/* * Copyright 2013 Henri Verbeet for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #include "config.h" #include "wine/port.h" #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); #define WINED3D_INITIAL_CS_SIZE 4096 enum wined3d_cs_op { WINED3D_CS_OP_NOP, WINED3D_CS_OP_PRESENT, WINED3D_CS_OP_CLEAR, WINED3D_CS_OP_DISPATCH, WINED3D_CS_OP_DRAW, WINED3D_CS_OP_FLUSH, 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_DEPTH_STENCIL_VIEW, WINED3D_CS_OP_SET_VERTEX_DECLARATION, WINED3D_CS_OP_SET_STREAM_SOURCE, WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ, WINED3D_CS_OP_SET_STREAM_OUTPUT, WINED3D_CS_OP_SET_INDEX_BUFFER, WINED3D_CS_OP_SET_CONSTANT_BUFFER, WINED3D_CS_OP_SET_TEXTURE, WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW, WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW, WINED3D_CS_OP_SET_SAMPLER, WINED3D_CS_OP_SET_SHADER, WINED3D_CS_OP_SET_BLEND_STATE, WINED3D_CS_OP_SET_RASTERIZER_STATE, WINED3D_CS_OP_SET_RENDER_STATE, WINED3D_CS_OP_SET_TEXTURE_STATE, WINED3D_CS_OP_SET_SAMPLER_STATE, WINED3D_CS_OP_SET_TRANSFORM, WINED3D_CS_OP_SET_CLIP_PLANE, WINED3D_CS_OP_SET_COLOR_KEY, WINED3D_CS_OP_SET_MATERIAL, WINED3D_CS_OP_SET_LIGHT, WINED3D_CS_OP_SET_LIGHT_ENABLE, WINED3D_CS_OP_PUSH_CONSTANTS, WINED3D_CS_OP_RESET_STATE, WINED3D_CS_OP_CALLBACK, WINED3D_CS_OP_QUERY_ISSUE, WINED3D_CS_OP_PRELOAD_RESOURCE, WINED3D_CS_OP_UNLOAD_RESOURCE, WINED3D_CS_OP_MAP, WINED3D_CS_OP_UNMAP, WINED3D_CS_OP_BLT_SUB_RESOURCE, WINED3D_CS_OP_UPDATE_SUB_RESOURCE, WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION, WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW, WINED3D_CS_OP_COPY_UAV_COUNTER, WINED3D_CS_OP_GENERATE_MIPMAPS, WINED3D_CS_OP_STOP, }; struct wined3d_cs_packet { size_t size; BYTE data[1]; }; struct wined3d_cs_nop { enum wined3d_cs_op opcode; }; struct wined3d_cs_present { enum wined3d_cs_op opcode; HWND dst_window_override; struct wined3d_swapchain *swapchain; RECT src_rect; RECT dst_rect; unsigned int swap_interval; DWORD flags; }; struct wined3d_cs_clear { enum wined3d_cs_op opcode; DWORD flags; unsigned int rt_count; struct wined3d_fb_state *fb; RECT draw_rect; struct wined3d_color color; float depth; DWORD stencil; unsigned int rect_count; RECT rects[1]; }; struct wined3d_cs_dispatch { enum wined3d_cs_op opcode; struct wined3d_dispatch_parameters parameters; }; struct wined3d_cs_draw { enum wined3d_cs_op opcode; GLenum primitive_type; GLint patch_vertex_count; struct wined3d_draw_parameters parameters; }; struct wined3d_cs_flush { enum wined3d_cs_op opcode; }; struct wined3d_cs_set_predication { enum wined3d_cs_op opcode; struct wined3d_query *predicate; BOOL value; }; struct wined3d_cs_set_viewports { enum wined3d_cs_op opcode; unsigned int viewport_count; struct wined3d_viewport viewports[1]; }; struct wined3d_cs_set_scissor_rects { enum wined3d_cs_op opcode; unsigned int rect_count; RECT rects[1]; }; struct wined3d_cs_set_rendertarget_view { enum wined3d_cs_op opcode; unsigned int view_idx; struct wined3d_rendertarget_view *view; }; struct wined3d_cs_set_depth_stencil_view { enum wined3d_cs_op opcode; struct wined3d_rendertarget_view *view; }; struct wined3d_cs_set_vertex_declaration { enum wined3d_cs_op opcode; struct wined3d_vertex_declaration *declaration; }; struct wined3d_cs_set_stream_source { enum wined3d_cs_op opcode; UINT stream_idx; struct wined3d_buffer *buffer; UINT offset; UINT stride; }; struct wined3d_cs_set_stream_source_freq { enum wined3d_cs_op opcode; UINT stream_idx; UINT frequency; UINT flags; }; struct wined3d_cs_set_stream_output { enum wined3d_cs_op opcode; UINT stream_idx; struct wined3d_buffer *buffer; UINT offset; }; struct wined3d_cs_set_index_buffer { enum wined3d_cs_op opcode; struct wined3d_buffer *buffer; enum wined3d_format_id format_id; unsigned int offset; }; struct wined3d_cs_set_constant_buffer { enum wined3d_cs_op opcode; enum wined3d_shader_type type; UINT cb_idx; struct wined3d_buffer *buffer; }; struct wined3d_cs_set_texture { enum wined3d_cs_op opcode; UINT stage; struct wined3d_texture *texture; }; struct wined3d_cs_set_color_key { enum wined3d_cs_op opcode; struct wined3d_texture *texture; WORD flags; WORD set; struct wined3d_color_key color_key; }; struct wined3d_cs_set_shader_resource_view { enum wined3d_cs_op opcode; enum wined3d_shader_type type; UINT view_idx; struct wined3d_shader_resource_view *view; }; struct wined3d_cs_set_unordered_access_view { enum wined3d_cs_op opcode; enum wined3d_pipeline pipeline; unsigned int view_idx; struct wined3d_unordered_access_view *view; unsigned int initial_count; }; struct wined3d_cs_set_sampler { enum wined3d_cs_op opcode; enum wined3d_shader_type type; UINT sampler_idx; struct wined3d_sampler *sampler; }; struct wined3d_cs_set_shader { enum wined3d_cs_op opcode; enum wined3d_shader_type type; struct wined3d_shader *shader; }; struct wined3d_cs_set_blend_state { enum wined3d_cs_op opcode; struct wined3d_blend_state *state; struct wined3d_color factor; }; struct wined3d_cs_set_rasterizer_state { enum wined3d_cs_op opcode; struct wined3d_rasterizer_state *state; }; struct wined3d_cs_set_render_state { enum wined3d_cs_op opcode; enum wined3d_render_state state; DWORD value; }; struct wined3d_cs_set_texture_state { enum wined3d_cs_op opcode; UINT stage; enum wined3d_texture_stage_state state; DWORD value; }; struct wined3d_cs_set_sampler_state { enum wined3d_cs_op opcode; UINT sampler_idx; enum wined3d_sampler_state state; DWORD value; }; struct wined3d_cs_set_transform { enum wined3d_cs_op opcode; enum wined3d_transform_state state; struct wined3d_matrix matrix; }; struct wined3d_cs_set_clip_plane { enum wined3d_cs_op opcode; UINT plane_idx; struct wined3d_vec4 plane; }; struct wined3d_cs_set_material { enum wined3d_cs_op opcode; struct wined3d_material material; }; struct wined3d_cs_set_light { enum wined3d_cs_op opcode; struct wined3d_light_info light; }; struct wined3d_cs_set_light_enable { enum wined3d_cs_op opcode; unsigned int idx; BOOL enable; }; struct wined3d_cs_push_constants { enum wined3d_cs_op opcode; enum wined3d_push_constants type; unsigned int start_idx; unsigned int count; BYTE constants[1]; }; struct wined3d_cs_reset_state { enum wined3d_cs_op opcode; }; struct wined3d_cs_callback { enum wined3d_cs_op opcode; void (*callback)(void *object); void *object; }; struct wined3d_cs_query_issue { enum wined3d_cs_op opcode; struct wined3d_query *query; DWORD flags; }; struct wined3d_cs_preload_resource { enum wined3d_cs_op opcode; struct wined3d_resource *resource; }; struct wined3d_cs_unload_resource { enum wined3d_cs_op opcode; struct wined3d_resource *resource; }; struct wined3d_cs_map { enum wined3d_cs_op opcode; struct wined3d_resource *resource; unsigned int sub_resource_idx; struct wined3d_map_desc *map_desc; const struct wined3d_box *box; DWORD flags; HRESULT *hr; }; struct wined3d_cs_unmap { enum wined3d_cs_op opcode; struct wined3d_resource *resource; unsigned int sub_resource_idx; HRESULT *hr; }; struct wined3d_cs_blt_sub_resource { enum wined3d_cs_op opcode; struct wined3d_resource *dst_resource; unsigned int dst_sub_resource_idx; struct wined3d_box dst_box; struct wined3d_resource *src_resource; unsigned int src_sub_resource_idx; struct wined3d_box src_box; DWORD flags; struct wined3d_blt_fx fx; enum wined3d_texture_filter_type filter; }; struct wined3d_cs_update_sub_resource { enum wined3d_cs_op opcode; struct wined3d_resource *resource; unsigned int sub_resource_idx; struct wined3d_box box; struct wined3d_sub_resource_data data; }; struct wined3d_cs_add_dirty_texture_region { enum wined3d_cs_op opcode; struct wined3d_texture *texture; unsigned int layer; }; struct wined3d_cs_clear_unordered_access_view { enum wined3d_cs_op opcode; struct wined3d_unordered_access_view *view; struct wined3d_uvec4 clear_value; }; struct wined3d_cs_copy_uav_counter { enum wined3d_cs_op opcode; struct wined3d_buffer *buffer; unsigned int offset; struct wined3d_unordered_access_view *view; }; struct wined3d_cs_generate_mipmaps { enum wined3d_cs_op opcode; struct wined3d_shader_resource_view *view; }; struct wined3d_cs_stop { enum wined3d_cs_op opcode; }; static inline void *wined3d_cs_require_space(struct wined3d_cs *cs, size_t size, enum wined3d_cs_queue_id queue_id) { return cs->ops->require_space(cs, size, queue_id); } static inline void wined3d_cs_submit(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id) { cs->ops->submit(cs, queue_id); } static const char *debug_cs_op(enum wined3d_cs_op op) { switch (op) { #define WINED3D_TO_STR(type) case type: return #type WINED3D_TO_STR(WINED3D_CS_OP_NOP); WINED3D_TO_STR(WINED3D_CS_OP_PRESENT); WINED3D_TO_STR(WINED3D_CS_OP_CLEAR); WINED3D_TO_STR(WINED3D_CS_OP_DISPATCH); WINED3D_TO_STR(WINED3D_CS_OP_DRAW); WINED3D_TO_STR(WINED3D_CS_OP_FLUSH); 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_DEPTH_STENCIL_VIEW); WINED3D_TO_STR(WINED3D_CS_OP_SET_VERTEX_DECLARATION); WINED3D_TO_STR(WINED3D_CS_OP_SET_STREAM_SOURCE); WINED3D_TO_STR(WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ); WINED3D_TO_STR(WINED3D_CS_OP_SET_STREAM_OUTPUT); WINED3D_TO_STR(WINED3D_CS_OP_SET_INDEX_BUFFER); WINED3D_TO_STR(WINED3D_CS_OP_SET_CONSTANT_BUFFER); WINED3D_TO_STR(WINED3D_CS_OP_SET_TEXTURE); WINED3D_TO_STR(WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW); WINED3D_TO_STR(WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW); WINED3D_TO_STR(WINED3D_CS_OP_SET_SAMPLER); WINED3D_TO_STR(WINED3D_CS_OP_SET_SHADER); WINED3D_TO_STR(WINED3D_CS_OP_SET_BLEND_STATE); WINED3D_TO_STR(WINED3D_CS_OP_SET_RASTERIZER_STATE); WINED3D_TO_STR(WINED3D_CS_OP_SET_RENDER_STATE); WINED3D_TO_STR(WINED3D_CS_OP_SET_TEXTURE_STATE); WINED3D_TO_STR(WINED3D_CS_OP_SET_SAMPLER_STATE); WINED3D_TO_STR(WINED3D_CS_OP_SET_TRANSFORM); WINED3D_TO_STR(WINED3D_CS_OP_SET_CLIP_PLANE); WINED3D_TO_STR(WINED3D_CS_OP_SET_COLOR_KEY); WINED3D_TO_STR(WINED3D_CS_OP_SET_MATERIAL); WINED3D_TO_STR(WINED3D_CS_OP_SET_LIGHT); WINED3D_TO_STR(WINED3D_CS_OP_SET_LIGHT_ENABLE); WINED3D_TO_STR(WINED3D_CS_OP_PUSH_CONSTANTS); WINED3D_TO_STR(WINED3D_CS_OP_RESET_STATE); WINED3D_TO_STR(WINED3D_CS_OP_CALLBACK); WINED3D_TO_STR(WINED3D_CS_OP_QUERY_ISSUE); WINED3D_TO_STR(WINED3D_CS_OP_PRELOAD_RESOURCE); WINED3D_TO_STR(WINED3D_CS_OP_UNLOAD_RESOURCE); WINED3D_TO_STR(WINED3D_CS_OP_MAP); WINED3D_TO_STR(WINED3D_CS_OP_UNMAP); WINED3D_TO_STR(WINED3D_CS_OP_BLT_SUB_RESOURCE); WINED3D_TO_STR(WINED3D_CS_OP_UPDATE_SUB_RESOURCE); WINED3D_TO_STR(WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION); WINED3D_TO_STR(WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW); WINED3D_TO_STR(WINED3D_CS_OP_COPY_UAV_COUNTER); WINED3D_TO_STR(WINED3D_CS_OP_GENERATE_MIPMAPS); WINED3D_TO_STR(WINED3D_CS_OP_STOP); #undef WINED3D_TO_STR default: return wine_dbg_sprintf("UNKNOWN_OP(%#x)", op); } } static void wined3d_cs_exec_nop(struct wined3d_cs *cs, const void *data) { } static void wined3d_cs_exec_present(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_present *op = data; struct wined3d_swapchain *swapchain; unsigned int i; swapchain = op->swapchain; wined3d_swapchain_set_window(swapchain, op->dst_window_override); wined3d_swapchain_set_swap_interval(swapchain, op->swap_interval); swapchain->swapchain_ops->swapchain_present(swapchain, &op->src_rect, &op->dst_rect, op->flags); wined3d_resource_release(&swapchain->front_buffer->resource); for (i = 0; i < swapchain->desc.backbuffer_count; ++i) { wined3d_resource_release(&swapchain->back_buffers[i]->resource); } InterlockedDecrement(&cs->pending_presents); } void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain, const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override, unsigned int swap_interval, DWORD flags) { struct wined3d_cs_present *op; unsigned int i; LONG pending; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_PRESENT; op->dst_window_override = dst_window_override; op->swapchain = swapchain; op->src_rect = *src_rect; op->dst_rect = *dst_rect; op->swap_interval = swap_interval; op->flags = flags; pending = InterlockedIncrement(&cs->pending_presents); wined3d_resource_acquire(&swapchain->front_buffer->resource); for (i = 0; i < swapchain->desc.backbuffer_count; ++i) { wined3d_resource_acquire(&swapchain->back_buffers[i]->resource); } wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); /* Limit input latency by limiting the number of presents that we can get * ahead of the worker thread. */ while (pending >= swapchain->max_frame_latency) { wined3d_pause(); pending = InterlockedCompareExchange(&cs->pending_presents, 0, 0); } } static void wined3d_cs_exec_clear(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_clear *op = data; struct wined3d_device *device; unsigned int i; device = cs->device; device->blitter->ops->blitter_clear(device->blitter, device, op->rt_count, op->fb, op->rect_count, op->rects, &op->draw_rect, op->flags, &op->color, op->depth, op->stencil); if (op->flags & WINED3DCLEAR_TARGET) { for (i = 0; i < op->rt_count; ++i) { if (op->fb->render_targets[i]) wined3d_resource_release(op->fb->render_targets[i]->resource); } } if (op->flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL)) wined3d_resource_release(op->fb->depth_stencil->resource); } void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) { const struct wined3d_state *state = &cs->device->state; const struct wined3d_viewport *vp = &state->viewports[0]; struct wined3d_rendertarget_view *view; struct wined3d_cs_clear *op; unsigned int rt_count, i; rt_count = flags & WINED3DCLEAR_TARGET ? cs->device->adapter->d3d_info.limits.max_rt_count : 0; op = wined3d_cs_require_space(cs, FIELD_OFFSET(struct wined3d_cs_clear, rects[rect_count]), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_CLEAR; op->flags = flags & (WINED3DCLEAR_TARGET | WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL); op->rt_count = rt_count; op->fb = &cs->fb; SetRect(&op->draw_rect, vp->x, vp->y, vp->x + vp->width, vp->y + vp->height); if (state->render_states[WINED3D_RS_SCISSORTESTENABLE]) IntersectRect(&op->draw_rect, &op->draw_rect, &state->scissor_rects[0]); op->color = *color; op->depth = depth; op->stencil = stencil; op->rect_count = rect_count; memcpy(op->rects, rects, sizeof(*rects) * rect_count); for (i = 0; i < rt_count; ++i) { if ((view = state->fb->render_targets[i])) wined3d_resource_acquire(view->resource); } if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL)) { view = state->fb->depth_stencil; wined3d_resource_acquire(view->resource); } wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } void wined3d_cs_emit_clear_rendertarget_view(struct wined3d_cs *cs, struct wined3d_rendertarget_view *view, const RECT *rect, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) { struct wined3d_cs_clear *op; size_t size; size = FIELD_OFFSET(struct wined3d_cs_clear, rects[1]) + sizeof(struct wined3d_fb_state); op = wined3d_cs_require_space(cs, size, WINED3D_CS_QUEUE_DEFAULT); op->fb = (void *)&op->rects[1]; op->opcode = WINED3D_CS_OP_CLEAR; op->flags = flags & (WINED3DCLEAR_TARGET | WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL); if (flags & WINED3DCLEAR_TARGET) { op->rt_count = 1; op->fb->render_targets[0] = view; op->fb->depth_stencil = NULL; op->color = *color; } else { op->rt_count = 0; op->fb->render_targets[0] = NULL; op->fb->depth_stencil = view; op->depth = depth; op->stencil = stencil; } SetRect(&op->draw_rect, 0, 0, view->width, view->height); op->rect_count = 1; op->rects[0] = *rect; wined3d_resource_acquire(view->resource); wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); if (flags & WINED3DCLEAR_SYNCHRONOUS) wined3d_cs_finish(cs, WINED3D_CS_QUEUE_DEFAULT); } static void acquire_shader_resources(const struct wined3d_state *state, unsigned int shader_mask) { struct wined3d_shader_sampler_map_entry *entry; struct wined3d_shader_resource_view *view; struct wined3d_shader *shader; unsigned int i, j; for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i) { if (!(shader_mask & (1u << i))) continue; if (!(shader = state->shader[i])) continue; for (j = 0; j < WINED3D_MAX_CBS; ++j) { if (state->cb[i][j]) wined3d_resource_acquire(&state->cb[i][j]->resource); } for (j = 0; j < shader->reg_maps.sampler_map.count; ++j) { entry = &shader->reg_maps.sampler_map.entries[j]; if (!(view = state->shader_resource_view[i][entry->resource_idx])) continue; wined3d_resource_acquire(view->resource); } } } static void release_shader_resources(const struct wined3d_state *state, unsigned int shader_mask) { struct wined3d_shader_sampler_map_entry *entry; struct wined3d_shader_resource_view *view; struct wined3d_shader *shader; unsigned int i, j; for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i) { if (!(shader_mask & (1u << i))) continue; if (!(shader = state->shader[i])) continue; for (j = 0; j < WINED3D_MAX_CBS; ++j) { if (state->cb[i][j]) wined3d_resource_release(&state->cb[i][j]->resource); } for (j = 0; j < shader->reg_maps.sampler_map.count; ++j) { entry = &shader->reg_maps.sampler_map.entries[j]; if (!(view = state->shader_resource_view[i][entry->resource_idx])) continue; wined3d_resource_release(view->resource); } } } static void acquire_unordered_access_resources(const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views) { unsigned int i; if (!shader) return; for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i) { if (!shader->reg_maps.uav_resource_info[i].type) continue; if (!views[i]) continue; wined3d_resource_acquire(views[i]->resource); } } static void release_unordered_access_resources(const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views) { unsigned int i; if (!shader) return; for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i) { if (!shader->reg_maps.uav_resource_info[i].type) continue; if (!views[i]) continue; wined3d_resource_release(views[i]->resource); } } static void wined3d_cs_exec_dispatch(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_dispatch *op = data; struct wined3d_state *state = &cs->state; dispatch_compute(cs->device, state, &op->parameters); if (op->parameters.indirect) wined3d_resource_release(&op->parameters.u.indirect.buffer->resource); release_shader_resources(state, 1u << WINED3D_SHADER_TYPE_COMPUTE); release_unordered_access_resources(state->shader[WINED3D_SHADER_TYPE_COMPUTE], state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]); } static void acquire_compute_pipeline_resources(const struct wined3d_state *state) { acquire_shader_resources(state, 1u << WINED3D_SHADER_TYPE_COMPUTE); acquire_unordered_access_resources(state->shader[WINED3D_SHADER_TYPE_COMPUTE], state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]); } void wined3d_cs_emit_dispatch(struct wined3d_cs *cs, unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z) { const struct wined3d_state *state = &cs->device->state; struct wined3d_cs_dispatch *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_DISPATCH; op->parameters.indirect = FALSE; op->parameters.u.direct.group_count_x = group_count_x; op->parameters.u.direct.group_count_y = group_count_y; op->parameters.u.direct.group_count_z = group_count_z; acquire_compute_pipeline_resources(state); wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } void wined3d_cs_emit_dispatch_indirect(struct wined3d_cs *cs, struct wined3d_buffer *buffer, unsigned int offset) { const struct wined3d_state *state = &cs->device->state; struct wined3d_cs_dispatch *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_DISPATCH; op->parameters.indirect = TRUE; op->parameters.u.indirect.buffer = buffer; op->parameters.u.indirect.offset = offset; acquire_compute_pipeline_resources(state); wined3d_resource_acquire(&buffer->resource); wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } static void wined3d_cs_exec_draw(struct wined3d_cs *cs, const void *data) { const struct wined3d_d3d_info *d3d_info = &cs->device->adapter->d3d_info; const struct wined3d_gl_info *gl_info = &cs->device->adapter->gl_info; const struct wined3d_shader *geometry_shader; struct wined3d_device *device = cs->device; int base_vertex_idx, load_base_vertex_idx; struct wined3d_state *state = &cs->state; const struct wined3d_cs_draw *op = data; unsigned int i; base_vertex_idx = 0; if (!op->parameters.indirect) { const struct wined3d_direct_draw_parameters *direct = &op->parameters.u.direct; if (op->parameters.indexed && gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX]) base_vertex_idx = direct->base_vertex_idx; else if (!op->parameters.indexed) base_vertex_idx = direct->start_idx; } /* ARB_draw_indirect always supports a base vertex offset. */ if (!op->parameters.indirect && !gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX]) load_base_vertex_idx = op->parameters.u.direct.base_vertex_idx; else load_base_vertex_idx = 0; if (state->base_vertex_index != base_vertex_idx) { state->base_vertex_index = base_vertex_idx; for (i = 0; i < device->context_count; ++i) device->contexts[i]->constant_update_mask |= WINED3D_SHADER_CONST_BASE_VERTEX_ID; } if (state->load_base_vertex_index != load_base_vertex_idx) { state->load_base_vertex_index = load_base_vertex_idx; device_invalidate_state(cs->device, STATE_BASEVERTEXINDEX); } if (state->gl_primitive_type != op->primitive_type) { if ((geometry_shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY]) && !geometry_shader->function) device_invalidate_state(cs->device, STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY)); if (state->gl_primitive_type == GL_POINTS || op->primitive_type == GL_POINTS) device_invalidate_state(cs->device, STATE_POINT_ENABLE); state->gl_primitive_type = op->primitive_type; } state->gl_patch_vertices = op->patch_vertex_count; draw_primitive(cs->device, state, &op->parameters); if (op->parameters.indirect) { struct wined3d_buffer *buffer = op->parameters.u.indirect.buffer; wined3d_resource_release(&buffer->resource); } if (op->parameters.indexed) wined3d_resource_release(&state->index_buffer->resource); for (i = 0; i < ARRAY_SIZE(state->streams); ++i) { if (state->streams[i].buffer) wined3d_resource_release(&state->streams[i].buffer->resource); } for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i) { if (state->stream_output[i].buffer) wined3d_resource_release(&state->stream_output[i].buffer->resource); } for (i = 0; i < ARRAY_SIZE(state->textures); ++i) { if (state->textures[i]) wined3d_resource_release(&state->textures[i]->resource); } for (i = 0; i < d3d_info->limits.max_rt_count; ++i) { if (state->fb->render_targets[i]) wined3d_resource_release(state->fb->render_targets[i]->resource); } if (state->fb->depth_stencil) wined3d_resource_release(state->fb->depth_stencil->resource); release_shader_resources(state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE)); release_unordered_access_resources(state->shader[WINED3D_SHADER_TYPE_PIXEL], state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]); } static void acquire_graphics_pipeline_resources(const struct wined3d_state *state, BOOL indexed, const struct wined3d_d3d_info *d3d_info) { unsigned int i; if (indexed) wined3d_resource_acquire(&state->index_buffer->resource); for (i = 0; i < ARRAY_SIZE(state->streams); ++i) { if (state->streams[i].buffer) wined3d_resource_acquire(&state->streams[i].buffer->resource); } for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i) { if (state->stream_output[i].buffer) wined3d_resource_acquire(&state->stream_output[i].buffer->resource); } for (i = 0; i < ARRAY_SIZE(state->textures); ++i) { if (state->textures[i]) wined3d_resource_acquire(&state->textures[i]->resource); } for (i = 0; i < d3d_info->limits.max_rt_count; ++i) { if (state->fb->render_targets[i]) wined3d_resource_acquire(state->fb->render_targets[i]->resource); } if (state->fb->depth_stencil) wined3d_resource_acquire(state->fb->depth_stencil->resource); acquire_shader_resources(state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE)); acquire_unordered_access_resources(state->shader[WINED3D_SHADER_TYPE_PIXEL], state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]); } void wined3d_cs_emit_draw(struct wined3d_cs *cs, GLenum primitive_type, unsigned int patch_vertex_count, int base_vertex_idx, unsigned int start_idx, unsigned int index_count, unsigned int start_instance, unsigned int instance_count, BOOL indexed) { const struct wined3d_d3d_info *d3d_info = &cs->device->adapter->d3d_info; const struct wined3d_state *state = &cs->device->state; struct wined3d_cs_draw *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_DRAW; op->primitive_type = primitive_type; op->patch_vertex_count = patch_vertex_count; op->parameters.indirect = FALSE; op->parameters.u.direct.base_vertex_idx = base_vertex_idx; op->parameters.u.direct.start_idx = start_idx; op->parameters.u.direct.index_count = index_count; op->parameters.u.direct.start_instance = start_instance; op->parameters.u.direct.instance_count = instance_count; op->parameters.indexed = indexed; acquire_graphics_pipeline_resources(state, indexed, d3d_info); wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } void wined3d_cs_emit_draw_indirect(struct wined3d_cs *cs, GLenum primitive_type, unsigned int patch_vertex_count, struct wined3d_buffer *buffer, unsigned int offset, BOOL indexed) { const struct wined3d_d3d_info *d3d_info = &cs->device->adapter->d3d_info; const struct wined3d_state *state = &cs->device->state; struct wined3d_cs_draw *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_DRAW; op->primitive_type = primitive_type; op->patch_vertex_count = patch_vertex_count; op->parameters.indirect = TRUE; op->parameters.u.indirect.buffer = buffer; op->parameters.u.indirect.offset = offset; op->parameters.indexed = indexed; acquire_graphics_pipeline_resources(state, indexed, d3d_info); wined3d_resource_acquire(&buffer->resource); wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } static void wined3d_cs_exec_flush(struct wined3d_cs *cs, const void *data) { struct wined3d_context *context; context = context_acquire(cs->device, NULL, 0); if (context->valid) context->gl_info->gl_ops.gl.p_glFlush(); context_release(context); } void wined3d_cs_emit_flush(struct wined3d_cs *cs) { struct wined3d_cs_flush *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_FLUSH; wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); cs->queries_flushed = TRUE; } static void wined3d_cs_exec_set_predication(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_predication *op = data; cs->state.predicate = op->predicate; cs->state.predicate_value = op->value; } void wined3d_cs_emit_set_predication(struct wined3d_cs *cs, struct wined3d_query *predicate, BOOL value) { struct wined3d_cs_set_predication *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_SET_PREDICATION; op->predicate = predicate; op->value = value; wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } static void wined3d_cs_exec_set_viewports(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_viewports *op = data; if (op->viewport_count) memcpy(cs->state.viewports, op->viewports, op->viewport_count * sizeof(*op->viewports)); else memset(cs->state.viewports, 0, sizeof(*cs->state.viewports)); cs->state.viewport_count = op->viewport_count; device_invalidate_state(cs->device, STATE_VIEWPORT); } void wined3d_cs_emit_set_viewports(struct wined3d_cs *cs, unsigned int viewport_count, const struct wined3d_viewport *viewports) { struct wined3d_cs_set_viewports *op; op = wined3d_cs_require_space(cs, FIELD_OFFSET(struct wined3d_cs_set_viewports, viewports[viewport_count]), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_SET_VIEWPORTS; memcpy(op->viewports, viewports, viewport_count * sizeof(*viewports)); op->viewport_count = viewport_count; wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } static void wined3d_cs_exec_set_scissor_rects(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_scissor_rects *op = data; if (op->rect_count) memcpy(cs->state.scissor_rects, op->rects, op->rect_count * sizeof(*op->rects)); else SetRectEmpty(cs->state.scissor_rects); cs->state.scissor_rect_count = op->rect_count; device_invalidate_state(cs->device, STATE_SCISSORRECT); } void wined3d_cs_emit_set_scissor_rects(struct wined3d_cs *cs, unsigned int rect_count, const RECT *rects) { struct wined3d_cs_set_scissor_rects *op; op = wined3d_cs_require_space(cs, FIELD_OFFSET(struct wined3d_cs_set_scissor_rects, rects[rect_count]), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_SET_SCISSOR_RECTS; memcpy(op->rects, rects, rect_count * sizeof(*rects)); op->rect_count = rect_count; wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } static void wined3d_cs_exec_set_rendertarget_view(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; prev = cs->state.fb->render_targets[op->view_idx]; cs->fb.render_targets[op->view_idx] = op->view; device_invalidate_state(cs->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(cs->device, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)); } void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx, struct wined3d_rendertarget_view *view) { struct wined3d_cs_set_rendertarget_view *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_SET_RENDERTARGET_VIEW; op->view_idx = view_idx; op->view = view; wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } static void wined3d_cs_exec_set_depth_stencil_view(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_depth_stencil_view *op = data; struct wined3d_device *device = cs->device; struct wined3d_rendertarget_view *prev; if ((prev = cs->state.fb->depth_stencil) && prev->resource->type != WINED3D_RTYPE_BUFFER) { struct wined3d_texture *prev_texture = texture_from_resource(prev->resource); if (device->swapchains[0]->desc.flags & WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL || prev_texture->flags & WINED3D_TEXTURE_DISCARD) wined3d_texture_validate_location(prev_texture, prev->sub_resource_idx, WINED3D_LOCATION_DISCARDED); } cs->fb.depth_stencil = op->view; if (!prev != !op->view) { /* Swapping NULL / non NULL depth stencil affects the depth and tests */ device_invalidate_state(device, STATE_RENDER(WINED3D_RS_ZENABLE)); device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILENABLE)); device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK)); device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS)); } else if (prev && prev->format->depth_bias_scale != op->view->format->depth_bias_scale) { device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS)); } device_invalidate_state(device, STATE_FRAMEBUFFER); } void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs, struct wined3d_rendertarget_view *view) { struct wined3d_cs_set_depth_stencil_view *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW; op->view = view; wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } static void wined3d_cs_exec_set_vertex_declaration(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_vertex_declaration *op = data; cs->state.vertex_declaration = op->declaration; device_invalidate_state(cs->device, STATE_VDECL); } void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs, struct wined3d_vertex_declaration *declaration) { struct wined3d_cs_set_vertex_declaration *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_SET_VERTEX_DECLARATION; op->declaration = declaration; wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } static void wined3d_cs_exec_set_stream_source(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_stream_source *op = data; struct wined3d_stream_state *stream; struct wined3d_buffer *prev; stream = &cs->state.streams[op->stream_idx]; prev = stream->buffer; stream->buffer = op->buffer; stream->offset = op->offset; stream->stride = op->stride; if (op->buffer) InterlockedIncrement(&op->buffer->resource.bind_count); if (prev) InterlockedDecrement(&prev->resource.bind_count); device_invalidate_state(cs->device, STATE_STREAMSRC); } void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx, struct wined3d_buffer *buffer, UINT offset, UINT stride) { struct wined3d_cs_set_stream_source *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_SET_STREAM_SOURCE; op->stream_idx = stream_idx; op->buffer = buffer; op->offset = offset; op->stride = stride; wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } static void wined3d_cs_exec_set_stream_source_freq(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_stream_source_freq *op = data; struct wined3d_stream_state *stream; stream = &cs->state.streams[op->stream_idx]; stream->frequency = op->frequency; stream->flags = op->flags; device_invalidate_state(cs->device, STATE_STREAMSRC); } void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx, UINT frequency, UINT flags) { struct wined3d_cs_set_stream_source_freq *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ; op->stream_idx = stream_idx; op->frequency = frequency; op->flags = flags; wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } static void wined3d_cs_exec_set_stream_output(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_stream_output *op = data; struct wined3d_stream_output *stream; struct wined3d_buffer *prev; stream = &cs->state.stream_output[op->stream_idx]; prev = stream->buffer; stream->buffer = op->buffer; stream->offset = op->offset; if (op->buffer) InterlockedIncrement(&op->buffer->resource.bind_count); if (prev) InterlockedDecrement(&prev->resource.bind_count); device_invalidate_state(cs->device, STATE_STREAM_OUTPUT); } void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx, struct wined3d_buffer *buffer, UINT offset) { struct wined3d_cs_set_stream_output *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_SET_STREAM_OUTPUT; op->stream_idx = stream_idx; op->buffer = buffer; op->offset = offset; wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } static void wined3d_cs_exec_set_index_buffer(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_index_buffer *op = data; struct wined3d_buffer *prev; prev = cs->state.index_buffer; cs->state.index_buffer = op->buffer; cs->state.index_format = op->format_id; cs->state.index_offset = op->offset; if (op->buffer) InterlockedIncrement(&op->buffer->resource.bind_count); if (prev) InterlockedDecrement(&prev->resource.bind_count); device_invalidate_state(cs->device, STATE_INDEXBUFFER); } void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer, enum wined3d_format_id format_id, unsigned int offset) { struct wined3d_cs_set_index_buffer *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_SET_INDEX_BUFFER; op->buffer = buffer; op->format_id = format_id; op->offset = offset; wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } static void wined3d_cs_exec_set_constant_buffer(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_constant_buffer *op = data; struct wined3d_buffer *prev; prev = cs->state.cb[op->type][op->cb_idx]; cs->state.cb[op->type][op->cb_idx] = op->buffer; if (op->buffer) InterlockedIncrement(&op->buffer->resource.bind_count); if (prev) InterlockedDecrement(&prev->resource.bind_count); device_invalidate_state(cs->device, STATE_CONSTANT_BUFFER(op->type)); } void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type, UINT cb_idx, struct wined3d_buffer *buffer) { struct wined3d_cs_set_constant_buffer *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_SET_CONSTANT_BUFFER; op->type = type; op->cb_idx = cb_idx; op->buffer = buffer; wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } static void wined3d_cs_exec_set_texture(struct wined3d_cs *cs, const void *data) { const struct wined3d_gl_info *gl_info = &cs->device->adapter->gl_info; const struct wined3d_d3d_info *d3d_info = &cs->device->adapter->d3d_info; const struct wined3d_cs_set_texture *op = data; struct wined3d_texture *prev; BOOL old_use_color_key = FALSE, new_use_color_key = FALSE; prev = cs->state.textures[op->stage]; cs->state.textures[op->stage] = op->texture; if (op->texture) { const struct wined3d_format *new_format = op->texture->resource.format; const struct wined3d_format *old_format = prev ? prev->resource.format : NULL; unsigned int old_fmt_flags = prev ? prev->resource.format_flags : 0; unsigned int new_fmt_flags = op->texture->resource.format_flags; if (InterlockedIncrement(&op->texture->resource.bind_count) == 1) op->texture->sampler = op->stage; if (!prev || wined3d_texture_gl(op->texture)->target != wined3d_texture_gl(prev)->target || (!is_same_fixup(new_format->color_fixup, old_format->color_fixup) && !(can_use_texture_swizzle(gl_info, new_format) && can_use_texture_swizzle(gl_info, old_format))) || (new_fmt_flags & WINED3DFMT_FLAG_SHADOW) != (old_fmt_flags & WINED3DFMT_FLAG_SHADOW)) device_invalidate_state(cs->device, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)); if (!prev && op->stage < d3d_info->limits.ffp_blend_stages) { /* The source arguments for color and alpha ops have different * meanings when a NULL texture is bound, so the COLOR_OP and * ALPHA_OP have to be dirtified. */ device_invalidate_state(cs->device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_COLOR_OP)); device_invalidate_state(cs->device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_ALPHA_OP)); } if (!op->stage && op->texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT) new_use_color_key = TRUE; } if (prev) { if (InterlockedDecrement(&prev->resource.bind_count) && prev->sampler == op->stage) { unsigned int i; /* Search for other stages the texture is bound to. Shouldn't * happen if applications bind textures to a single stage only. */ TRACE("Searching for other stages the texture is bound to.\n"); for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) { if (cs->state.textures[i] == prev) { TRACE("Texture is also bound to stage %u.\n", i); prev->sampler = i; break; } } } if (!op->texture && op->stage < d3d_info->limits.ffp_blend_stages) { device_invalidate_state(cs->device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_COLOR_OP)); device_invalidate_state(cs->device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_ALPHA_OP)); } if (!op->stage && prev->async.color_key_flags & WINED3D_CKEY_SRC_BLT) old_use_color_key = TRUE; } device_invalidate_state(cs->device, STATE_SAMPLER(op->stage)); if (new_use_color_key != old_use_color_key) device_invalidate_state(cs->device, STATE_RENDER(WINED3D_RS_COLORKEYENABLE)); if (new_use_color_key) device_invalidate_state(cs->device, STATE_COLOR_KEY); } void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) { struct wined3d_cs_set_texture *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_SET_TEXTURE; op->stage = stage; op->texture = texture; wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } static void wined3d_cs_exec_set_shader_resource_view(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_shader_resource_view *op = data; struct wined3d_shader_resource_view *prev; prev = cs->state.shader_resource_view[op->type][op->view_idx]; cs->state.shader_resource_view[op->type][op->view_idx] = op->view; if (op->view) InterlockedIncrement(&op->view->resource->bind_count); if (prev) InterlockedDecrement(&prev->resource->bind_count); if (op->type != WINED3D_SHADER_TYPE_COMPUTE) device_invalidate_state(cs->device, STATE_GRAPHICS_SHADER_RESOURCE_BINDING); else device_invalidate_state(cs->device, STATE_COMPUTE_SHADER_RESOURCE_BINDING); } void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type, UINT view_idx, struct wined3d_shader_resource_view *view) { struct wined3d_cs_set_shader_resource_view *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW; op->type = type; op->view_idx = view_idx; op->view = view; wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } static void wined3d_cs_exec_set_unordered_access_view(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_unordered_access_view *op = data; struct wined3d_unordered_access_view *prev; prev = cs->state.unordered_access_view[op->pipeline][op->view_idx]; cs->state.unordered_access_view[op->pipeline][op->view_idx] = op->view; if (op->view) InterlockedIncrement(&op->view->resource->bind_count); if (prev) InterlockedDecrement(&prev->resource->bind_count); if (op->view && op->initial_count != ~0u) wined3d_unordered_access_view_set_counter(op->view, op->initial_count); device_invalidate_state(cs->device, STATE_UNORDERED_ACCESS_VIEW_BINDING(op->pipeline)); } void wined3d_cs_emit_set_unordered_access_view(struct wined3d_cs *cs, enum wined3d_pipeline pipeline, unsigned int view_idx, struct wined3d_unordered_access_view *view, unsigned int initial_count) { struct wined3d_cs_set_unordered_access_view *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW; op->pipeline = pipeline; op->view_idx = view_idx; op->view = view; op->initial_count = initial_count; wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } static void wined3d_cs_exec_set_sampler(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_sampler *op = data; cs->state.sampler[op->type][op->sampler_idx] = op->sampler; if (op->type != WINED3D_SHADER_TYPE_COMPUTE) device_invalidate_state(cs->device, STATE_GRAPHICS_SHADER_RESOURCE_BINDING); else device_invalidate_state(cs->device, STATE_COMPUTE_SHADER_RESOURCE_BINDING); } void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type, UINT sampler_idx, struct wined3d_sampler *sampler) { struct wined3d_cs_set_sampler *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_SET_SAMPLER; op->type = type; op->sampler_idx = sampler_idx; op->sampler = sampler; wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } static void wined3d_cs_exec_set_shader(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_shader *op = data; cs->state.shader[op->type] = op->shader; device_invalidate_state(cs->device, STATE_SHADER(op->type)); if (op->type != WINED3D_SHADER_TYPE_COMPUTE) device_invalidate_state(cs->device, STATE_GRAPHICS_SHADER_RESOURCE_BINDING); else device_invalidate_state(cs->device, STATE_COMPUTE_SHADER_RESOURCE_BINDING); } void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type, struct wined3d_shader *shader) { struct wined3d_cs_set_shader *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_SET_SHADER; op->type = type; op->shader = shader; wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } static void wined3d_cs_exec_set_blend_state(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_blend_state *op = data; struct wined3d_state *state = &cs->state; if (state->blend_state != op->state) { state->blend_state = op->state; device_invalidate_state(cs->device, STATE_BLEND); } state->blend_factor = op->factor; device_invalidate_state(cs->device, STATE_BLEND_FACTOR); } void wined3d_cs_emit_set_blend_state(struct wined3d_cs *cs, struct wined3d_blend_state *state, const struct wined3d_color *blend_factor) { struct wined3d_cs_set_blend_state *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_SET_BLEND_STATE; op->state = state; op->factor = *blend_factor; wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } static void wined3d_cs_exec_set_rasterizer_state(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_rasterizer_state *op = data; cs->state.rasterizer_state = op->state; device_invalidate_state(cs->device, STATE_RASTERIZER); } void wined3d_cs_emit_set_rasterizer_state(struct wined3d_cs *cs, struct wined3d_rasterizer_state *rasterizer_state) { struct wined3d_cs_set_rasterizer_state *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_SET_RASTERIZER_STATE; op->state = rasterizer_state; wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } static void wined3d_cs_exec_set_render_state(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_render_state *op = data; cs->state.render_states[op->state] = op->value; device_invalidate_state(cs->device, STATE_RENDER(op->state)); } void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs, enum wined3d_render_state state, DWORD value) { struct wined3d_cs_set_render_state *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_SET_RENDER_STATE; op->state = state; op->value = value; wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } static void wined3d_cs_exec_set_texture_state(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_texture_state *op = data; cs->state.texture_states[op->stage][op->state] = op->value; device_invalidate_state(cs->device, STATE_TEXTURESTAGE(op->stage, op->state)); } void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage, enum wined3d_texture_stage_state state, DWORD value) { struct wined3d_cs_set_texture_state *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_SET_TEXTURE_STATE; op->stage = stage; op->state = state; op->value = value; wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } static void wined3d_cs_exec_set_sampler_state(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_sampler_state *op = data; cs->state.sampler_states[op->sampler_idx][op->state] = op->value; device_invalidate_state(cs->device, STATE_SAMPLER(op->sampler_idx)); } void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx, enum wined3d_sampler_state state, DWORD value) { struct wined3d_cs_set_sampler_state *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_SET_SAMPLER_STATE; op->sampler_idx = sampler_idx; op->state = state; op->value = value; wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } static void wined3d_cs_exec_set_transform(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_transform *op = data; cs->state.transforms[op->state] = op->matrix; if (op->state < WINED3D_TS_WORLD_MATRIX(cs->device->adapter->d3d_info.limits.ffp_vertex_blend_matrices)) device_invalidate_state(cs->device, STATE_TRANSFORM(op->state)); } void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state, const struct wined3d_matrix *matrix) { struct wined3d_cs_set_transform *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_SET_TRANSFORM; op->state = state; op->matrix = *matrix; wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } static void wined3d_cs_exec_set_clip_plane(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_clip_plane *op = data; cs->state.clip_planes[op->plane_idx] = op->plane; device_invalidate_state(cs->device, STATE_CLIPPLANE(op->plane_idx)); } void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx, const struct wined3d_vec4 *plane) { struct wined3d_cs_set_clip_plane *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_SET_CLIP_PLANE; op->plane_idx = plane_idx; op->plane = *plane; wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } static void wined3d_cs_exec_set_color_key(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_color_key *op = data; struct wined3d_texture *texture = op->texture; if (op->set) { switch (op->flags) { case WINED3D_CKEY_DST_BLT: texture->async.dst_blt_color_key = op->color_key; texture->async.color_key_flags |= WINED3D_CKEY_DST_BLT; break; case WINED3D_CKEY_DST_OVERLAY: texture->async.dst_overlay_color_key = op->color_key; texture->async.color_key_flags |= WINED3D_CKEY_DST_OVERLAY; break; case WINED3D_CKEY_SRC_BLT: if (texture == cs->state.textures[0]) { device_invalidate_state(cs->device, STATE_COLOR_KEY); if (!(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)) device_invalidate_state(cs->device, STATE_RENDER(WINED3D_RS_COLORKEYENABLE)); } texture->async.src_blt_color_key = op->color_key; texture->async.color_key_flags |= WINED3D_CKEY_SRC_BLT; break; case WINED3D_CKEY_SRC_OVERLAY: texture->async.src_overlay_color_key = op->color_key; texture->async.color_key_flags |= WINED3D_CKEY_SRC_OVERLAY; break; } } else { switch (op->flags) { case WINED3D_CKEY_DST_BLT: texture->async.color_key_flags &= ~WINED3D_CKEY_DST_BLT; break; case WINED3D_CKEY_DST_OVERLAY: texture->async.color_key_flags &= ~WINED3D_CKEY_DST_OVERLAY; break; case WINED3D_CKEY_SRC_BLT: if (texture == cs->state.textures[0] && texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT) device_invalidate_state(cs->device, STATE_RENDER(WINED3D_RS_COLORKEYENABLE)); texture->async.color_key_flags &= ~WINED3D_CKEY_SRC_BLT; break; case WINED3D_CKEY_SRC_OVERLAY: texture->async.color_key_flags &= ~WINED3D_CKEY_SRC_OVERLAY; break; } } } void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture *texture, WORD flags, const struct wined3d_color_key *color_key) { struct wined3d_cs_set_color_key *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_SET_COLOR_KEY; op->texture = texture; op->flags = flags; if (color_key) { op->color_key = *color_key; op->set = 1; } else op->set = 0; wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } static void wined3d_cs_exec_set_material(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_material *op = data; cs->state.material = op->material; device_invalidate_state(cs->device, STATE_MATERIAL); } void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) { struct wined3d_cs_set_material *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_SET_MATERIAL; op->material = *material; wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } static void wined3d_cs_exec_set_light(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_light *op = data; struct wined3d_light_info *light_info; unsigned int light_idx, hash_idx; light_idx = op->light.OriginalIndex; if (!(light_info = wined3d_light_state_get_light(&cs->state.light_state, light_idx))) { TRACE("Adding new light.\n"); if (!(light_info = heap_alloc_zero(sizeof(*light_info)))) { ERR("Failed to allocate light info.\n"); return; } hash_idx = LIGHTMAP_HASHFUNC(light_idx); list_add_head(&cs->state.light_state.light_map[hash_idx], &light_info->entry); light_info->glIndex = -1; light_info->OriginalIndex = light_idx; } if (light_info->glIndex != -1) { if (light_info->OriginalParms.type != op->light.OriginalParms.type) device_invalidate_state(cs->device, STATE_LIGHT_TYPE); device_invalidate_state(cs->device, STATE_ACTIVELIGHT(light_info->glIndex)); } light_info->OriginalParms = op->light.OriginalParms; light_info->position = op->light.position; light_info->direction = op->light.direction; light_info->exponent = op->light.exponent; light_info->cutoff = op->light.cutoff; } void wined3d_cs_emit_set_light(struct wined3d_cs *cs, const struct wined3d_light_info *light) { struct wined3d_cs_set_light *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_SET_LIGHT; op->light = *light; wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } static void wined3d_cs_exec_set_light_enable(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_light_enable *op = data; struct wined3d_device *device = cs->device; struct wined3d_light_info *light_info; int prev_idx; if (!(light_info = wined3d_light_state_get_light(&cs->state.light_state, op->idx))) { ERR("Light doesn't exist.\n"); return; } prev_idx = light_info->glIndex; wined3d_light_state_enable_light(&cs->state.light_state, &device->adapter->d3d_info, light_info, op->enable); if (light_info->glIndex != prev_idx) { device_invalidate_state(device, STATE_LIGHT_TYPE); device_invalidate_state(device, STATE_ACTIVELIGHT(op->enable ? light_info->glIndex : prev_idx)); } } void wined3d_cs_emit_set_light_enable(struct wined3d_cs *cs, unsigned int idx, BOOL enable) { struct wined3d_cs_set_light_enable *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_SET_LIGHT_ENABLE; op->idx = idx; op->enable = enable; wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } static const struct { size_t offset; size_t size; DWORD mask; } wined3d_cs_push_constant_info[] = { /* WINED3D_PUSH_CONSTANTS_VS_F */ {FIELD_OFFSET(struct wined3d_state, vs_consts_f), sizeof(struct wined3d_vec4), WINED3D_SHADER_CONST_VS_F}, /* WINED3D_PUSH_CONSTANTS_PS_F */ {FIELD_OFFSET(struct wined3d_state, ps_consts_f), sizeof(struct wined3d_vec4), WINED3D_SHADER_CONST_PS_F}, /* WINED3D_PUSH_CONSTANTS_VS_I */ {FIELD_OFFSET(struct wined3d_state, vs_consts_i), sizeof(struct wined3d_ivec4), WINED3D_SHADER_CONST_VS_I}, /* WINED3D_PUSH_CONSTANTS_PS_I */ {FIELD_OFFSET(struct wined3d_state, ps_consts_i), sizeof(struct wined3d_ivec4), WINED3D_SHADER_CONST_PS_I}, /* WINED3D_PUSH_CONSTANTS_VS_B */ {FIELD_OFFSET(struct wined3d_state, vs_consts_b), sizeof(BOOL), WINED3D_SHADER_CONST_VS_B}, /* WINED3D_PUSH_CONSTANTS_PS_B */ {FIELD_OFFSET(struct wined3d_state, ps_consts_b), sizeof(BOOL), WINED3D_SHADER_CONST_PS_B}, }; static void wined3d_cs_st_push_constants(struct wined3d_cs *cs, enum wined3d_push_constants p, unsigned int start_idx, unsigned int count, const void *constants) { struct wined3d_device *device = cs->device; unsigned int context_count; unsigned int i; size_t offset; if (p == WINED3D_PUSH_CONSTANTS_VS_F) device->shader_backend->shader_update_float_vertex_constants(device, start_idx, count); else if (p == WINED3D_PUSH_CONSTANTS_PS_F) device->shader_backend->shader_update_float_pixel_constants(device, start_idx, count); offset = wined3d_cs_push_constant_info[p].offset + start_idx * wined3d_cs_push_constant_info[p].size; memcpy((BYTE *)&cs->state + offset, constants, count * wined3d_cs_push_constant_info[p].size); for (i = 0, context_count = device->context_count; i < context_count; ++i) { device->contexts[i]->constant_update_mask |= wined3d_cs_push_constant_info[p].mask; } } static void wined3d_cs_exec_push_constants(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_push_constants *op = data; wined3d_cs_st_push_constants(cs, op->type, op->start_idx, op->count, op->constants); } static void wined3d_cs_mt_push_constants(struct wined3d_cs *cs, enum wined3d_push_constants p, unsigned int start_idx, unsigned int count, const void *constants) { struct wined3d_cs_push_constants *op; size_t size; size = count * wined3d_cs_push_constant_info[p].size; op = wined3d_cs_require_space(cs, FIELD_OFFSET(struct wined3d_cs_push_constants, constants[size]), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_PUSH_CONSTANTS; op->type = p; op->start_idx = start_idx; op->count = count; memcpy(op->constants, constants, size); wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } static void wined3d_cs_exec_reset_state(struct wined3d_cs *cs, const void *data) { struct wined3d_adapter *adapter = cs->device->adapter; state_cleanup(&cs->state); memset(&cs->state, 0, sizeof(cs->state)); state_init(&cs->state, &cs->fb, &adapter->d3d_info, WINED3D_STATE_NO_REF | WINED3D_STATE_INIT_DEFAULT); } void wined3d_cs_emit_reset_state(struct wined3d_cs *cs) { struct wined3d_cs_reset_state *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_RESET_STATE; wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } static void wined3d_cs_exec_callback(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_callback *op = data; op->callback(op->object); } static void wined3d_cs_emit_callback(struct wined3d_cs *cs, void (*callback)(void *object), void *object) { struct wined3d_cs_callback *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_CALLBACK; op->callback = callback; op->object = object; wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } void wined3d_cs_destroy_object(struct wined3d_cs *cs, void (*callback)(void *object), void *object) { wined3d_cs_emit_callback(cs, callback, object); } void wined3d_cs_init_object(struct wined3d_cs *cs, void (*callback)(void *object), void *object) { wined3d_cs_emit_callback(cs, callback, object); } static void wined3d_cs_exec_query_issue(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_query_issue *op = data; struct wined3d_query *query = op->query; BOOL poll; poll = query->query_ops->query_issue(query, op->flags); if (!cs->thread) return; if (poll && list_empty(&query->poll_list_entry)) { if (query->buffer_object) InterlockedIncrement(&query->counter_retrieved); else list_add_tail(&cs->query_poll_list, &query->poll_list_entry); return; } /* This can happen if occlusion queries are restarted. This discards the * old result, since polling it could result in a GL error. */ if ((op->flags & WINED3DISSUE_BEGIN) && !poll && !list_empty(&query->poll_list_entry)) { list_remove(&query->poll_list_entry); list_init(&query->poll_list_entry); InterlockedIncrement(&query->counter_retrieved); return; } /* This can happen when an occlusion query is ended without being started, * in which case we don't want to poll, but still have to counter-balance * the increment of the main counter. * * This can also happen if an event query is re-issued before the first * fence was reached. In this case the query is already in the list and * the poll function will check the new fence. We have to counter-balance * the discarded increment. */ if (op->flags & WINED3DISSUE_END) InterlockedIncrement(&query->counter_retrieved); } void wined3d_cs_emit_query_issue(struct wined3d_cs *cs, struct wined3d_query *query, DWORD flags) { struct wined3d_cs_query_issue *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_QUERY_ISSUE; op->query = query; op->flags = flags; wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); cs->queries_flushed = FALSE; } static void wined3d_cs_exec_preload_resource(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_preload_resource *op = data; struct wined3d_resource *resource = op->resource; resource->resource_ops->resource_preload(resource); wined3d_resource_release(resource); } void wined3d_cs_emit_preload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) { struct wined3d_cs_preload_resource *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_PRELOAD_RESOURCE; op->resource = resource; wined3d_resource_acquire(resource); wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } static void wined3d_cs_exec_unload_resource(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_unload_resource *op = data; struct wined3d_resource *resource = op->resource; resource->resource_ops->resource_unload(resource); wined3d_resource_release(resource); } void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) { struct wined3d_cs_unload_resource *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_UNLOAD_RESOURCE; op->resource = resource; wined3d_resource_acquire(resource); wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } static void wined3d_cs_exec_map(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_map *op = data; struct wined3d_resource *resource = op->resource; *op->hr = resource->resource_ops->resource_sub_resource_map(resource, op->sub_resource_idx, op->map_desc, op->box, op->flags); } HRESULT wined3d_cs_map(struct wined3d_cs *cs, struct wined3d_resource *resource, unsigned int sub_resource_idx, struct wined3d_map_desc *map_desc, const struct wined3d_box *box, unsigned int flags) { struct wined3d_cs_map *op; HRESULT hr; /* Mapping resources from the worker thread isn't an issue by itself, but * increasing the map count would be visible to applications. */ wined3d_not_from_cs(cs); op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_MAP); op->opcode = WINED3D_CS_OP_MAP; op->resource = resource; op->sub_resource_idx = sub_resource_idx; op->map_desc = map_desc; op->box = box; op->flags = flags; op->hr = &hr; wined3d_cs_submit(cs, WINED3D_CS_QUEUE_MAP); wined3d_cs_finish(cs, WINED3D_CS_QUEUE_MAP); return hr; } static void wined3d_cs_exec_unmap(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_unmap *op = data; struct wined3d_resource *resource = op->resource; *op->hr = resource->resource_ops->resource_sub_resource_unmap(resource, op->sub_resource_idx); } HRESULT wined3d_cs_unmap(struct wined3d_cs *cs, struct wined3d_resource *resource, unsigned int sub_resource_idx) { struct wined3d_cs_unmap *op; HRESULT hr; wined3d_not_from_cs(cs); op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_MAP); op->opcode = WINED3D_CS_OP_UNMAP; op->resource = resource; op->sub_resource_idx = sub_resource_idx; op->hr = &hr; wined3d_cs_submit(cs, WINED3D_CS_QUEUE_MAP); wined3d_cs_finish(cs, WINED3D_CS_QUEUE_MAP); return hr; } static void wined3d_cs_exec_blt_sub_resource(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_blt_sub_resource *op = data; if (op->dst_resource->type == WINED3D_RTYPE_BUFFER) { wined3d_buffer_copy(buffer_from_resource(op->dst_resource), op->dst_box.left, buffer_from_resource(op->src_resource), op->src_box.left, op->src_box.right - op->src_box.left); } else if (op->dst_resource->type == WINED3D_RTYPE_TEXTURE_3D) { struct wined3d_texture *src_texture, *dst_texture; unsigned int level, update_w, update_h, update_d; unsigned int row_pitch, slice_pitch; struct wined3d_context *context; struct wined3d_bo_address addr; if (op->flags & ~WINED3D_BLT_RAW) { FIXME("Flags %#x not implemented for %s resources.\n", op->flags, debug_d3dresourcetype(op->dst_resource->type)); goto error; } if (!(op->flags & WINED3D_BLT_RAW) && op->src_resource->format != op->dst_resource->format) { FIXME("Format conversion not implemented for %s resources.\n", debug_d3dresourcetype(op->dst_resource->type)); goto error; } update_w = op->dst_box.right - op->dst_box.left; update_h = op->dst_box.bottom - op->dst_box.top; update_d = op->dst_box.back - op->dst_box.front; if (op->src_box.right - op->src_box.left != update_w || op->src_box.bottom - op->src_box.top != update_h || op->src_box.back - op->src_box.front != update_d) { FIXME("Stretching not implemented for %s resources.\n", debug_d3dresourcetype(op->dst_resource->type)); goto error; } dst_texture = texture_from_resource(op->dst_resource); src_texture = texture_from_resource(op->src_resource); context = context_acquire(cs->device, NULL, 0); if (!wined3d_texture_load_location(src_texture, op->src_sub_resource_idx, context, src_texture->resource.map_binding)) { ERR("Failed to load source sub-resource into %s.\n", wined3d_debug_location(src_texture->resource.map_binding)); context_release(context); goto error; } level = op->dst_sub_resource_idx % dst_texture->level_count; if (update_w == wined3d_texture_get_level_width(dst_texture, level) && update_h == wined3d_texture_get_level_height(dst_texture, level) && update_d == wined3d_texture_get_level_depth(dst_texture, level)) { wined3d_texture_prepare_texture(dst_texture, context, FALSE); } else if (!wined3d_texture_load_location(dst_texture, op->dst_sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB)) { ERR("Failed to load destination sub-resource.\n"); context_release(context); goto error; } wined3d_texture_get_memory(src_texture, op->src_sub_resource_idx, &addr, src_texture->resource.map_binding); wined3d_texture_get_pitch(src_texture, op->src_sub_resource_idx % src_texture->level_count, &row_pitch, &slice_pitch); wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(dst_texture), context, FALSE); wined3d_texture_upload_data(dst_texture, op->dst_sub_resource_idx, context, dst_texture->resource.format, &op->src_box, wined3d_const_bo_address(&addr), row_pitch, slice_pitch, op->dst_box.left, op->dst_box.top, op->dst_box.front, FALSE); wined3d_texture_validate_location(dst_texture, op->dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB); wined3d_texture_invalidate_location(dst_texture, op->dst_sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB); context_release(context); } else { if (FAILED(texture2d_blt(texture_from_resource(op->dst_resource), op->dst_sub_resource_idx, &op->dst_box, texture_from_resource(op->src_resource), op->src_sub_resource_idx, &op->src_box, op->flags, &op->fx, op->filter))) FIXME("Blit failed.\n"); } error: if (op->src_resource) wined3d_resource_release(op->src_resource); wined3d_resource_release(op->dst_resource); } void wined3d_cs_emit_blt_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *dst_resource, unsigned int dst_sub_resource_idx, const struct wined3d_box *dst_box, struct wined3d_resource *src_resource, unsigned int src_sub_resource_idx, const struct wined3d_box *src_box, DWORD flags, const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter) { struct wined3d_cs_blt_sub_resource *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_BLT_SUB_RESOURCE; op->dst_resource = dst_resource; op->dst_sub_resource_idx = dst_sub_resource_idx; op->dst_box = *dst_box; op->src_resource = src_resource; op->src_sub_resource_idx = src_sub_resource_idx; op->src_box = *src_box; op->flags = flags; if (fx) op->fx = *fx; else memset(&op->fx, 0, sizeof(op->fx)); op->filter = filter; wined3d_resource_acquire(dst_resource); if (src_resource) wined3d_resource_acquire(src_resource); wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); if (flags & WINED3D_BLT_SYNCHRONOUS) wined3d_cs_finish(cs, WINED3D_CS_QUEUE_DEFAULT); } static void wined3d_cs_exec_update_sub_resource(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_update_sub_resource *op = data; struct wined3d_resource *resource = op->resource; const struct wined3d_box *box = &op->box; unsigned int width, height, depth, level; struct wined3d_const_bo_address addr; struct wined3d_context *context; struct wined3d_texture *texture; struct wined3d_box src_box; context = context_acquire(cs->device, NULL, 0); if (resource->type == WINED3D_RTYPE_BUFFER) { struct wined3d_buffer *buffer = buffer_from_resource(resource); if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER)) { ERR("Failed to load buffer location.\n"); goto done; } wined3d_buffer_upload_data(buffer, context, box, op->data.data); wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_BUFFER); goto done; } texture = wined3d_texture_from_resource(resource); level = op->sub_resource_idx % texture->level_count; width = wined3d_texture_get_level_width(texture, level); height = wined3d_texture_get_level_height(texture, level); depth = wined3d_texture_get_level_depth(texture, level); addr.buffer_object = 0; addr.addr = op->data.data; /* Only load the sub-resource for partial updates. */ if (!box->left && !box->top && !box->front && box->right == width && box->bottom == height && box->back == depth) wined3d_texture_prepare_texture(texture, context, FALSE); else wined3d_texture_load_location(texture, op->sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB); wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, FALSE); wined3d_box_set(&src_box, 0, 0, box->right - box->left, box->bottom - box->top, 0, box->back - box->front); wined3d_texture_upload_data(texture, op->sub_resource_idx, context, texture->resource.format, &src_box, &addr, op->data.row_pitch, op->data.slice_pitch, box->left, box->top, box->front, FALSE); wined3d_texture_validate_location(texture, op->sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB); wined3d_texture_invalidate_location(texture, op->sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB); done: context_release(context); wined3d_resource_release(resource); } void wined3d_cs_emit_update_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *resource, unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch, unsigned int slice_pitch) { struct wined3d_cs_update_sub_resource *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_MAP); op->opcode = WINED3D_CS_OP_UPDATE_SUB_RESOURCE; op->resource = resource; op->sub_resource_idx = sub_resource_idx; op->box = *box; op->data.row_pitch = row_pitch; op->data.slice_pitch = slice_pitch; op->data.data = data; wined3d_resource_acquire(resource); wined3d_cs_submit(cs, WINED3D_CS_QUEUE_MAP); /* The data pointer may go away, so we need to wait until it is read. * Copying the data may be faster if it's small. */ wined3d_cs_finish(cs, WINED3D_CS_QUEUE_MAP); } static void wined3d_cs_exec_add_dirty_texture_region(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_add_dirty_texture_region *op = data; struct wined3d_texture *texture = op->texture; unsigned int sub_resource_idx, i; struct wined3d_context *context; context = context_acquire(cs->device, NULL, 0); sub_resource_idx = op->layer * texture->level_count; for (i = 0; i < texture->level_count; ++i, ++sub_resource_idx) { if (wined3d_texture_load_location(texture, sub_resource_idx, context, texture->resource.map_binding)) wined3d_texture_invalidate_location(texture, sub_resource_idx, ~texture->resource.map_binding); else ERR("Failed to load location %s.\n", wined3d_debug_location(texture->resource.map_binding)); } context_release(context); wined3d_resource_release(&texture->resource); } void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs *cs, struct wined3d_texture *texture, unsigned int layer) { struct wined3d_cs_add_dirty_texture_region *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION; op->texture = texture; op->layer = layer; wined3d_resource_acquire(&texture->resource); wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } static void wined3d_cs_exec_clear_unordered_access_view(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_clear_unordered_access_view *op = data; struct wined3d_unordered_access_view *view = op->view; struct wined3d_context *context; context = context_acquire(cs->device, NULL, 0); wined3d_unordered_access_view_clear_uint(view, &op->clear_value, context); context_release(context); wined3d_resource_release(view->resource); } void wined3d_cs_emit_clear_unordered_access_view_uint(struct wined3d_cs *cs, struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value) { struct wined3d_cs_clear_unordered_access_view *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW; op->view = view; op->clear_value = *clear_value; wined3d_resource_acquire(view->resource); wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } static void wined3d_cs_exec_copy_uav_counter(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_copy_uav_counter *op = data; struct wined3d_unordered_access_view *view = op->view; struct wined3d_context *context; context = context_acquire(cs->device, NULL, 0); wined3d_unordered_access_view_copy_counter(view, op->buffer, op->offset, context); context_release(context); wined3d_resource_release(&op->buffer->resource); } void wined3d_cs_emit_copy_uav_counter(struct wined3d_cs *cs, struct wined3d_buffer *dst_buffer, unsigned int offset, struct wined3d_unordered_access_view *uav) { struct wined3d_cs_copy_uav_counter *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_COPY_UAV_COUNTER; op->buffer = dst_buffer; op->offset = offset; op->view = uav; wined3d_resource_acquire(&dst_buffer->resource); wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } static void wined3d_cs_exec_generate_mipmaps(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_generate_mipmaps *op = data; struct wined3d_shader_resource_view *view = op->view; shader_resource_view_generate_mipmaps(view); wined3d_resource_release(view->resource); } void wined3d_cs_emit_generate_mipmaps(struct wined3d_cs *cs, struct wined3d_shader_resource_view *view) { struct wined3d_cs_generate_mipmaps *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_GENERATE_MIPMAPS; op->view = view; wined3d_resource_acquire(view->resource); wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } static void wined3d_cs_emit_stop(struct wined3d_cs *cs) { struct wined3d_cs_stop *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_STOP; wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); wined3d_cs_finish(cs, WINED3D_CS_QUEUE_DEFAULT); } static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void *data) = { /* WINED3D_CS_OP_NOP */ wined3d_cs_exec_nop, /* WINED3D_CS_OP_PRESENT */ wined3d_cs_exec_present, /* WINED3D_CS_OP_CLEAR */ wined3d_cs_exec_clear, /* WINED3D_CS_OP_DISPATCH */ wined3d_cs_exec_dispatch, /* WINED3D_CS_OP_DRAW */ wined3d_cs_exec_draw, /* WINED3D_CS_OP_FLUSH */ wined3d_cs_exec_flush, /* 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_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_SOURCE */ wined3d_cs_exec_set_stream_source, /* WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ */ wined3d_cs_exec_set_stream_source_freq, /* WINED3D_CS_OP_SET_STREAM_OUTPUT */ wined3d_cs_exec_set_stream_output, /* WINED3D_CS_OP_SET_INDEX_BUFFER */ wined3d_cs_exec_set_index_buffer, /* WINED3D_CS_OP_SET_CONSTANT_BUFFER */ wined3d_cs_exec_set_constant_buffer, /* WINED3D_CS_OP_SET_TEXTURE */ wined3d_cs_exec_set_texture, /* WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW */ wined3d_cs_exec_set_shader_resource_view, /* WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW */ wined3d_cs_exec_set_unordered_access_view, /* WINED3D_CS_OP_SET_SAMPLER */ wined3d_cs_exec_set_sampler, /* WINED3D_CS_OP_SET_SHADER */ wined3d_cs_exec_set_shader, /* WINED3D_CS_OP_SET_BLEND_STATE */ wined3d_cs_exec_set_blend_state, /* WINED3D_CS_OP_SET_RASTERIZER_STATE */ wined3d_cs_exec_set_rasterizer_state, /* WINED3D_CS_OP_SET_RENDER_STATE */ wined3d_cs_exec_set_render_state, /* WINED3D_CS_OP_SET_TEXTURE_STATE */ wined3d_cs_exec_set_texture_state, /* WINED3D_CS_OP_SET_SAMPLER_STATE */ wined3d_cs_exec_set_sampler_state, /* WINED3D_CS_OP_SET_TRANSFORM */ wined3d_cs_exec_set_transform, /* WINED3D_CS_OP_SET_CLIP_PLANE */ wined3d_cs_exec_set_clip_plane, /* WINED3D_CS_OP_SET_COLOR_KEY */ wined3d_cs_exec_set_color_key, /* WINED3D_CS_OP_SET_MATERIAL */ wined3d_cs_exec_set_material, /* WINED3D_CS_OP_SET_LIGHT */ wined3d_cs_exec_set_light, /* WINED3D_CS_OP_SET_LIGHT_ENABLE */ wined3d_cs_exec_set_light_enable, /* WINED3D_CS_OP_PUSH_CONSTANTS */ wined3d_cs_exec_push_constants, /* WINED3D_CS_OP_RESET_STATE */ wined3d_cs_exec_reset_state, /* WINED3D_CS_OP_CALLBACK */ wined3d_cs_exec_callback, /* WINED3D_CS_OP_QUERY_ISSUE */ wined3d_cs_exec_query_issue, /* WINED3D_CS_OP_PRELOAD_RESOURCE */ wined3d_cs_exec_preload_resource, /* WINED3D_CS_OP_UNLOAD_RESOURCE */ wined3d_cs_exec_unload_resource, /* WINED3D_CS_OP_MAP */ wined3d_cs_exec_map, /* WINED3D_CS_OP_UNMAP */ wined3d_cs_exec_unmap, /* WINED3D_CS_OP_BLT_SUB_RESOURCE */ wined3d_cs_exec_blt_sub_resource, /* WINED3D_CS_OP_UPDATE_SUB_RESOURCE */ wined3d_cs_exec_update_sub_resource, /* WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION */ wined3d_cs_exec_add_dirty_texture_region, /* WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW */ wined3d_cs_exec_clear_unordered_access_view, /* WINED3D_CS_OP_COPY_UAV_COUNTER */ wined3d_cs_exec_copy_uav_counter, /* WINED3D_CS_OP_GENERATE_MIPMAPS */ wined3d_cs_exec_generate_mipmaps, }; static void *wined3d_cs_st_require_space(struct wined3d_cs *cs, size_t size, enum wined3d_cs_queue_id queue_id) { if (size > (cs->data_size - cs->end)) { size_t new_size; void *new_data; new_size = max(size, cs->data_size * 2); if (!cs->end) new_data = heap_realloc(cs->data, new_size); else new_data = heap_alloc(new_size); if (!new_data) return NULL; cs->data_size = new_size; cs->start = cs->end = 0; cs->data = new_data; } cs->end += size; return (BYTE *)cs->data + cs->start; } static void wined3d_cs_st_submit(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id) { enum wined3d_cs_op opcode; size_t start; BYTE *data; data = cs->data; start = cs->start; cs->start = cs->end; opcode = *(const enum wined3d_cs_op *)&data[start]; if (opcode >= WINED3D_CS_OP_STOP) ERR("Invalid opcode %#x.\n", opcode); else wined3d_cs_op_handlers[opcode](cs, &data[start]); if (cs->data == data) cs->start = cs->end = start; else if (!start) heap_free(data); } static void wined3d_cs_st_finish(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id) { } static const struct wined3d_cs_ops wined3d_cs_st_ops = { wined3d_cs_st_require_space, wined3d_cs_st_submit, wined3d_cs_st_finish, wined3d_cs_st_push_constants, }; static BOOL wined3d_cs_queue_is_empty(const struct wined3d_cs *cs, const struct wined3d_cs_queue *queue) { wined3d_from_cs(cs); return *(volatile LONG *)&queue->head == queue->tail; } static void wined3d_cs_queue_submit(struct wined3d_cs_queue *queue, struct wined3d_cs *cs) { struct wined3d_cs_packet *packet; size_t packet_size; packet = (struct wined3d_cs_packet *)&queue->data[queue->head]; packet_size = FIELD_OFFSET(struct wined3d_cs_packet, data[packet->size]); InterlockedExchange(&queue->head, (queue->head + packet_size) & (WINED3D_CS_QUEUE_SIZE - 1)); if (InterlockedCompareExchange(&cs->waiting_for_event, FALSE, TRUE)) SetEvent(cs->event); } static void wined3d_cs_mt_submit(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id) { if (cs->thread_id == GetCurrentThreadId()) return wined3d_cs_st_submit(cs, queue_id); wined3d_cs_queue_submit(&cs->queue[queue_id], cs); } static void *wined3d_cs_queue_require_space(struct wined3d_cs_queue *queue, size_t size, struct wined3d_cs *cs) { size_t queue_size = ARRAY_SIZE(queue->data); size_t header_size, packet_size, remaining; struct wined3d_cs_packet *packet; header_size = FIELD_OFFSET(struct wined3d_cs_packet, data[0]); size = (size + header_size - 1) & ~(header_size - 1); packet_size = FIELD_OFFSET(struct wined3d_cs_packet, data[size]); if (packet_size >= WINED3D_CS_QUEUE_SIZE) { ERR("Packet size %lu >= queue size %u.\n", (unsigned long)packet_size, WINED3D_CS_QUEUE_SIZE); return NULL; } remaining = queue_size - queue->head; if (remaining < packet_size) { size_t nop_size = remaining - header_size; struct wined3d_cs_nop *nop; TRACE("Inserting a nop for %lu + %lu bytes.\n", (unsigned long)header_size, (unsigned long)nop_size); nop = wined3d_cs_queue_require_space(queue, nop_size, cs); if (nop_size) nop->opcode = WINED3D_CS_OP_NOP; wined3d_cs_queue_submit(queue, cs); assert(!queue->head); } for (;;) { LONG tail = *(volatile LONG *)&queue->tail; LONG head = queue->head; LONG new_pos; /* Empty. */ if (head == tail) break; new_pos = (head + packet_size) & (WINED3D_CS_QUEUE_SIZE - 1); /* Head ahead of tail. We checked the remaining size above, so we only * need to make sure we don't make head equal to tail. */ if (head > tail && (new_pos != tail)) break; /* Tail ahead of head. Make sure the new head is before the tail as * well. Note that new_pos is 0 when it's at the end of the queue. */ if (new_pos < tail && new_pos) break; TRACE("Waiting for free space. Head %u, tail %u, packet size %lu.\n", head, tail, (unsigned long)packet_size); } packet = (struct wined3d_cs_packet *)&queue->data[queue->head]; packet->size = size; return packet->data; } static void *wined3d_cs_mt_require_space(struct wined3d_cs *cs, size_t size, enum wined3d_cs_queue_id queue_id) { if (cs->thread_id == GetCurrentThreadId()) return wined3d_cs_st_require_space(cs, size, queue_id); return wined3d_cs_queue_require_space(&cs->queue[queue_id], size, cs); } static void wined3d_cs_mt_finish(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id) { if (cs->thread_id == GetCurrentThreadId()) return wined3d_cs_st_finish(cs, queue_id); while (cs->queue[queue_id].head != *(volatile LONG *)&cs->queue[queue_id].tail) wined3d_pause(); } static const struct wined3d_cs_ops wined3d_cs_mt_ops = { wined3d_cs_mt_require_space, wined3d_cs_mt_submit, wined3d_cs_mt_finish, wined3d_cs_mt_push_constants, }; static void poll_queries(struct wined3d_cs *cs) { struct wined3d_query *query, *cursor; LIST_FOR_EACH_ENTRY_SAFE(query, cursor, &cs->query_poll_list, struct wined3d_query, poll_list_entry) { if (!query->query_ops->query_poll(query, 0)) continue; list_remove(&query->poll_list_entry); list_init(&query->poll_list_entry); InterlockedIncrement(&query->counter_retrieved); } } static void wined3d_cs_wait_event(struct wined3d_cs *cs) { InterlockedExchange(&cs->waiting_for_event, TRUE); /* The main thread might have enqueued a command and blocked on it after * the CS thread decided to enter wined3d_cs_wait_event(), but before * "waiting_for_event" was set. * * Likewise, we can race with the main thread when resetting * "waiting_for_event", in which case we would need to call * WaitForSingleObject() because the main thread called SetEvent(). */ if (!(wined3d_cs_queue_is_empty(cs, &cs->queue[WINED3D_CS_QUEUE_DEFAULT]) && wined3d_cs_queue_is_empty(cs, &cs->queue[WINED3D_CS_QUEUE_MAP])) && InterlockedCompareExchange(&cs->waiting_for_event, FALSE, TRUE)) return; WaitForSingleObject(cs->event, INFINITE); } static DWORD WINAPI wined3d_cs_run(void *ctx) { struct wined3d_cs_packet *packet; struct wined3d_cs_queue *queue; unsigned int spin_count = 0; struct wined3d_cs *cs = ctx; enum wined3d_cs_op opcode; HMODULE wined3d_module; unsigned int poll = 0; LONG tail; TRACE("Started.\n"); /* Copy the module handle to a local variable to avoid racing with the * thread freeing "cs" before the FreeLibraryAndExitThread() call. */ wined3d_module = cs->wined3d_module; list_init(&cs->query_poll_list); cs->thread_id = GetCurrentThreadId(); for (;;) { if (++poll == WINED3D_CS_QUERY_POLL_INTERVAL) { poll_queries(cs); poll = 0; } queue = &cs->queue[WINED3D_CS_QUEUE_MAP]; if (wined3d_cs_queue_is_empty(cs, queue)) { queue = &cs->queue[WINED3D_CS_QUEUE_DEFAULT]; if (wined3d_cs_queue_is_empty(cs, queue)) { if (++spin_count >= WINED3D_CS_SPIN_COUNT && list_empty(&cs->query_poll_list)) wined3d_cs_wait_event(cs); continue; } } spin_count = 0; tail = queue->tail; packet = (struct wined3d_cs_packet *)&queue->data[tail]; if (packet->size) { opcode = *(const enum wined3d_cs_op *)packet->data; TRACE("Executing %s.\n", debug_cs_op(opcode)); if (opcode >= WINED3D_CS_OP_STOP) { if (opcode > WINED3D_CS_OP_STOP) ERR("Invalid opcode %#x.\n", opcode); break; } wined3d_cs_op_handlers[opcode](cs, packet->data); TRACE("%s executed.\n", debug_cs_op(opcode)); } tail += FIELD_OFFSET(struct wined3d_cs_packet, data[packet->size]); tail &= (WINED3D_CS_QUEUE_SIZE - 1); InterlockedExchange(&queue->tail, tail); } cs->queue[WINED3D_CS_QUEUE_MAP].tail = cs->queue[WINED3D_CS_QUEUE_MAP].head; cs->queue[WINED3D_CS_QUEUE_DEFAULT].tail = cs->queue[WINED3D_CS_QUEUE_DEFAULT].head; TRACE("Stopped.\n"); FreeLibraryAndExitThread(wined3d_module, 0); } struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device) { const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info; struct wined3d_cs *cs; if (!(cs = heap_alloc_zero(sizeof(*cs)))) return NULL; cs->ops = &wined3d_cs_st_ops; cs->device = device; state_init(&cs->state, &cs->fb, d3d_info, WINED3D_STATE_NO_REF | WINED3D_STATE_INIT_DEFAULT); cs->data_size = WINED3D_INITIAL_CS_SIZE; if (!(cs->data = heap_alloc(cs->data_size))) goto fail; if (wined3d_settings.cs_multithreaded && !RtlIsCriticalSectionLockedByThread(NtCurrentTeb()->Peb->LoaderLock)) { cs->ops = &wined3d_cs_mt_ops; if (!(cs->event = CreateEventW(NULL, FALSE, FALSE, NULL))) { ERR("Failed to create command stream event.\n"); heap_free(cs->data); goto fail; } if (!(GetModuleHandleExW(GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS, (const WCHAR *)wined3d_cs_run, &cs->wined3d_module))) { ERR("Failed to get wined3d module handle.\n"); CloseHandle(cs->event); heap_free(cs->data); goto fail; } if (!(cs->thread = CreateThread(NULL, 0, wined3d_cs_run, cs, 0, NULL))) { ERR("Failed to create wined3d command stream thread.\n"); FreeLibrary(cs->wined3d_module); CloseHandle(cs->event); heap_free(cs->data); goto fail; } } return cs; fail: state_cleanup(&cs->state); heap_free(cs); return NULL; } void wined3d_cs_destroy(struct wined3d_cs *cs) { if (cs->thread) { wined3d_cs_emit_stop(cs); CloseHandle(cs->thread); if (!CloseHandle(cs->event)) ERR("Closing event failed.\n"); } state_cleanup(&cs->state); heap_free(cs->data); heap_free(cs); }