wined3d: Load unordered access resources before binding shader resources.

Loading a texture might invalidate shader resource view bindings.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2017-02-22 13:19:26 +01:00 committed by Alexandre Julliard
parent 873eace6e4
commit cab9282d10
1 changed files with 44 additions and 20 deletions

View File

@ -3406,19 +3406,53 @@ static void context_bind_shader_resources(struct wined3d_context *context, const
} }
} }
static void context_load_unordered_access_resources(struct wined3d_context *context,
const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
{
struct wined3d_unordered_access_view *view;
struct wined3d_texture *texture;
struct wined3d_buffer *buffer;
unsigned int i;
context->uses_uavs = 0;
if (!shader)
return;
for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
{
if (!shader->reg_maps.uav_resource_info[i].type)
continue;
if (!(view = views[i]))
continue;
if (view->resource->type == WINED3D_RTYPE_BUFFER)
{
buffer = buffer_from_resource(view->resource);
wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER);
wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_BUFFER);
}
else
{
texture = texture_from_resource(view->resource);
wined3d_texture_load(texture, context, FALSE);
wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_TEXTURE_RGB);
}
context->uses_uavs = 1;
}
}
static void context_bind_unordered_access_views(struct wined3d_context *context, static void context_bind_unordered_access_views(struct wined3d_context *context,
const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views) const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
{ {
const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_unordered_access_view *view; struct wined3d_unordered_access_view *view;
struct wined3d_texture *texture = NULL;
struct wined3d_buffer *buffer;
GLuint texture_name; GLuint texture_name;
unsigned int i; unsigned int i;
GLint level; GLint level;
context->uses_uavs = 0;
if (!shader) if (!shader)
return; return;
@ -3434,28 +3468,14 @@ static void context_bind_unordered_access_views(struct wined3d_context *context,
continue; continue;
} }
if (view->resource->type == WINED3D_RTYPE_BUFFER)
{
buffer = buffer_from_resource(view->resource);
wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER);
wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_BUFFER);
}
else
{
texture = texture_from_resource(view->resource);
wined3d_texture_load(texture, context, FALSE);
wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_TEXTURE_RGB);
}
context->uses_uavs = 1;
if (view->gl_view.name) if (view->gl_view.name)
{ {
texture_name = view->gl_view.name; texture_name = view->gl_view.name;
level = 0; level = 0;
} }
else if (texture) else if (view->resource->type != WINED3D_RTYPE_BUFFER)
{ {
struct wined3d_texture *texture = texture_from_resource(view->resource);
texture_name = wined3d_texture_get_gl_texture(texture, FALSE)->name; texture_name = wined3d_texture_get_gl_texture(texture, FALSE)->name;
level = view->desc.u.texture.level_idx; level = view->desc.u.texture.level_idx;
} }
@ -3496,6 +3516,8 @@ BOOL context_apply_draw_state(struct wined3d_context *context,
context_update_tex_unit_map(context, state); context_update_tex_unit_map(context, state);
context_preload_textures(context, state); context_preload_textures(context, state);
context_load_shader_resources(context, state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE)); context_load_shader_resources(context, state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE));
context_load_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_PIXEL],
state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
/* TODO: Right now the dependency on the vertex shader is necessary /* TODO: Right now the dependency on the vertex shader is necessary
* since context_stream_info_from_declaration depends on the reg_maps of * since context_stream_info_from_declaration depends on the reg_maps of
* the current VS but maybe it's possible to relax the coupling in some * the current VS but maybe it's possible to relax the coupling in some
@ -3579,6 +3601,8 @@ void context_apply_compute_state(struct wined3d_context *context,
unsigned int state_id, i, j; unsigned int state_id, i, j;
context_load_shader_resources(context, state, 1u << WINED3D_SHADER_TYPE_COMPUTE); context_load_shader_resources(context, state, 1u << WINED3D_SHADER_TYPE_COMPUTE);
context_load_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_COMPUTE],
state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
for (i = 0, state_id = STATE_COMPUTE_OFFSET; i < ARRAY_SIZE(context->dirty_compute_states); ++i) for (i = 0, state_id = STATE_COMPUTE_OFFSET; i < ARRAY_SIZE(context->dirty_compute_states); ++i)
{ {