From 45ff9d1d4a2a84400bf313086cd9c732c62502a1 Mon Sep 17 00:00:00 2001
From: =?UTF-8?q?Aida=20Jonikien=C4=97?= <aidas957@gmail.com>
Date: Mon, 22 Jan 2024 16:07:57 +0200
Subject: [PATCH 5/6] wined3d-bindless-texture: Rebase and reenable.

Hopefully Zeb won't bean me for this rebase.

Note: I should probably rebase the other wined3d patches next
(assuming Zeb doesn't bean me already).
---
 ...e-bindless-textures-for-GLSL-shaders.patch | 155 +++++++++---------
 patches/wined3d-bindless-texture/definition   |   1 -
 2 files changed, 76 insertions(+), 80 deletions(-)

diff --git a/patches/wined3d-bindless-texture/0001-wined3d-Use-bindless-textures-for-GLSL-shaders.patch b/patches/wined3d-bindless-texture/0001-wined3d-Use-bindless-textures-for-GLSL-shaders.patch
index 59ebc01f..6e79f211 100644
--- a/patches/wined3d-bindless-texture/0001-wined3d-Use-bindless-textures-for-GLSL-shaders.patch
+++ b/patches/wined3d-bindless-texture/0001-wined3d-Use-bindless-textures-for-GLSL-shaders.patch
@@ -1,4 +1,4 @@
-From b46740e4f8f629b7c07b711eb46d366ebc9614ce Mon Sep 17 00:00:00 2001
+From eb98e575688f6d6233ff5da9e2686b719841fe6d Mon Sep 17 00:00:00 2001
 From: Andrew Wesie <awesie@gmail.com>
 Date: Tue, 2 Oct 2018 23:28:01 -0500
 Subject: [PATCH] wined3d: Use bindless textures for GLSL shaders.
@@ -13,16 +13,16 @@ Signed-off-by: Andrew Wesie <awesie@gmail.com>
  dlls/wined3d/glsl_shader.c        | 114 +++++++++++++++++++++++++++++-
  dlls/wined3d/shader.c             |   7 ++
  dlls/wined3d/texture.c            |  18 +++--
- dlls/wined3d/view.c               |  30 ++++++++
- dlls/wined3d/wined3d_gl.h         |  19 +++++
- dlls/wined3d/wined3d_private.h    |   8 +++
- 10 files changed, 262 insertions(+), 7 deletions(-)
+ dlls/wined3d/view.c               |  29 ++++++++
+ dlls/wined3d/wined3d_gl.h         |  23 ++++++
+ dlls/wined3d/wined3d_private.h    |   2 +
+ 10 files changed, 259 insertions(+), 7 deletions(-)
 
 diff --git a/dlls/wined3d/adapter_gl.c b/dlls/wined3d/adapter_gl.c
-index 943a1484c0e..ea161e4a0cf 100644
+index de4729a56fc..2b7eb0c42b6 100644
 --- a/dlls/wined3d/adapter_gl.c
 +++ b/dlls/wined3d/adapter_gl.c
-@@ -56,6 +56,7 @@ static const struct wined3d_extension_map gl_extension_map[] =
+@@ -57,6 +57,7 @@ static const struct wined3d_extension_map gl_extension_map[] =
  
      /* ARB */
      {"GL_ARB_base_instance",                ARB_BASE_INSTANCE             },
@@ -30,7 +30,7 @@ index 943a1484c0e..ea161e4a0cf 100644
      {"GL_ARB_blend_func_extended",          ARB_BLEND_FUNC_EXTENDED       },
      {"GL_ARB_buffer_storage",               ARB_BUFFER_STORAGE            },
      {"GL_ARB_clear_buffer_object",          ARB_CLEAR_BUFFER_OBJECT       },
-@@ -2121,6 +2122,11 @@ static void load_gl_funcs(struct wined3d_gl_info *gl_info)
+@@ -2113,6 +2114,11 @@ static void load_gl_funcs(struct wined3d_gl_info *gl_info)
      /* GL_ARB_base_instance */
      USE_GL_FUNC(glDrawArraysInstancedBaseInstance)
      USE_GL_FUNC(glDrawElementsInstancedBaseVertexBaseInstance)
@@ -43,14 +43,14 @@ index 943a1484c0e..ea161e4a0cf 100644
      USE_GL_FUNC(glBindFragDataLocationIndexed)
      USE_GL_FUNC(glGetFragDataIndex)
 diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
-index 14703e9c66c..391c4cb570a 100644
+index ee693924a24..46fb221b344 100644
 --- a/dlls/wined3d/arb_program_shader.c
 +++ b/dlls/wined3d/arb_program_shader.c
-@@ -5654,6 +5654,12 @@ static BOOL shader_arb_has_ffp_proj_control(void *shader_priv)
-     return priv->ffp_proj_control;
+@@ -5691,6 +5691,12 @@ static void shader_arb_handle_instruction(const struct wined3d_shader_instructio
+     shader_arb_add_instruction_modifiers(ins);
  }
  
-+void shader_arb_resource_view_handle(void *shader_priv, struct wined3d_context_gl *context_gl,
++void shader_arb_resource_view_handle(void *shader_priv, struct wined3d_context *context,
 +            const struct wined3d_state *state, const struct wined3d_shader *shader)
 +{
 +    ERR("Not implemented.\n");
@@ -59,25 +59,25 @@ index 14703e9c66c..391c4cb570a 100644
  static void shader_arb_precompile(void *shader_priv, struct wined3d_shader *shader) {}
  
  static uint64_t shader_arb_shader_compile(struct wined3d_context *context, const struct wined3d_shader_desc *shader_desc,
-@@ -5682,6 +5688,7 @@ const struct wined3d_shader_backend_ops arb_program_shader_backend =
+@@ -5718,6 +5724,7 @@ const struct wined3d_shader_backend_ops arb_program_shader_backend =
+     shader_arb_init_context_state,
      shader_arb_get_caps,
      shader_arb_color_fixup_supported,
-     shader_arb_has_ffp_proj_control,
 +    shader_arb_resource_view_handle,
      shader_arb_shader_compile,
  };
  
 diff --git a/dlls/wined3d/context_gl.c b/dlls/wined3d/context_gl.c
-index 36786cc5a29..ed13bee01f5 100644
+index 2c319132164..dd58ba12286 100644
 --- a/dlls/wined3d/context_gl.c
 +++ b/dlls/wined3d/context_gl.c
-@@ -4002,6 +4002,12 @@ static void wined3d_context_gl_bind_shader_resources(struct wined3d_context_gl *
-     if (!(shader = state->shader[shader_type]))
+@@ -4027,6 +4027,12 @@ static void wined3d_context_gl_bind_shader_resources(struct wined3d_context_gl *
          return;
+     }
  
 +    if (device->shader_backend->shader_load_sampler_handles)
 +    {
-+        device->shader_backend->shader_load_sampler_handles(device->shader_priv, context_gl, state, shader);
++        device->shader_backend->shader_load_sampler_handles(device->shader_priv, &context_gl->c, state, shader);
 +        return;
 +    }
 +
@@ -85,10 +85,10 @@ index 36786cc5a29..ed13bee01f5 100644
              &shader->reg_maps.shader_version, &base, &count);
  
 diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
-index 8501fcbbaf5..330338f8597 100644
+index 4aeade1d2de..1f853d64c90 100644
 --- a/dlls/wined3d/device.c
 +++ b/dlls/wined3d/device.c
-@@ -579,6 +579,59 @@ void wined3d_device_destroy_default_samplers(struct wined3d_device *device)
+@@ -580,6 +580,59 @@ void wined3d_device_destroy_default_samplers(struct wined3d_device *device)
      device->null_sampler = NULL;
  }
  
@@ -148,7 +148,7 @@ index 8501fcbbaf5..330338f8597 100644
  static bool wined3d_null_image_vk_init(struct wined3d_image_vk *image, struct wined3d_context_vk *context_vk,
          VkCommandBuffer vk_command_buffer, VkImageType type, unsigned int layer_count, unsigned int sample_count)
  {
-@@ -1290,6 +1343,7 @@ void wined3d_device_gl_create_primary_opengl_context_cs(void *object)
+@@ -1312,6 +1365,7 @@ void wined3d_device_gl_create_primary_opengl_context_cs(void *object)
  
      wined3d_device_gl_create_dummy_textures(device_gl, context_gl);
      wined3d_device_create_default_samplers(device, context);
@@ -157,7 +157,7 @@ index 8501fcbbaf5..330338f8597 100644
  }
  
 diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
-index 9908f68a151..594fa68b704 100644
+index 5dfcbb689b7..8dfe8789e0f 100644
 --- a/dlls/wined3d/glsl_shader.c
 +++ b/dlls/wined3d/glsl_shader.c
 @@ -730,6 +730,113 @@ static void shader_glsl_append_sampler_binding_qualifier(struct wined3d_string_b
@@ -206,10 +206,10 @@ index 9908f68a151..594fa68b704 100644
 +    }
 +}
 +
-+static void shader_glsl_load_sampler_handles(void *shader_priv, struct wined3d_context_gl *context_gl,
++static void shader_glsl_load_sampler_handles(void *shader_priv, struct wined3d_context *context,
 +        const struct wined3d_state *state, const struct wined3d_shader *shader)
 +{
-+    const struct wined3d_context *context = &context_gl->c;
++    struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
 +    const struct glsl_context_data *ctx_data = context->shader_backend_data;
 +    const struct wined3d_device *device = context->device;
 +    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
@@ -249,7 +249,7 @@ index 9908f68a151..594fa68b704 100644
 +            GLuint64 handle;
 +            if (view)
 +            {
-+                handle = wined3d_shader_resource_view_handle(view, sampler, context_gl);
++                handle = wined3d_shader_resource_view_gl_handle(wined3d_shader_resource_view_gl(view), sampler, context_gl);
 +            }
 +            else
 +            {
@@ -274,7 +274,7 @@ index 9908f68a151..594fa68b704 100644
  /* Context activation is done by the caller. */
  static void shader_glsl_load_samplers(const struct wined3d_context *context,
          struct shader_glsl_priv *priv, GLuint program_id, const struct wined3d_shader_reg_maps *reg_maps)
-@@ -2430,7 +2537,9 @@ static void shader_generate_glsl_declarations(const struct wined3d_context_gl *c
+@@ -2412,7 +2519,9 @@ static void shader_generate_glsl_declarations(const struct wined3d_context_gl *c
                  break;
          }
  
@@ -285,7 +285,7 @@ index 9908f68a151..594fa68b704 100644
              shader_glsl_append_sampler_binding_qualifier(buffer, &context_gl->c, version, entry->bind_idx);
          shader_addline(buffer, "uniform %s%s %s_sampler%u;\n",
                  sampler_type_prefix, sampler_type, prefix, entry->bind_idx);
-@@ -7512,6 +7621,8 @@ static void shader_glsl_generate_colour_key_test(struct wined3d_string_buffer *b
+@@ -7542,6 +7651,8 @@ static void shader_glsl_generate_colour_key_test(struct wined3d_string_buffer *b
  static void shader_glsl_enable_extensions(struct wined3d_string_buffer *buffer,
          const struct wined3d_gl_info *gl_info)
  {
@@ -294,23 +294,23 @@ index 9908f68a151..594fa68b704 100644
      if (gl_info->supported[ARB_CULL_DISTANCE])
          shader_addline(buffer, "#extension GL_ARB_cull_distance : enable\n");
      if (gl_info->supported[ARB_GPU_SHADER5])
-@@ -11523,6 +11634,7 @@ const struct wined3d_shader_backend_ops glsl_shader_backend =
+@@ -11545,6 +11656,7 @@ const struct wined3d_shader_backend_ops glsl_shader_backend =
+     shader_glsl_init_context_state,
      shader_glsl_get_caps,
      shader_glsl_color_fixup_supported,
-     shader_glsl_has_ffp_proj_control,
 +    shader_glsl_load_sampler_handles,
      shader_glsl_shader_compile,
  };
  
 diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
-index 96b47db9ed6..3cb7feeddda 100644
+index 1f0fe13402c..4973cd3ab8e 100644
 --- a/dlls/wined3d/shader.c
 +++ b/dlls/wined3d/shader.c
-@@ -2032,6 +2032,12 @@ static BOOL shader_none_has_ffp_proj_control(void *shader_priv)
-     return priv->ffp_proj_control;
+@@ -2023,6 +2023,12 @@ static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
+     return TRUE;
  }
  
-+void shader_none_resource_view_handle(void *shader_priv, struct wined3d_context_gl *context_gl,
++void shader_none_resource_view_handle(void *shader_priv, struct wined3d_context *context,
 +            const struct wined3d_state *state, const struct wined3d_shader *shader)
 +{
 +    ERR("Not implemented.\n");
@@ -319,28 +319,28 @@ index 96b47db9ed6..3cb7feeddda 100644
  static uint64_t shader_none_shader_compile(struct wined3d_context *context, const struct wined3d_shader_desc *shader_desc,
          enum wined3d_shader_type shader_type)
  {
-@@ -2057,6 +2063,7 @@ const struct wined3d_shader_backend_ops none_shader_backend =
+@@ -2047,6 +2053,7 @@ const struct wined3d_shader_backend_ops none_shader_backend =
+     shader_none_init_context_state,
      shader_none_get_caps,
      shader_none_color_fixup_supported,
-     shader_none_has_ffp_proj_control,
 +    shader_none_resource_view_handle,
      shader_none_shader_compile,
  };
  
 diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
-index 6b5d9eaf510..97f8d7c7220 100644
+index 8a7f9455bb0..56b134af838 100644
 --- a/dlls/wined3d/texture.c
 +++ b/dlls/wined3d/texture.c
-@@ -1260,7 +1260,7 @@ void wined3d_gl_texture_swizzle_from_color_fixup(GLint swizzle[4], struct color_
+@@ -1296,7 +1296,7 @@ void wined3d_gl_texture_swizzle_from_color_fixup(GLint swizzle[4], struct color_
  }
  
  /* Context activation is done by the caller. */
 -void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl,
-+GLuint wined3d_texture_get_name(struct wined3d_texture_gl *texture_gl,
++GLuint wined3d_texture_gl_get_bindless_name(struct wined3d_texture_gl *texture_gl,
          struct wined3d_context_gl *context_gl, BOOL srgb)
  {
      const struct wined3d_format *format = texture_gl->t.resource.format;
-@@ -1284,10 +1284,7 @@ void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl,
+@@ -1320,10 +1320,7 @@ void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl,
      target = texture_gl->target;
  
      if (gl_tex->name)
@@ -352,7 +352,7 @@ index 6b5d9eaf510..97f8d7c7220 100644
  
      gl_info->gl_ops.gl.p_glGenTextures(1, &gl_tex->name);
      checkGLcall("glGenTextures");
-@@ -1296,7 +1293,7 @@ void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl,
+@@ -1332,7 +1329,7 @@ void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl,
      if (!gl_tex->name)
      {
          ERR("Failed to generate a texture name.\n");
@@ -361,7 +361,7 @@ index 6b5d9eaf510..97f8d7c7220 100644
      }
  
      /* Initialise the state of the texture object to the OpenGL defaults, not
-@@ -1380,6 +1377,15 @@ void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl,
+@@ -1416,6 +1413,15 @@ void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl,
          gl_info->gl_ops.gl.p_glTexParameteriv(target, GL_TEXTURE_SWIZZLE_RGBA, swizzle);
          checkGLcall("set format swizzle");
      }
@@ -373,22 +373,21 @@ index 6b5d9eaf510..97f8d7c7220 100644
 +void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl,
 +        struct wined3d_context_gl *context_gl, BOOL srgb)
 +{
-+    wined3d_context_gl_bind_texture(context_gl, texture_gl->target, wined3d_texture_get_name(texture_gl, context_gl, srgb));
++    wined3d_context_gl_bind_texture(context_gl, texture_gl->target, wined3d_texture_gl_get_bindless_name(texture_gl, context_gl, srgb));
  }
  
  /* Context activation is done by the caller. */
 diff --git a/dlls/wined3d/view.c b/dlls/wined3d/view.c
-index 675cc186b36..4632b136c28 100644
+index 967c758b1ed..7fda25f78fb 100644
 --- a/dlls/wined3d/view.c
 +++ b/dlls/wined3d/view.c
-@@ -1267,6 +1267,36 @@ void wined3d_shader_resource_view_gl_bind(struct wined3d_shader_resource_view_gl
-     wined3d_sampler_gl_bind(sampler_gl, unit, texture_gl, context_gl);
+@@ -1296,6 +1296,35 @@ void wined3d_shader_resource_view_gl_bind(struct wined3d_shader_resource_view_gl
+         context_gl->c.constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
  }
  
-+GLuint64 wined3d_shader_resource_view_handle(struct wined3d_shader_resource_view *view,
++GLuint64 wined3d_shader_resource_view_gl_handle(struct wined3d_shader_resource_view_gl *view_gl,
 +        struct wined3d_sampler *sampler, struct wined3d_context_gl *context_gl)
 +{
-+    struct wined3d_shader_resource_view_gl *view_gl = wined3d_shader_resource_view_gl(view);
 +    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
 +    GLuint name;
 +    GLuint64 handle;
@@ -397,15 +396,15 @@ index 675cc186b36..4632b136c28 100644
 +    {
 +        name = view_gl->gl_view.name;
 +    }
-+    else if (view->resource->type == WINED3D_RTYPE_BUFFER)
++    else if (view_gl->v.resource->type == WINED3D_RTYPE_BUFFER)
 +    {
 +        FIXME("Buffer shader resources not supported.\n");
 +        return 0;
 +    }
 +    else
 +    {
-+        struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(wined3d_texture_from_resource(view->resource));
-+        name = wined3d_texture_get_name(texture_gl, context_gl, FALSE);
++        struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(wined3d_texture_from_resource(view_gl->v.resource));
++        name = wined3d_texture_gl_get_bindless_name(texture_gl, context_gl, FALSE);
 +    }
 +
 +    handle = GL_EXTCALL(glGetTextureSamplerHandleARB(name, wined3d_sampler_gl(sampler)->name));
@@ -419,10 +418,10 @@ index 675cc186b36..4632b136c28 100644
  static void shader_resource_view_gl_bind_and_dirtify(struct wined3d_shader_resource_view_gl *view_gl,
          struct wined3d_context_gl *context_gl)
 diff --git a/dlls/wined3d/wined3d_gl.h b/dlls/wined3d/wined3d_gl.h
-index e794a85ef21..c38d0ab5411 100644
+index b31ddddf726..7736e65cc16 100644
 --- a/dlls/wined3d/wined3d_gl.h
 +++ b/dlls/wined3d/wined3d_gl.h
-@@ -50,6 +50,7 @@ enum wined3d_gl_extension
+@@ -51,6 +51,7 @@ enum wined3d_gl_extension
      APPLE_YCBCR_422,
      /* ARB */
      ARB_BASE_INSTANCE,
@@ -430,7 +429,7 @@ index e794a85ef21..c38d0ab5411 100644
      ARB_BLEND_FUNC_EXTENDED,
      ARB_BUFFER_STORAGE,
      ARB_CLEAR_BUFFER_OBJECT,
-@@ -854,6 +855,21 @@ struct wined3d_dummy_textures
+@@ -860,6 +861,21 @@ struct wined3d_dummy_textures
      GLuint tex_2d_ms_array;
  };
  
@@ -452,7 +451,7 @@ index e794a85ef21..c38d0ab5411 100644
  struct wined3d_device_gl
  {
      struct wined3d_device d;
-@@ -861,6 +877,9 @@ struct wined3d_device_gl
+@@ -867,6 +883,9 @@ struct wined3d_device_gl
      /* Textures for when no other textures are bound. */
      struct wined3d_dummy_textures dummy_textures;
  
@@ -462,39 +461,37 @@ index e794a85ef21..c38d0ab5411 100644
      CRITICAL_SECTION allocator_cs;
      struct wined3d_allocator allocator;
      uint64_t completed_fence_id;
+@@ -1036,6 +1055,8 @@ void wined3d_texture_gl_apply_sampler_desc(struct wined3d_texture_gl *texture_gl
+ void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl, struct wined3d_context_gl *context_gl, BOOL srgb);
+ void wined3d_texture_gl_bind_and_dirtify(struct wined3d_texture_gl *texture_gl,
+         struct wined3d_context_gl *context_gl, BOOL srgb);
++GLuint wined3d_texture_gl_get_bindless_name(struct wined3d_texture_gl *texture_gl,
++        struct wined3d_context_gl *context_gl, BOOL srgb);
+ HRESULT wined3d_texture_gl_init(struct wined3d_texture_gl *texture_gl, struct wined3d_device *device,
+         const struct wined3d_resource_desc *desc, unsigned int layer_count, unsigned int level_count,
+         uint32_t flags, void *parent, const struct wined3d_parent_ops *parent_ops);
+@@ -1113,6 +1134,8 @@ void wined3d_shader_resource_view_gl_bind(struct wined3d_shader_resource_view_gl
+         struct wined3d_sampler_gl *sampler_gl, struct wined3d_context_gl *context_gl);
+ void wined3d_shader_resource_view_gl_generate_mipmap(struct wined3d_shader_resource_view_gl *srv_gl,
+         struct wined3d_context_gl *context_gl);
++GLuint64 wined3d_shader_resource_view_gl_handle(struct wined3d_shader_resource_view_gl *view_gl,
++        struct wined3d_sampler *sampler, struct wined3d_context_gl *context_gl);
+ 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);
 diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
-index 7a4766b5736..3c9eb82b2fd 100644
+index ff08a7f837f..5f5ee3f2f0b 100644
 --- a/dlls/wined3d/wined3d_private.h
 +++ b/dlls/wined3d/wined3d_private.h
-@@ -95,6 +95,7 @@ static inline const char *wined3d_get_line(const char **ptr, const char *end)
- struct wined3d_fragment_pipe_ops;
- struct wined3d_adapter;
- struct wined3d_context;
-+struct wined3d_context_gl;
- struct wined3d_gl_info;
- struct wined3d_state;
- struct wined3d_swapchain_gl;
-@@ -1551,6 +1552,8 @@ struct wined3d_shader_backend_ops
+@@ -1558,6 +1558,8 @@ struct wined3d_shader_backend_ops
+     void (*shader_init_context_state)(struct wined3d_context *context);
      void (*shader_get_caps)(const struct wined3d_adapter *adapter, struct shader_caps *caps);
      BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
-     BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
-+    void (*shader_load_sampler_handles)(void *shader_priv, struct wined3d_context_gl *context_gl,
++    void (*shader_load_sampler_handles)(void *shader_priv, struct wined3d_context *context,
 +            const struct wined3d_state *state, const struct wined3d_shader *shader);
      uint64_t (*shader_compile)(struct wined3d_context *context, const struct wined3d_shader_desc *shader_desc,
          enum wined3d_shader_type shader_type);
  };
-@@ -4008,6 +4011,11 @@ void wined3d_shader_resource_view_cleanup(struct wined3d_shader_resource_view *v
- 
- #include "wined3d_gl.h"
- 
-+GLuint wined3d_texture_get_name(struct wined3d_texture_gl *texture_gl,
-+        struct wined3d_context_gl *context_gl, BOOL srgb) DECLSPEC_HIDDEN;
-+GLuint64 wined3d_shader_resource_view_handle(struct wined3d_shader_resource_view *view,
-+        struct wined3d_sampler *sampler, struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN;
-+
- struct wined3d_unordered_access_view
- {
-     LONG refcount;
 -- 
-2.40.1
+2.43.0
 
diff --git a/patches/wined3d-bindless-texture/definition b/patches/wined3d-bindless-texture/definition
index 0919d6b7..94a3c8a3 100644
--- a/patches/wined3d-bindless-texture/definition
+++ b/patches/wined3d-bindless-texture/definition
@@ -1,3 +1,2 @@
 Fixes: [44514] - wined3d: Use bindless textures for GLSL shaders.
-Disabled: True
 
-- 
2.43.0

