789 lines
23 KiB
C
789 lines
23 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_PRESENT,
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WINED3D_CS_OP_CLEAR,
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WINED3D_CS_OP_DRAW,
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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_RENDER_TARGET,
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WINED3D_CS_OP_SET_DEPTH_STENCIL,
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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_INDEX_BUFFER,
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WINED3D_CS_OP_SET_TEXTURE,
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WINED3D_CS_OP_SET_VERTEX_SHADER,
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WINED3D_CS_OP_SET_GEOMETRY_SHADER,
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WINED3D_CS_OP_SET_PIXEL_SHADER,
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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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};
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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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const RECT *src_rect;
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const RECT *dst_rect;
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const RGNDATA *dirty_region;
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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 rect_count;
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const RECT *rects;
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DWORD flags;
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const struct wined3d_color *color;
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float depth;
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DWORD stencil;
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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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UINT start_idx;
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UINT index_count;
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UINT start_instance;
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UINT instance_count;
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BOOL indexed;
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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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const 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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const RECT *rect;
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};
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struct wined3d_cs_set_render_target
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{
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enum wined3d_cs_op opcode;
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UINT render_target_idx;
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struct wined3d_surface *render_target;
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};
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struct wined3d_cs_set_depth_stencil
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{
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enum wined3d_cs_op opcode;
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struct wined3d_surface *depth_stencil;
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};
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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_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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};
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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_shader
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{
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enum wined3d_cs_op opcode;
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struct wined3d_shader *shader;
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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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const struct wined3d_matrix *matrix;
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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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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,
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op->src_rect, op->dst_rect, op->dirty_region, op->flags);
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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,
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const RGNDATA *dirty_region, DWORD flags)
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{
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struct wined3d_cs_present *op;
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op = cs->ops->require_space(cs, sizeof(*op));
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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->dirty_region = dirty_region;
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op->flags = flags;
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cs->ops->submit(cs);
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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_cs_clear *op = data;
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struct wined3d_device *device;
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RECT draw_rect;
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device = cs->device;
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wined3d_get_draw_rect(&device->state, &draw_rect);
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device_clear_render_targets(device, device->adapter->gl_info.limits.buffers,
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&device->fb, op->rect_count, op->rects, &draw_rect, op->flags,
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op->color, op->depth, op->stencil);
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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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struct wined3d_cs_clear *op;
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op = cs->ops->require_space(cs, sizeof(*op));
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op->opcode = WINED3D_CS_OP_CLEAR;
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op->rect_count = rect_count;
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op->rects = rects;
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op->flags = flags;
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op->color = color;
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op->depth = depth;
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op->stencil = stencil;
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cs->ops->submit(cs);
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}
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static void wined3d_cs_exec_draw(struct wined3d_cs *cs, const void *data)
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{
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const struct wined3d_cs_draw *op = data;
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draw_primitive(cs->device, op->start_idx, op->index_count,
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op->start_instance, op->instance_count, op->indexed);
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}
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void wined3d_cs_emit_draw(struct wined3d_cs *cs, UINT start_idx, UINT index_count,
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UINT start_instance, UINT instance_count, BOOL indexed)
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{
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struct wined3d_cs_draw *op;
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op = cs->ops->require_space(cs, sizeof(*op));
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op->opcode = WINED3D_CS_OP_DRAW;
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op->start_idx = start_idx;
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op->index_count = index_count;
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op->start_instance = start_instance;
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op->instance_count = instance_count;
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op->indexed = indexed;
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cs->ops->submit(cs);
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}
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static void wined3d_cs_exec_set_viewport(struct wined3d_cs *cs, const void *data)
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{
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const struct wined3d_cs_set_viewport *op = data;
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cs->state.viewport = *op->viewport;
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device_invalidate_state(cs->device, STATE_VIEWPORT);
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}
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void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport)
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{
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struct wined3d_cs_set_viewport *op;
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op = cs->ops->require_space(cs, sizeof(*op));
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op->opcode = WINED3D_CS_OP_SET_VIEWPORT;
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op->viewport = viewport;
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cs->ops->submit(cs);
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}
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static void wined3d_cs_exec_set_scissor_rect(struct wined3d_cs *cs, const void *data)
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{
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const struct wined3d_cs_set_scissor_rect *op = data;
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cs->state.scissor_rect = *op->rect;
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device_invalidate_state(cs->device, STATE_SCISSORRECT);
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}
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void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect)
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{
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struct wined3d_cs_set_scissor_rect *op;
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op = cs->ops->require_space(cs, sizeof(*op));
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op->opcode = WINED3D_CS_OP_SET_SCISSOR_RECT;
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op->rect = rect;
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cs->ops->submit(cs);
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}
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static void wined3d_cs_exec_set_render_target(struct wined3d_cs *cs, const void *data)
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{
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const struct wined3d_cs_set_render_target *op = data;
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cs->state.fb->render_targets[op->render_target_idx] = op->render_target;
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device_invalidate_state(cs->device, STATE_FRAMEBUFFER);
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}
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void wined3d_cs_emit_set_render_target(struct wined3d_cs *cs, UINT render_target_idx,
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struct wined3d_surface *render_target)
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{
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struct wined3d_cs_set_render_target *op;
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op = cs->ops->require_space(cs, sizeof(*op));
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op->opcode = WINED3D_CS_OP_SET_RENDER_TARGET;
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op->render_target_idx = render_target_idx;
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op->render_target = render_target;
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cs->ops->submit(cs);
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}
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static void wined3d_cs_exec_set_depth_stencil(struct wined3d_cs *cs, const void *data)
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{
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const struct wined3d_cs_set_depth_stencil *op = data;
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struct wined3d_device *device = cs->device;
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struct wined3d_surface *prev;
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if ((prev = cs->state.fb->depth_stencil))
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{
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if (device->swapchains[0]->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
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|| prev->flags & SFLAG_DISCARD)
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{
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surface_modify_ds_location(prev, SFLAG_DISCARDED,
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prev->resource.width, prev->resource.height);
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if (prev == device->onscreen_depth_stencil)
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{
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wined3d_surface_decref(device->onscreen_depth_stencil);
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device->onscreen_depth_stencil = NULL;
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}
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}
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}
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cs->fb.depth_stencil = op->depth_stencil;
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if (!prev != !op->depth_stencil)
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{
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/* Swapping NULL / non NULL depth stencil affects the depth and tests */
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device_invalidate_state(device, STATE_RENDER(WINED3D_RS_ZENABLE));
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device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILENABLE));
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device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
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device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
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}
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else if (prev && prev->resource.format->depth_size != op->depth_stencil->resource.format->depth_size)
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{
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device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
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}
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device_invalidate_state(device, STATE_FRAMEBUFFER);
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}
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void wined3d_cs_emit_set_depth_stencil(struct wined3d_cs *cs, struct wined3d_surface *depth_stencil)
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{
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struct wined3d_cs_set_depth_stencil *op;
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op = cs->ops->require_space(cs, sizeof(*op));
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op->opcode = WINED3D_CS_OP_SET_DEPTH_STENCIL;
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op->depth_stencil = depth_stencil;
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cs->ops->submit(cs);
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}
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static void wined3d_cs_exec_set_vertex_declaration(struct wined3d_cs *cs, const void *data)
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{
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const struct wined3d_cs_set_vertex_declaration *op = data;
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cs->state.vertex_declaration = op->declaration;
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device_invalidate_state(cs->device, STATE_VDECL);
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}
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void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs, struct wined3d_vertex_declaration *declaration)
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{
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struct wined3d_cs_set_vertex_declaration *op;
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op = cs->ops->require_space(cs, sizeof(*op));
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op->opcode = WINED3D_CS_OP_SET_VERTEX_DECLARATION;
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op->declaration = declaration;
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cs->ops->submit(cs);
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}
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static void wined3d_cs_exec_set_stream_source(struct wined3d_cs *cs, const void *data)
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{
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const struct wined3d_cs_set_stream_source *op = data;
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struct wined3d_stream_state *stream;
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struct wined3d_buffer *prev;
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stream = &cs->state.streams[op->stream_idx];
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prev = stream->buffer;
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stream->buffer = op->buffer;
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stream->offset = op->offset;
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stream->stride = op->stride;
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if (op->buffer)
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InterlockedIncrement(&op->buffer->resource.bind_count);
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if (prev)
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InterlockedDecrement(&prev->resource.bind_count);
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device_invalidate_state(cs->device, STATE_STREAMSRC);
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}
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void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
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struct wined3d_buffer *buffer, UINT offset, UINT stride)
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{
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struct wined3d_cs_set_stream_source *op;
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op = cs->ops->require_space(cs, sizeof(*op));
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op->opcode = WINED3D_CS_OP_SET_STREAM_SOURCE;
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op->stream_idx = stream_idx;
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op->buffer = buffer;
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op->offset = offset;
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op->stride = stride;
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cs->ops->submit(cs);
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}
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static void wined3d_cs_exec_set_stream_source_freq(struct wined3d_cs *cs, const void *data)
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{
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const struct wined3d_cs_set_stream_source_freq *op = data;
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struct wined3d_stream_state *stream;
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stream = &cs->state.streams[op->stream_idx];
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stream->frequency = op->frequency;
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stream->flags = op->flags;
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device_invalidate_state(cs->device, STATE_STREAMSRC);
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}
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void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx, UINT frequency, UINT flags)
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{
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struct wined3d_cs_set_stream_source_freq *op;
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op = cs->ops->require_space(cs, sizeof(*op));
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op->opcode = WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ;
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op->stream_idx = stream_idx;
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op->frequency = frequency;
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op->flags = flags;
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cs->ops->submit(cs);
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}
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static void wined3d_cs_exec_set_index_buffer(struct wined3d_cs *cs, const void *data)
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{
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const struct wined3d_cs_set_index_buffer *op = data;
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struct wined3d_buffer *prev;
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prev = cs->state.index_buffer;
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cs->state.index_buffer = op->buffer;
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cs->state.index_format = op->format_id;
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if (op->buffer)
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InterlockedIncrement(&op->buffer->resource.bind_count);
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if (prev)
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InterlockedDecrement(&prev->resource.bind_count);
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device_invalidate_state(cs->device, STATE_INDEXBUFFER);
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}
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void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
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enum wined3d_format_id format_id)
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{
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struct wined3d_cs_set_index_buffer *op;
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op = cs->ops->require_space(cs, sizeof(*op));
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op->opcode = WINED3D_CS_OP_SET_INDEX_BUFFER;
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op->buffer = buffer;
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op->format_id = format_id;
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cs->ops->submit(cs);
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}
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static void wined3d_cs_exec_set_texture(struct wined3d_cs *cs, const void *data)
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{
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const struct wined3d_d3d_info *d3d_info = &cs->device->adapter->d3d_info;
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const struct wined3d_cs_set_texture *op = data;
|
|
struct wined3d_texture *prev;
|
|
|
|
prev = cs->state.textures[op->stage];
|
|
cs->state.textures[op->stage] = op->texture;
|
|
|
|
if (op->texture)
|
|
{
|
|
if (InterlockedIncrement(&op->texture->resource.bind_count) == 1)
|
|
op->texture->sampler = op->stage;
|
|
|
|
if (!prev || op->texture->target != prev->target)
|
|
device_invalidate_state(cs->device, STATE_PIXELSHADER);
|
|
|
|
if (!prev && op->stage < d3d_info->limits.ffp_blend_stages)
|
|
{
|
|
/* The source arguments for color and alpha ops have different
|
|
* meanings when a NULL texture is bound, so the COLOR_OP and
|
|
* ALPHA_OP have to be dirtified. */
|
|
device_invalidate_state(cs->device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_COLOR_OP));
|
|
device_invalidate_state(cs->device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_ALPHA_OP));
|
|
}
|
|
}
|
|
|
|
if (prev)
|
|
{
|
|
if (InterlockedDecrement(&prev->resource.bind_count) && prev->sampler == op->stage)
|
|
{
|
|
unsigned int i;
|
|
|
|
/* Search for other stages the texture is bound to. Shouldn't
|
|
* happen if applications bind textures to a single stage only. */
|
|
TRACE("Searching for other stages the texture is bound to.\n");
|
|
for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
|
|
{
|
|
if (cs->state.textures[i] == prev)
|
|
{
|
|
TRACE("Texture is also bound to stage %u.\n", i);
|
|
prev->sampler = i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!op->texture && op->stage < d3d_info->limits.ffp_blend_stages)
|
|
{
|
|
device_invalidate_state(cs->device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_COLOR_OP));
|
|
device_invalidate_state(cs->device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_ALPHA_OP));
|
|
}
|
|
}
|
|
|
|
device_invalidate_state(cs->device, STATE_SAMPLER(op->stage));
|
|
}
|
|
|
|
void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture)
|
|
{
|
|
struct wined3d_cs_set_texture *op;
|
|
|
|
op = cs->ops->require_space(cs, sizeof(*op));
|
|
op->opcode = WINED3D_CS_OP_SET_TEXTURE;
|
|
op->stage = stage;
|
|
op->texture = texture;
|
|
|
|
cs->ops->submit(cs);
|
|
}
|
|
|
|
static void wined3d_cs_exec_set_vertex_shader(struct wined3d_cs *cs, const void *data)
|
|
{
|
|
const struct wined3d_cs_set_shader *op = data;
|
|
|
|
cs->state.vertex_shader = op->shader;
|
|
device_invalidate_state(cs->device, STATE_VSHADER);
|
|
}
|
|
|
|
void wined3d_cs_emit_set_vertex_shader(struct wined3d_cs *cs, struct wined3d_shader *shader)
|
|
{
|
|
struct wined3d_cs_set_shader *op;
|
|
|
|
op = cs->ops->require_space(cs, sizeof(*op));
|
|
op->opcode = WINED3D_CS_OP_SET_VERTEX_SHADER;
|
|
op->shader = shader;
|
|
|
|
cs->ops->submit(cs);
|
|
}
|
|
|
|
static void wined3d_cs_exec_set_geometry_shader(struct wined3d_cs *cs, const void *data)
|
|
{
|
|
const struct wined3d_cs_set_shader *op = data;
|
|
|
|
cs->state.geometry_shader = op->shader;
|
|
device_invalidate_state(cs->device, STATE_GEOMETRY_SHADER);
|
|
}
|
|
|
|
void wined3d_cs_emit_set_geometry_shader(struct wined3d_cs *cs, struct wined3d_shader *shader)
|
|
{
|
|
struct wined3d_cs_set_shader *op;
|
|
|
|
op = cs->ops->require_space(cs, sizeof(*op));
|
|
op->opcode = WINED3D_CS_OP_SET_GEOMETRY_SHADER;
|
|
op->shader = shader;
|
|
|
|
cs->ops->submit(cs);
|
|
}
|
|
|
|
static void wined3d_cs_exec_set_pixel_shader(struct wined3d_cs *cs, const void *data)
|
|
{
|
|
const struct wined3d_cs_set_shader *op = data;
|
|
|
|
cs->state.pixel_shader = op->shader;
|
|
device_invalidate_state(cs->device, STATE_PIXELSHADER);
|
|
}
|
|
|
|
void wined3d_cs_emit_set_pixel_shader(struct wined3d_cs *cs, struct wined3d_shader *shader)
|
|
{
|
|
struct wined3d_cs_set_shader *op;
|
|
|
|
op = cs->ops->require_space(cs, sizeof(*op));
|
|
op->opcode = WINED3D_CS_OP_SET_PIXEL_SHADER;
|
|
op->shader = shader;
|
|
|
|
cs->ops->submit(cs);
|
|
}
|
|
|
|
static void wined3d_cs_exec_set_render_state(struct wined3d_cs *cs, const void *data)
|
|
{
|
|
const struct wined3d_cs_set_render_state *op = data;
|
|
|
|
cs->state.render_states[op->state] = op->value;
|
|
device_invalidate_state(cs->device, STATE_RENDER(op->state));
|
|
}
|
|
|
|
void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs, enum wined3d_render_state state, DWORD value)
|
|
{
|
|
struct wined3d_cs_set_render_state *op;
|
|
|
|
op = cs->ops->require_space(cs, sizeof(*op));
|
|
op->opcode = WINED3D_CS_OP_SET_RENDER_STATE;
|
|
op->state = state;
|
|
op->value = value;
|
|
|
|
cs->ops->submit(cs);
|
|
}
|
|
|
|
static void wined3d_cs_exec_set_texture_state(struct wined3d_cs *cs, const void *data)
|
|
{
|
|
const struct wined3d_cs_set_texture_state *op = data;
|
|
|
|
cs->state.texture_states[op->stage][op->state] = op->value;
|
|
device_invalidate_state(cs->device, STATE_TEXTURESTAGE(op->stage, op->state));
|
|
}
|
|
|
|
void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
|
|
enum wined3d_texture_stage_state state, DWORD value)
|
|
{
|
|
struct wined3d_cs_set_texture_state *op;
|
|
|
|
op = cs->ops->require_space(cs, sizeof(*op));
|
|
op->opcode = WINED3D_CS_OP_SET_TEXTURE_STATE;
|
|
op->stage = stage;
|
|
op->state = state;
|
|
op->value = value;
|
|
|
|
cs->ops->submit(cs);
|
|
}
|
|
|
|
static void wined3d_cs_exec_set_sampler_state(struct wined3d_cs *cs, const void *data)
|
|
{
|
|
const struct wined3d_cs_set_sampler_state *op = data;
|
|
|
|
cs->state.sampler_states[op->sampler_idx][op->state] = op->value;
|
|
device_invalidate_state(cs->device, STATE_SAMPLER(op->sampler_idx));
|
|
}
|
|
|
|
void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
|
|
enum wined3d_sampler_state state, DWORD value)
|
|
{
|
|
struct wined3d_cs_set_sampler_state *op;
|
|
|
|
op = cs->ops->require_space(cs, sizeof(*op));
|
|
op->opcode = WINED3D_CS_OP_SET_SAMPLER_STATE;
|
|
op->sampler_idx = sampler_idx;
|
|
op->state = state;
|
|
op->value = value;
|
|
|
|
cs->ops->submit(cs);
|
|
}
|
|
|
|
static void wined3d_cs_exec_set_transform(struct wined3d_cs *cs, const void *data)
|
|
{
|
|
const struct wined3d_cs_set_transform *op = data;
|
|
|
|
cs->state.transforms[op->state] = *op->matrix;
|
|
if (op->state < WINED3D_TS_WORLD_MATRIX(cs->device->adapter->gl_info.limits.blends))
|
|
device_invalidate_state(cs->device, STATE_TRANSFORM(op->state));
|
|
}
|
|
|
|
void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
|
|
const struct wined3d_matrix *matrix)
|
|
{
|
|
struct wined3d_cs_set_transform *op;
|
|
|
|
op = cs->ops->require_space(cs, sizeof(*op));
|
|
op->opcode = WINED3D_CS_OP_SET_TRANSFORM;
|
|
op->state = state;
|
|
op->matrix = matrix;
|
|
|
|
cs->ops->submit(cs);
|
|
}
|
|
|
|
static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void *data) =
|
|
{
|
|
/* WINED3D_CS_OP_PRESENT */ wined3d_cs_exec_present,
|
|
/* WINED3D_CS_OP_CLEAR */ wined3d_cs_exec_clear,
|
|
/* WINED3D_CS_OP_DRAW */ wined3d_cs_exec_draw,
|
|
/* WINED3D_CS_OP_SET_VIEWPORT */ wined3d_cs_exec_set_viewport,
|
|
/* WINED3D_CS_OP_SET_SCISSOR_RECT */ wined3d_cs_exec_set_scissor_rect,
|
|
/* WINED3D_CS_OP_SET_RENDER_TARGET */ wined3d_cs_exec_set_render_target,
|
|
/* WINED3D_CS_OP_SET_DEPTH_STENCIL */ wined3d_cs_exec_set_depth_stencil,
|
|
/* WINED3D_CS_OP_SET_VERTEX_DECLARATION */ wined3d_cs_exec_set_vertex_declaration,
|
|
/* WINED3D_CS_OP_SET_STREAM_SOURCE */ wined3d_cs_exec_set_stream_source,
|
|
/* WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ */ wined3d_cs_exec_set_stream_source_freq,
|
|
/* WINED3D_CS_OP_SET_INDEX_BUFFER */ wined3d_cs_exec_set_index_buffer,
|
|
/* WINED3D_CS_OP_SET_TEXTURE */ wined3d_cs_exec_set_texture,
|
|
/* WINED3D_CS_OP_SET_VERTEX_SHADER */ wined3d_cs_exec_set_vertex_shader,
|
|
/* WINED3D_CS_OP_SET_GEOMETRY_SHADER */ wined3d_cs_exec_set_geometry_shader,
|
|
/* WINED3D_CS_OP_SET_PIXEL_SHADER */ wined3d_cs_exec_set_pixel_shader,
|
|
/* WINED3D_CS_OP_SET_RENDER_STATE */ wined3d_cs_exec_set_render_state,
|
|
/* WINED3D_CS_OP_SET_TEXTURE_STATE */ wined3d_cs_exec_set_texture_state,
|
|
/* WINED3D_CS_OP_SET_SAMPLER_STATE */ wined3d_cs_exec_set_sampler_state,
|
|
/* WINED3D_CS_OP_SET_TRANSFORM */ wined3d_cs_exec_set_transform,
|
|
};
|
|
|
|
static void *wined3d_cs_st_require_space(struct wined3d_cs *cs, size_t size)
|
|
{
|
|
if (size > cs->data_size)
|
|
{
|
|
void *new_data;
|
|
|
|
size = max( size, cs->data_size * 2 );
|
|
if (!(new_data = HeapReAlloc(GetProcessHeap(), 0, cs->data, size)))
|
|
return NULL;
|
|
|
|
cs->data_size = size;
|
|
cs->data = new_data;
|
|
}
|
|
|
|
return cs->data;
|
|
}
|
|
|
|
static void wined3d_cs_st_submit(struct wined3d_cs *cs)
|
|
{
|
|
enum wined3d_cs_op opcode = *(const enum wined3d_cs_op *)cs->data;
|
|
|
|
wined3d_cs_op_handlers[opcode](cs, cs->data);
|
|
}
|
|
|
|
static const struct wined3d_cs_ops wined3d_cs_st_ops =
|
|
{
|
|
wined3d_cs_st_require_space,
|
|
wined3d_cs_st_submit,
|
|
};
|
|
|
|
struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
|
struct wined3d_cs *cs;
|
|
|
|
if (!(cs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*cs))))
|
|
return NULL;
|
|
|
|
if (!(cs->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
|
|
sizeof(*cs->fb.render_targets) * gl_info->limits.buffers)))
|
|
{
|
|
HeapFree(GetProcessHeap(), 0, cs);
|
|
return NULL;
|
|
}
|
|
|
|
if (FAILED(state_init(&cs->state, &cs->fb, gl_info, &device->adapter->d3d_info,
|
|
WINED3D_STATE_NO_REF | WINED3D_STATE_INIT_DEFAULT)))
|
|
{
|
|
HeapFree(GetProcessHeap(), 0, cs->fb.render_targets);
|
|
HeapFree(GetProcessHeap(), 0, cs);
|
|
return NULL;
|
|
}
|
|
|
|
cs->ops = &wined3d_cs_st_ops;
|
|
cs->device = device;
|
|
|
|
cs->data_size = WINED3D_INITIAL_CS_SIZE;
|
|
if (!(cs->data = HeapAlloc(GetProcessHeap(), 0, cs->data_size)))
|
|
{
|
|
HeapFree(GetProcessHeap(), 0, cs);
|
|
return NULL;
|
|
}
|
|
|
|
return cs;
|
|
}
|
|
|
|
void wined3d_cs_destroy(struct wined3d_cs *cs)
|
|
{
|
|
state_cleanup(&cs->state);
|
|
HeapFree(GetProcessHeap(), 0, cs->fb.render_targets);
|
|
HeapFree(GetProcessHeap(), 0, cs);
|
|
}
|