[PATCH 2/8] wined3d: Unbind textures in context_bind_shader_resources().

Józef Kucia joseph.kucia at gmail.com
Thu Mar 9 04:51:27 CST 2017


On Thu, Mar 9, 2017 at 11:20 AM, Henri Verbeet <hverbeet at gmail.com> wrote:
> The issue is texture bindings set through
> wined3d_device_set_texture(), right?

Yes, we have currently two mutually exclusive ways to bind textures in
wined3d, and without adding the flag we would overwrite texture
bindings set through wined3d_device_set_texture().

> Could we get rid of wined3d_device_set_texture() and create shader
> resource views for those textures instead, similar to how we create
> rendertarget views in d3d9, etc.? IIRC one of the issues was
> interactions with sampler and texture stage states.

I haven't looked closely into this, but I think it should be possible.
Certainly it would require a lot of more work than this patch series.
Texture stage states would probably have to be reworked to some
extent.

> Tangentially, how does this work with "Aon9" shaders?

"Aon9" shaders don't work in wined3d. For example, constant buffers
aren't handled correctly (we have a todo_wine for this). I don't
expect texture bindings to work properly in the current git or after
this change. I think that "Aon9" shaders are rather a low priority
thing. Generally, apps don't seem to ship shaders compiled with
feature level 9 support.



More information about the wine-devel mailing list