wined3d: Set an array of rendertarget views as a single CS operation.

Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Zebediah Figura 2021-07-15 00:18:34 -05:00 committed by Alexandre Julliard
parent 1124edd281
commit befaf4d612
3 changed files with 48 additions and 42 deletions

View File

@ -117,7 +117,7 @@ enum wined3d_cs_op
WINED3D_CS_OP_SET_PREDICATION,
WINED3D_CS_OP_SET_VIEWPORTS,
WINED3D_CS_OP_SET_SCISSOR_RECTS,
WINED3D_CS_OP_SET_RENDERTARGET_VIEW,
WINED3D_CS_OP_SET_RENDERTARGET_VIEWS,
WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW,
WINED3D_CS_OP_SET_VERTEX_DECLARATION,
WINED3D_CS_OP_SET_STREAM_SOURCES,
@ -236,11 +236,12 @@ struct wined3d_cs_set_scissor_rects
RECT rects[1];
};
struct wined3d_cs_set_rendertarget_view
struct wined3d_cs_set_rendertarget_views
{
enum wined3d_cs_op opcode;
unsigned int view_idx;
struct wined3d_rendertarget_view *view;
unsigned int start_idx;
unsigned int count;
struct wined3d_rendertarget_view *views[1];
};
struct wined3d_cs_set_depth_stencil_view
@ -590,7 +591,7 @@ static const char *debug_cs_op(enum wined3d_cs_op op)
WINED3D_TO_STR(WINED3D_CS_OP_SET_PREDICATION);
WINED3D_TO_STR(WINED3D_CS_OP_SET_VIEWPORTS);
WINED3D_TO_STR(WINED3D_CS_OP_SET_SCISSOR_RECTS);
WINED3D_TO_STR(WINED3D_CS_OP_SET_RENDERTARGET_VIEW);
WINED3D_TO_STR(WINED3D_CS_OP_SET_RENDERTARGET_VIEWS);
WINED3D_TO_STR(WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW);
WINED3D_TO_STR(WINED3D_CS_OP_SET_VERTEX_DECLARATION);
WINED3D_TO_STR(WINED3D_CS_OP_SET_STREAM_SOURCES);
@ -1293,43 +1294,50 @@ void wined3d_device_context_emit_set_scissor_rects(struct wined3d_device_context
wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_rendertarget_view(struct wined3d_cs *cs, const void *data)
static void wined3d_cs_exec_set_rendertarget_views(struct wined3d_cs *cs, const void *data)
{
const struct wined3d_cs_set_rendertarget_view *op = data;
bool prev_alpha_swizzle, curr_alpha_swizzle;
struct wined3d_rendertarget_view *prev;
bool prev_srgb_write, curr_srgb_write;
struct wined3d_device *device;
const struct wined3d_cs_set_rendertarget_views *op = data;
struct wined3d_device *device = cs->c.device;
unsigned int i;
device = cs->c.device;
prev = cs->state.fb.render_targets[op->view_idx];
cs->state.fb.render_targets[op->view_idx] = op->view;
device_invalidate_state(device, STATE_FRAMEBUFFER);
prev_alpha_swizzle = prev && prev->format->id == WINED3DFMT_A8_UNORM;
curr_alpha_swizzle = op->view && op->view->format->id == WINED3DFMT_A8_UNORM;
if (prev_alpha_swizzle != curr_alpha_swizzle)
device_invalidate_state(device, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL));
if (!(device->adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
|| cs->state.render_states[WINED3D_RS_SRGBWRITEENABLE])
for (i = 0; i < op->count; ++i)
{
prev_srgb_write = prev && prev->format_flags & WINED3DFMT_FLAG_SRGB_WRITE;
curr_srgb_write = op->view && op->view->format_flags & WINED3DFMT_FLAG_SRGB_WRITE;
if (prev_srgb_write != curr_srgb_write)
device_invalidate_state(device, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
struct wined3d_rendertarget_view *prev = cs->state.fb.render_targets[op->start_idx + i];
struct wined3d_rendertarget_view *view = op->views[i];
bool prev_alpha_swizzle, curr_alpha_swizzle;
bool prev_srgb_write, curr_srgb_write;
cs->state.fb.render_targets[op->start_idx + i] = view;
prev_alpha_swizzle = prev && prev->format->id == WINED3DFMT_A8_UNORM;
curr_alpha_swizzle = view && view->format->id == WINED3DFMT_A8_UNORM;
if (prev_alpha_swizzle != curr_alpha_swizzle)
device_invalidate_state(device, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL));
if (!(device->adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
|| cs->state.render_states[WINED3D_RS_SRGBWRITEENABLE])
{
prev_srgb_write = prev && prev->format_flags & WINED3DFMT_FLAG_SRGB_WRITE;
curr_srgb_write = view && view->format_flags & WINED3DFMT_FLAG_SRGB_WRITE;
if (prev_srgb_write != curr_srgb_write)
device_invalidate_state(device, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
}
}
device_invalidate_state(device, STATE_FRAMEBUFFER);
}
void wined3d_device_context_emit_set_rendertarget_view(struct wined3d_device_context *context, unsigned int view_idx,
struct wined3d_rendertarget_view *view)
void wined3d_device_context_emit_set_rendertarget_views(struct wined3d_device_context *context,
unsigned int start_idx, unsigned int count, struct wined3d_rendertarget_view *const *views)
{
struct wined3d_cs_set_rendertarget_view *op;
struct wined3d_cs_set_rendertarget_views *op;
op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_SET_RENDERTARGET_VIEW;
op->view_idx = view_idx;
op->view = view;
op = wined3d_device_context_require_space(context,
offsetof(struct wined3d_cs_set_rendertarget_views, views[count]), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_SET_RENDERTARGET_VIEWS;
op->start_idx = start_idx;
op->count = count;
memcpy(op->views, views, count * sizeof(*views));
wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
}
@ -2891,7 +2899,7 @@ static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void
/* WINED3D_CS_OP_SET_PREDICATION */ wined3d_cs_exec_set_predication,
/* WINED3D_CS_OP_SET_VIEWPORTS */ wined3d_cs_exec_set_viewports,
/* WINED3D_CS_OP_SET_SCISSOR_RECTS */ wined3d_cs_exec_set_scissor_rects,
/* WINED3D_CS_OP_SET_RENDERTARGET_VIEW */ wined3d_cs_exec_set_rendertarget_view,
/* WINED3D_CS_OP_SET_RENDERTARGET_VIEWS */ wined3d_cs_exec_set_rendertarget_views,
/* WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW */ wined3d_cs_exec_set_depth_stencil_view,
/* WINED3D_CS_OP_SET_VERTEX_DECLARATION */ wined3d_cs_exec_set_vertex_declaration,
/* WINED3D_CS_OP_SET_STREAM_SOURCES */ wined3d_cs_exec_set_stream_sources,

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@ -1649,10 +1649,8 @@ void CDECL wined3d_device_context_set_state(struct wined3d_device_context *conte
context->state = state;
wined3d_device_context_emit_set_feature_level(context, state->feature_level);
for (i = 0; i < WINED3D_MAX_RENDER_TARGETS; ++i)
{
wined3d_device_context_emit_set_rendertarget_view(context, i, state->fb.render_targets[i]);
}
wined3d_device_context_emit_set_rendertarget_views(context, 0,
ARRAY_SIZE(state->fb.render_targets), state->fb.render_targets);
wined3d_device_context_emit_set_depth_stencil_view(context, state->fb.depth_stencil);
wined3d_device_context_emit_set_vertex_declaration(context, state->vertex_declaration);
@ -2145,6 +2143,7 @@ HRESULT CDECL wined3d_device_context_set_rendertarget_views(struct wined3d_devic
if (!memcmp(views, &state->fb.render_targets[start_idx], count * sizeof(*views)))
return WINED3D_OK;
wined3d_device_context_emit_set_rendertarget_views(context, start_idx, count, views);
for (i = 0; i < count; ++i)
{
struct wined3d_rendertarget_view *prev = state->fb.render_targets[start_idx + i];
@ -2156,7 +2155,6 @@ HRESULT CDECL wined3d_device_context_set_rendertarget_views(struct wined3d_devic
wined3d_rtv_bind_count_inc(view);
}
state->fb.render_targets[start_idx + i] = view;
wined3d_device_context_emit_set_rendertarget_view(context, start_idx + i, view);
/* Release after the assignment, to prevent device_resource_released()
* from seeing the resource as still in use. */
if (prev)

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@ -4826,8 +4826,8 @@ void wined3d_device_context_emit_set_rasterizer_state(struct wined3d_device_cont
struct wined3d_rasterizer_state *rasterizer_state) DECLSPEC_HIDDEN;
void wined3d_device_context_emit_set_render_state(struct wined3d_device_context *context,
enum wined3d_render_state state, unsigned int value) DECLSPEC_HIDDEN;
void wined3d_device_context_emit_set_rendertarget_view(struct wined3d_device_context *context, unsigned int view_idx,
struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
void wined3d_device_context_emit_set_rendertarget_views(struct wined3d_device_context *context, unsigned int start_idx,
unsigned int count, struct wined3d_rendertarget_view *const *views) DECLSPEC_HIDDEN;
void wined3d_device_context_emit_set_samplers(struct wined3d_device_context *context, enum wined3d_shader_type type,
unsigned int start_idx, unsigned int count, struct wined3d_sampler *const *samplers) DECLSPEC_HIDDEN;
void wined3d_device_context_emit_set_sampler_state(struct wined3d_device_context *context, unsigned int sampler_idx,