wined3d: Introduce wined3d_device_context_set_shader_resource_view().

Signed-off-by: Zebediah Figura <z.figura12@gmail.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Zebediah Figura 2021-03-16 19:06:06 -05:00 committed by Alexandre Julliard
parent e2c96d3453
commit ee788e3e08
3 changed files with 52 additions and 47 deletions

View File

@ -2188,6 +2188,48 @@ void CDECL wined3d_device_context_set_scissor_rects(struct wined3d_device_contex
wined3d_device_context_emit_set_scissor_rects(context, rect_count, rects);
}
void CDECL wined3d_device_context_set_shader_resource_view(struct wined3d_device_context *context,
enum wined3d_shader_type type, unsigned int idx, struct wined3d_shader_resource_view *view)
{
struct wined3d_state *state = context->state;
const struct wined3d_rendertarget_view *dsv;
struct wined3d_shader_resource_view *prev;
TRACE("context %p, type %#x, idx %u, view %p.\n", context, type, idx, view);
if (idx >= MAX_SHADER_RESOURCE_VIEWS)
{
WARN("Invalid view index %u.\n", idx);
return;
}
prev = state->shader_resource_view[type][idx];
if (view == prev)
return;
if (view && (wined3d_is_srv_rtv_bound(view)
|| ((dsv = state->fb.depth_stencil)
&& dsv->resource == view->resource && wined3d_dsv_srv_conflict(dsv, view->format))))
{
WARN("Application is trying to bind resource which is attached as render target.\n");
view = NULL;
}
if (view)
{
wined3d_shader_resource_view_incref(view);
wined3d_srv_bind_count_inc(view);
}
state->shader_resource_view[type][idx] = view;
wined3d_device_context_emit_set_shader_resource_view(context, type, idx, view);
if (prev)
{
wined3d_srv_bind_count_dec(prev);
wined3d_shader_resource_view_decref(prev);
}
}
void CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
{
TRACE("device %p, shader %p.\n", device, shader);
@ -2224,52 +2266,12 @@ struct wined3d_buffer * CDECL wined3d_device_get_constant_buffer(const struct wi
return device->cs->c.state->cb[shader_type][idx];
}
static void wined3d_device_set_shader_resource_view(struct wined3d_device *device,
enum wined3d_shader_type type, UINT idx, struct wined3d_shader_resource_view *view)
{
const struct wined3d_rendertarget_view *dsv;
struct wined3d_state *state = device->cs->c.state;
struct wined3d_shader_resource_view *prev;
if (idx >= MAX_SHADER_RESOURCE_VIEWS)
{
WARN("Invalid view index %u.\n", idx);
return;
}
prev = state->shader_resource_view[type][idx];
if (view == prev)
return;
if (view && (wined3d_is_srv_rtv_bound(view)
|| ((dsv = state->fb.depth_stencil)
&& dsv->resource == view->resource && wined3d_dsv_srv_conflict(dsv, view->format))))
{
WARN("Application is trying to bind resource which is attached as render target.\n");
view = NULL;
}
if (view)
{
wined3d_shader_resource_view_incref(view);
wined3d_srv_bind_count_inc(view);
}
state->shader_resource_view[type][idx] = view;
wined3d_device_context_emit_set_shader_resource_view(&device->cs->c, type, idx, view);
if (prev)
{
wined3d_srv_bind_count_dec(prev);
wined3d_shader_resource_view_decref(prev);
}
}
void CDECL wined3d_device_set_vs_resource_view(struct wined3d_device *device,
UINT idx, struct wined3d_shader_resource_view *view)
{
TRACE("device %p, idx %u, view %p.\n", device, idx, view);
wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_VERTEX, idx, view);
wined3d_device_context_set_shader_resource_view(&device->cs->c, WINED3D_SHADER_TYPE_VERTEX, idx, view);
}
static struct wined3d_shader_resource_view *wined3d_device_get_shader_resource_view(
@ -2415,7 +2417,7 @@ void CDECL wined3d_device_set_ps_resource_view(struct wined3d_device *device,
{
TRACE("device %p, idx %u, view %p.\n", device, idx, view);
wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_PIXEL, idx, view);
wined3d_device_context_set_shader_resource_view(&device->cs->c, WINED3D_SHADER_TYPE_PIXEL, idx, view);
}
struct wined3d_shader_resource_view * CDECL wined3d_device_get_ps_resource_view(const struct wined3d_device *device,
@ -2513,7 +2515,7 @@ void CDECL wined3d_device_set_hs_resource_view(struct wined3d_device *device,
{
TRACE("device %p, idx %u, view %p.\n", device, idx, view);
wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_HULL, idx, view);
wined3d_device_context_set_shader_resource_view(&device->cs->c, WINED3D_SHADER_TYPE_HULL, idx, view);
}
struct wined3d_shader_resource_view * CDECL wined3d_device_get_hs_resource_view(const struct wined3d_device *device,
@ -2558,7 +2560,7 @@ void CDECL wined3d_device_set_ds_resource_view(struct wined3d_device *device,
{
TRACE("device %p, idx %u, view %p.\n", device, idx, view);
wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_DOMAIN, idx, view);
wined3d_device_context_set_shader_resource_view(&device->cs->c, WINED3D_SHADER_TYPE_DOMAIN, idx, view);
}
struct wined3d_shader_resource_view * CDECL wined3d_device_get_ds_resource_view(const struct wined3d_device *device,
@ -2603,7 +2605,7 @@ void CDECL wined3d_device_set_gs_resource_view(struct wined3d_device *device,
{
TRACE("device %p, idx %u, view %p.\n", device, idx, view);
wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, view);
wined3d_device_context_set_shader_resource_view(&device->cs->c, WINED3D_SHADER_TYPE_GEOMETRY, idx, view);
}
struct wined3d_shader_resource_view * CDECL wined3d_device_get_gs_resource_view(const struct wined3d_device *device,
@ -2647,7 +2649,7 @@ void CDECL wined3d_device_set_cs_resource_view(struct wined3d_device *device,
{
TRACE("device %p, idx %u, view %p.\n", device, idx, view);
wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_COMPUTE, idx, view);
wined3d_device_context_set_shader_resource_view(&device->cs->c, WINED3D_SHADER_TYPE_COMPUTE, idx, view);
}
struct wined3d_shader_resource_view * CDECL wined3d_device_get_cs_resource_view(const struct wined3d_device *device,
@ -5183,7 +5185,7 @@ static void wined3d_unbind_srv_for_rtv(struct wined3d_device *device,
if ((srv = state->shader_resource_view[i][j]) && srv->resource == resource
&& ((!dsv && wined3d_is_srv_rtv_bound(srv))
|| (dsv && wined3d_dsv_srv_conflict(view, srv->format))))
wined3d_device_set_shader_resource_view(device, i, j, NULL);
wined3d_device_context_set_shader_resource_view(&device->cs->c, i, j, NULL);
}
}

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@ -172,6 +172,7 @@
@ cdecl wined3d_device_context_set_rasterizer_state(ptr ptr)
@ cdecl wined3d_device_context_set_scissor_rects(ptr long ptr)
@ cdecl wined3d_device_context_set_shader(ptr long ptr)
@ cdecl wined3d_device_context_set_shader_resource_view(ptr long long ptr)
@ cdecl wined3d_device_context_set_viewports(ptr long ptr)
@ cdecl wined3d_output_find_closest_matching_mode(ptr ptr)

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@ -2560,6 +2560,8 @@ void __cdecl wined3d_device_context_set_scissor_rects(struct wined3d_device_cont
const RECT *rects);
void __cdecl wined3d_device_context_set_shader(struct wined3d_device_context *context,
enum wined3d_shader_type type, struct wined3d_shader *shader);
void __cdecl wined3d_device_context_set_shader_resource_view(struct wined3d_device_context *context,
enum wined3d_shader_type type, unsigned int idx, struct wined3d_shader_resource_view *view);
void __cdecl wined3d_device_context_set_viewports(struct wined3d_device_context *context, unsigned int viewport_count,
const struct wined3d_viewport *viewports);