=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: wined3d: Maintain default sampler per device.

Alexandre Julliard julliard at wine.codeweavers.com
Wed Jan 6 14:50:57 CST 2016


Module: wine
Branch: master
Commit: 3193505f9f52b0cb1fe2ec7539508187dcf8ccce
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=3193505f9f52b0cb1fe2ec7539508187dcf8ccce

Author: Józef Kucia <jkucia at codeweavers.com>
Date:   Tue Jan  5 21:52:30 2016 +0100

wined3d: Maintain default sampler per device.

Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>

---

 dlls/wined3d/device.c          | 45 ++++++++++++++++++++++++++++++++++++++++++
 dlls/wined3d/wined3d_private.h |  3 +++
 2 files changed, 48 insertions(+)

diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index d8a6462..49480c5 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -773,6 +773,49 @@ static void destroy_dummy_textures(struct wined3d_device *device, const struct w
     memset(device->dummy_texture_2d, 0, count * sizeof(*device->dummy_texture_2d));
 }
 
+/* Context activation is done by the caller. */
+static void create_default_sampler(struct wined3d_device *device)
+{
+    const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
+
+    /*
+     * In SM4+ shaders there is a separation between resources and samplers. Some of shader
+     * instructions allow to access 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 (gl_info->supported[ARB_SAMPLER_OBJECTS])
+    {
+        GL_EXTCALL(glGenSamplers(1, &device->default_sampler));
+        checkGLcall("glGenSamplers");
+        if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
+        {
+            GL_EXTCALL(glSamplerParameteri(device->default_sampler, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT));
+            checkGLcall("glSamplerParamteri");
+        }
+    }
+    else
+    {
+        device->default_sampler = 0;
+    }
+}
+
+/* Context activation is done by the caller. */
+static void destroy_default_sampler(struct wined3d_device *device)
+{
+    const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
+
+    if (gl_info->supported[ARB_SAMPLER_OBJECTS])
+    {
+        GL_EXTCALL(glDeleteSamplers(1, &device->default_sampler));
+        checkGLcall("glDeleteSamplers");
+    }
+
+    device->default_sampler = 0;
+}
+
 static LONG fullscreen_style(LONG style)
 {
     /* Make sure the window is managed, otherwise we won't get keyboard input. */
@@ -972,6 +1015,7 @@ HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
             surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)));
 
     create_dummy_textures(device, context);
+    create_default_sampler(device);
 
     device->contexts[0]->last_was_rhw = 0;
 
@@ -1119,6 +1163,7 @@ HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
     device->blitter->free_private(device);
     device->shader_backend->shader_free_private(device);
     destroy_dummy_textures(device, gl_info);
+    destroy_default_sampler(device);
 
     /* Release the context again as soon as possible. In particular,
      * releasing the render target views below may release the last reference
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 0c113a1..c591f7d 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2128,6 +2128,9 @@ struct wined3d_device
     UINT dummy_texture_3d[MAX_COMBINED_SAMPLERS];
     UINT dummy_texture_cube[MAX_COMBINED_SAMPLERS];
 
+    /* Default sampler used to emulate the direct resource access without using wined3d_sampler */
+    GLuint default_sampler;
+
     /* Command stream */
     struct wined3d_cs *cs;
 




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