);
|
||||
void (*shader_disable)(void *shader_priv, struct wined3d_context *context);
|
||||
void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
|
||||
enum tex_types tex_type, const SIZE *ds_mask_size);
|
||||
void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
|
||||
|
@ -822,7 +822,8 @@ struct wined3d_shader_backend_ops
|
|||
HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
|
||||
const struct fragment_pipeline *fragment_pipe);
|
||||
void (*shader_free_private)(struct wined3d_device *device);
|
||||
void (*shader_context_destroyed)(void *shader_priv, const struct wined3d_context *context);
|
||||
BOOL (*shader_allocate_context_data)(struct wined3d_context *context);
|
||||
void (*shader_free_context_data)(struct wined3d_context *context);
|
||||
void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
|
||||
BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
|
||||
BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
|
||||
|
@ -1115,6 +1116,8 @@ struct wined3d_context
|
|||
int pixel_format;
|
||||
GLint aux_buffers;
|
||||
|
||||
void *shader_backend_data;
|
||||
|
||||
/* FBOs */
|
||||
UINT fbo_entry_count;
|
||||
struct list fbo_list;
|
||||
|
|
Loading…
Reference in New Issue