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wined3d: Move struct wined3d_device_gl to wined3d_gl.h.
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f8eebdf468
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@ -800,4 +800,94 @@ static inline const struct wined3d_adapter_gl *wined3d_adapter_gl_const(const st
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BOOL wined3d_adapter_gl_init_format_info(struct wined3d_adapter *adapter, struct wined3d_caps_gl_ctx *ctx);
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struct wined3d_allocator_chunk_gl
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{
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struct wined3d_allocator_chunk c;
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unsigned int memory_type;
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GLuint gl_buffer;
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};
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static inline struct wined3d_allocator_chunk_gl *wined3d_allocator_chunk_gl(struct wined3d_allocator_chunk *chunk)
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{
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return CONTAINING_RECORD(chunk, struct wined3d_allocator_chunk_gl, c);
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}
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struct wined3d_dummy_textures
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{
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GLuint tex_1d;
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GLuint tex_2d;
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GLuint tex_rect;
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GLuint tex_3d;
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GLuint tex_cube;
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GLuint tex_cube_array;
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GLuint tex_1d_array;
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GLuint tex_2d_array;
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GLuint tex_buffer;
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GLuint tex_2d_ms;
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GLuint tex_2d_ms_array;
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};
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struct wined3d_device_gl
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{
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struct wined3d_device d;
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/* Textures for when no other textures are bound. */
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struct wined3d_dummy_textures dummy_textures;
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CRITICAL_SECTION allocator_cs;
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struct wined3d_allocator allocator;
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uint64_t completed_fence_id;
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uint64_t current_fence_id;
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uint64_t retired_bo_size;
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struct wined3d_retired_block_gl
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{
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struct wined3d_allocator_block *block;
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uint64_t fence_id;
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} *retired_blocks;
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SIZE_T retired_blocks_size;
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SIZE_T retired_block_count;
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HWND backup_wnd;
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HDC backup_dc;
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};
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static inline struct wined3d_device_gl *wined3d_device_gl(struct wined3d_device *device)
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{
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return CONTAINING_RECORD(device, struct wined3d_device_gl, d);
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}
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static inline struct wined3d_device_gl *wined3d_device_gl_from_allocator(struct wined3d_allocator *allocator)
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{
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return CONTAINING_RECORD(allocator, struct wined3d_device_gl, allocator);
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}
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static inline void wined3d_device_gl_allocator_lock(struct wined3d_device_gl *device_gl)
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{
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EnterCriticalSection(&device_gl->allocator_cs);
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}
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static inline void wined3d_device_gl_allocator_unlock(struct wined3d_device_gl *device_gl)
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{
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LeaveCriticalSection(&device_gl->allocator_cs);
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}
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static inline void wined3d_allocator_chunk_gl_lock(struct wined3d_allocator_chunk_gl *chunk_gl)
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{
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wined3d_device_gl_allocator_lock(wined3d_device_gl_from_allocator(chunk_gl->c.allocator));
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}
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static inline void wined3d_allocator_chunk_gl_unlock(struct wined3d_allocator_chunk_gl *chunk_gl)
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{
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wined3d_device_gl_allocator_unlock(wined3d_device_gl_from_allocator(chunk_gl->c.allocator));
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}
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bool wined3d_device_gl_create_bo(struct wined3d_device_gl *device_gl,
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struct wined3d_context_gl *context_gl, GLsizeiptr size, GLenum binding,
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GLenum usage, bool coherent, GLbitfield flags, struct wined3d_bo_gl *bo);
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void wined3d_device_gl_create_primary_opengl_context_cs(void *object);
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void wined3d_device_gl_delete_opengl_contexts_cs(void *object);
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HDC wined3d_device_gl_get_backup_dc(struct wined3d_device_gl *device_gl);
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GLbitfield wined3d_device_gl_get_memory_type_flags(unsigned int memory_type_idx);
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#endif /* __WINE_WINED3D_GL */
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@ -2659,8 +2659,6 @@ BOOL wined3d_get_primary_adapter_luid(LUID *luid) DECLSPEC_HIDDEN;
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struct wined3d_adapter *wined3d_adapter_vk_create(unsigned int ordinal,
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unsigned int wined3d_creation_flags) DECLSPEC_HIDDEN;
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#include "wined3d_gl.h"
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struct wined3d_adapter *wined3d_adapter_gl_create(unsigned int ordinal,
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unsigned int wined3d_creation_flags) DECLSPEC_HIDDEN;
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@ -2939,21 +2937,6 @@ static inline bool wined3d_state_uses_depth_buffer(const struct wined3d_state *s
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|| state->depth_stencil_state->desc.stencil;
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}
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struct wined3d_dummy_textures
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{
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GLuint tex_1d;
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GLuint tex_2d;
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GLuint tex_rect;
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GLuint tex_3d;
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GLuint tex_cube;
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GLuint tex_cube_array;
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GLuint tex_1d_array;
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GLuint tex_2d_array;
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GLuint tex_buffer;
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GLuint tex_2d_ms;
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GLuint tex_2d_ms_array;
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};
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#define WINED3D_UNMAPPED_STAGE ~0u
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/* Multithreaded flag. Removed from the public header to signal that
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@ -3101,18 +3084,6 @@ void wined3d_allocator_chunk_cleanup(struct wined3d_allocator_chunk *chunk) DECL
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bool wined3d_allocator_chunk_init(struct wined3d_allocator_chunk *chunk,
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struct wined3d_allocator *allocator) DECLSPEC_HIDDEN;
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struct wined3d_allocator_chunk_gl
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{
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struct wined3d_allocator_chunk c;
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unsigned int memory_type;
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GLuint gl_buffer;
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};
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static inline struct wined3d_allocator_chunk_gl *wined3d_allocator_chunk_gl(struct wined3d_allocator_chunk *chunk)
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{
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return CONTAINING_RECORD(chunk, struct wined3d_allocator_chunk_gl, c);
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}
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struct wined3d_allocator_block
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{
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struct list entry;
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@ -3151,68 +3122,7 @@ void wined3d_allocator_cleanup(struct wined3d_allocator *allocator) DECLSPEC_HID
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bool wined3d_allocator_init(struct wined3d_allocator *allocator,
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size_t pool_count, const struct wined3d_allocator_ops *allocator_ops) DECLSPEC_HIDDEN;
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struct wined3d_device_gl
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{
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struct wined3d_device d;
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/* Textures for when no other textures are bound. */
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struct wined3d_dummy_textures dummy_textures;
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CRITICAL_SECTION allocator_cs;
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struct wined3d_allocator allocator;
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uint64_t completed_fence_id;
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uint64_t current_fence_id;
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uint64_t retired_bo_size;
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struct wined3d_retired_block_gl
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{
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struct wined3d_allocator_block *block;
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uint64_t fence_id;
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} *retired_blocks;
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SIZE_T retired_blocks_size;
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SIZE_T retired_block_count;
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HWND backup_wnd;
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HDC backup_dc;
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};
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static inline struct wined3d_device_gl *wined3d_device_gl(struct wined3d_device *device)
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{
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return CONTAINING_RECORD(device, struct wined3d_device_gl, d);
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}
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static inline struct wined3d_device_gl *wined3d_device_gl_from_allocator(struct wined3d_allocator *allocator)
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{
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return CONTAINING_RECORD(allocator, struct wined3d_device_gl, allocator);
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}
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static inline void wined3d_device_gl_allocator_lock(struct wined3d_device_gl *device_gl)
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{
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EnterCriticalSection(&device_gl->allocator_cs);
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}
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static inline void wined3d_device_gl_allocator_unlock(struct wined3d_device_gl *device_gl)
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{
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LeaveCriticalSection(&device_gl->allocator_cs);
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}
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static inline void wined3d_allocator_chunk_gl_lock(struct wined3d_allocator_chunk_gl *chunk_gl)
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{
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wined3d_device_gl_allocator_lock(wined3d_device_gl_from_allocator(chunk_gl->c.allocator));
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}
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static inline void wined3d_allocator_chunk_gl_unlock(struct wined3d_allocator_chunk_gl *chunk_gl)
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{
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wined3d_device_gl_allocator_unlock(wined3d_device_gl_from_allocator(chunk_gl->c.allocator));
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}
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bool wined3d_device_gl_create_bo(struct wined3d_device_gl *device_gl,
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struct wined3d_context_gl *context_gl, GLsizeiptr size, GLenum binding,
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GLenum usage, bool coherent, GLbitfield flags, struct wined3d_bo_gl *bo) DECLSPEC_HIDDEN;
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void wined3d_device_gl_create_primary_opengl_context_cs(void *object) DECLSPEC_HIDDEN;
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void wined3d_device_gl_delete_opengl_contexts_cs(void *object) DECLSPEC_HIDDEN;
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HDC wined3d_device_gl_get_backup_dc(struct wined3d_device_gl *device_gl) DECLSPEC_HIDDEN;
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GLbitfield wined3d_device_gl_get_memory_type_flags(unsigned int memory_type_idx) DECLSPEC_HIDDEN;
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#include "wined3d_gl.h"
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static inline float wined3d_alpha_ref(const struct wined3d_state *state)
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{
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