wined3d: Send vertex buffer binding updates through the command stream.
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@ -33,6 +33,7 @@ enum wined3d_cs_op
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WINED3D_CS_OP_SET_RENDER_TARGET,
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WINED3D_CS_OP_SET_RENDER_TARGET,
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WINED3D_CS_OP_SET_DEPTH_STENCIL,
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WINED3D_CS_OP_SET_DEPTH_STENCIL,
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WINED3D_CS_OP_SET_VERTEX_DECLARATION,
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WINED3D_CS_OP_SET_VERTEX_DECLARATION,
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WINED3D_CS_OP_SET_STREAM_SOURCE,
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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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@ -98,6 +99,15 @@ struct wined3d_cs_set_vertex_declaration
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struct wined3d_vertex_declaration *declaration;
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struct wined3d_vertex_declaration *declaration;
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};
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};
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struct wined3d_cs_set_stream_source
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{
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enum wined3d_cs_op opcode;
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UINT stream_idx;
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struct wined3d_buffer *buffer;
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UINT offset;
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UINT stride;
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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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@ -310,6 +320,41 @@ void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs, struct wined3
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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_stream_source(struct wined3d_cs *cs, const void *data)
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{
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const struct wined3d_cs_set_stream_source *op = data;
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struct wined3d_stream_state *stream;
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struct wined3d_buffer *prev;
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stream = &cs->state.streams[op->stream_idx];
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prev = stream->buffer;
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stream->buffer = op->buffer;
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stream->offset = op->offset;
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stream->stride = op->stride;
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if (op->buffer)
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InterlockedIncrement(&op->buffer->resource.bind_count);
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if (prev)
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InterlockedDecrement(&prev->resource.bind_count);
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device_invalidate_state(cs->device, STATE_STREAMSRC);
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}
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void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
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struct wined3d_buffer *buffer, UINT offset, UINT stride)
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{
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struct wined3d_cs_set_stream_source *op;
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op = cs->ops->require_space(cs, sizeof(*op));
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op->opcode = WINED3D_CS_OP_SET_STREAM_SOURCE;
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op->stream_idx = stream_idx;
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op->buffer = buffer;
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op->offset = offset;
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op->stride = stride;
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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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@ -320,6 +365,7 @@ static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void
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/* WINED3D_CS_OP_SET_RENDER_TARGET */ wined3d_cs_exec_set_render_target,
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/* WINED3D_CS_OP_SET_RENDER_TARGET */ wined3d_cs_exec_set_render_target,
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/* WINED3D_CS_OP_SET_DEPTH_STENCIL */ wined3d_cs_exec_set_depth_stencil,
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/* WINED3D_CS_OP_SET_DEPTH_STENCIL */ wined3d_cs_exec_set_depth_stencil,
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/* WINED3D_CS_OP_SET_VERTEX_DECLARATION */ wined3d_cs_exec_set_vertex_declaration,
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/* WINED3D_CS_OP_SET_VERTEX_DECLARATION */ wined3d_cs_exec_set_vertex_declaration,
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/* WINED3D_CS_OP_SET_STREAM_SOURCE */ wined3d_cs_exec_set_stream_source,
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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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@ -1239,29 +1239,12 @@ HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UI
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stream->offset = offset;
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stream->offset = offset;
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}
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}
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/* Handle recording of state blocks. */
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if (device->recording)
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{
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TRACE("Recording... not performing anything.\n");
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if (buffer)
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wined3d_buffer_incref(buffer);
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if (prev_buffer)
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wined3d_buffer_decref(prev_buffer);
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return WINED3D_OK;
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}
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if (buffer)
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if (buffer)
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{
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InterlockedIncrement(&buffer->resource.bind_count);
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wined3d_buffer_incref(buffer);
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wined3d_buffer_incref(buffer);
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}
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if (!device->recording)
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wined3d_cs_emit_set_stream_source(device->cs, stream_idx, buffer, offset, stride);
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if (prev_buffer)
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if (prev_buffer)
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{
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InterlockedDecrement(&prev_buffer->resource.bind_count);
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wined3d_buffer_decref(prev_buffer);
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wined3d_buffer_decref(prev_buffer);
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}
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device_invalidate_state(device, STATE_STREAMSRC);
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return WINED3D_OK;
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return WINED3D_OK;
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}
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}
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@ -2490,6 +2490,8 @@ void wined3d_cs_emit_set_depth_stencil(struct wined3d_cs *cs, struct wined3d_sur
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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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void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
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struct wined3d_buffer *buffer, UINT offset, UINT stride) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs,
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void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs,
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struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN;
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struct wined3d_vertex_declaration *declaration) 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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void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) DECLSPEC_HIDDEN;
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