It is no longer referenced in other source files.
Signed-off-by: Francois Gouget <fgouget@free.fr>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Mainly for consistency.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Fixes a deadlock. It can also be seen as a small step towards more
fine-grained locking in wined3d.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=45431
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 is to simplify the code before adding the FETCH4
modifications. No change is intended in the shader generation.
Signed-off-by: Daniel Ansorregui <mailszeros@gmail.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Based on a patch by Andrew Wesie.
In Direct3D, SV_VertexID generally starts from zero. In OpenGL,
gl_VertexID starts from "first" parameter passed to glDrawArrays(), or
from "baseVertex" parameter for indexed draw calls. The
GL_ARB_shader_draw_parameters extension doesn't help us much because
gl_BaseVertexARB is zero for non-indexed draw calls [1]. If
gl_BaseVertexARB would be equal to "first" for non-indexed draw calls,
we could simply use gl_VertexID - gl_BaseVertexARB.
After this commit, SV_VertexID is still wrong for indirect draw calls
because we cannot easily access the "first" field from struct
DrawArraysIndirectCommand in a vertex shader.
[1] - The ARB_shader_draw_parameters spec says that "In the case where
the command has no <baseVertex> parameter, the value of
<gl_BaseVertexARB> is zero."
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
We already set WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
The WINED3D_QUERY_TYPE_SO_STATISTICS query type is just
WINED3D_QUERY_TYPE_SO_STATISTICS_STREAM0, but it is supported on feature
level 10.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Use non-indexed queries when ARB_transform_feedback3 is not available.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
The change introduced by commit 54a9e84952 had
side effect of ultimately selecting detsination texture location as
dst_texture->resource.map_binding, which is not the case in the default texture2d_blt()
code path.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=46068
Signed-off-by: Paul Gofman <gofmanp@gmail.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
glGetTexImage() downloads data for all layers.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Unfortunately, GL_RGB10_A2UI is not supported for buffer textures.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
It doesn't make a lot of sense for depth formats.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>