Sweden-Number/dlls/wined3d/cs.c

2635 lines
86 KiB
C

/*
* Copyright 2013 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wine/port.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
#define WINED3D_INITIAL_CS_SIZE 4096
enum wined3d_cs_op
{
WINED3D_CS_OP_NOP,
WINED3D_CS_OP_PRESENT,
WINED3D_CS_OP_CLEAR,
WINED3D_CS_OP_DISPATCH,
WINED3D_CS_OP_DRAW,
WINED3D_CS_OP_FLUSH,
WINED3D_CS_OP_SET_PREDICATION,
WINED3D_CS_OP_SET_VIEWPORT,
WINED3D_CS_OP_SET_SCISSOR_RECT,
WINED3D_CS_OP_SET_RENDERTARGET_VIEW,
WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW,
WINED3D_CS_OP_SET_VERTEX_DECLARATION,
WINED3D_CS_OP_SET_STREAM_SOURCE,
WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ,
WINED3D_CS_OP_SET_STREAM_OUTPUT,
WINED3D_CS_OP_SET_INDEX_BUFFER,
WINED3D_CS_OP_SET_CONSTANT_BUFFER,
WINED3D_CS_OP_SET_TEXTURE,
WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW,
WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW,
WINED3D_CS_OP_SET_SAMPLER,
WINED3D_CS_OP_SET_SHADER,
WINED3D_CS_OP_SET_RASTERIZER_STATE,
WINED3D_CS_OP_SET_RENDER_STATE,
WINED3D_CS_OP_SET_TEXTURE_STATE,
WINED3D_CS_OP_SET_SAMPLER_STATE,
WINED3D_CS_OP_SET_TRANSFORM,
WINED3D_CS_OP_SET_CLIP_PLANE,
WINED3D_CS_OP_SET_COLOR_KEY,
WINED3D_CS_OP_SET_MATERIAL,
WINED3D_CS_OP_SET_LIGHT,
WINED3D_CS_OP_SET_LIGHT_ENABLE,
WINED3D_CS_OP_PUSH_CONSTANTS,
WINED3D_CS_OP_RESET_STATE,
WINED3D_CS_OP_CALLBACK,
WINED3D_CS_OP_QUERY_ISSUE,
WINED3D_CS_OP_PRELOAD_RESOURCE,
WINED3D_CS_OP_UNLOAD_RESOURCE,
WINED3D_CS_OP_MAP,
WINED3D_CS_OP_UNMAP,
WINED3D_CS_OP_BLT_SUB_RESOURCE,
WINED3D_CS_OP_UPDATE_SUB_RESOURCE,
WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION,
WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW,
WINED3D_CS_OP_STOP,
};
struct wined3d_cs_packet
{
size_t size;
BYTE data[1];
};
struct wined3d_cs_nop
{
enum wined3d_cs_op opcode;
};
struct wined3d_cs_present
{
enum wined3d_cs_op opcode;
HWND dst_window_override;
struct wined3d_swapchain *swapchain;
RECT src_rect;
RECT dst_rect;
DWORD flags;
};
struct wined3d_cs_clear
{
enum wined3d_cs_op opcode;
DWORD flags;
unsigned int rt_count;
struct wined3d_fb_state *fb;
RECT draw_rect;
struct wined3d_color color;
float depth;
DWORD stencil;
unsigned int rect_count;
RECT rects[1];
};
struct wined3d_cs_dispatch
{
enum wined3d_cs_op opcode;
unsigned int group_count_x;
unsigned int group_count_y;
unsigned int group_count_z;
};
struct wined3d_cs_draw
{
enum wined3d_cs_op opcode;
GLenum primitive_type;
GLint 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;
};
struct wined3d_cs_flush
{
enum wined3d_cs_op opcode;
};
struct wined3d_cs_set_predication
{
enum wined3d_cs_op opcode;
struct wined3d_query *predicate;
BOOL value;
};
struct wined3d_cs_set_viewport
{
enum wined3d_cs_op opcode;
struct wined3d_viewport viewport;
};
struct wined3d_cs_set_scissor_rect
{
enum wined3d_cs_op opcode;
RECT rect;
};
struct wined3d_cs_set_rendertarget_view
{
enum wined3d_cs_op opcode;
unsigned int view_idx;
struct wined3d_rendertarget_view *view;
};
struct wined3d_cs_set_depth_stencil_view
{
enum wined3d_cs_op opcode;
struct wined3d_rendertarget_view *view;
};
struct wined3d_cs_set_vertex_declaration
{
enum wined3d_cs_op opcode;
struct wined3d_vertex_declaration *declaration;
};
struct wined3d_cs_set_stream_source
{
enum wined3d_cs_op opcode;
UINT stream_idx;
struct wined3d_buffer *buffer;
UINT offset;
UINT stride;
};
struct wined3d_cs_set_stream_source_freq
{
enum wined3d_cs_op opcode;
UINT stream_idx;
UINT frequency;
UINT flags;
};
struct wined3d_cs_set_stream_output
{
enum wined3d_cs_op opcode;
UINT stream_idx;
struct wined3d_buffer *buffer;
UINT offset;
};
struct wined3d_cs_set_index_buffer
{
enum wined3d_cs_op opcode;
struct wined3d_buffer *buffer;
enum wined3d_format_id format_id;
unsigned int offset;
};
struct wined3d_cs_set_constant_buffer
{
enum wined3d_cs_op opcode;
enum wined3d_shader_type type;
UINT cb_idx;
struct wined3d_buffer *buffer;
};
struct wined3d_cs_set_texture
{
enum wined3d_cs_op opcode;
UINT stage;
struct wined3d_texture *texture;
};
struct wined3d_cs_set_color_key
{
enum wined3d_cs_op opcode;
struct wined3d_texture *texture;
WORD flags;
WORD set;
struct wined3d_color_key color_key;
};
struct wined3d_cs_set_shader_resource_view
{
enum wined3d_cs_op opcode;
enum wined3d_shader_type type;
UINT view_idx;
struct wined3d_shader_resource_view *view;
};
struct wined3d_cs_set_unordered_access_view
{
enum wined3d_cs_op opcode;
enum wined3d_pipeline pipeline;
unsigned int view_idx;
struct wined3d_unordered_access_view *view;
};
struct wined3d_cs_set_sampler
{
enum wined3d_cs_op opcode;
enum wined3d_shader_type type;
UINT sampler_idx;
struct wined3d_sampler *sampler;
};
struct wined3d_cs_set_shader
{
enum wined3d_cs_op opcode;
enum wined3d_shader_type type;
struct wined3d_shader *shader;
};
struct wined3d_cs_set_rasterizer_state
{
enum wined3d_cs_op opcode;
struct wined3d_rasterizer_state *state;
};
struct wined3d_cs_set_render_state
{
enum wined3d_cs_op opcode;
enum wined3d_render_state state;
DWORD value;
};
struct wined3d_cs_set_texture_state
{
enum wined3d_cs_op opcode;
UINT stage;
enum wined3d_texture_stage_state state;
DWORD value;
};
struct wined3d_cs_set_sampler_state
{
enum wined3d_cs_op opcode;
UINT sampler_idx;
enum wined3d_sampler_state state;
DWORD value;
};
struct wined3d_cs_set_transform
{
enum wined3d_cs_op opcode;
enum wined3d_transform_state state;
struct wined3d_matrix matrix;
};
struct wined3d_cs_set_clip_plane
{
enum wined3d_cs_op opcode;
UINT plane_idx;
struct wined3d_vec4 plane;
};
struct wined3d_cs_set_material
{
enum wined3d_cs_op opcode;
struct wined3d_material material;
};
struct wined3d_cs_set_light
{
enum wined3d_cs_op opcode;
struct wined3d_light_info light;
};
struct wined3d_cs_set_light_enable
{
enum wined3d_cs_op opcode;
unsigned int idx;
BOOL enable;
};
struct wined3d_cs_push_constants
{
enum wined3d_cs_op opcode;
enum wined3d_push_constants type;
unsigned int start_idx;
unsigned int count;
BYTE constants[1];
};
struct wined3d_cs_reset_state
{
enum wined3d_cs_op opcode;
};
struct wined3d_cs_callback
{
enum wined3d_cs_op opcode;
void (*callback)(void *object);
void *object;
};
struct wined3d_cs_query_issue
{
enum wined3d_cs_op opcode;
struct wined3d_query *query;
DWORD flags;
};
struct wined3d_cs_preload_resource
{
enum wined3d_cs_op opcode;
struct wined3d_resource *resource;
};
struct wined3d_cs_unload_resource
{
enum wined3d_cs_op opcode;
struct wined3d_resource *resource;
};
struct wined3d_cs_map
{
enum wined3d_cs_op opcode;
struct wined3d_resource *resource;
unsigned int sub_resource_idx;
struct wined3d_map_desc *map_desc;
const struct wined3d_box *box;
DWORD flags;
HRESULT *hr;
};
struct wined3d_cs_unmap
{
enum wined3d_cs_op opcode;
struct wined3d_resource *resource;
unsigned int sub_resource_idx;
HRESULT *hr;
};
struct wined3d_cs_blt_sub_resource
{
enum wined3d_cs_op opcode;
struct wined3d_resource *dst_resource;
unsigned int dst_sub_resource_idx;
struct wined3d_box dst_box;
struct wined3d_resource *src_resource;
unsigned int src_sub_resource_idx;
struct wined3d_box src_box;
DWORD flags;
struct wined3d_blt_fx fx;
enum wined3d_texture_filter_type filter;
};
struct wined3d_cs_update_sub_resource
{
enum wined3d_cs_op opcode;
struct wined3d_resource *resource;
unsigned int sub_resource_idx;
struct wined3d_box box;
struct wined3d_sub_resource_data data;
};
struct wined3d_cs_add_dirty_texture_region
{
enum wined3d_cs_op opcode;
struct wined3d_texture *texture;
unsigned int layer;
};
struct wined3d_cs_clear_unordered_access_view
{
enum wined3d_cs_op opcode;
struct wined3d_unordered_access_view *view;
struct wined3d_uvec4 clear_value;
};
struct wined3d_cs_stop
{
enum wined3d_cs_op opcode;
};
static void wined3d_cs_exec_nop(struct wined3d_cs *cs, const void *data)
{
}
static void wined3d_cs_exec_present(struct wined3d_cs *cs, const void *data)
{
const struct wined3d_cs_present *op = data;
struct wined3d_swapchain *swapchain;
unsigned int i;
swapchain = op->swapchain;
wined3d_swapchain_set_window(swapchain, op->dst_window_override);
swapchain->swapchain_ops->swapchain_present(swapchain, &op->src_rect, &op->dst_rect, op->flags);
wined3d_resource_release(&swapchain->front_buffer->resource);
for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
{
wined3d_resource_release(&swapchain->back_buffers[i]->resource);
}
InterlockedDecrement(&cs->pending_presents);
}
void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain,
const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override, DWORD flags)
{
struct wined3d_cs_present *op;
unsigned int i;
LONG pending;
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_PRESENT;
op->dst_window_override = dst_window_override;
op->swapchain = swapchain;
op->src_rect = *src_rect;
op->dst_rect = *dst_rect;
op->flags = flags;
pending = InterlockedIncrement(&cs->pending_presents);
wined3d_resource_acquire(&swapchain->front_buffer->resource);
for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
{
wined3d_resource_acquire(&swapchain->back_buffers[i]->resource);
}
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
/* Limit input latency by limiting the number of presents that we can get
* ahead of the worker thread. We have a constant limit here, but
* IDXGIDevice1 allows tuning this. */
while (pending > 1)
{
wined3d_pause();
pending = InterlockedCompareExchange(&cs->pending_presents, 0, 0);
}
}
static void wined3d_cs_exec_clear(struct wined3d_cs *cs, const void *data)
{
const struct wined3d_state *state = &cs->state;
const struct wined3d_cs_clear *op = data;
struct wined3d_device *device;
unsigned int i;
RECT draw_rect;
device = cs->device;
wined3d_get_draw_rect(state, &draw_rect);
device->blitter->ops->blitter_clear(device->blitter, device, op->rt_count, op->fb,
op->rect_count, op->rects, &op->draw_rect, op->flags, &op->color, op->depth, op->stencil);
if (op->flags & WINED3DCLEAR_TARGET)
{
for (i = 0; i < op->rt_count; ++i)
{
if (op->fb->render_targets[i])
wined3d_resource_release(op->fb->render_targets[i]->resource);
}
}
if (op->flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
wined3d_resource_release(op->fb->depth_stencil->resource);
}
void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
{
unsigned int rt_count = cs->device->adapter->gl_info.limits.buffers;
const struct wined3d_state *state = &cs->device->state;
struct wined3d_cs_clear *op;
unsigned int i;
op = cs->ops->require_space(cs, FIELD_OFFSET(struct wined3d_cs_clear, rects[rect_count]),
WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_CLEAR;
op->flags = flags;
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_DEFAULT);
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_DEFAULT);
/* 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_DEFAULT);
}
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);
}