wined3d: Send geometry shader binding updates through the command stream.

This commit is contained in:
Henri Verbeet 2013-10-03 23:31:45 +02:00 committed by Alexandre Julliard
parent 368fcab2e8
commit 819e9dda28
3 changed files with 28 additions and 9 deletions

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@ -39,6 +39,7 @@ enum wined3d_cs_op
WINED3D_CS_OP_SET_INDEX_BUFFER,
WINED3D_CS_OP_SET_TEXTURE,
WINED3D_CS_OP_SET_VERTEX_SHADER,
WINED3D_CS_OP_SET_GEOMETRY_SHADER,
};
struct wined3d_cs_present
@ -531,6 +532,25 @@ void wined3d_cs_emit_set_vertex_shader(struct wined3d_cs *cs, struct wined3d_sha
cs->ops->submit(cs);
}
static void wined3d_cs_exec_set_geometry_shader(struct wined3d_cs *cs, const void *data)
{
const struct wined3d_cs_set_shader *op = data;
cs->state.geometry_shader = op->shader;
device_invalidate_state(cs->device, STATE_GEOMETRY_SHADER);
}
void wined3d_cs_emit_set_geometry_shader(struct wined3d_cs *cs, struct wined3d_shader *shader)
{
struct wined3d_cs_set_shader *op;
op = cs->ops->require_space(cs, sizeof(*op));
op->opcode = WINED3D_CS_OP_SET_GEOMETRY_SHADER;
op->shader = shader;
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,
@ -546,6 +566,7 @@ static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void
/* WINED3D_CS_OP_SET_INDEX_BUFFER */ wined3d_cs_exec_set_index_buffer,
/* WINED3D_CS_OP_SET_TEXTURE */ wined3d_cs_exec_set_texture,
/* WINED3D_CS_OP_SET_VERTEX_SHADER */ wined3d_cs_exec_set_vertex_shader,
/* WINED3D_CS_OP_SET_GEOMETRY_SHADER */ wined3d_cs_exec_set_geometry_shader,
};
static void *wined3d_cs_st_require_space(struct wined3d_cs *cs, size_t size)

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@ -2611,17 +2611,14 @@ void CDECL wined3d_device_set_geometry_shader(struct wined3d_device *device, str
TRACE("device %p, shader %p.\n", device, shader);
if (shader)
wined3d_shader_incref(shader);
if (prev)
wined3d_shader_decref(prev);
device->update_state->geometry_shader = shader;
if (device->recording || shader == prev)
return;
device_invalidate_state(device, STATE_GEOMETRY_SHADER);
if (shader)
wined3d_shader_incref(shader);
device->update_state->geometry_shader = shader;
wined3d_cs_emit_set_geometry_shader(device->cs, shader);
if (prev)
wined3d_shader_decref(prev);
}
struct wined3d_shader * CDECL wined3d_device_get_geometry_shader(const struct wined3d_device *device)

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@ -2487,6 +2487,7 @@ void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *sw
const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override,
const RGNDATA *dirty_region, DWORD flags) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_depth_stencil(struct wined3d_cs *cs, struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_geometry_shader(struct wined3d_cs *cs, struct wined3d_shader *shader) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_render_target(struct wined3d_cs *cs, UINT render_target_idx,