Re: [PATCH 05/10] wined3d: Add compute shaders cb/samplers state updates.

Guillaume Charifi guillaume.charifi at sfr.fr
Mon Jan 30 10:26:02 CST 2017


Thank you for your feedback.
WineD3D/D3D11/OpenGL are complex APIs with lots of tricky details.
I know my implementation is far from perfect, but it seems that you learn better by working, trying, so I do.
I have a basic but (likely) working tessellation implementation and I'll submit it soon. But it's quite dirty, so I expect feedbacks to improve it (if you haven't done it locally yet).

Btw, I think you should write down somewhere who is currently working on what at Crossover, to avoid useless duplicated work.

<div>-------- Message d'origine --------</div><div>De : Józef Kucia <joseph.kucia at gmail.com> </div><div>Date :30/01/2017  14:13  (GMT+01:00) </div><div>À : wine-devel <wine-devel at winehq.org> </div><div>Cc : Guillaume Charifi <guillaume.charifi at sfr.fr> </div><div>Objet : Re: [PATCH 05/10] wined3d: Add compute shaders cb/samplers state
  updates. </div><div>
</div>FWIW, I have a patch series adding basic support for compute shaders
in my patch queue. I should start submitting the series when my SM5
shader instructions series from wine-patches is committed.

I've skimmed over your patches though. I'll share some high-level comments.

On Sun, Jan 29, 2017 at 2:43 PM, Guillaume Charifi
<guillaume.charifi at sfr.fr> wrote:
> Signed-off-by: Guillaume Charifi <guillaume.charifi at sfr.fr>
> ---
>  dlls/wined3d/context.c | 1 +
>  dlls/wined3d/state.c   | 3 +++
>  2 files changed, 4 insertions(+)
>
> diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
> index ca73bcc..eaae0b8 100644
> --- a/dlls/wined3d/context.c
> +++ b/dlls/wined3d/context.c
> @@ -3382,6 +3382,7 @@ static void context_bind_shader_resources(struct wined3d_context *context, const
>      {
>          {WINED3D_SHADER_TYPE_PIXEL,     0,                      MAX_FRAGMENT_SAMPLERS},
>          {WINED3D_SHADER_TYPE_VERTEX,    MAX_FRAGMENT_SAMPLERS,  MAX_VERTEX_SAMPLERS},
> +        {WINED3D_SHADER_TYPE_COMPUTE,   0,  MAX_COMPUTE_SAMPLERS},
>      };

I don't think that adding a proper support for binding compute shader
resources is that simple.
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