wined3d: Create wined3d sampler for default sampler.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2017-03-20 12:13:04 +01:00 committed by Alexandre Julliard
parent 993bcc3e13
commit a7dadf2f95
3 changed files with 34 additions and 16 deletions

View File

@ -3429,7 +3429,7 @@ static void context_bind_shader_resources(struct wined3d_context *context,
}
if (entry->sampler_idx == WINED3D_SAMPLER_DEFAULT)
sampler_name = device->default_sampler;
sampler_name = device->default_sampler->name;
else if ((sampler = state->sampler[shader_type][entry->sampler_idx]))
sampler_name = sampler->name;
else

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@ -776,20 +776,38 @@ static void destroy_dummy_textures(struct wined3d_device *device, struct wined3d
static void create_default_samplers(struct wined3d_device *device, struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_sampler_desc desc;
HRESULT hr;
desc.address_u = WINED3D_TADDRESS_WRAP;
desc.address_v = WINED3D_TADDRESS_WRAP;
desc.address_w = WINED3D_TADDRESS_WRAP;
memset(desc.border_color, 0, sizeof(desc.border_color));
desc.mag_filter = WINED3D_TEXF_POINT;
desc.min_filter = WINED3D_TEXF_POINT;
desc.mip_filter = WINED3D_TEXF_NONE;
desc.lod_bias = 0.0f;
desc.min_lod = -1000.0f;
desc.max_lod = 1000.0f;
desc.max_anisotropy = 1;
desc.compare = FALSE;
desc.comparison_func = WINED3D_CMP_NEVER;
desc.srgb_decode = TRUE;
/* In SM4+ shaders there is a separation between resources and samplers. Some shader
* instructions allow access to resources without using samplers.
* In GLSL, resources are always accessed through sampler or image variables. The default
* sampler object is used to emulate the direct resource access when there is no sampler state
* to use.
*/
if (FAILED(hr = wined3d_sampler_create(device, &desc, NULL, &device->default_sampler)))
{
ERR("Failed to create default sampler, hr %#x.\n", hr);
device->default_sampler = NULL;
}
if (gl_info->supported[ARB_SAMPLER_OBJECTS])
{
/* In SM4+ shaders there is a separation between resources and samplers. Some shader
* instructions allow access to resources without using samplers.
* In GLSL, resources are always accessed through sampler or image variables. The default
* sampler object is used to emulate the direct resource access when there is no sampler state
* to use.
*/
GL_EXTCALL(glGenSamplers(1, &device->default_sampler));
GL_EXTCALL(glSamplerParameteri(device->default_sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST));
GL_EXTCALL(glSamplerParameteri(device->default_sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST));
checkGLcall("Create default sampler");
/* In D3D10+, a NULL sampler maps to the default sampler state. */
GL_EXTCALL(glGenSamplers(1, &device->null_sampler));
GL_EXTCALL(glSamplerParameteri(device->null_sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR));
@ -800,7 +818,6 @@ static void create_default_samplers(struct wined3d_device *device, struct wined3
}
else
{
device->default_sampler = 0;
device->null_sampler = 0;
}
}
@ -810,14 +827,15 @@ static void destroy_default_samplers(struct wined3d_device *device, struct wined
{
const struct wined3d_gl_info *gl_info = context->gl_info;
wined3d_sampler_decref(device->default_sampler);
device->default_sampler = NULL;
if (gl_info->supported[ARB_SAMPLER_OBJECTS])
{
GL_EXTCALL(glDeleteSamplers(1, &device->default_sampler));
GL_EXTCALL(glDeleteSamplers(1, &device->null_sampler));
checkGLcall("glDeleteSamplers");
}
device->default_sampler = 0;
device->null_sampler = 0;
}

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@ -2688,7 +2688,7 @@ struct wined3d_device
} dummy_textures;
/* Default sampler used to emulate the direct resource access without using wined3d_sampler */
GLuint default_sampler;
struct wined3d_sampler *default_sampler;
GLuint null_sampler;
/* Command stream */