1914 lines
59 KiB
C
1914 lines
59 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_DISPATCH,
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WINED3D_CS_OP_DRAW,
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WINED3D_CS_OP_SET_PREDICATION,
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WINED3D_CS_OP_SET_VIEWPORT,
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WINED3D_CS_OP_SET_SCISSOR_RECT,
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WINED3D_CS_OP_SET_RENDERTARGET_VIEW,
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WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW,
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WINED3D_CS_OP_SET_VERTEX_DECLARATION,
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WINED3D_CS_OP_SET_STREAM_SOURCE,
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WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ,
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WINED3D_CS_OP_SET_STREAM_OUTPUT,
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WINED3D_CS_OP_SET_INDEX_BUFFER,
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WINED3D_CS_OP_SET_CONSTANT_BUFFER,
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WINED3D_CS_OP_SET_TEXTURE,
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WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW,
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WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW,
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WINED3D_CS_OP_SET_SAMPLER,
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WINED3D_CS_OP_SET_SHADER,
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WINED3D_CS_OP_SET_RASTERIZER_STATE,
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WINED3D_CS_OP_SET_RENDER_STATE,
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WINED3D_CS_OP_SET_TEXTURE_STATE,
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WINED3D_CS_OP_SET_SAMPLER_STATE,
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WINED3D_CS_OP_SET_TRANSFORM,
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WINED3D_CS_OP_SET_CLIP_PLANE,
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WINED3D_CS_OP_SET_COLOR_KEY,
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WINED3D_CS_OP_SET_MATERIAL,
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WINED3D_CS_OP_SET_LIGHT,
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WINED3D_CS_OP_SET_LIGHT_ENABLE,
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WINED3D_CS_OP_RESET_STATE,
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WINED3D_CS_OP_CALLBACK,
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WINED3D_CS_OP_QUERY_ISSUE,
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WINED3D_CS_OP_PRELOAD_RESOURCE,
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WINED3D_CS_OP_UNLOAD_RESOURCE,
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WINED3D_CS_OP_MAP,
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WINED3D_CS_OP_UNMAP,
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WINED3D_CS_OP_UPDATE_SUB_RESOURCE,
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};
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struct wined3d_cs_present
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{
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enum wined3d_cs_op opcode;
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HWND dst_window_override;
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struct wined3d_swapchain *swapchain;
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RECT src_rect;
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RECT dst_rect;
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DWORD flags;
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};
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struct wined3d_cs_clear
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{
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enum wined3d_cs_op opcode;
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DWORD flags;
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struct wined3d_color color;
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float depth;
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DWORD stencil;
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unsigned int rect_count;
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RECT rects[1];
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};
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struct wined3d_cs_dispatch
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{
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enum wined3d_cs_op opcode;
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unsigned int group_count_x;
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unsigned int group_count_y;
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unsigned int group_count_z;
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};
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struct wined3d_cs_draw
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{
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enum wined3d_cs_op opcode;
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GLenum primitive_type;
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int base_vertex_idx;
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unsigned int start_idx;
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unsigned int index_count;
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unsigned int start_instance;
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unsigned int instance_count;
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BOOL indexed;
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};
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struct wined3d_cs_set_predication
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{
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enum wined3d_cs_op opcode;
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struct wined3d_query *predicate;
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BOOL value;
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};
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struct wined3d_cs_set_viewport
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{
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enum wined3d_cs_op opcode;
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struct wined3d_viewport viewport;
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};
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struct wined3d_cs_set_scissor_rect
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{
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enum wined3d_cs_op opcode;
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RECT rect;
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};
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struct wined3d_cs_set_rendertarget_view
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{
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enum wined3d_cs_op opcode;
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unsigned int view_idx;
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struct wined3d_rendertarget_view *view;
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};
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struct wined3d_cs_set_depth_stencil_view
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{
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enum wined3d_cs_op opcode;
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struct wined3d_rendertarget_view *view;
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};
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struct wined3d_cs_set_vertex_declaration
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{
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enum wined3d_cs_op opcode;
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struct wined3d_vertex_declaration *declaration;
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};
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struct wined3d_cs_set_stream_source
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{
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enum wined3d_cs_op opcode;
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UINT stream_idx;
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struct wined3d_buffer *buffer;
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UINT offset;
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UINT stride;
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};
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struct wined3d_cs_set_stream_source_freq
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{
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enum wined3d_cs_op opcode;
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UINT stream_idx;
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UINT frequency;
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UINT flags;
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};
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struct wined3d_cs_set_stream_output
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{
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enum wined3d_cs_op opcode;
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UINT stream_idx;
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struct wined3d_buffer *buffer;
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UINT offset;
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};
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struct wined3d_cs_set_index_buffer
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{
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enum wined3d_cs_op opcode;
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struct wined3d_buffer *buffer;
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enum wined3d_format_id format_id;
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unsigned int offset;
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};
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struct wined3d_cs_set_constant_buffer
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{
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enum wined3d_cs_op opcode;
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enum wined3d_shader_type type;
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UINT cb_idx;
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struct wined3d_buffer *buffer;
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};
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struct wined3d_cs_set_texture
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{
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enum wined3d_cs_op opcode;
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UINT stage;
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struct wined3d_texture *texture;
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};
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struct wined3d_cs_set_color_key
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{
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enum wined3d_cs_op opcode;
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struct wined3d_texture *texture;
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WORD flags;
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WORD set;
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struct wined3d_color_key color_key;
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};
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struct wined3d_cs_set_shader_resource_view
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{
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enum wined3d_cs_op opcode;
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enum wined3d_shader_type type;
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UINT view_idx;
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struct wined3d_shader_resource_view *view;
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};
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struct wined3d_cs_set_unordered_access_view
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{
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enum wined3d_cs_op opcode;
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enum wined3d_pipeline pipeline;
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unsigned int view_idx;
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struct wined3d_unordered_access_view *view;
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};
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struct wined3d_cs_set_sampler
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{
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enum wined3d_cs_op opcode;
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enum wined3d_shader_type type;
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UINT sampler_idx;
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struct wined3d_sampler *sampler;
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};
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struct wined3d_cs_set_shader
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{
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enum wined3d_cs_op opcode;
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enum wined3d_shader_type type;
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struct wined3d_shader *shader;
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};
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struct wined3d_cs_set_rasterizer_state
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{
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enum wined3d_cs_op opcode;
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struct wined3d_rasterizer_state *state;
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};
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struct wined3d_cs_set_render_state
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{
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enum wined3d_cs_op opcode;
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enum wined3d_render_state state;
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DWORD value;
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};
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struct wined3d_cs_set_texture_state
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{
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enum wined3d_cs_op opcode;
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UINT stage;
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enum wined3d_texture_stage_state state;
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DWORD value;
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};
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struct wined3d_cs_set_sampler_state
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{
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enum wined3d_cs_op opcode;
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UINT sampler_idx;
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enum wined3d_sampler_state state;
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DWORD value;
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};
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struct wined3d_cs_set_transform
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{
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enum wined3d_cs_op opcode;
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enum wined3d_transform_state state;
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struct wined3d_matrix matrix;
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};
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struct wined3d_cs_set_clip_plane
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{
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enum wined3d_cs_op opcode;
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UINT plane_idx;
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struct wined3d_vec4 plane;
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};
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struct wined3d_cs_set_material
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{
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enum wined3d_cs_op opcode;
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struct wined3d_material material;
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};
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struct wined3d_cs_set_light
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{
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enum wined3d_cs_op opcode;
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struct wined3d_light_info light;
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};
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struct wined3d_cs_set_light_enable
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{
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enum wined3d_cs_op opcode;
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unsigned int idx;
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BOOL enable;
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};
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struct wined3d_cs_reset_state
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{
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enum wined3d_cs_op opcode;
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};
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struct wined3d_cs_callback
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{
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enum wined3d_cs_op opcode;
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void (*callback)(void *object);
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void *object;
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};
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struct wined3d_cs_query_issue
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{
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enum wined3d_cs_op opcode;
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struct wined3d_query *query;
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DWORD flags;
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};
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struct wined3d_cs_preload_resource
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{
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enum wined3d_cs_op opcode;
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struct wined3d_resource *resource;
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};
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struct wined3d_cs_unload_resource
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{
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enum wined3d_cs_op opcode;
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struct wined3d_resource *resource;
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};
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struct wined3d_cs_map
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{
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enum wined3d_cs_op opcode;
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struct wined3d_resource *resource;
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unsigned int sub_resource_idx;
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struct wined3d_map_desc *map_desc;
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const struct wined3d_box *box;
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DWORD flags;
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HRESULT *hr;
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};
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struct wined3d_cs_unmap
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{
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enum wined3d_cs_op opcode;
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struct wined3d_resource *resource;
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unsigned int sub_resource_idx;
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HRESULT *hr;
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};
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struct wined3d_cs_update_sub_resource
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{
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enum wined3d_cs_op opcode;
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struct wined3d_resource *resource;
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unsigned int sub_resource_idx;
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struct wined3d_box box;
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struct wined3d_sub_resource_data data;
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};
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static void wined3d_cs_exec_present(struct wined3d_cs *cs, const void *data)
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{
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const struct wined3d_cs_present *op = data;
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struct wined3d_swapchain *swapchain;
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unsigned int i;
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swapchain = op->swapchain;
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wined3d_swapchain_set_window(swapchain, op->dst_window_override);
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swapchain->swapchain_ops->swapchain_present(swapchain, &op->src_rect, &op->dst_rect, op->flags);
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wined3d_resource_release(&swapchain->front_buffer->resource);
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for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
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{
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wined3d_resource_release(&swapchain->back_buffers[i]->resource);
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}
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}
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void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain,
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const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override, DWORD flags)
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{
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struct wined3d_cs_present *op;
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unsigned int i;
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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->flags = flags;
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wined3d_resource_acquire(&swapchain->front_buffer->resource);
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for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
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{
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wined3d_resource_acquire(&swapchain->back_buffers[i]->resource);
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}
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cs->ops->submit(cs);
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}
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static void wined3d_cs_exec_clear(struct wined3d_cs *cs, const void *data)
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{
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const struct wined3d_state *state = &cs->state;
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const struct wined3d_cs_clear *op = data;
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struct wined3d_device *device;
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unsigned int i;
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RECT draw_rect;
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device = cs->device;
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wined3d_get_draw_rect(state, &draw_rect);
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device_clear_render_targets(device, device->adapter->gl_info.limits.buffers,
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state->fb, op->rect_count, op->rects, &draw_rect, op->flags,
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&op->color, op->depth, op->stencil);
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if (op->flags & WINED3DCLEAR_TARGET)
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{
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for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
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{
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if (state->fb->render_targets[i])
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wined3d_resource_release(state->fb->render_targets[i]->resource);
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}
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}
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if (op->flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
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wined3d_resource_release(state->fb->depth_stencil->resource);
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}
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void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
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DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
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{
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const struct wined3d_state *state = &cs->device->state;
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struct wined3d_cs_clear *op;
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unsigned int i;
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op = cs->ops->require_space(cs, FIELD_OFFSET(struct wined3d_cs_clear, rects[rect_count]));
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op->opcode = WINED3D_CS_OP_CLEAR;
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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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op->rect_count = rect_count;
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memcpy(op->rects, rects, sizeof(*rects) * rect_count);
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if (flags & WINED3DCLEAR_TARGET)
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{
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for (i = 0; i < cs->device->adapter->gl_info.limits.buffers; ++i)
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{
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if (state->fb->render_targets[i])
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wined3d_resource_acquire(state->fb->render_targets[i]->resource);
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}
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}
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if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
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wined3d_resource_acquire(state->fb->depth_stencil->resource);
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cs->ops->submit(cs);
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}
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static void acquire_shader_resources(const struct wined3d_state *state, unsigned int shader_mask)
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{
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struct wined3d_shader_sampler_map_entry *entry;
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struct wined3d_shader_resource_view *view;
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struct wined3d_shader *shader;
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unsigned int i, j;
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for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
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{
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if (!(shader_mask & (1u << i)))
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continue;
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if (!(shader = state->shader[i]))
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continue;
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for (j = 0; j < WINED3D_MAX_CBS; ++j)
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{
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if (state->cb[i][j])
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wined3d_resource_acquire(&state->cb[i][j]->resource);
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}
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for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
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{
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entry = &shader->reg_maps.sampler_map.entries[j];
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if (!(view = state->shader_resource_view[i][entry->resource_idx]))
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continue;
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wined3d_resource_acquire(view->resource);
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}
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}
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}
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static void release_shader_resources(const struct wined3d_state *state, unsigned int shader_mask)
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{
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struct wined3d_shader_sampler_map_entry *entry;
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struct wined3d_shader_resource_view *view;
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struct wined3d_shader *shader;
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unsigned int i, j;
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for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
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{
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if (!(shader_mask & (1u << i)))
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continue;
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if (!(shader = state->shader[i]))
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continue;
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for (j = 0; j < WINED3D_MAX_CBS; ++j)
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{
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if (state->cb[i][j])
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wined3d_resource_release(&state->cb[i][j]->resource);
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}
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for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
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{
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entry = &shader->reg_maps.sampler_map.entries[j];
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if (!(view = state->shader_resource_view[i][entry->resource_idx]))
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continue;
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wined3d_resource_release(view->resource);
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}
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}
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}
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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));
|
|
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);
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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->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, 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));
|
|
op->opcode = WINED3D_CS_OP_DRAW;
|
|
op->primitive_type = primitive_type;
|
|
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->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);
|
|
}
|
|
|
|
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));
|
|
op->opcode = WINED3D_CS_OP_SET_PREDICATION;
|
|
op->predicate = predicate;
|
|
op->value = value;
|
|
|
|
cs->ops->submit(cs);
|
|
}
|
|
|
|
static void wined3d_cs_exec_set_viewport(struct wined3d_cs *cs, const void *data)
|
|
{
|
|
const struct wined3d_cs_set_viewport *op = data;
|
|
|
|
cs->state.viewport = op->viewport;
|
|
device_invalidate_state(cs->device, STATE_VIEWPORT);
|
|
}
|
|
|
|
void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport)
|
|
{
|
|
struct wined3d_cs_set_viewport *op;
|
|
|
|
op = cs->ops->require_space(cs, sizeof(*op));
|
|
op->opcode = WINED3D_CS_OP_SET_VIEWPORT;
|
|
op->viewport = *viewport;
|
|
|
|
cs->ops->submit(cs);
|
|
}
|
|
|
|
static void wined3d_cs_exec_set_scissor_rect(struct wined3d_cs *cs, const void *data)
|
|
{
|
|
const struct wined3d_cs_set_scissor_rect *op = data;
|
|
|
|
cs->state.scissor_rect = op->rect;
|
|
device_invalidate_state(cs->device, STATE_SCISSORRECT);
|
|
}
|
|
|
|
void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect)
|
|
{
|
|
struct wined3d_cs_set_scissor_rect *op;
|
|
|
|
op = cs->ops->require_space(cs, sizeof(*op));
|
|
op->opcode = WINED3D_CS_OP_SET_SCISSOR_RECT;
|
|
op->rect = *rect;
|
|
|
|
cs->ops->submit(cs);
|
|
}
|
|
|
|
static void wined3d_cs_exec_set_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));
|
|
op->opcode = WINED3D_CS_OP_SET_RENDERTARGET_VIEW;
|
|
op->view_idx = view_idx;
|
|
op->view = view;
|
|
|
|
cs->ops->submit(cs);
|
|
}
|
|
|
|
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));
|
|
op->opcode = WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW;
|
|
op->view = view;
|
|
|
|
cs->ops->submit(cs);
|
|
}
|
|
|
|
static void wined3d_cs_exec_set_vertex_declaration(struct wined3d_cs *cs, const void *data)
|
|
{
|
|
const struct wined3d_cs_set_vertex_declaration *op = data;
|
|
|
|
cs->state.vertex_declaration = op->declaration;
|
|
device_invalidate_state(cs->device, STATE_VDECL);
|
|
}
|
|
|
|
void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs, struct wined3d_vertex_declaration *declaration)
|
|
{
|
|
struct wined3d_cs_set_vertex_declaration *op;
|
|
|
|
op = cs->ops->require_space(cs, sizeof(*op));
|
|
op->opcode = WINED3D_CS_OP_SET_VERTEX_DECLARATION;
|
|
op->declaration = declaration;
|
|
|
|
cs->ops->submit(cs);
|
|
}
|
|
|
|
static void wined3d_cs_exec_set_stream_source(struct wined3d_cs *cs, const void *data)
|
|
{
|
|
const struct wined3d_cs_set_stream_source *op = data;
|
|
struct wined3d_stream_state *stream;
|
|
struct wined3d_buffer *prev;
|
|
|
|
stream = &cs->state.streams[op->stream_idx];
|
|
prev = stream->buffer;
|
|
stream->buffer = op->buffer;
|
|
stream->offset = op->offset;
|
|
stream->stride = op->stride;
|
|
|
|
if (op->buffer)
|
|
InterlockedIncrement(&op->buffer->resource.bind_count);
|
|
if (prev)
|
|
InterlockedDecrement(&prev->resource.bind_count);
|
|
|
|
device_invalidate_state(cs->device, STATE_STREAMSRC);
|
|
}
|
|
|
|
void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
|
|
struct wined3d_buffer *buffer, UINT offset, UINT stride)
|
|
{
|
|
struct wined3d_cs_set_stream_source *op;
|
|
|
|
op = cs->ops->require_space(cs, sizeof(*op));
|
|
op->opcode = WINED3D_CS_OP_SET_STREAM_SOURCE;
|
|
op->stream_idx = stream_idx;
|
|
op->buffer = buffer;
|
|
op->offset = offset;
|
|
op->stride = stride;
|
|
|
|
cs->ops->submit(cs);
|
|
}
|
|
|
|
static void wined3d_cs_exec_set_stream_source_freq(struct wined3d_cs *cs, const void *data)
|
|
{
|
|
const struct wined3d_cs_set_stream_source_freq *op = data;
|
|
struct wined3d_stream_state *stream;
|
|
|
|
stream = &cs->state.streams[op->stream_idx];
|
|
stream->frequency = op->frequency;
|
|
stream->flags = op->flags;
|
|
|
|
device_invalidate_state(cs->device, STATE_STREAMSRC);
|
|
}
|
|
|
|
void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx, UINT frequency, UINT flags)
|
|
{
|
|
struct wined3d_cs_set_stream_source_freq *op;
|
|
|
|
op = cs->ops->require_space(cs, sizeof(*op));
|
|
op->opcode = WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ;
|
|
op->stream_idx = stream_idx;
|
|
op->frequency = frequency;
|
|
op->flags = flags;
|
|
|
|
cs->ops->submit(cs);
|
|
}
|
|
|
|
static void wined3d_cs_exec_set_stream_output(struct wined3d_cs *cs, const void *data)
|
|
{
|
|
const struct wined3d_cs_set_stream_output *op = data;
|
|
struct wined3d_stream_output *stream;
|
|
struct wined3d_buffer *prev;
|
|
|
|
stream = &cs->state.stream_output[op->stream_idx];
|
|
prev = stream->buffer;
|
|
stream->buffer = op->buffer;
|
|
stream->offset = op->offset;
|
|
|
|
if (op->buffer)
|
|
InterlockedIncrement(&op->buffer->resource.bind_count);
|
|
if (prev)
|
|
InterlockedDecrement(&prev->resource.bind_count);
|
|
}
|
|
|
|
void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
|
|
struct wined3d_buffer *buffer, UINT offset)
|
|
{
|
|
struct wined3d_cs_set_stream_output *op;
|
|
|
|
op = cs->ops->require_space(cs, sizeof(*op));
|
|
op->opcode = WINED3D_CS_OP_SET_STREAM_OUTPUT;
|
|
op->stream_idx = stream_idx;
|
|
op->buffer = buffer;
|
|
op->offset = offset;
|
|
|
|
cs->ops->submit(cs);
|
|
}
|
|
|
|
static void wined3d_cs_exec_set_index_buffer(struct wined3d_cs *cs, const void *data)
|
|
{
|
|
const struct wined3d_cs_set_index_buffer *op = data;
|
|
struct wined3d_buffer *prev;
|
|
|
|
prev = cs->state.index_buffer;
|
|
cs->state.index_buffer = op->buffer;
|
|
cs->state.index_format = op->format_id;
|
|
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));
|
|
op->opcode = WINED3D_CS_OP_SET_INDEX_BUFFER;
|
|
op->buffer = buffer;
|
|
op->format_id = format_id;
|
|
op->offset = offset;
|
|
|
|
cs->ops->submit(cs);
|
|
}
|
|
|
|
static void wined3d_cs_exec_set_constant_buffer(struct wined3d_cs *cs, const void *data)
|
|
{
|
|
const struct wined3d_cs_set_constant_buffer *op = data;
|
|
struct wined3d_buffer *prev;
|
|
|
|
prev = cs->state.cb[op->type][op->cb_idx];
|
|
cs->state.cb[op->type][op->cb_idx] = op->buffer;
|
|
|
|
if (op->buffer)
|
|
InterlockedIncrement(&op->buffer->resource.bind_count);
|
|
if (prev)
|
|
InterlockedDecrement(&prev->resource.bind_count);
|
|
|
|
device_invalidate_state(cs->device, STATE_CONSTANT_BUFFER(op->type));
|
|
}
|
|
|
|
void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type,
|
|
UINT cb_idx, struct wined3d_buffer *buffer)
|
|
{
|
|
struct wined3d_cs_set_constant_buffer *op;
|
|
|
|
op = cs->ops->require_space(cs, sizeof(*op));
|
|
op->opcode = WINED3D_CS_OP_SET_CONSTANT_BUFFER;
|
|
op->type = type;
|
|
op->cb_idx = cb_idx;
|
|
op->buffer = buffer;
|
|
|
|
cs->ops->submit(cs);
|
|
}
|
|
|
|
static void wined3d_cs_exec_set_texture(struct wined3d_cs *cs, const void *data)
|
|
{
|
|
const struct wined3d_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));
|
|
op->opcode = WINED3D_CS_OP_SET_TEXTURE;
|
|
op->stage = stage;
|
|
op->texture = texture;
|
|
|
|
cs->ops->submit(cs);
|
|
}
|
|
|
|
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));
|
|
op->opcode = WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW;
|
|
op->type = type;
|
|
op->view_idx = view_idx;
|
|
op->view = view;
|
|
|
|
cs->ops->submit(cs);
|
|
}
|
|
|
|
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));
|
|
op->opcode = WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW;
|
|
op->pipeline = pipeline;
|
|
op->view_idx = view_idx;
|
|
op->view = view;
|
|
|
|
cs->ops->submit(cs);
|
|
}
|
|
|
|
static void wined3d_cs_exec_set_sampler(struct wined3d_cs *cs, const void *data)
|
|
{
|
|
const struct wined3d_cs_set_sampler *op = data;
|
|
|
|
cs->state.sampler[op->type][op->sampler_idx] = op->sampler;
|
|
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));
|
|
op->opcode = WINED3D_CS_OP_SET_SAMPLER;
|
|
op->type = type;
|
|
op->sampler_idx = sampler_idx;
|
|
op->sampler = sampler;
|
|
|
|
cs->ops->submit(cs);
|
|
}
|
|
|
|
static void wined3d_cs_exec_set_shader(struct wined3d_cs *cs, const void *data)
|
|
{
|
|
const struct wined3d_cs_set_shader *op = data;
|
|
|
|
cs->state.shader[op->type] = op->shader;
|
|
device_invalidate_state(cs->device, STATE_SHADER(op->type));
|
|
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));
|
|
op->opcode = WINED3D_CS_OP_SET_SHADER;
|
|
op->type = type;
|
|
op->shader = shader;
|
|
|
|
cs->ops->submit(cs);
|
|
}
|
|
|
|
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));
|
|
op->opcode = WINED3D_CS_OP_SET_RASTERIZER_STATE;
|
|
op->state = rasterizer_state;
|
|
|
|
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->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));
|
|
op->opcode = WINED3D_CS_OP_SET_TRANSFORM;
|
|
op->state = state;
|
|
op->matrix = *matrix;
|
|
|
|
cs->ops->submit(cs);
|
|
}
|
|
|
|
static void wined3d_cs_exec_set_clip_plane(struct wined3d_cs *cs, const void *data)
|
|
{
|
|
const struct wined3d_cs_set_clip_plane *op = data;
|
|
|
|
cs->state.clip_planes[op->plane_idx] = op->plane;
|
|
device_invalidate_state(cs->device, STATE_CLIPPLANE(op->plane_idx));
|
|
}
|
|
|
|
void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx, const struct wined3d_vec4 *plane)
|
|
{
|
|
struct wined3d_cs_set_clip_plane *op;
|
|
|
|
op = cs->ops->require_space(cs, sizeof(*op));
|
|
op->opcode = WINED3D_CS_OP_SET_CLIP_PLANE;
|
|
op->plane_idx = plane_idx;
|
|
op->plane = *plane;
|
|
|
|
cs->ops->submit(cs);
|
|
}
|
|
|
|
static void wined3d_cs_exec_set_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));
|
|
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);
|
|
}
|
|
|
|
static void wined3d_cs_exec_set_material(struct wined3d_cs *cs, const void *data)
|
|
{
|
|
const struct wined3d_cs_set_material *op = data;
|
|
|
|
cs->state.material = op->material;
|
|
device_invalidate_state(cs->device, STATE_MATERIAL);
|
|
}
|
|
|
|
void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material)
|
|
{
|
|
struct wined3d_cs_set_material *op;
|
|
|
|
op = cs->ops->require_space(cs, sizeof(*op));
|
|
op->opcode = WINED3D_CS_OP_SET_MATERIAL;
|
|
op->material = *material;
|
|
|
|
cs->ops->submit(cs);
|
|
}
|
|
|
|
static void wined3d_cs_exec_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));
|
|
op->opcode = WINED3D_CS_OP_SET_LIGHT;
|
|
op->light = *light;
|
|
|
|
cs->ops->submit(cs);
|
|
}
|
|
|
|
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));
|
|
op->opcode = WINED3D_CS_OP_SET_LIGHT_ENABLE;
|
|
op->idx = idx;
|
|
op->enable = enable;
|
|
|
|
cs->ops->submit(cs);
|
|
}
|
|
|
|
static void wined3d_cs_exec_reset_state(struct wined3d_cs *cs, const void *data)
|
|
{
|
|
struct wined3d_adapter *adapter = cs->device->adapter;
|
|
|
|
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));
|
|
op->opcode = WINED3D_CS_OP_RESET_STATE;
|
|
|
|
cs->ops->submit(cs);
|
|
}
|
|
|
|
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));
|
|
op->opcode = WINED3D_CS_OP_CALLBACK;
|
|
op->callback = callback;
|
|
op->object = object;
|
|
|
|
cs->ops->submit(cs);
|
|
}
|
|
|
|
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;
|
|
|
|
query->query_ops->query_issue(query, op->flags);
|
|
}
|
|
|
|
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));
|
|
op->opcode = WINED3D_CS_OP_QUERY_ISSUE;
|
|
op->query = query;
|
|
op->flags = flags;
|
|
|
|
cs->ops->submit(cs);
|
|
}
|
|
|
|
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));
|
|
op->opcode = WINED3D_CS_OP_PRELOAD_RESOURCE;
|
|
op->resource = resource;
|
|
|
|
wined3d_resource_acquire(resource);
|
|
|
|
cs->ops->submit(cs);
|
|
}
|
|
|
|
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));
|
|
op->opcode = WINED3D_CS_OP_UNLOAD_RESOURCE;
|
|
op->resource = resource;
|
|
|
|
wined3d_resource_acquire(resource);
|
|
|
|
cs->ops->submit(cs);
|
|
}
|
|
|
|
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;
|
|
|
|
op = cs->ops->require_space(cs, sizeof(*op));
|
|
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);
|
|
|
|
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;
|
|
|
|
op = cs->ops->require_space(cs, sizeof(*op));
|
|
op->opcode = WINED3D_CS_OP_UNMAP;
|
|
op->resource = resource;
|
|
op->sub_resource_idx = sub_resource_idx;
|
|
op->hr = &hr;
|
|
|
|
cs->ops->submit(cs);
|
|
|
|
return hr;
|
|
}
|
|
|
|
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));
|
|
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);
|
|
}
|
|
|
|
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_DISPATCH */ wined3d_cs_exec_dispatch,
|
|
/* WINED3D_CS_OP_DRAW */ wined3d_cs_exec_draw,
|
|
/* 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_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_UPDATE_SUB_RESOURCE */ wined3d_cs_exec_update_sub_resource,
|
|
};
|
|
|
|
static void *wined3d_cs_st_require_space(struct wined3d_cs *cs, size_t size)
|
|
{
|
|
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_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];
|
|
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_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;
|
|
|
|
static const struct
|
|
{
|
|
size_t offset;
|
|
size_t size;
|
|
DWORD mask;
|
|
}
|
|
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 */
|
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{FIELD_OFFSET(struct wined3d_state, ps_consts_f), sizeof(struct wined3d_vec4), WINED3D_SHADER_CONST_PS_F},
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/* WINED3D_PUSH_CONSTANTS_VS_I */
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{FIELD_OFFSET(struct wined3d_state, vs_consts_i), sizeof(struct wined3d_ivec4), WINED3D_SHADER_CONST_VS_I},
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/* WINED3D_PUSH_CONSTANTS_PS_I */
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{FIELD_OFFSET(struct wined3d_state, ps_consts_i), sizeof(struct wined3d_ivec4), WINED3D_SHADER_CONST_PS_I},
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/* WINED3D_PUSH_CONSTANTS_VS_B */
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{FIELD_OFFSET(struct wined3d_state, vs_consts_b), sizeof(BOOL), WINED3D_SHADER_CONST_VS_B},
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/* WINED3D_PUSH_CONSTANTS_PS_B */
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{FIELD_OFFSET(struct wined3d_state, ps_consts_b), sizeof(BOOL), WINED3D_SHADER_CONST_PS_B},
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};
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if (p == WINED3D_PUSH_CONSTANTS_VS_F)
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device->shader_backend->shader_update_float_vertex_constants(device, start_idx, count);
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else if (p == WINED3D_PUSH_CONSTANTS_PS_F)
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device->shader_backend->shader_update_float_pixel_constants(device, start_idx, count);
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offset = push_constant_info[p].offset + start_idx * push_constant_info[p].size;
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memcpy((BYTE *)&cs->state + offset, constants, count * push_constant_info[p].size);
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for (i = 0, context_count = device->context_count; i < context_count; ++i)
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{
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device->contexts[i]->constant_update_mask |= push_constant_info[p].mask;
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}
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}
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static const struct wined3d_cs_ops wined3d_cs_st_ops =
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{
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wined3d_cs_st_require_space,
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wined3d_cs_st_submit,
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wined3d_cs_st_push_constants,
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};
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struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device)
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{
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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struct wined3d_cs *cs;
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if (!(cs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*cs))))
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return NULL;
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if (!(cs->fb.render_targets = wined3d_calloc(gl_info->limits.buffers, sizeof(*cs->fb.render_targets))))
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{
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HeapFree(GetProcessHeap(), 0, cs);
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return NULL;
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}
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state_init(&cs->state, &cs->fb, gl_info, &device->adapter->d3d_info,
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WINED3D_STATE_NO_REF | WINED3D_STATE_INIT_DEFAULT);
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cs->ops = &wined3d_cs_st_ops;
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cs->device = device;
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cs->data_size = WINED3D_INITIAL_CS_SIZE;
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if (!(cs->data = HeapAlloc(GetProcessHeap(), 0, cs->data_size)))
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{
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state_cleanup(&cs->state);
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HeapFree(GetProcessHeap(), 0, cs->fb.render_targets);
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HeapFree(GetProcessHeap(), 0, cs);
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return NULL;
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}
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return cs;
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}
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void wined3d_cs_destroy(struct wined3d_cs *cs)
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{
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state_cleanup(&cs->state);
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HeapFree(GetProcessHeap(), 0, cs->fb.render_targets);
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HeapFree(GetProcessHeap(), 0, cs->data);
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HeapFree(GetProcessHeap(), 0, cs);
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}
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