wined3d: Send render target binding updates through the command stream.
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0cc1c22d16
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438b672660
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@ -30,6 +30,7 @@ enum wined3d_cs_op
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WINED3D_CS_OP_DRAW,
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WINED3D_CS_OP_SET_VIEWPORT,
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WINED3D_CS_OP_SET_SCISSOR_RECT,
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WINED3D_CS_OP_SET_RENDER_TARGET,
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};
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struct wined3d_cs_present
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@ -76,6 +77,13 @@ struct wined3d_cs_set_scissor_rect
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const RECT *rect;
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};
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struct wined3d_cs_set_render_target
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{
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enum wined3d_cs_op opcode;
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UINT render_target_idx;
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struct wined3d_surface *render_target;
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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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{
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const struct wined3d_cs_present *op = data;
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@ -198,6 +206,27 @@ void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect)
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cs->ops->submit(cs);
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}
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static void wined3d_cs_exec_set_render_target(struct wined3d_cs *cs, const void *data)
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{
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const struct wined3d_cs_set_render_target *op = data;
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cs->state.fb->render_targets[op->render_target_idx] = op->render_target;
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device_invalidate_state(cs->device, STATE_FRAMEBUFFER);
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}
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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)
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{
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struct wined3d_cs_set_render_target *op;
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op = cs->ops->require_space(cs, sizeof(*op));
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op->opcode = WINED3D_CS_OP_SET_RENDER_TARGET;
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op->render_target_idx = render_target_idx;
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op->render_target = render_target;
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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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{
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/* WINED3D_CS_OP_PRESENT */ wined3d_cs_exec_present,
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@ -205,6 +234,7 @@ static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void
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/* WINED3D_CS_OP_DRAW */ wined3d_cs_exec_draw,
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/* WINED3D_CS_OP_SET_VIEWPORT */ wined3d_cs_exec_set_viewport,
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/* WINED3D_CS_OP_SET_SCISSOR_RECT */ wined3d_cs_exec_set_scissor_rect,
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/* WINED3D_CS_OP_SET_RENDER_TARGET */ wined3d_cs_exec_set_render_target,
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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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@ -4032,13 +4032,12 @@ HRESULT CDECL wined3d_device_set_render_target(struct wined3d_device *device,
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if (render_target)
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wined3d_surface_incref(render_target);
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device->fb.render_targets[render_target_idx] = render_target;
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wined3d_cs_emit_set_render_target(device->cs, render_target_idx, render_target);
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/* Release after the assignment, to prevent device_resource_released()
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* from seeing the surface as still in use. */
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if (prev)
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wined3d_surface_decref(prev);
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device_invalidate_state(device, STATE_FRAMEBUFFER);
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return WINED3D_OK;
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}
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@ -2486,6 +2486,8 @@ void wined3d_cs_emit_draw(struct wined3d_cs *cs, UINT start_idx, UINT index_coun
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void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain,
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const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override,
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const RGNDATA *dirty_region, DWORD flags) 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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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_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) DECLSPEC_HIDDEN;
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