[PATCH 8/8] wined3d: Implement applying state for compute pipeline.

Henri Verbeet hverbeet at gmail.com
Thu Feb 2 12:10:04 CST 2017


On 2 February 2017 at 15:41, Józef Kucia <joseph.kucia at gmail.com> wrote:
> I think it would complicate things a lot. Applying all states for
> dispatches would mean that we have to acquire, prepare and load all
> resources potentially used by draws, e.g. render targets and constant
> buffers. This would be required mainly because of the way how
> context_state_fb(), state_cb() and similar are implemented. It could
> be possibly mitigated to some extent by refactoring how the states are
> applied, e.g. using a similar mechanism to
> "context->update_shader_resource_bindings", but this approach doesn't
> appeal to me.
>

One approach would be to split things up when invalidating the states.
In the longer term, I do think we want to think about reworking how
states are applied, but it'll likely be a bit involved.



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