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wined3d: Allocate texture binding set for compute pipeline.
It seems that a majority of OpenGL implementations allow to statically partition texture bindings. For other implementations we are going to invalidate graphics pipeline texture bindings when appplying compute pipeline texture bindings, and vice versa. Signed-off-by:Józef Kucia <jkucia@codeweavers.com> Signed-off-by:
Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
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- dlls/wined3d/context.c 3 additions, 3 deletionsdlls/wined3d/context.c
- dlls/wined3d/directx.c 10 additions, 0 deletionsdlls/wined3d/directx.c
- dlls/wined3d/glsl_shader.c 1 addition, 1 deletiondlls/wined3d/glsl_shader.c
- dlls/wined3d/state.c 1 addition, 3 deletionsdlls/wined3d/state.c
- dlls/wined3d/wined3d_private.h 5 additions, 3 deletionsdlls/wined3d/wined3d_private.h
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