=?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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