Henri Verbeet : wined3d: Pass a wined3d_context_gl structure to context_apply_compute_state().
Alexandre Julliard
julliard at winehq.org
Fri May 17 16:10:15 CDT 2019
Module: wine
Branch: master
Commit: 376c84252634ec1884db3562d859ec728668c7ae
URL: https://source.winehq.org/git/wine.git/?a=commit;h=376c84252634ec1884db3562d859ec728668c7ae
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Fri May 17 16:33:16 2019 +0430
wined3d: Pass a wined3d_context_gl structure to context_apply_compute_state().
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/wined3d/context.c | 54 ++++++++++++++++++++++++++------------------------
1 file changed, 28 insertions(+), 26 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index bd30c14..5735d02 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -4037,51 +4037,51 @@ static BOOL context_apply_draw_state(struct wined3d_context *context,
return TRUE;
}
-static void context_apply_compute_state(struct wined3d_context *context,
+static void wined3d_context_gl_apply_compute_state(struct wined3d_context_gl *context_gl,
const struct wined3d_device *device, const struct wined3d_state *state)
{
- const struct wined3d_state_entry *state_table = context->state_table;
- struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
- const struct wined3d_gl_info *gl_info = context->gl_info;
+ const struct wined3d_state_entry *state_table = context_gl->c.state_table;
+ const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
unsigned int state_id, i;
- context_load_shader_resources(context, state, 1u << WINED3D_SHADER_TYPE_COMPUTE);
- context_load_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_COMPUTE],
+ context_load_shader_resources(&context_gl->c, state, 1u << WINED3D_SHADER_TYPE_COMPUTE);
+ context_load_unordered_access_resources(&context_gl->c, state->shader[WINED3D_SHADER_TYPE_COMPUTE],
state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
- for (i = 0, state_id = STATE_COMPUTE_OFFSET; i < ARRAY_SIZE(context->dirty_compute_states); ++i)
+ for (i = 0, state_id = STATE_COMPUTE_OFFSET; i < ARRAY_SIZE(context_gl->c.dirty_compute_states); ++i)
{
- unsigned int dirty_mask = context->dirty_compute_states[i];
+ unsigned int dirty_mask = context_gl->c.dirty_compute_states[i];
+
while (dirty_mask)
{
unsigned int current_state_id = state_id + wined3d_bit_scan(&dirty_mask);
- state_table[current_state_id].apply(context, state, current_state_id);
+ state_table[current_state_id].apply(&context_gl->c, state, current_state_id);
}
- state_id += sizeof(*context->dirty_compute_states) * CHAR_BIT;
+ state_id += sizeof(*context_gl->c.dirty_compute_states) * CHAR_BIT;
}
- memset(context->dirty_compute_states, 0, sizeof(*context->dirty_compute_states));
+ memset(context_gl->c.dirty_compute_states, 0, sizeof(*context_gl->c.dirty_compute_states));
- if (context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE))
+ if (context_gl->c.shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE))
{
- device->shader_backend->shader_select_compute(device->shader_priv, context, state);
- context->shader_update_mask &= ~(1u << WINED3D_SHADER_TYPE_COMPUTE);
+ device->shader_backend->shader_select_compute(device->shader_priv, &context_gl->c, state);
+ context_gl->c.shader_update_mask &= ~(1u << WINED3D_SHADER_TYPE_COMPUTE);
}
- if (context->update_compute_shader_resource_bindings)
+ if (context_gl->c.update_compute_shader_resource_bindings)
{
- wined3d_context_gl_bind_shader_resources(wined3d_context_gl(context), state, WINED3D_SHADER_TYPE_COMPUTE);
- context->update_compute_shader_resource_bindings = 0;
+ wined3d_context_gl_bind_shader_resources(context_gl, state, WINED3D_SHADER_TYPE_COMPUTE);
+ context_gl->c.update_compute_shader_resource_bindings = 0;
if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers)
- context->update_shader_resource_bindings = 1;
+ context_gl->c.update_shader_resource_bindings = 1;
}
- if (context->update_compute_unordered_access_view_bindings)
+ if (context_gl->c.update_compute_unordered_access_view_bindings)
{
- context_bind_unordered_access_views(context,
+ context_bind_unordered_access_views(&context_gl->c,
state->shader[WINED3D_SHADER_TYPE_COMPUTE],
state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
- context->update_compute_unordered_access_view_bindings = 0;
- context->update_unordered_access_view_bindings = 1;
+ context_gl->c.update_compute_unordered_access_view_bindings = 0;
+ context_gl->c.update_unordered_access_view_bindings = 1;
}
/* Updates to currently bound render targets aren't necessarily coherent
@@ -4092,10 +4092,10 @@ static void context_apply_compute_state(struct wined3d_context *context,
* Without this, the bloom effect in Nier:Automata is too bright on the
* Mesa radeonsi driver, and presumably on other Mesa based drivers. */
wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0);
- context_invalidate_state(context, STATE_FRAMEBUFFER);
+ context_invalidate_state(&context_gl->c, STATE_FRAMEBUFFER);
- context->last_was_blit = FALSE;
- context->last_was_ffp_blit = FALSE;
+ context_gl->c.last_was_blit = FALSE;
+ context_gl->c.last_was_ffp_blit = FALSE;
}
static BOOL use_transform_feedback(const struct wined3d_state *state)
@@ -4311,6 +4311,7 @@ void dispatch_compute(struct wined3d_device *device, const struct wined3d_state
const struct wined3d_dispatch_parameters *parameters)
{
const struct wined3d_gl_info *gl_info;
+ struct wined3d_context_gl *context_gl;
struct wined3d_context *context;
context = context_acquire(device, NULL, 0);
@@ -4320,6 +4321,7 @@ void dispatch_compute(struct wined3d_device *device, const struct wined3d_state
WARN("Invalid context, skipping dispatch.\n");
return;
}
+ context_gl = wined3d_context_gl(context);
gl_info = context->gl_info;
if (!gl_info->supported[ARB_COMPUTE_SHADER])
@@ -4332,7 +4334,7 @@ void dispatch_compute(struct wined3d_device *device, const struct wined3d_state
if (parameters->indirect)
wined3d_buffer_load(parameters->u.indirect.buffer, context, state);
- context_apply_compute_state(context, device, state);
+ wined3d_context_gl_apply_compute_state(context_gl, device, state);
if (!state->shader[WINED3D_SHADER_TYPE_COMPUTE])
{
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