=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: wined3d: Create wined3d sampler for default sampler.
Alexandre Julliard
julliard at winehq.org
Mon Mar 20 17:16:46 CDT 2017
Module: wine
Branch: master
Commit: a7dadf2f95d0cc1e38f76a53b35c75d3075f3b2a
URL: http://source.winehq.org/git/wine.git/?a=commit;h=a7dadf2f95d0cc1e38f76a53b35c75d3075f3b2a
Author: Józef Kucia <jkucia at codeweavers.com>
Date: Mon Mar 20 12:13:04 2017 +0100
wined3d: Create wined3d sampler for default sampler.
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/context.c | 2 +-
dlls/wined3d/device.c | 46 +++++++++++++++++++++++++++++-------------
dlls/wined3d/wined3d_private.h | 2 +-
3 files changed, 34 insertions(+), 16 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 8029de0..b554b00 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -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
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index eef9818..ba30d20 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -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;
- if (gl_info->supported[ARB_SAMPLER_OBJECTS])
+ 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)))
{
- /* 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");
+ ERR("Failed to create default sampler, hr %#x.\n", hr);
+ device->default_sampler = NULL;
+ }
+ if (gl_info->supported[ARB_SAMPLER_OBJECTS])
+ {
/* 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;
}
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 64e669b..6b683aa 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -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 */
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