[PATCH 4/4] wined3d: Move state handling to wined3d_cs_emit_set_shader().
Zebediah Figura (she/her)
zfigura at codeweavers.com
Tue Mar 2 10:36:21 CST 2021
On 3/2/21 8:32 AM, Henri Verbeet wrote:
> On Tue, 2 Mar 2021 at 05:42, Zebediah Figura <z.figura12 at gmail.com> wrote:
>> void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type, struct wined3d_shader *shader)
>> {
>> + struct wined3d_state *state = cs->state;
>> struct wined3d_cs_set_shader *op;
>> + struct wined3d_shader *prev;
>> +
>> + prev = state->shader[type];
>> + if (shader == prev)
>> + return;
>> +
>> + if (shader)
>> + wined3d_shader_incref(shader);
>> + state->shader[type] = shader;
>> + if (prev)
>> + wined3d_shader_decref(prev);
>>
>> op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
>> op->opcode = WINED3D_CS_OP_SET_SHADER;
>
> This kind of consolidation is fine, and we'll probably want to push it
> a little further still, like we do for e.g.
> wined3d_device_set_constant_buffer(), but I don't think it belongs in
> wined3d_cs_emit_set_shader(). I don't know what your plans for the
> public wined3d API for deferred contexts are, but I image we'd have
> something similar to the following:
>
> HRESULT CDECL wined3d_device_context_set_shader(struct
> wined3d_device_context *context,
> enum wined3d_shader_type type, struct wined3d_shader *shader);
>
> and that would seem like the right place for this code.
>
Essentially, my plan *was* to export wined3d_cs_emit_set_shader()
directly [perhaps with some terminology changed, but the same
arguments]. I guess the only reason not to do that now is
wined3d_device_set_state().
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