/* * 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_PRESENT, WINED3D_CS_OP_CLEAR, WINED3D_CS_OP_DRAW, WINED3D_CS_OP_SET_VIEWPORT, WINED3D_CS_OP_SET_SCISSOR_RECT, WINED3D_CS_OP_SET_RENDER_TARGET, WINED3D_CS_OP_SET_DEPTH_STENCIL, 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_SAMPLER, WINED3D_CS_OP_SET_SHADER, 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_MATERIAL, WINED3D_CS_OP_RESET_STATE, }; struct wined3d_cs_present { enum wined3d_cs_op opcode; HWND dst_window_override; struct wined3d_swapchain *swapchain; const RECT *src_rect; const RECT *dst_rect; const RGNDATA *dirty_region; DWORD flags; }; struct wined3d_cs_clear { enum wined3d_cs_op opcode; DWORD rect_count; const RECT *rects; DWORD flags; const struct wined3d_color *color; float depth; DWORD stencil; }; struct wined3d_cs_draw { enum wined3d_cs_op opcode; UINT start_idx; UINT index_count; UINT start_instance; UINT instance_count; BOOL indexed; }; struct wined3d_cs_set_viewport { enum wined3d_cs_op opcode; const struct wined3d_viewport *viewport; }; struct wined3d_cs_set_scissor_rect { enum wined3d_cs_op opcode; const RECT *rect; }; struct wined3d_cs_set_render_target { enum wined3d_cs_op opcode; UINT render_target_idx; struct wined3d_surface *render_target; }; struct wined3d_cs_set_depth_stencil { enum wined3d_cs_op opcode; struct wined3d_surface *depth_stencil; }; 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; }; 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_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_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; const struct wined3d_matrix *matrix; }; struct wined3d_cs_set_clip_plane { enum wined3d_cs_op opcode; UINT plane_idx; const struct wined3d_vec4 *plane; }; struct wined3d_cs_set_material { enum wined3d_cs_op opcode; const struct wined3d_material *material; }; struct wined3d_cs_reset_state { enum wined3d_cs_op opcode; }; static void wined3d_cs_exec_present(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_present *op = data; struct wined3d_swapchain *swapchain; swapchain = op->swapchain; wined3d_swapchain_set_window(swapchain, op->dst_window_override); swapchain->swapchain_ops->swapchain_present(swapchain, op->src_rect, op->dst_rect, op->dirty_region, op->flags); } 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, const RGNDATA *dirty_region, DWORD flags) { struct wined3d_cs_present *op; op = cs->ops->require_space(cs, sizeof(*op)); 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->dirty_region = dirty_region; op->flags = flags; cs->ops->submit(cs); } static void wined3d_cs_exec_clear(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_clear *op = data; struct wined3d_device *device; RECT draw_rect; device = cs->device; wined3d_get_draw_rect(&device->state, &draw_rect); device_clear_render_targets(device, device->adapter->gl_info.limits.buffers, &device->fb, op->rect_count, op->rects, &draw_rect, op->flags, op->color, op->depth, op->stencil); } 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) { struct wined3d_cs_clear *op; op = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_CLEAR; op->rect_count = rect_count; op->rects = rects; op->flags = flags; op->color = color; op->depth = depth; op->stencil = stencil; cs->ops->submit(cs); } static void wined3d_cs_exec_draw(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_draw *op = data; draw_primitive(cs->device, op->start_idx, op->index_count, op->start_instance, op->instance_count, op->indexed); } void wined3d_cs_emit_draw(struct wined3d_cs *cs, UINT start_idx, UINT index_count, UINT start_instance, UINT instance_count, BOOL indexed) { struct wined3d_cs_draw *op; op = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_DRAW; op->start_idx = start_idx; op->index_count = index_count; op->start_instance = start_instance; op->instance_count = instance_count; op->indexed = indexed; cs->ops->submit(cs); } static void wined3d_cs_exec_set_viewport(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_viewport *op = data; cs->state.viewport = *op->viewport; device_invalidate_state(cs->device, STATE_VIEWPORT); } void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) { struct wined3d_cs_set_viewport *op; op = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_VIEWPORT; op->viewport = viewport; cs->ops->submit(cs); } static void wined3d_cs_exec_set_scissor_rect(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_scissor_rect *op = data; cs->state.scissor_rect = *op->rect; device_invalidate_state(cs->device, STATE_SCISSORRECT); } void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect) { struct wined3d_cs_set_scissor_rect *op; op = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_SCISSOR_RECT; op->rect = rect; cs->ops->submit(cs); } static void wined3d_cs_exec_set_render_target(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_render_target *op = data; cs->state.fb->render_targets[op->render_target_idx] = op->render_target; device_invalidate_state(cs->device, STATE_FRAMEBUFFER); } void wined3d_cs_emit_set_render_target(struct wined3d_cs *cs, UINT render_target_idx, struct wined3d_surface *render_target) { struct wined3d_cs_set_render_target *op; op = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_RENDER_TARGET; op->render_target_idx = render_target_idx; op->render_target = render_target; cs->ops->submit(cs); } static void wined3d_cs_exec_set_depth_stencil(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_depth_stencil *op = data; struct wined3d_device *device = cs->device; struct wined3d_surface *prev; if ((prev = cs->state.fb->depth_stencil)) { if (device->swapchains[0]->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL || prev->flags & SFLAG_DISCARD) { surface_modify_ds_location(prev, WINED3D_LOCATION_DISCARDED, prev->resource.width, prev->resource.height); if (prev == device->onscreen_depth_stencil) { wined3d_surface_decref(device->onscreen_depth_stencil); device->onscreen_depth_stencil = NULL; } } } cs->fb.depth_stencil = op->depth_stencil; if (!prev != !op->depth_stencil) { /* 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->resource.format->depth_size != op->depth_stencil->resource.format->depth_size) { device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS)); } device_invalidate_state(device, STATE_FRAMEBUFFER); } void wined3d_cs_emit_set_depth_stencil(struct wined3d_cs *cs, struct wined3d_surface *depth_stencil) { struct wined3d_cs_set_depth_stencil *op; op = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_DEPTH_STENCIL; op->depth_stencil = depth_stencil; cs->ops->submit(cs); } 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 = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_VERTEX_DECLARATION; op->declaration = declaration; cs->ops->submit(cs); } 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 = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_STREAM_SOURCE; op->stream_idx = stream_idx; op->buffer = buffer; op->offset = offset; op->stride = stride; cs->ops->submit(cs); } 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 = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ; op->stream_idx = stream_idx; op->frequency = frequency; op->flags = flags; cs->ops->submit(cs); } 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); } 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 = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_STREAM_OUTPUT; op->stream_idx = stream_idx; op->buffer = buffer; op->offset = offset; cs->ops->submit(cs); } 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; 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) { struct wined3d_cs_set_index_buffer *op; op = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_INDEX_BUFFER; op->buffer = buffer; op->format_id = format_id; cs->ops->submit(cs); } 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 = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_CONSTANT_BUFFER; op->type = type; op->cb_idx = cb_idx; op->buffer = buffer; cs->ops->submit(cs); } static void wined3d_cs_exec_set_texture(struct wined3d_cs *cs, const void *data) { const struct wined3d_d3d_info *d3d_info = &cs->device->adapter->d3d_info; const struct wined3d_cs_set_texture *op = data; struct wined3d_texture *prev; prev = cs->state.textures[op->stage]; cs->state.textures[op->stage] = op->texture; if (op->texture) { if (InterlockedIncrement(&op->texture->resource.bind_count) == 1) op->texture->sampler = op->stage; if (!prev || op->texture->target != prev->target) 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 (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)); } } device_invalidate_state(cs->device, STATE_SAMPLER(op->stage)); } void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) { struct wined3d_cs_set_texture *op; op = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_TEXTURE; op->stage = stage; op->texture = texture; cs->ops->submit(cs); } 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; } 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 = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_SAMPLER; op->type = type; op->sampler_idx = sampler_idx; op->sampler = sampler; cs->ops->submit(cs); } 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)); } 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 = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_SHADER; op->type = type; op->shader = shader; cs->ops->submit(cs); } 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 = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_RENDER_STATE; op->state = state; op->value = value; cs->ops->submit(cs); } 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 = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_TEXTURE_STATE; op->stage = stage; op->state = state; op->value = value; cs->ops->submit(cs); } 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 = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_SAMPLER_STATE; op->sampler_idx = sampler_idx; op->state = state; op->value = value; cs->ops->submit(cs); } 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->gl_info.limits.blends)) 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 = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_TRANSFORM; op->state = state; op->matrix = matrix; cs->ops->submit(cs); } 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 = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_CLIP_PLANE; op->plane_idx = plane_idx; op->plane = plane; cs->ops->submit(cs); } 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 = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_MATERIAL; op->material = material; cs->ops->submit(cs); } static void wined3d_cs_exec_reset_state(struct wined3d_cs *cs, const void *data) { struct wined3d_adapter *adapter = cs->device->adapter; HRESULT hr; state_cleanup(&cs->state); memset(&cs->state, 0, sizeof(cs->state)); if (FAILED(hr = state_init(&cs->state, &cs->fb, &adapter->gl_info, &adapter->d3d_info, WINED3D_STATE_NO_REF | WINED3D_STATE_INIT_DEFAULT))) ERR("Failed to initialize CS state, hr %#x.\n", hr); } void wined3d_cs_emit_reset_state(struct wined3d_cs *cs) { struct wined3d_cs_reset_state *op; op = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_RESET_STATE; cs->ops->submit(cs); } static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void *data) = { /* WINED3D_CS_OP_PRESENT */ wined3d_cs_exec_present, /* WINED3D_CS_OP_CLEAR */ wined3d_cs_exec_clear, /* WINED3D_CS_OP_DRAW */ wined3d_cs_exec_draw, /* WINED3D_CS_OP_SET_VIEWPORT */ wined3d_cs_exec_set_viewport, /* WINED3D_CS_OP_SET_SCISSOR_RECT */ wined3d_cs_exec_set_scissor_rect, /* WINED3D_CS_OP_SET_RENDER_TARGET */ wined3d_cs_exec_set_render_target, /* WINED3D_CS_OP_SET_DEPTH_STENCIL */ wined3d_cs_exec_set_depth_stencil, /* 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_SAMPLER */ wined3d_cs_exec_set_sampler, /* WINED3D_CS_OP_SET_SHADER */ wined3d_cs_exec_set_shader, /* 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_MATERIAL */ wined3d_cs_exec_set_material, /* WINED3D_CS_OP_RESET_STATE */ wined3d_cs_exec_reset_state, }; static void *wined3d_cs_st_require_space(struct wined3d_cs *cs, size_t size) { if (size > cs->data_size) { void *new_data; size = max( size, cs->data_size * 2 ); if (!(new_data = HeapReAlloc(GetProcessHeap(), 0, cs->data, size))) return NULL; cs->data_size = size; cs->data = new_data; } return cs->data; } static void wined3d_cs_st_submit(struct wined3d_cs *cs) { enum wined3d_cs_op opcode = *(const enum wined3d_cs_op *)cs->data; wined3d_cs_op_handlers[opcode](cs, cs->data); } static const struct wined3d_cs_ops wined3d_cs_st_ops = { wined3d_cs_st_require_space, wined3d_cs_st_submit, }; struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device) { const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; struct wined3d_cs *cs; if (!(cs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*cs)))) return NULL; if (!(cs->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*cs->fb.render_targets) * gl_info->limits.buffers))) { HeapFree(GetProcessHeap(), 0, cs); return NULL; } if (FAILED(state_init(&cs->state, &cs->fb, gl_info, &device->adapter->d3d_info, WINED3D_STATE_NO_REF | WINED3D_STATE_INIT_DEFAULT))) { HeapFree(GetProcessHeap(), 0, cs->fb.render_targets); HeapFree(GetProcessHeap(), 0, cs); return NULL; } cs->ops = &wined3d_cs_st_ops; cs->device = device; cs->data_size = WINED3D_INITIAL_CS_SIZE; if (!(cs->data = HeapAlloc(GetProcessHeap(), 0, cs->data_size))) { HeapFree(GetProcessHeap(), 0, cs); return NULL; } return cs; } void wined3d_cs_destroy(struct wined3d_cs *cs) { state_cleanup(&cs->state); HeapFree(GetProcessHeap(), 0, cs->fb.render_targets); HeapFree(GetProcessHeap(), 0, cs->data); HeapFree(GetProcessHeap(), 0, cs); }