wined3d: Implement indirect compute dispatch.
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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@ -112,9 +112,7 @@ struct wined3d_cs_clear
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struct wined3d_cs_dispatch
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{
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enum wined3d_cs_op opcode;
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unsigned int group_count_x;
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unsigned int group_count_y;
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unsigned int group_count_z;
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struct wined3d_dispatch_parameters parameters;
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};
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struct wined3d_cs_draw
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@ -705,14 +703,23 @@ static void wined3d_cs_exec_dispatch(struct wined3d_cs *cs, const void *data)
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const struct wined3d_cs_dispatch *op = data;
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struct wined3d_state *state = &cs->state;
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dispatch_compute(cs->device, state,
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op->group_count_x, op->group_count_y, op->group_count_z);
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dispatch_compute(cs->device, state, &op->parameters);
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if (op->parameters.indirect)
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wined3d_resource_release(&op->parameters.u.indirect.buffer->resource);
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release_shader_resources(state, 1u << WINED3D_SHADER_TYPE_COMPUTE);
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release_unordered_access_resources(state->shader[WINED3D_SHADER_TYPE_COMPUTE],
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state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
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}
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static void acquire_compute_pipeline_resources(const struct wined3d_state *state)
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{
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acquire_shader_resources(state, 1u << WINED3D_SHADER_TYPE_COMPUTE);
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acquire_unordered_access_resources(state->shader[WINED3D_SHADER_TYPE_COMPUTE],
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state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
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}
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void wined3d_cs_emit_dispatch(struct wined3d_cs *cs,
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unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z)
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{
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@ -721,13 +728,30 @@ void wined3d_cs_emit_dispatch(struct wined3d_cs *cs,
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op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
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op->opcode = WINED3D_CS_OP_DISPATCH;
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op->group_count_x = group_count_x;
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op->group_count_y = group_count_y;
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op->group_count_z = group_count_z;
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op->parameters.indirect = FALSE;
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op->parameters.u.direct.group_count_x = group_count_x;
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op->parameters.u.direct.group_count_y = group_count_y;
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op->parameters.u.direct.group_count_z = group_count_z;
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acquire_shader_resources(state, 1u << WINED3D_SHADER_TYPE_COMPUTE);
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acquire_unordered_access_resources(state->shader[WINED3D_SHADER_TYPE_COMPUTE],
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state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
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acquire_compute_pipeline_resources(state);
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cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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}
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void wined3d_cs_emit_dispatch_indirect(struct wined3d_cs *cs,
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struct wined3d_buffer *buffer, unsigned int offset)
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{
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const struct wined3d_state *state = &cs->device->state;
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struct wined3d_cs_dispatch *op;
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op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
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op->opcode = WINED3D_CS_OP_DISPATCH;
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op->parameters.indirect = TRUE;
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op->parameters.u.indirect.buffer = buffer;
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op->parameters.u.indirect.offset = offset;
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acquire_compute_pipeline_resources(state);
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wined3d_resource_acquire(&buffer->resource);
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cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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}
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@ -3652,6 +3652,14 @@ void CDECL wined3d_device_dispatch_compute(struct wined3d_device *device,
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wined3d_cs_emit_dispatch(device->cs, group_count_x, group_count_y, group_count_z);
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}
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void CDECL wined3d_device_dispatch_compute_indirect(struct wined3d_device *device,
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struct wined3d_buffer *buffer, unsigned int offset)
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{
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TRACE("device %p, buffer %p, offset %u.\n", device, buffer, offset);
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wined3d_cs_emit_dispatch_indirect(device->cs, buffer, offset);
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}
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void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
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enum wined3d_primitive_type primitive_type, unsigned int patch_vertex_count)
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{
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@ -669,7 +669,7 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
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}
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void dispatch_compute(struct wined3d_device *device, const struct wined3d_state *state,
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unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z)
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const struct wined3d_dispatch_parameters *parameters)
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{
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const struct wined3d_gl_info *gl_info;
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struct wined3d_context *context;
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@ -699,8 +699,22 @@ void dispatch_compute(struct wined3d_device *device, const struct wined3d_state
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return;
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}
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GL_EXTCALL(glDispatchCompute(group_count_x, group_count_y, group_count_z));
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checkGLcall("glDispatchCompute");
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if (parameters->indirect)
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{
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const struct wined3d_indirect_dispatch_parameters *indirect = ¶meters->u.indirect;
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struct wined3d_buffer *buffer = indirect->buffer;
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wined3d_buffer_load(buffer, context, state);
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GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, buffer->buffer_object));
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GL_EXTCALL(glDispatchComputeIndirect((GLintptr)indirect->offset));
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GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, 0));
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}
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else
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{
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const struct wined3d_direct_dispatch_parameters *direct = ¶meters->u.direct;
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GL_EXTCALL(glDispatchCompute(direct->group_count_x, direct->group_count_y, direct->group_count_z));
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}
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checkGLcall("dispatch compute");
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GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS));
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checkGLcall("glMemoryBarrier");
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@ -42,6 +42,7 @@
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@ cdecl wined3d_device_create(ptr long long ptr long long ptr ptr)
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@ cdecl wined3d_device_decref(ptr)
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@ cdecl wined3d_device_dispatch_compute(ptr long long long)
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@ cdecl wined3d_device_dispatch_compute_indirect(ptr ptr long)
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@ cdecl wined3d_device_draw_indexed_primitive(ptr long long)
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@ cdecl wined3d_device_draw_indexed_primitive_instanced(ptr long long long long)
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@ cdecl wined3d_device_draw_primitive(ptr long long)
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@ -1479,11 +1479,34 @@ void wined3d_stream_info_from_declaration(struct wined3d_stream_info *stream_inf
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const struct wined3d_state *state, const struct wined3d_gl_info *gl_info,
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const struct wined3d_d3d_info *d3d_info) DECLSPEC_HIDDEN;
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struct wined3d_direct_dispatch_parameters
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{
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unsigned int group_count_x;
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unsigned int group_count_y;
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unsigned int group_count_z;
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};
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struct wined3d_indirect_dispatch_parameters
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{
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struct wined3d_buffer *buffer;
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unsigned int offset;
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};
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struct wined3d_dispatch_parameters
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{
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BOOL indirect;
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union
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{
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struct wined3d_direct_dispatch_parameters direct;
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struct wined3d_indirect_dispatch_parameters indirect;
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} u;
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};
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void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state,
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int base_vertex_idx, unsigned int start_idx, unsigned int index_count,
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unsigned int start_instance, unsigned int instance_count, BOOL indexed) DECLSPEC_HIDDEN;
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void dispatch_compute(struct wined3d_device *device, const struct wined3d_state *state,
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unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z) DECLSPEC_HIDDEN;
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const struct wined3d_dispatch_parameters *dispatch_parameters) DECLSPEC_HIDDEN;
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DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
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#define eps 1e-8f
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@ -3430,6 +3453,8 @@ void wined3d_cs_emit_copy_uav_counter(struct wined3d_cs *cs, struct wined3d_buff
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unsigned int offset, struct wined3d_unordered_access_view *uav) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_dispatch(struct wined3d_cs *cs,
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unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_dispatch_indirect(struct wined3d_cs *cs,
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struct wined3d_buffer *buffer, unsigned int offset) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_draw(struct wined3d_cs *cs, GLenum primitive_type, unsigned int patch_vertex_count,
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int base_vertex_idx, unsigned int start_idx, unsigned int index_count,
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unsigned int start_instance, unsigned int instance_count, BOOL indexed) DECLSPEC_HIDDEN;
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@ -2217,6 +2217,8 @@ HRESULT __cdecl wined3d_device_create(struct wined3d *wined3d, UINT adapter_idx,
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ULONG __cdecl wined3d_device_decref(struct wined3d_device *device);
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void __cdecl wined3d_device_dispatch_compute(struct wined3d_device *device,
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unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z);
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void __cdecl wined3d_device_dispatch_compute_indirect(struct wined3d_device *device,
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struct wined3d_buffer *buffer, unsigned int offset);
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HRESULT __cdecl wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count);
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void __cdecl wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device *device,
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UINT start_idx, UINT index_count, UINT start_instance, UINT instance_count);
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