wined3d: Send flushes through the command stream.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -30,6 +30,7 @@ enum wined3d_cs_op
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WINED3D_CS_OP_CLEAR,
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WINED3D_CS_OP_DISPATCH,
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WINED3D_CS_OP_DRAW,
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WINED3D_CS_OP_FLUSH,
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WINED3D_CS_OP_SET_PREDICATION,
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WINED3D_CS_OP_SET_VIEWPORT,
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WINED3D_CS_OP_SET_SCISSOR_RECT,
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@ -112,6 +113,11 @@ struct wined3d_cs_draw
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BOOL indexed;
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};
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struct wined3d_cs_flush
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{
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enum wined3d_cs_op opcode;
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};
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struct wined3d_cs_set_predication
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{
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enum wined3d_cs_op opcode;
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@ -759,6 +765,25 @@ void wined3d_cs_emit_draw(struct wined3d_cs *cs, GLenum primitive_type, int base
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cs->ops->submit(cs);
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}
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static void wined3d_cs_exec_flush(struct wined3d_cs *cs, const void *data)
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{
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struct wined3d_context *context;
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context = context_acquire(cs->device, NULL, 0);
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context->gl_info->gl_ops.gl.p_glFlush();
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context_release(context);
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}
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void wined3d_cs_emit_flush(struct wined3d_cs *cs)
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{
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struct wined3d_cs_flush *op;
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op = cs->ops->require_space(cs, sizeof(*op));
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op->opcode = WINED3D_CS_OP_FLUSH;
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cs->ops->submit(cs);
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}
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static void wined3d_cs_exec_set_predication(struct wined3d_cs *cs, const void *data)
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{
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const struct wined3d_cs_set_predication *op = data;
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@ -2007,6 +2032,7 @@ static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void
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/* WINED3D_CS_OP_CLEAR */ wined3d_cs_exec_clear,
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/* WINED3D_CS_OP_DISPATCH */ wined3d_cs_exec_dispatch,
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/* WINED3D_CS_OP_DRAW */ wined3d_cs_exec_draw,
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/* WINED3D_CS_OP_FLUSH */ wined3d_cs_exec_flush,
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/* WINED3D_CS_OP_SET_PREDICATION */ wined3d_cs_exec_set_predication,
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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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@ -3374,8 +3374,6 @@ HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
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HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
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{
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struct wined3d_context *context;
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TRACE("device %p.\n", device);
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if (!device->inScene)
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@ -3384,12 +3382,7 @@ HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
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return WINED3DERR_INVALIDCALL;
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}
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context = context_acquire(device, NULL, 0);
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/* We only have to do this if we need to read the, swapbuffers performs a flush for us */
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context->gl_info->gl_ops.gl.p_glFlush();
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/* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
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* fails. */
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context_release(context);
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wined3d_cs_emit_flush(device->cs);
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device->inScene = FALSE;
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return WINED3D_OK;
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@ -3258,6 +3258,7 @@ void wined3d_cs_emit_dispatch(struct wined3d_cs *cs,
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void wined3d_cs_emit_draw(struct wined3d_cs *cs, GLenum primitive_type, int base_vertex_idx,
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unsigned int start_idx, unsigned int index_count, unsigned int start_instance,
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unsigned int instance_count, BOOL indexed) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_flush(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_preload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
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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, DWORD flags) DECLSPEC_HIDDEN;
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