Sweden-Number/dlls/wined3d/cs.c

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/*
* Copyright 2013 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
#define WINED3D_INITIAL_CS_SIZE 4096
enum wined3d_cs_op
{
WINED3D_CS_OP_PRESENT,
WINED3D_CS_OP_CLEAR,
WINED3D_CS_OP_DRAW,
WINED3D_CS_OP_SET_VIEWPORT,
WINED3D_CS_OP_SET_SCISSOR_RECT,
WINED3D_CS_OP_SET_RENDER_TARGET,
};
struct wined3d_cs_present
{
enum wined3d_cs_op opcode;
HWND dst_window_override;
struct wined3d_swapchain *swapchain;
const RECT *src_rect;
const RECT *dst_rect;
const RGNDATA *dirty_region;
DWORD flags;
};
struct wined3d_cs_clear
{
enum wined3d_cs_op opcode;
DWORD rect_count;
const RECT *rects;
DWORD flags;
const struct wined3d_color *color;
float depth;
DWORD stencil;
};
struct wined3d_cs_draw
{
enum wined3d_cs_op opcode;
UINT start_idx;
UINT index_count;
UINT start_instance;
UINT instance_count;
BOOL indexed;
};
struct wined3d_cs_set_viewport
{
enum wined3d_cs_op opcode;
const struct wined3d_viewport *viewport;
};
struct wined3d_cs_set_scissor_rect
{
enum wined3d_cs_op opcode;
const RECT *rect;
};
struct wined3d_cs_set_render_target
{
enum wined3d_cs_op opcode;
UINT render_target_idx;
struct wined3d_surface *render_target;
};
static void wined3d_cs_exec_present(struct wined3d_cs *cs, const void *data)
{
const struct wined3d_cs_present *op = data;
struct wined3d_swapchain *swapchain;
swapchain = op->swapchain;
wined3d_swapchain_set_window(swapchain, op->dst_window_override);
swapchain->swapchain_ops->swapchain_present(swapchain,
op->src_rect, op->dst_rect, op->dirty_region, op->flags);
}
void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain,
const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override,
const RGNDATA *dirty_region, DWORD flags)
{
struct wined3d_cs_present *op;
op = cs->ops->require_space(cs, sizeof(*op));
op->opcode = WINED3D_CS_OP_PRESENT;
op->dst_window_override = dst_window_override;
op->swapchain = swapchain;
op->src_rect = src_rect;
op->dst_rect = dst_rect;
op->dirty_region = dirty_region;
op->flags = flags;
cs->ops->submit(cs);
}
static void wined3d_cs_exec_clear(struct wined3d_cs *cs, const void *data)
{
const struct wined3d_cs_clear *op = data;
struct wined3d_device *device;
RECT draw_rect;
device = cs->device;
wined3d_get_draw_rect(&device->state, &draw_rect);
device_clear_render_targets(device, device->adapter->gl_info.limits.buffers,
&device->fb, op->rect_count, op->rects, &draw_rect, op->flags,
op->color, op->depth, op->stencil);
}
void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
{
struct wined3d_cs_clear *op;
op = cs->ops->require_space(cs, sizeof(*op));
op->opcode = WINED3D_CS_OP_CLEAR;
op->rect_count = rect_count;
op->rects = rects;
op->flags = flags;
op->color = color;
op->depth = depth;
op->stencil = stencil;
cs->ops->submit(cs);
}
static void wined3d_cs_exec_draw(struct wined3d_cs *cs, const void *data)
{
const struct wined3d_cs_draw *op = data;
draw_primitive(cs->device, op->start_idx, op->index_count,
op->start_instance, op->instance_count, op->indexed);
}
void wined3d_cs_emit_draw(struct wined3d_cs *cs, UINT start_idx, UINT index_count,
UINT start_instance, UINT instance_count, BOOL indexed)
{
struct wined3d_cs_draw *op;
op = cs->ops->require_space(cs, sizeof(*op));
op->opcode = WINED3D_CS_OP_DRAW;
op->start_idx = start_idx;
op->index_count = index_count;
op->start_instance = start_instance;
op->instance_count = instance_count;
op->indexed = indexed;
cs->ops->submit(cs);
}
static void wined3d_cs_exec_set_viewport(struct wined3d_cs *cs, const void *data)
{
const struct wined3d_cs_set_viewport *op = data;
cs->state.viewport = *op->viewport;
device_invalidate_state(cs->device, STATE_VIEWPORT);
}
void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport)
{
struct wined3d_cs_set_viewport *op;
op = cs->ops->require_space(cs, sizeof(*op));
op->opcode = WINED3D_CS_OP_SET_VIEWPORT;
op->viewport = viewport;
cs->ops->submit(cs);
}
static void wined3d_cs_exec_set_scissor_rect(struct wined3d_cs *cs, const void *data)
{
const struct wined3d_cs_set_scissor_rect *op = data;
cs->state.scissor_rect = *op->rect;
device_invalidate_state(cs->device, STATE_SCISSORRECT);
}
void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect)
{
struct wined3d_cs_set_scissor_rect *op;
op = cs->ops->require_space(cs, sizeof(*op));
op->opcode = WINED3D_CS_OP_SET_SCISSOR_RECT;
op->rect = rect;
cs->ops->submit(cs);
}
static void wined3d_cs_exec_set_render_target(struct wined3d_cs *cs, const void *data)
{
const struct wined3d_cs_set_render_target *op = data;
cs->state.fb->render_targets[op->render_target_idx] = op->render_target;
device_invalidate_state(cs->device, STATE_FRAMEBUFFER);
}
void wined3d_cs_emit_set_render_target(struct wined3d_cs *cs, UINT render_target_idx,
struct wined3d_surface *render_target)
{
struct wined3d_cs_set_render_target *op;
op = cs->ops->require_space(cs, sizeof(*op));
op->opcode = WINED3D_CS_OP_SET_RENDER_TARGET;
op->render_target_idx = render_target_idx;
op->render_target = render_target;
cs->ops->submit(cs);
}
static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void *data) =
{
/* WINED3D_CS_OP_PRESENT */ wined3d_cs_exec_present,
/* WINED3D_CS_OP_CLEAR */ wined3d_cs_exec_clear,
/* WINED3D_CS_OP_DRAW */ wined3d_cs_exec_draw,
/* WINED3D_CS_OP_SET_VIEWPORT */ wined3d_cs_exec_set_viewport,
/* WINED3D_CS_OP_SET_SCISSOR_RECT */ wined3d_cs_exec_set_scissor_rect,
/* WINED3D_CS_OP_SET_RENDER_TARGET */ wined3d_cs_exec_set_render_target,
};
static void *wined3d_cs_st_require_space(struct wined3d_cs *cs, size_t size)
{
if (size > cs->data_size)
{
void *new_data;
if (!(new_data = HeapReAlloc(GetProcessHeap(), 0, cs->data, cs->data_size * 2)))
return NULL;
cs->data_size *= 2;
cs->data = new_data;
}
return cs->data;
}
static void wined3d_cs_st_submit(struct wined3d_cs *cs)
{
enum wined3d_cs_op opcode = *(const enum wined3d_cs_op *)cs->data;
wined3d_cs_op_handlers[opcode](cs, cs->data);
}
static const struct wined3d_cs_ops wined3d_cs_st_ops =
{
wined3d_cs_st_require_space,
wined3d_cs_st_submit,
};
struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device)
{
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
struct wined3d_cs *cs;
if (!(cs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*cs))))
return NULL;
if (!(cs->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
sizeof(*cs->fb.render_targets) * gl_info->limits.buffers)))
{
HeapFree(GetProcessHeap(), 0, cs);
return NULL;
}
if (FAILED(state_init(&cs->state, &cs->fb, gl_info, &device->adapter->d3d_info,
WINED3D_STATE_NO_REF | WINED3D_STATE_INIT_DEFAULT)))
{
HeapFree(GetProcessHeap(), 0, cs->fb.render_targets);
HeapFree(GetProcessHeap(), 0, cs);
return NULL;
}
cs->ops = &wined3d_cs_st_ops;
cs->device = device;
cs->data_size = WINED3D_INITIAL_CS_SIZE;
if (!(cs->data = HeapAlloc(GetProcessHeap(), 0, cs->data_size)))
{
HeapFree(GetProcessHeap(), 0, cs);
return NULL;
}
return cs;
}
void wined3d_cs_destroy(struct wined3d_cs *cs)
{
state_cleanup(&cs->state);
HeapFree(GetProcessHeap(), 0, cs->fb.render_targets);
HeapFree(GetProcessHeap(), 0, cs);
}