wined3d: Send depth stencil binding updates through the command stream.
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438b672660
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fd5fc51bc5
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@ -31,6 +31,7 @@ enum wined3d_cs_op
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WINED3D_CS_OP_SET_VIEWPORT,
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WINED3D_CS_OP_SET_VIEWPORT,
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WINED3D_CS_OP_SET_SCISSOR_RECT,
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WINED3D_CS_OP_SET_SCISSOR_RECT,
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WINED3D_CS_OP_SET_RENDER_TARGET,
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WINED3D_CS_OP_SET_RENDER_TARGET,
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WINED3D_CS_OP_SET_DEPTH_STENCIL,
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};
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};
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struct wined3d_cs_present
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struct wined3d_cs_present
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@ -84,6 +85,12 @@ struct wined3d_cs_set_render_target
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struct wined3d_surface *render_target;
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struct wined3d_surface *render_target;
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};
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};
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struct wined3d_cs_set_depth_stencil
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{
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enum wined3d_cs_op opcode;
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struct wined3d_surface *depth_stencil;
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};
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static void wined3d_cs_exec_present(struct wined3d_cs *cs, const void *data)
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static void wined3d_cs_exec_present(struct wined3d_cs *cs, const void *data)
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{
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{
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const struct wined3d_cs_present *op = data;
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const struct wined3d_cs_present *op = data;
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@ -227,6 +234,56 @@ void wined3d_cs_emit_set_render_target(struct wined3d_cs *cs, UINT render_target
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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_depth_stencil(struct wined3d_cs *cs, const void *data)
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{
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const struct wined3d_cs_set_depth_stencil *op = data;
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struct wined3d_device *device = cs->device;
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struct wined3d_surface *prev;
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if ((prev = cs->state.fb->depth_stencil))
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{
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if (device->swapchains[0]->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
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|| prev->flags & SFLAG_DISCARD)
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{
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surface_modify_ds_location(prev, SFLAG_DISCARDED,
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prev->resource.width, prev->resource.height);
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if (prev == device->onscreen_depth_stencil)
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{
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wined3d_surface_decref(device->onscreen_depth_stencil);
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device->onscreen_depth_stencil = NULL;
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}
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}
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}
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cs->fb.depth_stencil = op->depth_stencil;
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if (!prev != !op->depth_stencil)
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{
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/* Swapping NULL / non NULL depth stencil affects the depth and tests */
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device_invalidate_state(device, STATE_RENDER(WINED3D_RS_ZENABLE));
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device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILENABLE));
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device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
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device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
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}
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else if (prev && prev->resource.format->depth_size != op->depth_stencil->resource.format->depth_size)
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{
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device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
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}
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device_invalidate_state(device, STATE_FRAMEBUFFER);
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}
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void wined3d_cs_emit_set_depth_stencil(struct wined3d_cs *cs, struct wined3d_surface *depth_stencil)
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{
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struct wined3d_cs_set_depth_stencil *op;
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op = cs->ops->require_space(cs, sizeof(*op));
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op->opcode = WINED3D_CS_OP_SET_DEPTH_STENCIL;
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op->depth_stencil = depth_stencil;
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cs->ops->submit(cs);
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}
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static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void *data) =
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static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void *data) =
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{
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{
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/* WINED3D_CS_OP_PRESENT */ wined3d_cs_exec_present,
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/* WINED3D_CS_OP_PRESENT */ wined3d_cs_exec_present,
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@ -235,6 +292,7 @@ static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void
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/* WINED3D_CS_OP_SET_VIEWPORT */ wined3d_cs_exec_set_viewport,
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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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/* WINED3D_CS_OP_SET_SCISSOR_RECT */ wined3d_cs_exec_set_scissor_rect,
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/* WINED3D_CS_OP_SET_RENDER_TARGET */ wined3d_cs_exec_set_render_target,
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/* WINED3D_CS_OP_SET_RENDER_TARGET */ wined3d_cs_exec_set_render_target,
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/* WINED3D_CS_OP_SET_DEPTH_STENCIL */ wined3d_cs_exec_set_depth_stencil,
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};
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};
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static void *wined3d_cs_st_require_space(struct wined3d_cs *cs, size_t size)
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static void *wined3d_cs_st_require_space(struct wined3d_cs *cs, size_t size)
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@ -4054,43 +4054,12 @@ void CDECL wined3d_device_set_depth_stencil(struct wined3d_device *device, struc
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return;
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return;
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}
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}
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if (prev)
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{
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if (device->swapchains[0]->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
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|| prev->flags & SFLAG_DISCARD)
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{
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surface_modify_ds_location(prev, SFLAG_DISCARDED,
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prev->resource.width, prev->resource.height);
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if (prev == device->onscreen_depth_stencil)
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{
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wined3d_surface_decref(device->onscreen_depth_stencil);
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device->onscreen_depth_stencil = NULL;
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}
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}
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}
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device->fb.depth_stencil = depth_stencil;
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device->fb.depth_stencil = depth_stencil;
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if (depth_stencil)
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if (depth_stencil)
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wined3d_surface_incref(depth_stencil);
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wined3d_surface_incref(depth_stencil);
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wined3d_cs_emit_set_depth_stencil(device->cs, depth_stencil);
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if (!prev != !depth_stencil)
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{
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/* Swapping NULL / non NULL depth stencil affects the depth and tests */
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device_invalidate_state(device, STATE_RENDER(WINED3D_RS_ZENABLE));
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device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILENABLE));
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device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
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device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
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}
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else if (prev && prev->resource.format->depth_size != depth_stencil->resource.format->depth_size)
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{
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device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
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}
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if (prev)
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if (prev)
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wined3d_surface_decref(prev);
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wined3d_surface_decref(prev);
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device_invalidate_state(device, STATE_FRAMEBUFFER);
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return;
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}
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}
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HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
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HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
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@ -2486,6 +2486,7 @@ void wined3d_cs_emit_draw(struct wined3d_cs *cs, UINT start_idx, UINT index_coun
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void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain,
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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,
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const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override,
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const RGNDATA *dirty_region, DWORD flags) DECLSPEC_HIDDEN;
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const RGNDATA *dirty_region, DWORD flags) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_set_depth_stencil(struct wined3d_cs *cs, struct wined3d_surface *depth_stencil) 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_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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