2635 lines
86 KiB
C
2635 lines
86 KiB
C
/*
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* Copyright 2013 Henri Verbeet for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include "wine/port.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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#define WINED3D_INITIAL_CS_SIZE 4096
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enum wined3d_cs_op
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{
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WINED3D_CS_OP_NOP,
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WINED3D_CS_OP_PRESENT,
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WINED3D_CS_OP_CLEAR,
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WINED3D_CS_OP_DISPATCH,
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WINED3D_CS_OP_DRAW,
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WINED3D_CS_OP_FLUSH,
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WINED3D_CS_OP_SET_PREDICATION,
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WINED3D_CS_OP_SET_VIEWPORT,
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WINED3D_CS_OP_SET_SCISSOR_RECT,
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WINED3D_CS_OP_SET_RENDERTARGET_VIEW,
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WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW,
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WINED3D_CS_OP_SET_VERTEX_DECLARATION,
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WINED3D_CS_OP_SET_STREAM_SOURCE,
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WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ,
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WINED3D_CS_OP_SET_STREAM_OUTPUT,
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WINED3D_CS_OP_SET_INDEX_BUFFER,
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WINED3D_CS_OP_SET_CONSTANT_BUFFER,
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WINED3D_CS_OP_SET_TEXTURE,
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WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW,
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WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW,
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WINED3D_CS_OP_SET_SAMPLER,
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WINED3D_CS_OP_SET_SHADER,
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WINED3D_CS_OP_SET_RASTERIZER_STATE,
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WINED3D_CS_OP_SET_RENDER_STATE,
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WINED3D_CS_OP_SET_TEXTURE_STATE,
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WINED3D_CS_OP_SET_SAMPLER_STATE,
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WINED3D_CS_OP_SET_TRANSFORM,
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WINED3D_CS_OP_SET_CLIP_PLANE,
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WINED3D_CS_OP_SET_COLOR_KEY,
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WINED3D_CS_OP_SET_MATERIAL,
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WINED3D_CS_OP_SET_LIGHT,
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WINED3D_CS_OP_SET_LIGHT_ENABLE,
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WINED3D_CS_OP_PUSH_CONSTANTS,
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WINED3D_CS_OP_RESET_STATE,
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WINED3D_CS_OP_CALLBACK,
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WINED3D_CS_OP_QUERY_ISSUE,
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WINED3D_CS_OP_PRELOAD_RESOURCE,
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WINED3D_CS_OP_UNLOAD_RESOURCE,
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WINED3D_CS_OP_MAP,
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WINED3D_CS_OP_UNMAP,
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WINED3D_CS_OP_BLT_SUB_RESOURCE,
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WINED3D_CS_OP_UPDATE_SUB_RESOURCE,
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WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION,
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WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW,
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WINED3D_CS_OP_STOP,
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};
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struct wined3d_cs_packet
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{
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size_t size;
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BYTE data[1];
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};
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struct wined3d_cs_nop
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{
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enum wined3d_cs_op opcode;
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};
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struct wined3d_cs_present
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{
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enum wined3d_cs_op opcode;
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HWND dst_window_override;
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struct wined3d_swapchain *swapchain;
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RECT src_rect;
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RECT dst_rect;
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DWORD flags;
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};
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struct wined3d_cs_clear
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{
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enum wined3d_cs_op opcode;
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DWORD flags;
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unsigned int rt_count;
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struct wined3d_fb_state *fb;
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RECT draw_rect;
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struct wined3d_color color;
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float depth;
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DWORD stencil;
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unsigned int rect_count;
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RECT rects[1];
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};
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struct wined3d_cs_dispatch
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{
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enum wined3d_cs_op opcode;
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unsigned int group_count_x;
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unsigned int group_count_y;
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unsigned int group_count_z;
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};
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struct wined3d_cs_draw
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{
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enum wined3d_cs_op opcode;
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GLenum primitive_type;
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GLint patch_vertex_count;
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int base_vertex_idx;
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unsigned int start_idx;
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unsigned int index_count;
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unsigned int start_instance;
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unsigned int instance_count;
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BOOL indexed;
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};
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struct wined3d_cs_flush
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{
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enum wined3d_cs_op opcode;
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};
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struct wined3d_cs_set_predication
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{
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enum wined3d_cs_op opcode;
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struct wined3d_query *predicate;
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BOOL value;
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};
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struct wined3d_cs_set_viewport
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{
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enum wined3d_cs_op opcode;
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struct wined3d_viewport viewport;
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};
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struct wined3d_cs_set_scissor_rect
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{
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enum wined3d_cs_op opcode;
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RECT rect;
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};
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struct wined3d_cs_set_rendertarget_view
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{
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enum wined3d_cs_op opcode;
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unsigned int view_idx;
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struct wined3d_rendertarget_view *view;
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};
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struct wined3d_cs_set_depth_stencil_view
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{
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enum wined3d_cs_op opcode;
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struct wined3d_rendertarget_view *view;
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};
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struct wined3d_cs_set_vertex_declaration
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{
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enum wined3d_cs_op opcode;
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struct wined3d_vertex_declaration *declaration;
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};
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struct wined3d_cs_set_stream_source
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{
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enum wined3d_cs_op opcode;
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UINT stream_idx;
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struct wined3d_buffer *buffer;
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UINT offset;
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UINT stride;
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};
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struct wined3d_cs_set_stream_source_freq
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{
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enum wined3d_cs_op opcode;
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UINT stream_idx;
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UINT frequency;
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UINT flags;
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};
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struct wined3d_cs_set_stream_output
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{
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enum wined3d_cs_op opcode;
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UINT stream_idx;
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struct wined3d_buffer *buffer;
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UINT offset;
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};
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struct wined3d_cs_set_index_buffer
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{
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enum wined3d_cs_op opcode;
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struct wined3d_buffer *buffer;
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enum wined3d_format_id format_id;
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unsigned int offset;
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};
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struct wined3d_cs_set_constant_buffer
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{
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enum wined3d_cs_op opcode;
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enum wined3d_shader_type type;
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UINT cb_idx;
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struct wined3d_buffer *buffer;
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};
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struct wined3d_cs_set_texture
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{
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enum wined3d_cs_op opcode;
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UINT stage;
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struct wined3d_texture *texture;
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};
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struct wined3d_cs_set_color_key
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{
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enum wined3d_cs_op opcode;
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struct wined3d_texture *texture;
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WORD flags;
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WORD set;
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struct wined3d_color_key color_key;
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};
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struct wined3d_cs_set_shader_resource_view
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{
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enum wined3d_cs_op opcode;
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enum wined3d_shader_type type;
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UINT view_idx;
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struct wined3d_shader_resource_view *view;
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};
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struct wined3d_cs_set_unordered_access_view
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{
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enum wined3d_cs_op opcode;
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enum wined3d_pipeline pipeline;
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unsigned int view_idx;
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struct wined3d_unordered_access_view *view;
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};
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struct wined3d_cs_set_sampler
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{
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enum wined3d_cs_op opcode;
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enum wined3d_shader_type type;
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UINT sampler_idx;
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struct wined3d_sampler *sampler;
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};
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struct wined3d_cs_set_shader
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{
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enum wined3d_cs_op opcode;
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enum wined3d_shader_type type;
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struct wined3d_shader *shader;
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};
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struct wined3d_cs_set_rasterizer_state
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{
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enum wined3d_cs_op opcode;
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struct wined3d_rasterizer_state *state;
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};
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struct wined3d_cs_set_render_state
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{
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enum wined3d_cs_op opcode;
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enum wined3d_render_state state;
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DWORD value;
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};
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struct wined3d_cs_set_texture_state
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{
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enum wined3d_cs_op opcode;
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UINT stage;
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enum wined3d_texture_stage_state state;
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DWORD value;
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};
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struct wined3d_cs_set_sampler_state
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{
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enum wined3d_cs_op opcode;
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UINT sampler_idx;
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enum wined3d_sampler_state state;
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DWORD value;
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};
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struct wined3d_cs_set_transform
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{
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enum wined3d_cs_op opcode;
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enum wined3d_transform_state state;
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struct wined3d_matrix matrix;
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};
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struct wined3d_cs_set_clip_plane
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{
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enum wined3d_cs_op opcode;
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UINT plane_idx;
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struct wined3d_vec4 plane;
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};
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struct wined3d_cs_set_material
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{
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enum wined3d_cs_op opcode;
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struct wined3d_material material;
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};
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struct wined3d_cs_set_light
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{
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enum wined3d_cs_op opcode;
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struct wined3d_light_info light;
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};
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struct wined3d_cs_set_light_enable
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{
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enum wined3d_cs_op opcode;
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unsigned int idx;
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BOOL enable;
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};
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struct wined3d_cs_push_constants
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{
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enum wined3d_cs_op opcode;
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enum wined3d_push_constants type;
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unsigned int start_idx;
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unsigned int count;
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BYTE constants[1];
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};
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struct wined3d_cs_reset_state
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{
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enum wined3d_cs_op opcode;
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};
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struct wined3d_cs_callback
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{
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enum wined3d_cs_op opcode;
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void (*callback)(void *object);
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void *object;
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};
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struct wined3d_cs_query_issue
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{
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enum wined3d_cs_op opcode;
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struct wined3d_query *query;
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DWORD flags;
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};
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struct wined3d_cs_preload_resource
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{
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enum wined3d_cs_op opcode;
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struct wined3d_resource *resource;
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};
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struct wined3d_cs_unload_resource
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{
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enum wined3d_cs_op opcode;
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struct wined3d_resource *resource;
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};
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struct wined3d_cs_map
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{
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enum wined3d_cs_op opcode;
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struct wined3d_resource *resource;
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unsigned int sub_resource_idx;
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struct wined3d_map_desc *map_desc;
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const struct wined3d_box *box;
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DWORD flags;
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HRESULT *hr;
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};
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struct wined3d_cs_unmap
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{
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enum wined3d_cs_op opcode;
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struct wined3d_resource *resource;
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unsigned int sub_resource_idx;
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HRESULT *hr;
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};
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struct wined3d_cs_blt_sub_resource
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{
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enum wined3d_cs_op opcode;
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struct wined3d_resource *dst_resource;
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unsigned int dst_sub_resource_idx;
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struct wined3d_box dst_box;
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struct wined3d_resource *src_resource;
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unsigned int src_sub_resource_idx;
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struct wined3d_box src_box;
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DWORD flags;
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struct wined3d_blt_fx fx;
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enum wined3d_texture_filter_type filter;
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};
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struct wined3d_cs_update_sub_resource
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{
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enum wined3d_cs_op opcode;
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struct wined3d_resource *resource;
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unsigned int sub_resource_idx;
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struct wined3d_box box;
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struct wined3d_sub_resource_data data;
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};
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struct wined3d_cs_add_dirty_texture_region
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{
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enum wined3d_cs_op opcode;
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struct wined3d_texture *texture;
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unsigned int layer;
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};
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struct wined3d_cs_clear_unordered_access_view
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{
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enum wined3d_cs_op opcode;
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struct wined3d_unordered_access_view *view;
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struct wined3d_uvec4 clear_value;
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};
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struct wined3d_cs_stop
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{
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enum wined3d_cs_op opcode;
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};
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static void wined3d_cs_exec_nop(struct wined3d_cs *cs, const void *data)
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{
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}
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static void wined3d_cs_exec_present(struct wined3d_cs *cs, const void *data)
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{
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const struct wined3d_cs_present *op = data;
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struct wined3d_swapchain *swapchain;
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unsigned int i;
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swapchain = op->swapchain;
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wined3d_swapchain_set_window(swapchain, op->dst_window_override);
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swapchain->swapchain_ops->swapchain_present(swapchain, &op->src_rect, &op->dst_rect, op->flags);
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wined3d_resource_release(&swapchain->front_buffer->resource);
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for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
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{
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wined3d_resource_release(&swapchain->back_buffers[i]->resource);
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}
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InterlockedDecrement(&cs->pending_presents);
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}
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void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain,
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const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override, DWORD flags)
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{
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struct wined3d_cs_present *op;
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unsigned int i;
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LONG pending;
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op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
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op->opcode = WINED3D_CS_OP_PRESENT;
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op->dst_window_override = dst_window_override;
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op->swapchain = swapchain;
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op->src_rect = *src_rect;
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op->dst_rect = *dst_rect;
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op->flags = flags;
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pending = InterlockedIncrement(&cs->pending_presents);
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wined3d_resource_acquire(&swapchain->front_buffer->resource);
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for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
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{
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wined3d_resource_acquire(&swapchain->back_buffers[i]->resource);
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}
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cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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/* Limit input latency by limiting the number of presents that we can get
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* ahead of the worker thread. We have a constant limit here, but
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* IDXGIDevice1 allows tuning this. */
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while (pending > 1)
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{
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wined3d_pause();
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pending = InterlockedCompareExchange(&cs->pending_presents, 0, 0);
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}
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}
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static void wined3d_cs_exec_clear(struct wined3d_cs *cs, const void *data)
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{
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const struct wined3d_state *state = &cs->state;
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const struct wined3d_cs_clear *op = data;
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struct wined3d_device *device;
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unsigned int i;
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RECT draw_rect;
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device = cs->device;
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wined3d_get_draw_rect(state, &draw_rect);
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device->blitter->ops->blitter_clear(device->blitter, device, op->rt_count, op->fb,
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op->rect_count, op->rects, &op->draw_rect, op->flags, &op->color, op->depth, op->stencil);
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if (op->flags & WINED3DCLEAR_TARGET)
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{
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for (i = 0; i < op->rt_count; ++i)
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{
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if (op->fb->render_targets[i])
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wined3d_resource_release(op->fb->render_targets[i]->resource);
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}
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}
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if (op->flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
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wined3d_resource_release(op->fb->depth_stencil->resource);
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}
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void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
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DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
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{
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unsigned int rt_count = cs->device->adapter->gl_info.limits.buffers;
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const struct wined3d_state *state = &cs->device->state;
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struct wined3d_cs_clear *op;
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unsigned int i;
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op = cs->ops->require_space(cs, FIELD_OFFSET(struct wined3d_cs_clear, rects[rect_count]),
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WINED3D_CS_QUEUE_DEFAULT);
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op->opcode = WINED3D_CS_OP_CLEAR;
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op->flags = flags;
|
|
op->rt_count = rt_count;
|
|
op->fb = &cs->fb;
|
|
wined3d_get_draw_rect(state, &op->draw_rect);
|
|
op->color = *color;
|
|
op->depth = depth;
|
|
op->stencil = stencil;
|
|
op->rect_count = rect_count;
|
|
memcpy(op->rects, rects, sizeof(*rects) * rect_count);
|
|
|
|
if (flags & WINED3DCLEAR_TARGET)
|
|
{
|
|
for (i = 0; i < rt_count; ++i)
|
|
{
|
|
if (state->fb->render_targets[i])
|
|
wined3d_resource_acquire(state->fb->render_targets[i]->resource);
|
|
}
|
|
}
|
|
if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
|
|
wined3d_resource_acquire(state->fb->depth_stencil->resource);
|
|
|
|
cs->ops->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;
|
|
struct
|
|
{
|
|
struct wined3d_rendertarget_view *rt;
|
|
struct wined3d_fb_state fb;
|
|
} *extra;
|
|
|
|
op = cs->ops->require_space(cs, FIELD_OFFSET(struct wined3d_cs_clear, rects[1]) + sizeof(*extra),
|
|
WINED3D_CS_QUEUE_DEFAULT);
|
|
extra = (void *)&op->rects[1];
|
|
extra->fb.render_targets = &extra->rt;
|
|
op->fb = &extra->fb;
|
|
|
|
op->opcode = WINED3D_CS_OP_CLEAR;
|
|
op->flags = flags;
|
|
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);
|
|
|
|
cs->ops->submit(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->group_count_x, op->group_count_y, op->group_count_z);
|
|
|
|
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]);
|
|
}
|
|
|
|
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 = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
|
|
op->opcode = WINED3D_CS_OP_DISPATCH;
|
|
op->group_count_x = group_count_x;
|
|
op->group_count_y = group_count_y;
|
|
op->group_count_z = group_count_z;
|
|
|
|
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]);
|
|
|
|
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
|
|
}
|
|
|
|
static void wined3d_cs_exec_draw(struct wined3d_cs *cs, const void *data)
|
|
{
|
|
struct wined3d_state *state = &cs->state;
|
|
const struct wined3d_cs_draw *op = data;
|
|
unsigned int i;
|
|
|
|
if (!cs->device->adapter->gl_info.supported[ARB_DRAW_ELEMENTS_BASE_VERTEX]
|
|
&& state->load_base_vertex_index != op->base_vertex_idx)
|
|
{
|
|
state->load_base_vertex_index = op->base_vertex_idx;
|
|
device_invalidate_state(cs->device, STATE_BASEVERTEXINDEX);
|
|
}
|
|
|
|
if (state->gl_primitive_type != op->primitive_type)
|
|
{
|
|
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->base_vertex_idx, op->start_idx,
|
|
op->index_count, op->start_instance, op->instance_count, op->indexed);
|
|
|
|
if (op->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 < cs->device->adapter->gl_info.limits.buffers; ++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]);
|
|
}
|
|
|
|
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_state *state = &cs->device->state;
|
|
struct wined3d_cs_draw *op;
|
|
unsigned int i;
|
|
|
|
op = cs->ops->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->base_vertex_idx = base_vertex_idx;
|
|
op->start_idx = start_idx;
|
|
op->index_count = index_count;
|
|
op->start_instance = start_instance;
|
|
op->instance_count = instance_count;
|
|
op->indexed = indexed;
|
|
|
|
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 < cs->device->adapter->gl_info.limits.buffers; ++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]);
|
|
|
|
cs->ops->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);
|
|
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 = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
|
|
op->opcode = WINED3D_CS_OP_FLUSH;
|
|
|
|
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
|
|
}
|
|
|
|
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 = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
|
|
op->opcode = WINED3D_CS_OP_SET_PREDICATION;
|
|
op->predicate = predicate;
|
|
op->value = value;
|
|
|
|
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
|
|
}
|
|
|
|
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), WINED3D_CS_QUEUE_DEFAULT);
|
|
op->opcode = WINED3D_CS_OP_SET_VIEWPORT;
|
|
op->viewport = *viewport;
|
|
|
|
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
|
|
}
|
|
|
|
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), WINED3D_CS_QUEUE_DEFAULT);
|
|
op->opcode = WINED3D_CS_OP_SET_SCISSOR_RECT;
|
|
op->rect = *rect;
|
|
|
|
cs->ops->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;
|
|
|
|
cs->state.fb->render_targets[op->view_idx] = op->view;
|
|
device_invalidate_state(cs->device, STATE_FRAMEBUFFER);
|
|
}
|
|
|
|
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 = cs->ops->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;
|
|
|
|
cs->ops->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))
|
|
{
|
|
struct wined3d_surface *prev_surface = wined3d_rendertarget_view_get_surface(prev);
|
|
|
|
if (prev_surface && (device->swapchains[0]->desc.flags & WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL
|
|
|| prev_surface->container->flags & WINED3D_TEXTURE_DISCARD))
|
|
{
|
|
wined3d_texture_validate_location(prev_surface->container,
|
|
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_flags & WINED3DFMT_FLAG_FLOAT)
|
|
!= (op->view->format_flags & WINED3DFMT_FLAG_FLOAT))
|
|
{
|
|
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 = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
|
|
op->opcode = WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW;
|
|
op->view = view;
|
|
|
|
cs->ops->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 = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
|
|
op->opcode = WINED3D_CS_OP_SET_VERTEX_DECLARATION;
|
|
op->declaration = declaration;
|
|
|
|
cs->ops->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 = cs->ops->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;
|
|
|
|
cs->ops->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 = cs->ops->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;
|
|
|
|
cs->ops->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 = cs->ops->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;
|
|
|
|
cs->ops->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 = cs->ops->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;
|
|
|
|
cs->ops->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 = cs->ops->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;
|
|
|
|
cs->ops->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 || op->texture->target != 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 = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
|
|
op->opcode = WINED3D_CS_OP_SET_TEXTURE;
|
|
op->stage = stage;
|
|
op->texture = texture;
|
|
|
|
cs->ops->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 = cs->ops->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;
|
|
|
|
cs->ops->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);
|
|
|
|
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)
|
|
{
|
|
struct wined3d_cs_set_unordered_access_view *op;
|
|
|
|
op = cs->ops->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;
|
|
|
|
cs->ops->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 = cs->ops->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;
|
|
|
|
cs->ops->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 = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
|
|
op->opcode = WINED3D_CS_OP_SET_SHADER;
|
|
op->type = type;
|
|
op->shader = shader;
|
|
|
|
cs->ops->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_FRONTFACE);
|
|
}
|
|
|
|
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 = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
|
|
op->opcode = WINED3D_CS_OP_SET_RASTERIZER_STATE;
|
|
op->state = rasterizer_state;
|
|
|
|
cs->ops->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 = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
|
|
op->opcode = WINED3D_CS_OP_SET_RENDER_STATE;
|
|
op->state = state;
|
|
op->value = value;
|
|
|
|
cs->ops->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 = cs->ops->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;
|
|
|
|
cs->ops->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 = cs->ops->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;
|
|
|
|
cs->ops->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 = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
|
|
op->opcode = WINED3D_CS_OP_SET_TRANSFORM;
|
|
op->state = state;
|
|
op->matrix = *matrix;
|
|
|
|
cs->ops->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 = cs->ops->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;
|
|
|
|
cs->ops->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 = cs->ops->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;
|
|
|
|
cs->ops->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 = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
|
|
op->opcode = WINED3D_CS_OP_SET_MATERIAL;
|
|
op->material = *material;
|
|
|
|
cs->ops->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_state_get_light(&cs->state, light_idx)))
|
|
{
|
|
TRACE("Adding new light.\n");
|
|
if (!(light_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*light_info))))
|
|
{
|
|
ERR("Failed to allocate light info.\n");
|
|
return;
|
|
}
|
|
|
|
hash_idx = LIGHTMAP_HASHFUNC(light_idx);
|
|
list_add_head(&cs->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 = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
|
|
op->opcode = WINED3D_CS_OP_SET_LIGHT;
|
|
op->light = *light;
|
|
|
|
cs->ops->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_state_get_light(&cs->state, op->idx)))
|
|
{
|
|
ERR("Light doesn't exist.\n");
|
|
return;
|
|
}
|
|
|
|
prev_idx = light_info->glIndex;
|
|
wined3d_state_enable_light(&cs->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 = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
|
|
op->opcode = WINED3D_CS_OP_SET_LIGHT_ENABLE;
|
|
op->idx = idx;
|
|
op->enable = enable;
|
|
|
|
cs->ops->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 = cs->ops->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);
|
|
|
|
cs->ops->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->gl_info, &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 = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
|
|
op->opcode = WINED3D_CS_OP_RESET_STATE;
|
|
|
|
cs->ops->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 = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
|
|
op->opcode = WINED3D_CS_OP_CALLBACK;
|
|
op->callback = callback;
|
|
op->object = object;
|
|
|
|
cs->ops->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))
|
|
{
|
|
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 = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
|
|
op->opcode = WINED3D_CS_OP_QUERY_ISSUE;
|
|
op->query = query;
|
|
op->flags = flags;
|
|
|
|
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
|
|
}
|
|
|
|
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 = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
|
|
op->opcode = WINED3D_CS_OP_PRELOAD_RESOURCE;
|
|
op->resource = resource;
|
|
|
|
wined3d_resource_acquire(resource);
|
|
|
|
cs->ops->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 = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
|
|
op->opcode = WINED3D_CS_OP_UNLOAD_RESOURCE;
|
|
op->resource = resource;
|
|
|
|
wined3d_resource_acquire(resource);
|
|
|
|
cs->ops->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 = cs->ops->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;
|
|
|
|
cs->ops->submit(cs, WINED3D_CS_QUEUE_MAP);
|
|
cs->ops->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 = cs->ops->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;
|
|
|
|
cs->ops->submit(cs, WINED3D_CS_QUEUE_MAP);
|
|
cs->ops->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)
|
|
{
|
|
if (FAILED(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)))
|
|
ERR("Failed to copy buffer.\n");
|
|
}
|
|
else if (op->dst_resource->type == WINED3D_RTYPE_TEXTURE_2D)
|
|
{
|
|
struct wined3d_surface *dst_surface, *src_surface;
|
|
struct wined3d_texture *dst_texture, *src_texture;
|
|
RECT dst_rect, src_rect;
|
|
|
|
dst_texture = texture_from_resource(op->dst_resource);
|
|
src_texture = texture_from_resource(op->src_resource);
|
|
dst_surface = dst_texture->sub_resources[op->dst_sub_resource_idx].u.surface;
|
|
src_surface = src_texture->sub_resources[op->src_sub_resource_idx].u.surface;
|
|
SetRect(&dst_rect, op->dst_box.left, op->dst_box.top, op->dst_box.right, op->dst_box.bottom);
|
|
SetRect(&src_rect, op->src_box.left, op->src_box.top, op->src_box.right, op->src_box.bottom);
|
|
|
|
if (FAILED(wined3d_surface_blt(dst_surface, &dst_rect, src_surface,
|
|
&src_rect, op->flags, &op->fx, op->filter)))
|
|
FIXME("Blit failed.\n");
|
|
}
|
|
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)
|
|
{
|
|
FIXME("Flags %#x not implemented for %s resources.\n",
|
|
op->flags, debug_d3dresourcetype(op->dst_resource->type));
|
|
goto error;
|
|
}
|
|
|
|
if (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;
|
|
}
|
|
|
|
if (op->src_box.left || op->src_box.top || op->src_box.front)
|
|
{
|
|
FIXME("Source box %s not supported for %s resources.\n",
|
|
debug_box(&op->src_box), 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_bind_and_dirtify(dst_texture, context, FALSE);
|
|
wined3d_texture_upload_data(dst_texture, op->dst_sub_resource_idx, context, &op->dst_box,
|
|
wined3d_const_bo_address(&addr), row_pitch, slice_pitch);
|
|
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
|
|
{
|
|
FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(op->dst_resource->type));
|
|
}
|
|
|
|
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 = cs->ops->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;
|
|
op->filter = filter;
|
|
|
|
wined3d_resource_acquire(dst_resource);
|
|
if (src_resource)
|
|
wined3d_resource_acquire(src_resource);
|
|
|
|
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
|
|
if (flags & WINED3D_BLT_SYNCHRONOUS)
|
|
cs->ops->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;
|
|
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;
|
|
|
|
if (op->resource->type == WINED3D_RTYPE_BUFFER)
|
|
{
|
|
struct wined3d_buffer *buffer = buffer_from_resource(op->resource);
|
|
|
|
context = context_acquire(op->resource->device, NULL, 0);
|
|
if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER))
|
|
{
|
|
ERR("Failed to load buffer location.\n");
|
|
context_release(context);
|
|
goto done;
|
|
}
|
|
|
|
wined3d_buffer_upload_data(buffer, context, box, op->data.data);
|
|
wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_BUFFER);
|
|
context_release(context);
|
|
goto done;
|
|
}
|
|
|
|
texture = wined3d_texture_from_resource(op->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;
|
|
|
|
context = context_acquire(op->resource->device, NULL, 0);
|
|
|
|
/* 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_bind_and_dirtify(texture, context, FALSE);
|
|
|
|
wined3d_texture_upload_data(texture, op->sub_resource_idx, context,
|
|
box, &addr, op->data.row_pitch, op->data.slice_pitch);
|
|
|
|
context_release(context);
|
|
|
|
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:
|
|
wined3d_resource_release(op->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 = cs->ops->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);
|
|
|
|
cs->ops->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. */
|
|
cs->ops->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 = cs->ops->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);
|
|
|
|
cs->ops->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 = cs->ops->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);
|
|
|
|
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
|
|
}
|
|
|
|
static void wined3d_cs_emit_stop(struct wined3d_cs *cs)
|
|
{
|
|
struct wined3d_cs_stop *op;
|
|
|
|
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
|
|
op->opcode = WINED3D_CS_OP_STOP;
|
|
|
|
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
|
|
cs->ops->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_VIEWPORT */ wined3d_cs_exec_set_viewport,
|
|
/* WINED3D_CS_OP_SET_SCISSOR_RECT */ wined3d_cs_exec_set_scissor_rect,
|
|
/* 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_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,
|
|
};
|
|
|
|
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 = HeapReAlloc(GetProcessHeap(), 0, cs->data, new_size);
|
|
else
|
|
new_data = HeapAlloc(GetProcessHeap(), 0, 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)
|
|
HeapFree(GetProcessHeap(), 0, 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_queue *queue)
|
|
{
|
|
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 (!wined3d_cs_queue_is_empty(&cs->queue[queue_id]))
|
|
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->queue[WINED3D_CS_QUEUE_DEFAULT])
|
|
&& wined3d_cs_queue_is_empty(&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;
|
|
unsigned int poll = 0;
|
|
LONG tail;
|
|
|
|
TRACE("Started.\n");
|
|
|
|
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(queue))
|
|
{
|
|
queue = &cs->queue[WINED3D_CS_QUEUE_DEFAULT];
|
|
if (wined3d_cs_queue_is_empty(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;
|
|
|
|
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);
|
|
}
|
|
|
|
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 = 0;
|
|
cs->queue[WINED3D_CS_QUEUE_DEFAULT].tail = cs->queue[WINED3D_CS_QUEUE_DEFAULT].head = 0;
|
|
TRACE("Stopped.\n");
|
|
FreeLibraryAndExitThread(cs->wined3d_module, 0);
|
|
}
|
|
|
|
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;
|
|
|
|
cs->ops = &wined3d_cs_st_ops;
|
|
cs->device = device;
|
|
|
|
if (!(cs->fb.render_targets = wined3d_calloc(gl_info->limits.buffers, sizeof(*cs->fb.render_targets))))
|
|
{
|
|
HeapFree(GetProcessHeap(), 0, cs);
|
|
return NULL;
|
|
}
|
|
|
|
state_init(&cs->state, &cs->fb, gl_info, &device->adapter->d3d_info,
|
|
WINED3D_STATE_NO_REF | WINED3D_STATE_INIT_DEFAULT);
|
|
|
|
cs->data_size = WINED3D_INITIAL_CS_SIZE;
|
|
if (!(cs->data = HeapAlloc(GetProcessHeap(), 0, 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");
|
|
HeapFree(GetProcessHeap(), 0, 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);
|
|
HeapFree(GetProcessHeap(), 0, 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);
|
|
HeapFree(GetProcessHeap(), 0, cs->data);
|
|
goto fail;
|
|
}
|
|
}
|
|
|
|
return cs;
|
|
|
|
fail:
|
|
state_cleanup(&cs->state);
|
|
HeapFree(GetProcessHeap(), 0, cs->fb.render_targets);
|
|
HeapFree(GetProcessHeap(), 0, 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);
|
|
HeapFree(GetProcessHeap(), 0, cs->fb.render_targets);
|
|
HeapFree(GetProcessHeap(), 0, cs->data);
|
|
HeapFree(GetProcessHeap(), 0, cs);
|
|
}
|