36 for (
i = 0;
i <
device->context_count; ++
i)
43 context->current_rt.sub_resource_idx = 0;
78 unsigned int representative =
context->state_table[state_id].representative;
82 ERR(
"Invalidating representative 0, state_id %u.\n", state_id);
106 context->swapchain = swapchain;
108 context->current_rt.sub_resource_idx = 0;
117 context->update_primitive_type = 1;
118 context->update_patch_vertex_count = 1;
119 context->update_multisample_state = 1;
124 TRACE(
"context_no3d %p, swapchain %p.\n", context_no3d, swapchain);
220 TRACE(
"Load %s array %u [usage %s, usage_idx %u, "
221 "input_slot %u, offset %u, stride %u, format %s, class %s, step_rate %u].\n",
222 use_vshader ?
"shader":
"fixed function",
idx,
288 if (
state->load_base_vertex_index < 0)
290 WARN_(d3d_perf)(
"load_base_vertex_index is < 0 (%d), not using VBOs.\n",
291 state->load_base_vertex_index);
292 element->data.buffer_object = 0;
295 FIXME(
"System memory vertex data load offset is negative!\n");
305 if (!
element->data.buffer_object)
#define WINE_DEFAULT_DEBUG_CHANNEL(t)
void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context, const struct wined3d_state *state)
DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context, struct wined3d_bo_address *data)
void * wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context)
static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
void context_invalidate_compute_state(struct wined3d_context *context, DWORD state_id)
void context_invalidate_state(struct wined3d_context *context, unsigned int state_id)
void wined3d_context_cleanup(struct wined3d_context *context)
void wined3d_context_init(struct wined3d_context *context, struct wined3d_swapchain *swapchain)
void context_update_stream_info(struct wined3d_context *context, const struct wined3d_state *state)
void context_resource_released(const struct wined3d_device *device, struct wined3d_resource *resource)
HRESULT wined3d_context_no3d_init(struct wined3d_context *context_no3d, struct wined3d_swapchain *swapchain)
void context_restore(struct wined3d_context *context, struct wined3d_texture *texture, unsigned int sub_resource_idx)
void wined3d_stream_info_from_declaration(struct wined3d_stream_info *stream_info, const struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info)
bool vshader_get_input(const struct wined3d_shader *shader, uint8_t usage_req, uint8_t usage_idx_req, unsigned int *regnum)
const char * debug_d3dformat(enum wined3d_format_id format_id)
const char * debug_d3dinput_classification(enum wined3d_input_classification classification)
const char * debug_bo_address(const struct wined3d_bo_address *address)
const char * debug_d3ddeclusage(enum wined3d_decl_usage usage)
#define WINE_DECLARE_DEBUG_CHANNEL(x)
GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei const GLvoid * data
GLsizeiptr const GLvoid GLenum usage
GLsizei GLenum const GLvoid GLsizei GLenum GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLint GLint GLint GLshort GLshort GLshort GLubyte GLubyte GLubyte GLuint GLuint GLuint GLushort GLushort GLushort GLbyte GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLfloat GLint GLint GLint GLint GLshort GLshort GLshort GLshort GLubyte GLubyte GLubyte GLubyte GLuint GLuint GLuint GLuint GLushort GLushort GLushort GLushort GLboolean const GLdouble const GLfloat const GLint const GLshort const GLbyte const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLdouble const GLfloat const GLfloat const GLint const GLint const GLshort const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort GLenum GLenum GLenum GLfloat GLenum GLint GLenum GLenum GLenum GLfloat GLenum GLenum GLint GLenum GLfloat GLenum GLint GLint GLushort GLenum GLenum GLfloat GLenum GLenum GLint GLfloat const GLubyte GLenum GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLint GLint GLsizei GLsizei GLint GLenum GLenum const GLvoid GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLenum const GLdouble GLenum GLenum const GLfloat GLenum GLenum const GLint GLsizei GLuint GLfloat GLuint GLbitfield GLfloat GLint GLuint GLboolean GLenum GLfloat GLenum GLbitfield GLenum GLfloat GLfloat GLint GLint const GLfloat GLenum GLfloat GLfloat GLint GLint GLfloat GLfloat GLint GLint const GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat const GLdouble const GLfloat const GLdouble const GLfloat GLint i
GLsizei GLenum const GLvoid GLsizei GLenum GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLint GLint GLint GLshort GLshort GLshort GLubyte GLubyte GLubyte GLuint GLuint GLuint GLushort GLushort GLushort GLbyte GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLfloat GLint GLint GLint GLint GLshort GLshort GLshort GLshort GLubyte GLubyte GLubyte GLubyte GLuint GLuint GLuint GLuint GLushort GLushort GLushort GLushort GLboolean const GLdouble const GLfloat const GLint const GLshort const GLbyte const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLdouble const GLfloat const GLfloat const GLint const GLint const GLshort const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort GLenum GLenum GLenum GLfloat GLenum GLint GLenum GLenum GLenum GLfloat GLenum GLenum GLint GLenum GLfloat GLenum GLint GLint GLushort GLenum GLenum GLfloat GLenum GLenum GLint GLfloat const GLubyte GLenum GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLint GLint GLsizei GLsizei GLint GLenum GLenum const GLvoid GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLenum const GLdouble GLenum GLenum const GLfloat GLenum GLenum const GLint GLsizei GLuint GLfloat GLuint GLbitfield GLfloat GLint GLuint GLboolean GLenum GLfloat GLenum GLbitfield GLenum GLfloat GLfloat GLint GLint const GLfloat GLenum GLfloat GLfloat GLint GLint GLfloat GLfloat GLint GLint const GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat const GLdouble * u
static void stream_info(IStream *stream, HGLOBAL *hmem, int *size, int *pos)
unsigned __int3264 UINT_PTR
struct wined3d_swapchain * swapchain
unsigned int sub_resource_idx
struct wined3d_texture * front_buffer
struct wined3d_device * device
@ WINED3D_DECL_USAGE_BLEND_INDICES
@ WINED3D_DECL_USAGE_NORMAL
@ WINED3D_DECL_USAGE_PSIZE
@ WINED3D_DECL_USAGE_BLEND_WEIGHT
@ WINED3D_DECL_USAGE_POSITION
@ WINED3D_DECL_USAGE_COLOR
@ WINED3D_DECL_USAGE_POSITIONT
@ WINED3D_DECL_USAGE_TEXCOORD
#define WINED3DDP_MAXTEXCOORD
static int wined3d_bit_scan(unsigned int *x)
#define WINED3DSTREAMSOURCE_INSTANCEDATA
#define WINED3D_OUTPUT_SLOT_UNUSED
@ WINED3DFMT_B8G8R8A8_UNORM
#define WINED3D_OUTPUT_SLOT_SEMANTIC
@ WINED3D_SHADER_TYPE_HULL
@ WINED3D_SHADER_TYPE_PIXEL
@ WINED3D_SHADER_TYPE_GEOMETRY
@ WINED3D_SHADER_TYPE_DOMAIN
@ WINED3D_SHADER_TYPE_COMPUTE
@ WINED3D_SHADER_TYPE_VERTEX
@ WINED3D_INPUT_PER_INSTANCE_DATA
@ WINED3D_FFP_BLENDWEIGHT
@ WINED3D_FFP_BLENDINDICES
static BOOL use_vs(const struct wined3d_state *state)
static void context_release(struct wined3d_context *context)
#define STATE_IS_COMPUTE(a)
#define STATE_COMPUTE_OFFSET
#define STATE_INDEXBUFFER
static struct wined3d_context * context_acquire(struct wined3d_device *device, struct wined3d_texture *texture, unsigned int sub_resource_idx)