wined3d: Rename the shader_select_compute method to shader_apply_compute_state.
Following shader_apply_draw_state.
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a81bcbe0a9
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8e77d28165
7 changed files with 11 additions and 11 deletions
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@ -4753,7 +4753,7 @@ static void shader_arb_apply_draw_state(void *shader_priv, struct wined3d_contex
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shader_arb_load_constants_internal(priv, context_gl, state, use_ps(state), use_vs(state), FALSE);
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}
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static void shader_arb_select_compute(void *shader_priv, struct wined3d_context *context,
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static void shader_arb_apply_compute_state(void *shader_priv, struct wined3d_context *context,
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const struct wined3d_state *state)
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{
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ERR("Compute pipeline not supported by the ARB shader backend.\n");
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@ -5709,7 +5709,7 @@ const struct wined3d_shader_backend_ops arb_program_shader_backend =
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shader_arb_handle_instruction,
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shader_arb_precompile,
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shader_arb_apply_draw_state,
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shader_arb_select_compute,
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shader_arb_apply_compute_state,
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shader_arb_disable,
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shader_arb_update_float_vertex_constants,
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shader_arb_update_float_pixel_constants,
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@ -4445,7 +4445,7 @@ static void wined3d_context_gl_apply_compute_state(struct wined3d_context_gl *co
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if (context_gl->c.shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE))
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{
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device->shader_backend->shader_select_compute(device->shader_priv, &context_gl->c, state);
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device->shader_backend->shader_apply_compute_state(device->shader_priv, &context_gl->c, state);
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context_gl->c.shader_update_mask &= ~(1u << WINED3D_SHADER_TYPE_COMPUTE);
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}
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@ -3870,7 +3870,7 @@ VkCommandBuffer wined3d_context_vk_apply_compute_state(struct wined3d_context_vk
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if (context_vk->c.shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE))
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{
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device_vk->d.shader_backend->shader_select_compute(device_vk->d.shader_priv, &context_vk->c, state);
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device_vk->d.shader_backend->shader_apply_compute_state(device_vk->d.shader_priv, &context_vk->c, state);
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if (!context_vk->compute.vk_pipeline)
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{
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ERR("No compute pipeline set.\n");
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@ -10766,7 +10766,7 @@ static void shader_glsl_apply_draw_state(void *shader_priv, struct wined3d_conte
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}
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/* Context activation is done by the caller. */
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static void shader_glsl_select_compute(void *shader_priv, struct wined3d_context *context,
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static void shader_glsl_apply_compute_state(void *shader_priv, struct wined3d_context *context,
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const struct wined3d_state *state)
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{
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struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
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@ -11548,7 +11548,7 @@ const struct wined3d_shader_backend_ops glsl_shader_backend =
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shader_glsl_handle_instruction,
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shader_glsl_precompile,
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shader_glsl_apply_draw_state,
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shader_glsl_select_compute,
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shader_glsl_apply_compute_state,
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shader_glsl_disable,
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shader_glsl_update_float_vertex_constants,
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shader_glsl_update_float_pixel_constants,
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@ -1929,7 +1929,7 @@ struct shader_none_priv
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static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
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static void shader_none_precompile(void *shader_priv, struct wined3d_shader *shader) {}
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static void shader_none_select_compute(void *shader_priv, struct wined3d_context *context,
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static void shader_none_apply_compute_state(void *shader_priv, struct wined3d_context *context,
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const struct wined3d_state *state) {}
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static void shader_none_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count) {}
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static void shader_none_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) {}
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@ -2035,7 +2035,7 @@ const struct wined3d_shader_backend_ops none_shader_backend =
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shader_none_handle_instruction,
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shader_none_precompile,
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shader_none_apply_draw_state,
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shader_none_select_compute,
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shader_none_apply_compute_state,
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shader_none_disable,
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shader_none_update_float_vertex_constants,
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shader_none_update_float_pixel_constants,
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@ -876,7 +876,7 @@ fail:
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context_vk->graphics.vk_pipeline_layout = VK_NULL_HANDLE;
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}
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static void shader_spirv_select_compute(void *shader_priv,
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static void shader_spirv_apply_compute_state(void *shader_priv,
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struct wined3d_context *context, const struct wined3d_state *state)
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{
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struct wined3d_context_vk *context_vk = wined3d_context_vk(context);
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@ -1122,7 +1122,7 @@ static const struct wined3d_shader_backend_ops spirv_shader_backend_vk =
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.shader_handle_instruction = shader_spirv_handle_instruction,
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.shader_precompile = shader_spirv_precompile,
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.shader_apply_draw_state = shader_spirv_apply_draw_state,
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.shader_select_compute = shader_spirv_select_compute,
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.shader_apply_compute_state = shader_spirv_apply_compute_state,
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.shader_disable = shader_spirv_disable,
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.shader_update_float_vertex_constants = shader_spirv_update_float_vertex_constants,
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.shader_update_float_pixel_constants = shader_spirv_update_float_pixel_constants,
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@ -1555,7 +1555,7 @@ struct wined3d_shader_backend_ops
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void (*shader_precompile)(void *shader_priv, struct wined3d_shader *shader);
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void (*shader_apply_draw_state)(void *shader_priv, struct wined3d_context *context,
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const struct wined3d_state *state);
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void (*shader_select_compute)(void *shader_priv, struct wined3d_context *context,
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void (*shader_apply_compute_state)(void *shader_priv, struct wined3d_context *context,
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const struct wined3d_state *state);
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void (*shader_disable)(void *shader_priv, struct wined3d_context *context);
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void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
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