wined3d: Send texture state updates through the command stream.
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@ -42,6 +42,7 @@ enum wined3d_cs_op
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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_RENDER_STATE,
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WINED3D_CS_OP_SET_TEXTURE_STATE,
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};
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struct wined3d_cs_present
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@ -151,6 +152,14 @@ struct wined3d_cs_set_render_state
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DWORD value;
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};
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struct wined3d_cs_set_texture_state
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{
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enum wined3d_cs_op opcode;
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UINT stage;
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enum wined3d_texture_stage_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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{
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const struct wined3d_cs_present *op = data;
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@ -599,6 +608,28 @@ void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs, enum wined3d_render
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cs->ops->submit(cs);
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}
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static void wined3d_cs_exec_set_texture_state(struct wined3d_cs *cs, const void *data)
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{
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const struct wined3d_cs_set_texture_state *op = data;
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cs->state.texture_states[op->stage][op->state] = op->value;
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device_invalidate_state(cs->device, STATE_TEXTURESTAGE(op->stage, op->state));
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}
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void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
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enum wined3d_texture_stage_state state, DWORD value)
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{
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struct wined3d_cs_set_texture_state *op;
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op = cs->ops->require_space(cs, sizeof(*op));
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op->opcode = WINED3D_CS_OP_SET_TEXTURE_STATE;
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op->stage = stage;
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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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{
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/* WINED3D_CS_OP_PRESENT */ wined3d_cs_exec_present,
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@ -617,6 +648,7 @@ static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void
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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_RENDER_STATE */ wined3d_cs_exec_set_render_state,
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/* WINED3D_CS_OP_SET_TEXTURE_STATE */ wined3d_cs_exec_set_texture_state,
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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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@ -3074,7 +3074,7 @@ void CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
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return;
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}
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device_invalidate_state(device, STATE_TEXTURESTAGE(stage, state));
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wined3d_cs_emit_set_texture_state(device->cs, stage, state, value);
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}
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DWORD CDECL wined3d_device_get_texture_stage_state(const struct wined3d_device *device,
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@ -2501,6 +2501,8 @@ void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
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void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx,
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UINT frequency, UINT flags) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
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enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN;
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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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void wined3d_cs_emit_set_vertex_shader(struct wined3d_cs *cs, struct wined3d_shader *shader) DECLSPEC_HIDDEN;
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