wined3d: Introduce a separate structure for OpenGL sampler information.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2019-08-15 14:19:59 +04:30 committed by Alexandre Julliard
parent e63df7f7bf
commit 5356292ee9
6 changed files with 55 additions and 40 deletions

View file

@ -5027,7 +5027,7 @@ static void adapter_gl_destroy_unordered_access_view(struct wined3d_unordered_ac
static HRESULT adapter_gl_create_sampler(struct wined3d_device *device, const struct wined3d_sampler_desc *desc,
void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_sampler **sampler)
{
struct wined3d_sampler *sampler_gl;
struct wined3d_sampler_gl *sampler_gl;
TRACE("device %p, desc %p, parent %p, parent_ops %p, sampler %p.\n",
device, desc, parent, parent_ops, sampler);
@ -5038,20 +5038,20 @@ static HRESULT adapter_gl_create_sampler(struct wined3d_device *device, const st
wined3d_sampler_gl_init(sampler_gl, device, desc, parent, parent_ops);
TRACE("Created sampler %p.\n", sampler_gl);
*sampler = sampler_gl;
*sampler = &sampler_gl->s;
return WINED3D_OK;
}
static void wined3d_sampler_gl_destroy_object(void *object)
{
struct wined3d_sampler *sampler_gl = object;
struct wined3d_sampler_gl *sampler_gl = object;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
if (sampler_gl->name)
{
context = context_acquire(sampler_gl->device, NULL, 0);
context = context_acquire(sampler_gl->s.device, NULL, 0);
gl_info = wined3d_context_gl(context)->gl_info;
GL_EXTCALL(glDeleteSamplers(1, &sampler_gl->name));
context_release(context);
@ -5062,9 +5062,11 @@ static void wined3d_sampler_gl_destroy_object(void *object)
static void adapter_gl_destroy_sampler(struct wined3d_sampler *sampler)
{
TRACE("sampler %p.\n", sampler);
struct wined3d_sampler_gl *sampler_gl = wined3d_sampler_gl(sampler);
wined3d_cs_destroy_object(sampler->device->cs, wined3d_sampler_gl_destroy_object, sampler);
TRACE("sampler_gl %p.\n", sampler_gl);
wined3d_cs_destroy_object(sampler->device->cs, wined3d_sampler_gl_destroy_object, sampler_gl);
}
static const struct wined3d_adapter_ops wined3d_adapter_gl_ops =

View file

@ -3797,7 +3797,8 @@ static void wined3d_context_gl_bind_shader_resources(struct wined3d_context_gl *
sampler = device->default_sampler;
else if (!(sampler = state->sampler[shader_type][entry->sampler_idx]))
sampler = device->null_sampler;
wined3d_shader_resource_view_gl_bind(wined3d_shader_resource_view_gl(view), bind_idx, sampler, context_gl);
wined3d_shader_resource_view_gl_bind(wined3d_shader_resource_view_gl(view),
bind_idx, wined3d_sampler_gl(sampler), context_gl);
}
}

View file

@ -70,53 +70,55 @@ static void wined3d_sampler_init(struct wined3d_sampler *sampler, struct wined3d
static void wined3d_sampler_gl_cs_init(void *object)
{
struct wined3d_sampler *sampler = object;
struct wined3d_sampler_gl *sampler_gl = object;
const struct wined3d_sampler_desc *desc;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
GLuint name;
context = context_acquire(sampler->device, NULL, 0);
context = context_acquire(sampler_gl->s.device, NULL, 0);
gl_info = wined3d_context_gl(context)->gl_info;
desc = &sampler->desc;
GL_EXTCALL(glGenSamplers(1, &sampler->name));
GL_EXTCALL(glSamplerParameteri(sampler->name, GL_TEXTURE_WRAP_S,
desc = &sampler_gl->s.desc;
GL_EXTCALL(glGenSamplers(1, &name));
GL_EXTCALL(glSamplerParameteri(name, GL_TEXTURE_WRAP_S,
gl_info->wrap_lookup[desc->address_u - WINED3D_TADDRESS_WRAP]));
GL_EXTCALL(glSamplerParameteri(sampler->name, GL_TEXTURE_WRAP_T,
GL_EXTCALL(glSamplerParameteri(name, GL_TEXTURE_WRAP_T,
gl_info->wrap_lookup[desc->address_v - WINED3D_TADDRESS_WRAP]));
GL_EXTCALL(glSamplerParameteri(sampler->name, GL_TEXTURE_WRAP_R,
GL_EXTCALL(glSamplerParameteri(name, GL_TEXTURE_WRAP_R,
gl_info->wrap_lookup[desc->address_w - WINED3D_TADDRESS_WRAP]));
GL_EXTCALL(glSamplerParameterfv(sampler->name, GL_TEXTURE_BORDER_COLOR, &desc->border_color[0]));
GL_EXTCALL(glSamplerParameteri(sampler->name, GL_TEXTURE_MAG_FILTER,
GL_EXTCALL(glSamplerParameterfv(name, GL_TEXTURE_BORDER_COLOR, &desc->border_color[0]));
GL_EXTCALL(glSamplerParameteri(name, GL_TEXTURE_MAG_FILTER,
wined3d_gl_mag_filter(desc->mag_filter)));
GL_EXTCALL(glSamplerParameteri(sampler->name, GL_TEXTURE_MIN_FILTER,
GL_EXTCALL(glSamplerParameteri(name, GL_TEXTURE_MIN_FILTER,
wined3d_gl_min_mip_filter(desc->min_filter, desc->mip_filter)));
GL_EXTCALL(glSamplerParameterf(sampler->name, GL_TEXTURE_LOD_BIAS, desc->lod_bias));
GL_EXTCALL(glSamplerParameterf(sampler->name, GL_TEXTURE_MIN_LOD, desc->min_lod));
GL_EXTCALL(glSamplerParameterf(sampler->name, GL_TEXTURE_MAX_LOD, desc->max_lod));
GL_EXTCALL(glSamplerParameterf(name, GL_TEXTURE_LOD_BIAS, desc->lod_bias));
GL_EXTCALL(glSamplerParameterf(name, GL_TEXTURE_MIN_LOD, desc->min_lod));
GL_EXTCALL(glSamplerParameterf(name, GL_TEXTURE_MAX_LOD, desc->max_lod));
if (gl_info->supported[ARB_TEXTURE_FILTER_ANISOTROPIC])
GL_EXTCALL(glSamplerParameteri(sampler->name, GL_TEXTURE_MAX_ANISOTROPY, desc->max_anisotropy));
GL_EXTCALL(glSamplerParameteri(name, GL_TEXTURE_MAX_ANISOTROPY, desc->max_anisotropy));
if (desc->compare)
GL_EXTCALL(glSamplerParameteri(sampler->name, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE));
GL_EXTCALL(glSamplerParameteri(sampler->name, GL_TEXTURE_COMPARE_FUNC,
GL_EXTCALL(glSamplerParameteri(name, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE));
GL_EXTCALL(glSamplerParameteri(name, GL_TEXTURE_COMPARE_FUNC,
wined3d_gl_compare_func(desc->comparison_func)));
if ((context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
&& gl_info->supported[EXT_TEXTURE_SRGB_DECODE] && !desc->srgb_decode)
GL_EXTCALL(glSamplerParameteri(sampler->name, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT));
GL_EXTCALL(glSamplerParameteri(name, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT));
checkGLcall("sampler creation");
TRACE("Created sampler %u.\n", sampler->name);
TRACE("Created sampler %u.\n", name);
sampler_gl->name = name;
context_release(context);
}
void wined3d_sampler_gl_init(struct wined3d_sampler *sampler_gl, struct wined3d_device *device,
void wined3d_sampler_gl_init(struct wined3d_sampler_gl *sampler_gl, struct wined3d_device *device,
const struct wined3d_sampler_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
{
TRACE("sampler_gl %p, device %p, desc %p, parent %p, parent_ops %p.\n",
sampler_gl, device, desc, parent, parent_ops);
wined3d_sampler_init(sampler_gl, device, desc, parent, parent_ops);
wined3d_sampler_init(&sampler_gl->s, device, desc, parent, parent_ops);
if (device->adapter->gl_info.supported[ARB_SAMPLER_OBJECTS])
wined3d_cs_init_object(device->cs, wined3d_sampler_gl_cs_init, sampler_gl);
@ -176,19 +178,19 @@ static void texture_gl_apply_base_level(struct wined3d_texture_gl *texture_gl,
}
/* This function relies on the correct texture being bound and loaded. */
void wined3d_sampler_bind(struct wined3d_sampler *sampler, unsigned int unit,
void wined3d_sampler_gl_bind(struct wined3d_sampler_gl *sampler_gl, unsigned int unit,
struct wined3d_texture_gl *texture_gl, const struct wined3d_context_gl *context_gl)
{
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
if (gl_info->supported[ARB_SAMPLER_OBJECTS])
{
GL_EXTCALL(glBindSampler(unit, sampler->name));
GL_EXTCALL(glBindSampler(unit, sampler_gl->name));
checkGLcall("bind sampler");
}
else if (texture_gl)
{
wined3d_texture_gl_apply_sampler_desc(texture_gl, &sampler->desc, context_gl);
wined3d_texture_gl_apply_sampler_desc(texture_gl, &sampler_gl->s.desc, context_gl);
}
else
{
@ -196,5 +198,5 @@ void wined3d_sampler_bind(struct wined3d_sampler *sampler, unsigned int unit,
}
if (texture_gl)
texture_gl_apply_base_level(texture_gl, &sampler->desc, gl_info);
texture_gl_apply_base_level(texture_gl, &sampler_gl->s.desc, gl_info);
}

View file

@ -3639,7 +3639,7 @@ static void sampler(struct wined3d_context *context, const struct wined3d_state
}
}
wined3d_sampler_bind(sampler, mapped_stage, texture_gl, context_gl);
wined3d_sampler_gl_bind(wined3d_sampler_gl(sampler), mapped_stage, texture_gl, context_gl);
/* Trigger shader constant reloading (for NP2 texcoord fixup) */
if (!(texture_gl->t.flags & WINED3D_TEXTURE_POW2_MAT_IDENT))

View file

@ -818,7 +818,7 @@ HRESULT CDECL wined3d_shader_resource_view_create(const struct wined3d_view_desc
}
void wined3d_shader_resource_view_gl_bind(struct wined3d_shader_resource_view_gl *view_gl,
unsigned int unit, struct wined3d_sampler *sampler, struct wined3d_context_gl *context_gl)
unsigned int unit, struct wined3d_sampler_gl *sampler_gl, struct wined3d_context_gl *context_gl)
{
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
struct wined3d_texture_gl *texture_gl;
@ -828,7 +828,7 @@ void wined3d_shader_resource_view_gl_bind(struct wined3d_shader_resource_view_gl
if (view_gl->gl_view.name)
{
wined3d_context_gl_bind_texture(context_gl, view_gl->gl_view.target, view_gl->gl_view.name);
wined3d_sampler_bind(sampler, unit, NULL, context_gl);
wined3d_sampler_gl_bind(sampler_gl, unit, NULL, context_gl);
return;
}
@ -840,7 +840,7 @@ void wined3d_shader_resource_view_gl_bind(struct wined3d_shader_resource_view_gl
texture_gl = wined3d_texture_gl(wined3d_texture_from_resource(view_gl->v.resource));
wined3d_texture_gl_bind(texture_gl, context_gl, FALSE);
wined3d_sampler_bind(sampler, unit, texture_gl, context_gl);
wined3d_sampler_gl_bind(sampler_gl, unit, texture_gl, context_gl);
}
/* Context activation is done by the caller. */

View file

@ -3793,17 +3793,27 @@ struct wined3d_sampler
{
struct wine_rb_entry entry;
LONG refcount;
GLuint name;
struct wined3d_device *device;
void *parent;
const struct wined3d_parent_ops *parent_ops;
struct wined3d_sampler_desc desc;
};
void wined3d_sampler_bind(struct wined3d_sampler *sampler, unsigned int unit,
struct wined3d_texture_gl *texture_gl, const struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN;
struct wined3d_sampler_gl
{
struct wined3d_sampler s;
void wined3d_sampler_gl_init(struct wined3d_sampler *sampler_gl,
GLuint name;
};
static inline struct wined3d_sampler_gl *wined3d_sampler_gl(struct wined3d_sampler *sampler)
{
return CONTAINING_RECORD(sampler, struct wined3d_sampler_gl, s);
}
void wined3d_sampler_gl_bind(struct wined3d_sampler_gl *sampler_gl, unsigned int unit,
struct wined3d_texture_gl *texture_gl, const struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN;
void wined3d_sampler_gl_init(struct wined3d_sampler_gl *sampler_gl,
struct wined3d_device *device, const struct wined3d_sampler_desc *desc,
void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
@ -4291,7 +4301,7 @@ static inline struct wined3d_shader_resource_view_gl *wined3d_shader_resource_vi
}
void wined3d_shader_resource_view_gl_bind(struct wined3d_shader_resource_view_gl *view_gl, unsigned int unit,
struct wined3d_sampler *sampler, struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN;
struct wined3d_sampler_gl *sampler_gl, struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN;
HRESULT wined3d_shader_resource_view_gl_init(struct wined3d_shader_resource_view_gl *view_gl,
const struct wined3d_view_desc *desc, struct wined3d_resource *resource,
void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;