wined3d: Send sampler binding updates through the command stream.
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@ -39,6 +39,7 @@ enum wined3d_cs_op
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WINED3D_CS_OP_SET_INDEX_BUFFER,
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WINED3D_CS_OP_SET_INDEX_BUFFER,
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WINED3D_CS_OP_SET_CONSTANT_BUFFER,
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WINED3D_CS_OP_SET_CONSTANT_BUFFER,
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WINED3D_CS_OP_SET_TEXTURE,
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WINED3D_CS_OP_SET_TEXTURE,
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WINED3D_CS_OP_SET_SAMPLER,
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WINED3D_CS_OP_SET_SHADER,
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WINED3D_CS_OP_SET_SHADER,
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WINED3D_CS_OP_SET_RENDER_STATE,
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WINED3D_CS_OP_SET_RENDER_STATE,
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WINED3D_CS_OP_SET_TEXTURE_STATE,
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WINED3D_CS_OP_SET_TEXTURE_STATE,
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@ -150,6 +151,14 @@ struct wined3d_cs_set_texture
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struct wined3d_texture *texture;
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struct wined3d_texture *texture;
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};
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};
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struct wined3d_cs_set_sampler
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{
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enum wined3d_cs_op opcode;
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enum wined3d_shader_type type;
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UINT sampler_idx;
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struct wined3d_sampler *sampler;
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};
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struct wined3d_cs_set_shader
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struct wined3d_cs_set_shader
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{
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{
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enum wined3d_cs_op opcode;
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enum wined3d_cs_op opcode;
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@ -599,6 +608,27 @@ void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined
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cs->ops->submit(cs);
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cs->ops->submit(cs);
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}
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}
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static void wined3d_cs_exec_set_sampler(struct wined3d_cs *cs, const void *data)
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{
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const struct wined3d_cs_set_sampler *op = data;
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cs->state.sampler[op->type][op->sampler_idx] = op->sampler;
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}
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void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type,
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UINT sampler_idx, struct wined3d_sampler *sampler)
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{
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struct wined3d_cs_set_sampler *op;
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op = cs->ops->require_space(cs, sizeof(*op));
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op->opcode = WINED3D_CS_OP_SET_SAMPLER;
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op->type = type;
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op->sampler_idx = sampler_idx;
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op->sampler = sampler;
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cs->ops->submit(cs);
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}
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static void wined3d_cs_exec_set_shader(struct wined3d_cs *cs, const void *data)
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static void wined3d_cs_exec_set_shader(struct wined3d_cs *cs, const void *data)
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{
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{
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const struct wined3d_cs_set_shader *op = data;
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const struct wined3d_cs_set_shader *op = data;
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@ -759,6 +789,7 @@ static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void
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/* WINED3D_CS_OP_SET_INDEX_BUFFER */ wined3d_cs_exec_set_index_buffer,
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/* WINED3D_CS_OP_SET_INDEX_BUFFER */ wined3d_cs_exec_set_index_buffer,
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/* WINED3D_CS_OP_SET_CONSTANT_BUFFER */ wined3d_cs_exec_set_constant_buffer,
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/* WINED3D_CS_OP_SET_CONSTANT_BUFFER */ wined3d_cs_exec_set_constant_buffer,
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/* WINED3D_CS_OP_SET_TEXTURE */ wined3d_cs_exec_set_texture,
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/* WINED3D_CS_OP_SET_TEXTURE */ wined3d_cs_exec_set_texture,
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/* WINED3D_CS_OP_SET_SAMPLER */ wined3d_cs_exec_set_sampler,
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/* WINED3D_CS_OP_SET_SHADER */ wined3d_cs_exec_set_shader,
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/* WINED3D_CS_OP_SET_SHADER */ wined3d_cs_exec_set_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_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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/* WINED3D_CS_OP_SET_TEXTURE_STATE */ wined3d_cs_exec_set_texture_state,
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@ -2142,10 +2142,14 @@ static void wined3d_device_set_sampler(struct wined3d_device *device,
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}
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}
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prev = device->update_state->sampler[type][idx];
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prev = device->update_state->sampler[type][idx];
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device->update_state->sampler[type][idx] = sampler;
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if (sampler == prev)
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return;
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if (sampler)
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if (sampler)
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wined3d_sampler_incref(sampler);
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wined3d_sampler_incref(sampler);
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device->update_state->sampler[type][idx] = sampler;
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if (!device->recording)
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wined3d_cs_emit_set_sampler(device->cs, type, idx, sampler);
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if (prev)
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if (prev)
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wined3d_sampler_decref(prev);
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wined3d_sampler_decref(prev);
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}
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}
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@ -2485,6 +2485,8 @@ void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs,
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enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN;
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enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_set_render_target(struct wined3d_cs *cs, UINT render_target_idx,
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void wined3d_cs_emit_set_render_target(struct wined3d_cs *cs, UINT render_target_idx,
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struct wined3d_surface *render_target) DECLSPEC_HIDDEN;
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struct wined3d_surface *render_target) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type,
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UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
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void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
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enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN;
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enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect) DECLSPEC_HIDDEN;
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