On Sun, Jan 29, 2017 at 2:43 PM, Guillaume Charifi guillaume.charifi@sfr.fr wrote:
- if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_VERTEX)) && ctx_data->glsl_program)
- cshader = state->shader[WINED3D_SHADER_TYPE_COMPUTE];
- if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE))
{&& ctx_data->glsl_program->cs.id)
vs_id = ctx_data->glsl_program->vs.id;vs_list = &ctx_data->glsl_program->vs.shader_entry;
cs_id = ctx_data->glsl_program->cs.id;- }
- else if (cshader)
- {
struct cs_compile_args args;
if (use_vs(state))
find_cs_compile_args(state, cshader, &args);cs_id = find_glsl_compute_shader(context, priv, cshader, &args);- }
- if(!cs_id)
- {
if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_VERTEX)) && ctx_data->glsl_program){vs_id = ctx_data->glsl_program->vs.id;vs_list = &ctx_data->glsl_program->vs.shader_entry;if (use_vs(state))vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];}else if (use_vs(state)) {struct vs_compile_args vs_compile_args;vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];find_vs_compile_args(state, vshader, context->stream_info.swizzle_map, &vs_compile_args, d3d_info);vs_id = find_glsl_vshader(context, priv, vshader, &vs_compile_args);vs_list = &vshader->linked_programs;}else if (priv->vertex_pipe == &glsl_vertex_pipe){struct glsl_ffp_vertex_shader *ffp_shader;struct wined3d_ffp_vs_settings settings;wined3d_ffp_get_vs_settings(context, state, &settings);ffp_shader = shader_glsl_find_ffp_vertex_shader(priv, gl_info, &settings);vs_id = ffp_shader->id;vs_list = &ffp_shader->linked_programs;}if (use_vs(state)){
It doesn't seem reasonable to create a GL program for each combination of graphics pipeline and compute pipeline shaders. A single GL program for each compute shader is enough.