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

Guillaume Charifi guillaume.charifi at sfr.fr
Sun Jan 29 07:43:36 CST 2017


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},
     };
 
     for (i = 0; i < ARRAY_SIZE(shader_types); ++i)
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index b95004d..4697ea6 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -4998,6 +4998,8 @@ const struct StateEntryTemplate misc_state_template[] =
     { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb_warn,      }, WINED3D_GL_EXT_NONE             },
     { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL),   { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL),   state_cb,           }, ARB_UNIFORM_BUFFER_OBJECT       },
     { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL),   { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL),   state_cb_warn,      }, WINED3D_GL_EXT_NONE             },
+    { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), state_cb,           }, ARB_UNIFORM_BUFFER_OBJECT       },
+    { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), state_cb_warn,      }, WINED3D_GL_EXT_NONE             },
     { STATE_SHADER_RESOURCE_BINDING,                      { STATE_SHADER_RESOURCE_BINDING,                      state_shader_resource_binding}, WINED3D_GL_EXT_NONE    },
     { STATE_UNORDERED_ACCESS_VIEW_BINDING,                { STATE_UNORDERED_ACCESS_VIEW_BINDING,                state_uav_binding   }, ARB_SHADER_IMAGE_LOAD_STORE     },
     { STATE_UNORDERED_ACCESS_VIEW_BINDING,                { STATE_UNORDERED_ACCESS_VIEW_BINDING,                state_uav_warn      }, WINED3D_GL_EXT_NONE             },
@@ -5977,6 +5979,7 @@ static void validate_state_table(struct StateEntry *state_table)
         STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX),
         STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),
         STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL),
+        STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE),
         STATE_SHADER_RESOURCE_BINDING,
         STATE_VIEWPORT,
         STATE_LIGHT_TYPE,
-- 
Guillaume Charifi <guillaume.charifi at sfr.fr>




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