Module: wine Branch: master Commit: b62aa91758a8a08b48811d8fae8a4de1178ee0bc URL: https://source.winehq.org/git/wine.git/?a=commit;h=b62aa91758a8a08b48811d8fa...
Author: Józef Kucia jkucia@codeweavers.com Date: Mon Mar 26 08:38:49 2018 +0200
wined3d: Pass fully initialized shader objects to CS.
It shouldn't matter right now, but it might be an issue when we start to precompile other shader types than compute shaders.
Signed-off-by: Józef Kucia jkucia@codeweavers.com Signed-off-by: Henri Verbeet hverbeet@codeweavers.com Signed-off-by: Alexandre Julliard julliard@winehq.org
---
dlls/wined3d/shader.c | 14 ++++++++++++-- 1 file changed, 12 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c index 2a047fa..93079e8 100644 --- a/dlls/wined3d/shader.c +++ b/dlls/wined3d/shader.c @@ -3685,8 +3685,6 @@ static HRESULT shader_init(struct wined3d_shader *shader, struct wined3d_device
shader->load_local_constsF = shader->lconst_inf_or_nan;
- wined3d_cs_init_object(shader->device->cs, wined3d_shader_init_object, shader); - return hr; }
@@ -4118,6 +4116,8 @@ HRESULT CDECL wined3d_shader_create_cs(struct wined3d_device *device, const stru return hr; }
+ wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object); + TRACE("Created compute shader %p.\n", object); *shader = object;
@@ -4143,6 +4143,8 @@ HRESULT CDECL wined3d_shader_create_ds(struct wined3d_device *device, const stru return hr; }
+ wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object); + TRACE("Created domain shader %p.\n", object); *shader = object;
@@ -4169,6 +4171,8 @@ HRESULT CDECL wined3d_shader_create_gs(struct wined3d_device *device, const stru return hr; }
+ wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object); + TRACE("Created geometry shader %p.\n", object); *shader = object;
@@ -4194,6 +4198,8 @@ HRESULT CDECL wined3d_shader_create_hs(struct wined3d_device *device, const stru return hr; }
+ wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object); + TRACE("Created hull shader %p.\n", object); *shader = object;
@@ -4219,6 +4225,8 @@ HRESULT CDECL wined3d_shader_create_ps(struct wined3d_device *device, const stru return hr; }
+ wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object); + TRACE("Created pixel shader %p.\n", object); *shader = object;
@@ -4244,6 +4252,8 @@ HRESULT CDECL wined3d_shader_create_vs(struct wined3d_device *device, const stru return hr; }
+ wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object); + TRACE("Created vertex shader %p.\n", object); *shader = object;