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@sfr.fr wrote:
Signed-off-by: Guillaume Charifi guillaume.charifi@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.