wined3d: Bind unordered access views even if they are not used by current shaders.
An alternative would be to invalidate unordered access view bindings when a shader is set. 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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@ -3410,9 +3410,6 @@ static void context_load_unordered_access_resources(struct wined3d_context *cont
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for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
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for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
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{
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{
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if (!shader->reg_maps.uav_resource_info[i].type)
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continue;
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if (!(view = views[i]))
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if (!(view = views[i]))
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continue;
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continue;
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@ -3447,12 +3444,10 @@ static void context_bind_unordered_access_views(struct wined3d_context *context,
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for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
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for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
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{
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{
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if (!shader->reg_maps.uav_resource_info[i].type)
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continue;
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if (!(view = views[i]))
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if (!(view = views[i]))
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{
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{
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WARN("No unordered access view bound at index %u.\n", i);
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if (shader->reg_maps.uav_resource_info[i].type)
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WARN("No unordered access view bound at index %u.\n", i);
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GL_EXTCALL(glBindImageTexture(i, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R8));
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GL_EXTCALL(glBindImageTexture(i, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R8));
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continue;
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continue;
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}
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}
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