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mirror of synced 2025-03-07 03:53:26 +01:00

wined3d: Rename the shader_select_compute method to shader_apply_compute_state.

Following shader_apply_draw_state.
This commit is contained in:
Zebediah Figura 2024-03-10 23:40:33 -05:00 committed by Alexandre Julliard
parent a81bcbe0a9
commit 8e77d28165
7 changed files with 11 additions and 11 deletions

View file

@ -4753,7 +4753,7 @@ static void shader_arb_apply_draw_state(void *shader_priv, struct wined3d_contex
shader_arb_load_constants_internal(priv, context_gl, state, use_ps(state), use_vs(state), FALSE);
}
static void shader_arb_select_compute(void *shader_priv, struct wined3d_context *context,
static void shader_arb_apply_compute_state(void *shader_priv, struct wined3d_context *context,
const struct wined3d_state *state)
{
ERR("Compute pipeline not supported by the ARB shader backend.\n");
@ -5709,7 +5709,7 @@ const struct wined3d_shader_backend_ops arb_program_shader_backend =
shader_arb_handle_instruction,
shader_arb_precompile,
shader_arb_apply_draw_state,
shader_arb_select_compute,
shader_arb_apply_compute_state,
shader_arb_disable,
shader_arb_update_float_vertex_constants,
shader_arb_update_float_pixel_constants,

View file

@ -4445,7 +4445,7 @@ static void wined3d_context_gl_apply_compute_state(struct wined3d_context_gl *co
if (context_gl->c.shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE))
{
device->shader_backend->shader_select_compute(device->shader_priv, &context_gl->c, state);
device->shader_backend->shader_apply_compute_state(device->shader_priv, &context_gl->c, state);
context_gl->c.shader_update_mask &= ~(1u << WINED3D_SHADER_TYPE_COMPUTE);
}

View file

@ -3870,7 +3870,7 @@ VkCommandBuffer wined3d_context_vk_apply_compute_state(struct wined3d_context_vk
if (context_vk->c.shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE))
{
device_vk->d.shader_backend->shader_select_compute(device_vk->d.shader_priv, &context_vk->c, state);
device_vk->d.shader_backend->shader_apply_compute_state(device_vk->d.shader_priv, &context_vk->c, state);
if (!context_vk->compute.vk_pipeline)
{
ERR("No compute pipeline set.\n");

View file

@ -10766,7 +10766,7 @@ static void shader_glsl_apply_draw_state(void *shader_priv, struct wined3d_conte
}
/* Context activation is done by the caller. */
static void shader_glsl_select_compute(void *shader_priv, struct wined3d_context *context,
static void shader_glsl_apply_compute_state(void *shader_priv, struct wined3d_context *context,
const struct wined3d_state *state)
{
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
@ -11548,7 +11548,7 @@ const struct wined3d_shader_backend_ops glsl_shader_backend =
shader_glsl_handle_instruction,
shader_glsl_precompile,
shader_glsl_apply_draw_state,
shader_glsl_select_compute,
shader_glsl_apply_compute_state,
shader_glsl_disable,
shader_glsl_update_float_vertex_constants,
shader_glsl_update_float_pixel_constants,

View file

@ -1929,7 +1929,7 @@ struct shader_none_priv
static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
static void shader_none_precompile(void *shader_priv, struct wined3d_shader *shader) {}
static void shader_none_select_compute(void *shader_priv, struct wined3d_context *context,
static void shader_none_apply_compute_state(void *shader_priv, struct wined3d_context *context,
const struct wined3d_state *state) {}
static void shader_none_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count) {}
static void shader_none_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) {}
@ -2035,7 +2035,7 @@ const struct wined3d_shader_backend_ops none_shader_backend =
shader_none_handle_instruction,
shader_none_precompile,
shader_none_apply_draw_state,
shader_none_select_compute,
shader_none_apply_compute_state,
shader_none_disable,
shader_none_update_float_vertex_constants,
shader_none_update_float_pixel_constants,

View file

@ -876,7 +876,7 @@ fail:
context_vk->graphics.vk_pipeline_layout = VK_NULL_HANDLE;
}
static void shader_spirv_select_compute(void *shader_priv,
static void shader_spirv_apply_compute_state(void *shader_priv,
struct wined3d_context *context, const struct wined3d_state *state)
{
struct wined3d_context_vk *context_vk = wined3d_context_vk(context);
@ -1122,7 +1122,7 @@ static const struct wined3d_shader_backend_ops spirv_shader_backend_vk =
.shader_handle_instruction = shader_spirv_handle_instruction,
.shader_precompile = shader_spirv_precompile,
.shader_apply_draw_state = shader_spirv_apply_draw_state,
.shader_select_compute = shader_spirv_select_compute,
.shader_apply_compute_state = shader_spirv_apply_compute_state,
.shader_disable = shader_spirv_disable,
.shader_update_float_vertex_constants = shader_spirv_update_float_vertex_constants,
.shader_update_float_pixel_constants = shader_spirv_update_float_pixel_constants,

View file

@ -1555,7 +1555,7 @@ struct wined3d_shader_backend_ops
void (*shader_precompile)(void *shader_priv, struct wined3d_shader *shader);
void (*shader_apply_draw_state)(void *shader_priv, struct wined3d_context *context,
const struct wined3d_state *state);
void (*shader_select_compute)(void *shader_priv, struct wined3d_context *context,
void (*shader_apply_compute_state)(void *shader_priv, struct wined3d_context *context,
const struct wined3d_state *state);
void (*shader_disable)(void *shader_priv, struct wined3d_context *context);
void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);