wined3d: Send render state updates through the command stream.
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@ -41,6 +41,7 @@ enum wined3d_cs_op
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WINED3D_CS_OP_SET_VERTEX_SHADER,
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WINED3D_CS_OP_SET_VERTEX_SHADER,
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WINED3D_CS_OP_SET_GEOMETRY_SHADER,
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WINED3D_CS_OP_SET_GEOMETRY_SHADER,
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WINED3D_CS_OP_SET_PIXEL_SHADER,
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WINED3D_CS_OP_SET_PIXEL_SHADER,
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WINED3D_CS_OP_SET_RENDER_STATE,
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};
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};
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struct wined3d_cs_present
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struct wined3d_cs_present
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@ -143,6 +144,13 @@ struct wined3d_cs_set_shader
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struct wined3d_shader *shader;
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struct wined3d_shader *shader;
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};
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};
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struct wined3d_cs_set_render_state
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{
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enum wined3d_cs_op opcode;
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enum wined3d_render_state state;
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DWORD value;
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};
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static void wined3d_cs_exec_present(struct wined3d_cs *cs, const void *data)
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static void wined3d_cs_exec_present(struct wined3d_cs *cs, const void *data)
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{
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{
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const struct wined3d_cs_present *op = data;
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const struct wined3d_cs_present *op = data;
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@ -571,6 +579,26 @@ void wined3d_cs_emit_set_pixel_shader(struct wined3d_cs *cs, struct wined3d_shad
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cs->ops->submit(cs);
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cs->ops->submit(cs);
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}
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}
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static void wined3d_cs_exec_set_render_state(struct wined3d_cs *cs, const void *data)
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{
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const struct wined3d_cs_set_render_state *op = data;
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cs->state.render_states[op->state] = op->value;
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device_invalidate_state(cs->device, STATE_RENDER(op->state));
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}
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void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs, enum wined3d_render_state state, DWORD value)
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{
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struct wined3d_cs_set_render_state *op;
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op = cs->ops->require_space(cs, sizeof(*op));
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op->opcode = WINED3D_CS_OP_SET_RENDER_STATE;
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op->state = state;
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op->value = value;
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cs->ops->submit(cs);
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}
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static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void *data) =
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static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void *data) =
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{
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{
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/* WINED3D_CS_OP_PRESENT */ wined3d_cs_exec_present,
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/* WINED3D_CS_OP_PRESENT */ wined3d_cs_exec_present,
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@ -588,6 +616,7 @@ static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void
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/* WINED3D_CS_OP_SET_VERTEX_SHADER */ wined3d_cs_exec_set_vertex_shader,
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/* WINED3D_CS_OP_SET_VERTEX_SHADER */ wined3d_cs_exec_set_vertex_shader,
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/* WINED3D_CS_OP_SET_GEOMETRY_SHADER */ wined3d_cs_exec_set_geometry_shader,
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/* WINED3D_CS_OP_SET_GEOMETRY_SHADER */ wined3d_cs_exec_set_geometry_shader,
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/* WINED3D_CS_OP_SET_PIXEL_SHADER */ wined3d_cs_exec_set_pixel_shader,
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/* WINED3D_CS_OP_SET_PIXEL_SHADER */ wined3d_cs_exec_set_pixel_shader,
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/* WINED3D_CS_OP_SET_RENDER_STATE */ wined3d_cs_exec_set_render_state,
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};
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};
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static void *wined3d_cs_st_require_space(struct wined3d_cs *cs, size_t size)
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static void *wined3d_cs_st_require_space(struct wined3d_cs *cs, size_t size)
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@ -1940,7 +1940,7 @@ void CDECL wined3d_device_set_render_state(struct wined3d_device *device,
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if (value == old_value)
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if (value == old_value)
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TRACE("Application is setting the old value over, nothing to do.\n");
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TRACE("Application is setting the old value over, nothing to do.\n");
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else
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else
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device_invalidate_state(device, STATE_RENDER(state));
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wined3d_cs_emit_set_render_state(device->cs, state, value);
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if (state == WINED3D_RS_POINTSIZE && value == WINED3D_RESZ_CODE)
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if (state == WINED3D_RS_POINTSIZE && value == WINED3D_RESZ_CODE)
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{
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{
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@ -2491,6 +2491,8 @@ void wined3d_cs_emit_set_geometry_shader(struct wined3d_cs *cs, struct wined3d_s
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void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
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void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
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enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
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enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_set_pixel_shader(struct wined3d_cs *cs, struct wined3d_shader *shader) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_set_pixel_shader(struct wined3d_cs *cs, struct wined3d_shader *shader) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs,
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enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_set_render_target(struct wined3d_cs *cs, UINT render_target_idx,
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void wined3d_cs_emit_set_render_target(struct wined3d_cs *cs, UINT render_target_idx,
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struct wined3d_surface *render_target) DECLSPEC_HIDDEN;
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struct wined3d_surface *render_target) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect) DECLSPEC_HIDDEN;
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