Thank you for your feedback. WineD3D/D3D11/OpenGL are complex APIs with lots of tricky details. I know my implementation is far from perfect, but it seems that you learn better by working, trying, so I do. I have a basic but (likely) working tessellation implementation and I'll submit it soon. But it's quite dirty, so I expect feedbacks to improve it (if you haven't done it locally yet). Btw, I think you should write down somewhere who is currently working on what at Crossover, to avoid useless duplicated work. <div>-------- Message d'origine --------</div><div>De : Józef Kucia <joseph.kucia(a)gmail.com> </div><div>Date :30/01/2017 14:13 (GMT+01:00) </div><div>À : wine-devel <wine-devel(a)winehq.org> </div><div>Cc : Guillaume Charifi <guillaume.charifi(a)sfr.fr> </div><div>Objet : Re: [PATCH 05/10] wined3d: Add compute shaders cb/samplers state updates. </div><div> </div>FWIW, I have a patch series adding basic support for compute shaders in my patch queue. I should start submitting the series when my SM5 shader instructions series from wine-patches is committed. I've skimmed over your patches though. I'll share some high-level comments. On Sun, Jan 29, 2017 at 2:43 PM, Guillaume Charifi <guillaume.charifi(a)sfr.fr> wrote:
Signed-off-by: Guillaume Charifi <guillaume.charifi(a)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}, };
I don't think that adding a proper support for binding compute shader resources is that simple.