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synced 2024-11-05 18:01:34 +00:00
wined3d: Introduce a separate structure for OpenGL shader resource view information.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
cf6b3f28d7
commit
c098173670
3 changed files with 52 additions and 38 deletions
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@ -3832,7 +3832,7 @@ static void context_bind_shader_resources(struct wined3d_context *context,
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sampler = device->default_sampler;
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else if (!(sampler = state->sampler[shader_type][entry->sampler_idx]))
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sampler = device->null_sampler;
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wined3d_shader_resource_view_bind(view, bind_idx, sampler, context);
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wined3d_shader_resource_view_gl_bind(wined3d_shader_resource_view_gl(view), bind_idx, sampler, context);
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}
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}
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@ -672,23 +672,23 @@ ULONG CDECL wined3d_shader_resource_view_incref(struct wined3d_shader_resource_v
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return refcount;
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}
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static void wined3d_shader_resource_view_destroy_object(void *object)
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static void wined3d_shader_resource_view_gl_destroy_object(void *object)
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{
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struct wined3d_shader_resource_view *view = object;
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struct wined3d_shader_resource_view_gl *view_gl = object;
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if (view->gl_view.name)
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if (view_gl->gl_view.name)
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{
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const struct wined3d_gl_info *gl_info;
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struct wined3d_context *context;
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context = context_acquire(view->resource->device, NULL, 0);
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context = context_acquire(view_gl->v.resource->device, NULL, 0);
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gl_info = context->gl_info;
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gl_info->gl_ops.gl.p_glDeleteTextures(1, &view->gl_view.name);
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gl_info->gl_ops.gl.p_glDeleteTextures(1, &view_gl->gl_view.name);
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checkGLcall("glDeleteTextures");
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context_release(context);
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}
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heap_free(view);
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heap_free(view_gl);
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}
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ULONG CDECL wined3d_shader_resource_view_decref(struct wined3d_shader_resource_view *view)
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@ -705,7 +705,8 @@ ULONG CDECL wined3d_shader_resource_view_decref(struct wined3d_shader_resource_v
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/* Call wined3d_object_destroyed() before releasing the resource,
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* since releasing the resource may end up destroying the parent. */
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view->parent_ops->wined3d_object_destroyed(view->parent);
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wined3d_cs_destroy_object(device->cs, wined3d_shader_resource_view_destroy_object, view);
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wined3d_cs_destroy_object(device->cs, wined3d_shader_resource_view_gl_destroy_object,
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wined3d_shader_resource_view_gl(view));
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wined3d_resource_decref(resource);
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}
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@ -719,18 +720,18 @@ void * CDECL wined3d_shader_resource_view_get_parent(const struct wined3d_shader
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return view->parent;
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}
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static void wined3d_shader_resource_view_cs_init(void *object)
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static void wined3d_shader_resource_view_gl_cs_init(void *object)
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{
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struct wined3d_shader_resource_view *view = object;
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struct wined3d_resource *resource = view->resource;
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struct wined3d_shader_resource_view_gl *view_gl = object;
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struct wined3d_resource *resource = view_gl->v.resource;
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const struct wined3d_format *view_format;
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const struct wined3d_gl_info *gl_info;
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const struct wined3d_view_desc *desc;
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GLenum view_target;
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view_format = view->format;
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view_format = view_gl->v.format;
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gl_info = &resource->device->adapter->gl_info;
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desc = &view->desc;
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desc = &view_gl->v.desc;
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if (resource->type == WINED3D_RTYPE_BUFFER)
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{
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@ -738,7 +739,7 @@ static void wined3d_shader_resource_view_cs_init(void *object)
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struct wined3d_context *context;
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context = context_acquire(resource->device, NULL, 0);
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create_buffer_view(&view->gl_view, context, desc, buffer, view_format);
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create_buffer_view(&view_gl->gl_view, context, desc, buffer, view_format);
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context_release(context);
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}
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else
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@ -764,11 +765,11 @@ static void wined3d_shader_resource_view_cs_init(void *object)
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else if (resource->format->typeless_id == view_format->typeless_id
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&& resource_class == view_class)
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{
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create_texture_view(&view->gl_view, view_target, desc, texture_gl, view_format);
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create_texture_view(&view_gl->gl_view, view_target, desc, texture_gl, view_format);
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}
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else if (wined3d_format_is_depth_view(resource->format->id, view_format->id))
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{
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create_texture_view(&view->gl_view, view_target, desc, texture_gl, resource->format);
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create_texture_view(&view_gl->gl_view, view_target, desc, texture_gl, resource->format);
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}
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else
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{
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@ -792,8 +793,6 @@ static HRESULT wined3d_shader_resource_view_init(struct wined3d_shader_resource_
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wined3d_resource_incref(view->resource = resource);
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wined3d_cs_init_object(resource->device->cs, wined3d_shader_resource_view_cs_init, view);
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return WINED3D_OK;
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}
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@ -801,7 +800,7 @@ HRESULT CDECL wined3d_shader_resource_view_create(const struct wined3d_view_desc
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struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops,
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struct wined3d_shader_resource_view **view)
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{
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struct wined3d_shader_resource_view *object;
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struct wined3d_shader_resource_view_gl *object;
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HRESULT hr;
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TRACE("desc %s, resource %p, parent %p, parent_ops %p, view %p.\n",
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@ -810,20 +809,22 @@ HRESULT CDECL wined3d_shader_resource_view_create(const struct wined3d_view_desc
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if (!(object = heap_alloc_zero(sizeof(*object))))
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return E_OUTOFMEMORY;
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if (FAILED(hr = wined3d_shader_resource_view_init(object, desc, resource, parent, parent_ops)))
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if (FAILED(hr = wined3d_shader_resource_view_init(&object->v, desc, resource, parent, parent_ops)))
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{
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heap_free(object);
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WARN("Failed to initialise view, hr %#x.\n", hr);
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return hr;
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}
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wined3d_cs_init_object(resource->device->cs, wined3d_shader_resource_view_gl_cs_init, object);
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TRACE("Created shader resource view %p.\n", object);
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*view = object;
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*view = &object->v;
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return WINED3D_OK;
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}
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void wined3d_shader_resource_view_bind(struct wined3d_shader_resource_view *view,
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void wined3d_shader_resource_view_gl_bind(struct wined3d_shader_resource_view_gl *view_gl,
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unsigned int unit, struct wined3d_sampler *sampler, struct wined3d_context *context)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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@ -831,26 +832,26 @@ void wined3d_shader_resource_view_bind(struct wined3d_shader_resource_view *view
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context_active_texture(context, gl_info, unit);
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if (view->gl_view.name)
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if (view_gl->gl_view.name)
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{
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context_bind_texture(context, view->gl_view.target, view->gl_view.name);
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context_bind_texture(context, view_gl->gl_view.target, view_gl->gl_view.name);
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wined3d_sampler_bind(sampler, unit, NULL, context);
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return;
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}
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if (view->resource->type == WINED3D_RTYPE_BUFFER)
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if (view_gl->v.resource->type == WINED3D_RTYPE_BUFFER)
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{
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FIXME("Buffer shader resources not supported.\n");
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return;
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}
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texture_gl = wined3d_texture_gl(wined3d_texture_from_resource(view->resource));
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texture_gl = wined3d_texture_gl(wined3d_texture_from_resource(view_gl->v.resource));
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wined3d_texture_gl_bind(texture_gl, context, FALSE);
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wined3d_sampler_bind(sampler, unit, texture_gl, context);
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}
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/* Context activation is done by the caller. */
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static void shader_resource_view_bind_and_dirtify(struct wined3d_shader_resource_view *view,
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static void shader_resource_view_gl_bind_and_dirtify(struct wined3d_shader_resource_view_gl *view_gl,
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struct wined3d_context *context)
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{
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if (context->active_texture < ARRAY_SIZE(context->rev_tex_unit_map))
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@ -864,11 +865,12 @@ static void shader_resource_view_bind_and_dirtify(struct wined3d_shader_resource
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context_invalidate_compute_state(context, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
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context_invalidate_state(context, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
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context_bind_texture(context, view->gl_view.target, view->gl_view.name);
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context_bind_texture(context, view_gl->gl_view.target, view_gl->gl_view.name);
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}
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void shader_resource_view_generate_mipmaps(struct wined3d_shader_resource_view *view)
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{
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struct wined3d_shader_resource_view_gl *view_gl = wined3d_shader_resource_view_gl(view);
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unsigned int i, j, layer_count, level_count, base_level, max_level;
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const struct wined3d_gl_info *gl_info;
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struct wined3d_texture_gl *texture_gl;
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@ -879,22 +881,22 @@ void shader_resource_view_generate_mipmaps(struct wined3d_shader_resource_view *
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TRACE("view %p.\n", view);
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context = context_acquire(view->resource->device, NULL, 0);
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context = context_acquire(view_gl->v.resource->device, NULL, 0);
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gl_info = context->gl_info;
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layer_count = view->desc.u.texture.layer_count;
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level_count = view->desc.u.texture.level_count;
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base_level = view->desc.u.texture.level_idx;
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layer_count = view_gl->v.desc.u.texture.layer_count;
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level_count = view_gl->v.desc.u.texture.level_count;
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base_level = view_gl->v.desc.u.texture.level_idx;
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max_level = base_level + level_count - 1;
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texture_gl = wined3d_texture_gl(texture_from_resource(view->resource));
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texture_gl = wined3d_texture_gl(texture_from_resource(view_gl->v.resource));
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srgb = !!(texture_gl->t.flags & WINED3D_TEXTURE_IS_SRGB);
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location = srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB;
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for (i = 0; i < layer_count; ++i)
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wined3d_texture_load_location(&texture_gl->t, i * level_count + base_level, context, location);
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if (view->gl_view.name)
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if (view_gl->gl_view.name)
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{
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shader_resource_view_bind_and_dirtify(view, context);
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shader_resource_view_gl_bind_and_dirtify(view_gl, context);
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}
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else
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{
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@ -925,7 +927,7 @@ void shader_resource_view_generate_mipmaps(struct wined3d_shader_resource_view *
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}
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}
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if (!view->gl_view.name)
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if (!view_gl->gl_view.name)
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{
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gl_tex->base_level = base_level;
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gl_info->gl_ops.gl.p_glTexParameteri(texture_gl->target,
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@ -3872,14 +3872,26 @@ struct wined3d_shader_resource_view
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void *parent;
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const struct wined3d_parent_ops *parent_ops;
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struct wined3d_gl_view gl_view;
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const struct wined3d_format *format;
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struct wined3d_view_desc desc;
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};
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void shader_resource_view_generate_mipmaps(struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
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void wined3d_shader_resource_view_bind(struct wined3d_shader_resource_view *view, unsigned int unit,
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struct wined3d_shader_resource_view_gl
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{
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struct wined3d_shader_resource_view v;
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struct wined3d_gl_view gl_view;
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};
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static inline struct wined3d_shader_resource_view_gl *wined3d_shader_resource_view_gl(
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struct wined3d_shader_resource_view *view)
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{
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return CONTAINING_RECORD(view, struct wined3d_shader_resource_view_gl, v);
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}
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void wined3d_shader_resource_view_gl_bind(struct wined3d_shader_resource_view_gl *view_gl, unsigned int unit,
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struct wined3d_sampler *sampler, struct wined3d_context *context) DECLSPEC_HIDDEN;
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struct wined3d_unordered_access_view
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