wined3d: Acquire references to updated resources for command lists by inspecting...
[wine.git] / dlls / wined3d / cs.c
blob42839e813c35ed8f979e29e474d9718c7eb95607
1 /*
2 * Copyright 2013 Henri Verbeet for CodeWeavers
4 * This library is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU Lesser General Public
6 * License as published by the Free Software Foundation; either
7 * version 2.1 of the License, or (at your option) any later version.
9 * This library is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * Lesser General Public License for more details.
14 * You should have received a copy of the GNU Lesser General Public
15 * License along with this library; if not, write to the Free Software
16 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
19 #include "config.h"
20 #include "wined3d_private.h"
22 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
23 WINE_DECLARE_DEBUG_CHANNEL(d3d_sync);
24 WINE_DECLARE_DEBUG_CHANNEL(fps);
26 #define WINED3D_INITIAL_CS_SIZE 4096
28 struct wined3d_deferred_upload
30 struct wined3d_resource *resource;
31 unsigned int sub_resource_idx;
32 uint8_t *sysmem;
33 struct wined3d_box box;
34 uint32_t upload_flags;
37 struct wined3d_deferred_query_issue
39 struct wined3d_query *query;
40 unsigned int flags;
43 struct wined3d_command_list
45 LONG refcount;
47 struct wined3d_device *device;
49 SIZE_T data_size;
50 void *data;
52 SIZE_T resource_count;
53 struct wined3d_resource **resources;
55 SIZE_T upload_count;
56 struct wined3d_deferred_upload *uploads;
58 /* List of command lists queued for execution on this command list. We might
59 * be the only thing holding a pointer to another command list, so we need
60 * to hold a reference here (and in wined3d_deferred_context) as well. */
61 SIZE_T command_list_count;
62 struct wined3d_command_list **command_lists;
64 SIZE_T query_count;
65 struct wined3d_deferred_query_issue *queries;
68 static void invalidate_client_address(struct wined3d_resource *resource)
70 struct wined3d_client_resource *client = &resource->client;
72 memset(&client->addr, 0, sizeof(client->addr));
75 enum wined3d_cs_op
77 WINED3D_CS_OP_NOP,
78 WINED3D_CS_OP_PRESENT,
79 WINED3D_CS_OP_CLEAR,
80 WINED3D_CS_OP_DISPATCH,
81 WINED3D_CS_OP_DRAW,
82 WINED3D_CS_OP_FLUSH,
83 WINED3D_CS_OP_SET_PREDICATION,
84 WINED3D_CS_OP_SET_VIEWPORTS,
85 WINED3D_CS_OP_SET_SCISSOR_RECTS,
86 WINED3D_CS_OP_SET_RENDERTARGET_VIEWS,
87 WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW,
88 WINED3D_CS_OP_SET_VERTEX_DECLARATION,
89 WINED3D_CS_OP_SET_STREAM_SOURCES,
90 WINED3D_CS_OP_SET_STREAM_OUTPUTS,
91 WINED3D_CS_OP_SET_INDEX_BUFFER,
92 WINED3D_CS_OP_SET_CONSTANT_BUFFERS,
93 WINED3D_CS_OP_SET_TEXTURE,
94 WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEWS,
95 WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEWS,
96 WINED3D_CS_OP_SET_SAMPLERS,
97 WINED3D_CS_OP_SET_SHADER,
98 WINED3D_CS_OP_SET_BLEND_STATE,
99 WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE,
100 WINED3D_CS_OP_SET_RASTERIZER_STATE,
101 WINED3D_CS_OP_SET_RENDER_STATE,
102 WINED3D_CS_OP_SET_TEXTURE_STATE,
103 WINED3D_CS_OP_SET_SAMPLER_STATE,
104 WINED3D_CS_OP_SET_TRANSFORM,
105 WINED3D_CS_OP_SET_CLIP_PLANE,
106 WINED3D_CS_OP_SET_COLOR_KEY,
107 WINED3D_CS_OP_SET_MATERIAL,
108 WINED3D_CS_OP_SET_LIGHT,
109 WINED3D_CS_OP_SET_LIGHT_ENABLE,
110 WINED3D_CS_OP_SET_FEATURE_LEVEL,
111 WINED3D_CS_OP_PUSH_CONSTANTS,
112 WINED3D_CS_OP_RESET_STATE,
113 WINED3D_CS_OP_CALLBACK,
114 WINED3D_CS_OP_QUERY_ISSUE,
115 WINED3D_CS_OP_PRELOAD_RESOURCE,
116 WINED3D_CS_OP_UNLOAD_RESOURCE,
117 WINED3D_CS_OP_MAP,
118 WINED3D_CS_OP_UNMAP,
119 WINED3D_CS_OP_BLT_SUB_RESOURCE,
120 WINED3D_CS_OP_UPDATE_SUB_RESOURCE,
121 WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION,
122 WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW,
123 WINED3D_CS_OP_COPY_UAV_COUNTER,
124 WINED3D_CS_OP_GENERATE_MIPMAPS,
125 WINED3D_CS_OP_EXECUTE_COMMAND_LIST,
126 WINED3D_CS_OP_STOP,
129 struct wined3d_cs_packet
131 size_t size;
132 BYTE data[1];
135 struct wined3d_cs_nop
137 enum wined3d_cs_op opcode;
140 struct wined3d_cs_present
142 enum wined3d_cs_op opcode;
143 HWND dst_window_override;
144 struct wined3d_swapchain *swapchain;
145 RECT src_rect;
146 RECT dst_rect;
147 unsigned int swap_interval;
148 DWORD flags;
151 struct wined3d_cs_clear
153 enum wined3d_cs_op opcode;
154 DWORD flags;
155 unsigned int rt_count;
156 struct wined3d_fb_state fb;
157 RECT draw_rect;
158 struct wined3d_color color;
159 float depth;
160 DWORD stencil;
161 unsigned int rect_count;
162 RECT rects[1];
165 struct wined3d_cs_dispatch
167 enum wined3d_cs_op opcode;
168 struct wined3d_dispatch_parameters parameters;
171 struct wined3d_cs_draw
173 enum wined3d_cs_op opcode;
174 enum wined3d_primitive_type primitive_type;
175 GLint patch_vertex_count;
176 struct wined3d_draw_parameters parameters;
179 struct wined3d_cs_flush
181 enum wined3d_cs_op opcode;
184 struct wined3d_cs_set_predication
186 enum wined3d_cs_op opcode;
187 struct wined3d_query *predicate;
188 BOOL value;
191 struct wined3d_cs_set_viewports
193 enum wined3d_cs_op opcode;
194 unsigned int viewport_count;
195 struct wined3d_viewport viewports[1];
198 struct wined3d_cs_set_scissor_rects
200 enum wined3d_cs_op opcode;
201 unsigned int rect_count;
202 RECT rects[1];
205 struct wined3d_cs_set_rendertarget_views
207 enum wined3d_cs_op opcode;
208 unsigned int start_idx;
209 unsigned int count;
210 struct wined3d_rendertarget_view *views[1];
213 struct wined3d_cs_set_depth_stencil_view
215 enum wined3d_cs_op opcode;
216 struct wined3d_rendertarget_view *view;
219 struct wined3d_cs_set_vertex_declaration
221 enum wined3d_cs_op opcode;
222 struct wined3d_vertex_declaration *declaration;
225 struct wined3d_cs_set_stream_sources
227 enum wined3d_cs_op opcode;
228 unsigned int start_idx;
229 unsigned int count;
230 struct wined3d_stream_state streams[1];
233 struct wined3d_cs_set_stream_outputs
235 enum wined3d_cs_op opcode;
236 struct wined3d_stream_output outputs[WINED3D_MAX_STREAM_OUTPUT_BUFFERS];
239 struct wined3d_cs_set_index_buffer
241 enum wined3d_cs_op opcode;
242 struct wined3d_buffer *buffer;
243 enum wined3d_format_id format_id;
244 unsigned int offset;
247 struct wined3d_cs_set_constant_buffers
249 enum wined3d_cs_op opcode;
250 enum wined3d_shader_type type;
251 unsigned int start_idx;
252 unsigned int count;
253 struct wined3d_constant_buffer_state buffers[1];
256 struct wined3d_cs_set_texture
258 enum wined3d_cs_op opcode;
259 UINT stage;
260 struct wined3d_texture *texture;
263 struct wined3d_cs_set_color_key
265 enum wined3d_cs_op opcode;
266 struct wined3d_texture *texture;
267 WORD flags;
268 WORD set;
269 struct wined3d_color_key color_key;
272 struct wined3d_cs_set_shader_resource_views
274 enum wined3d_cs_op opcode;
275 enum wined3d_shader_type type;
276 unsigned int start_idx;
277 unsigned int count;
278 struct wined3d_shader_resource_view *views[1];
281 struct wined3d_cs_set_unordered_access_views
283 enum wined3d_cs_op opcode;
284 enum wined3d_pipeline pipeline;
285 unsigned int start_idx;
286 unsigned int count;
287 struct
289 struct wined3d_unordered_access_view *view;
290 unsigned int initial_count;
291 } uavs[1];
294 struct wined3d_cs_set_samplers
296 enum wined3d_cs_op opcode;
297 enum wined3d_shader_type type;
298 unsigned int start_idx;
299 unsigned int count;
300 struct wined3d_sampler *samplers[1];
303 struct wined3d_cs_set_shader
305 enum wined3d_cs_op opcode;
306 enum wined3d_shader_type type;
307 struct wined3d_shader *shader;
310 struct wined3d_cs_set_blend_state
312 enum wined3d_cs_op opcode;
313 struct wined3d_blend_state *state;
314 struct wined3d_color factor;
315 unsigned int sample_mask;
318 struct wined3d_cs_set_depth_stencil_state
320 enum wined3d_cs_op opcode;
321 struct wined3d_depth_stencil_state *state;
322 unsigned int stencil_ref;
325 struct wined3d_cs_set_rasterizer_state
327 enum wined3d_cs_op opcode;
328 struct wined3d_rasterizer_state *state;
331 struct wined3d_cs_set_render_state
333 enum wined3d_cs_op opcode;
334 enum wined3d_render_state state;
335 DWORD value;
338 struct wined3d_cs_set_texture_state
340 enum wined3d_cs_op opcode;
341 UINT stage;
342 enum wined3d_texture_stage_state state;
343 DWORD value;
346 struct wined3d_cs_set_sampler_state
348 enum wined3d_cs_op opcode;
349 UINT sampler_idx;
350 enum wined3d_sampler_state state;
351 DWORD value;
354 struct wined3d_cs_set_transform
356 enum wined3d_cs_op opcode;
357 enum wined3d_transform_state state;
358 struct wined3d_matrix matrix;
361 struct wined3d_cs_set_clip_plane
363 enum wined3d_cs_op opcode;
364 UINT plane_idx;
365 struct wined3d_vec4 plane;
368 struct wined3d_cs_set_material
370 enum wined3d_cs_op opcode;
371 struct wined3d_material material;
374 struct wined3d_cs_set_light
376 enum wined3d_cs_op opcode;
377 struct wined3d_light_info light;
380 struct wined3d_cs_set_light_enable
382 enum wined3d_cs_op opcode;
383 unsigned int idx;
384 BOOL enable;
387 struct wined3d_cs_set_feature_level
389 enum wined3d_cs_op opcode;
390 enum wined3d_feature_level level;
393 struct wined3d_cs_push_constants
395 enum wined3d_cs_op opcode;
396 enum wined3d_push_constants type;
397 unsigned int start_idx;
398 unsigned int count;
399 BYTE constants[1];
402 struct wined3d_cs_reset_state
404 enum wined3d_cs_op opcode;
405 bool invalidate;
408 struct wined3d_cs_callback
410 enum wined3d_cs_op opcode;
411 void (*callback)(void *object);
412 void *object;
415 struct wined3d_cs_query_issue
417 enum wined3d_cs_op opcode;
418 struct wined3d_query *query;
419 DWORD flags;
422 struct wined3d_cs_preload_resource
424 enum wined3d_cs_op opcode;
425 struct wined3d_resource *resource;
428 struct wined3d_cs_unload_resource
430 enum wined3d_cs_op opcode;
431 struct wined3d_resource *resource;
434 struct wined3d_cs_map
436 enum wined3d_cs_op opcode;
437 struct wined3d_resource *resource;
438 unsigned int sub_resource_idx;
439 void **map_ptr;
440 const struct wined3d_box *box;
441 DWORD flags;
442 HRESULT *hr;
445 struct wined3d_cs_unmap
447 enum wined3d_cs_op opcode;
448 struct wined3d_resource *resource;
449 unsigned int sub_resource_idx;
450 HRESULT *hr;
453 struct wined3d_cs_blt_sub_resource
455 enum wined3d_cs_op opcode;
456 struct wined3d_resource *dst_resource;
457 unsigned int dst_sub_resource_idx;
458 struct wined3d_box dst_box;
459 struct wined3d_resource *src_resource;
460 unsigned int src_sub_resource_idx;
461 struct wined3d_box src_box;
462 DWORD flags;
463 struct wined3d_blt_fx fx;
464 enum wined3d_texture_filter_type filter;
467 struct wined3d_cs_update_sub_resource
469 enum wined3d_cs_op opcode;
470 struct wined3d_resource *resource;
471 unsigned int sub_resource_idx;
472 struct wined3d_box box;
473 struct upload_bo bo;
474 unsigned int row_pitch, slice_pitch;
477 struct wined3d_cs_add_dirty_texture_region
479 enum wined3d_cs_op opcode;
480 struct wined3d_texture *texture;
481 unsigned int layer;
484 struct wined3d_cs_clear_unordered_access_view
486 enum wined3d_cs_op opcode;
487 struct wined3d_unordered_access_view *view;
488 struct wined3d_uvec4 clear_value;
489 bool fp;
492 struct wined3d_cs_copy_uav_counter
494 enum wined3d_cs_op opcode;
495 struct wined3d_buffer *buffer;
496 unsigned int offset;
497 struct wined3d_unordered_access_view *view;
500 struct wined3d_cs_generate_mipmaps
502 enum wined3d_cs_op opcode;
503 struct wined3d_shader_resource_view *view;
506 struct wined3d_cs_execute_command_list
508 enum wined3d_cs_op opcode;
509 struct wined3d_command_list *list;
512 struct wined3d_cs_stop
514 enum wined3d_cs_op opcode;
517 static inline void *wined3d_device_context_require_space(struct wined3d_device_context *context,
518 size_t size, enum wined3d_cs_queue_id queue_id)
520 return context->ops->require_space(context, size, queue_id);
523 static inline void wined3d_device_context_submit(struct wined3d_device_context *context,
524 enum wined3d_cs_queue_id queue_id)
526 context->ops->submit(context, queue_id);
529 static inline void wined3d_device_context_finish(struct wined3d_device_context *context,
530 enum wined3d_cs_queue_id queue_id)
532 context->ops->finish(context, queue_id);
535 static inline void wined3d_device_context_acquire_resource(struct wined3d_device_context *context,
536 struct wined3d_resource *resource)
538 context->ops->acquire_resource(context, resource);
541 static struct wined3d_cs *wined3d_cs_from_context(struct wined3d_device_context *context)
543 return CONTAINING_RECORD(context, struct wined3d_cs, c);
546 static const char *debug_cs_op(enum wined3d_cs_op op)
548 switch (op)
550 #define WINED3D_TO_STR(type) case type: return #type
551 WINED3D_TO_STR(WINED3D_CS_OP_NOP);
552 WINED3D_TO_STR(WINED3D_CS_OP_PRESENT);
553 WINED3D_TO_STR(WINED3D_CS_OP_CLEAR);
554 WINED3D_TO_STR(WINED3D_CS_OP_DISPATCH);
555 WINED3D_TO_STR(WINED3D_CS_OP_DRAW);
556 WINED3D_TO_STR(WINED3D_CS_OP_FLUSH);
557 WINED3D_TO_STR(WINED3D_CS_OP_SET_PREDICATION);
558 WINED3D_TO_STR(WINED3D_CS_OP_SET_VIEWPORTS);
559 WINED3D_TO_STR(WINED3D_CS_OP_SET_SCISSOR_RECTS);
560 WINED3D_TO_STR(WINED3D_CS_OP_SET_RENDERTARGET_VIEWS);
561 WINED3D_TO_STR(WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW);
562 WINED3D_TO_STR(WINED3D_CS_OP_SET_VERTEX_DECLARATION);
563 WINED3D_TO_STR(WINED3D_CS_OP_SET_STREAM_SOURCES);
564 WINED3D_TO_STR(WINED3D_CS_OP_SET_STREAM_OUTPUTS);
565 WINED3D_TO_STR(WINED3D_CS_OP_SET_INDEX_BUFFER);
566 WINED3D_TO_STR(WINED3D_CS_OP_SET_CONSTANT_BUFFERS);
567 WINED3D_TO_STR(WINED3D_CS_OP_SET_TEXTURE);
568 WINED3D_TO_STR(WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEWS);
569 WINED3D_TO_STR(WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEWS);
570 WINED3D_TO_STR(WINED3D_CS_OP_SET_SAMPLERS);
571 WINED3D_TO_STR(WINED3D_CS_OP_SET_SHADER);
572 WINED3D_TO_STR(WINED3D_CS_OP_SET_BLEND_STATE);
573 WINED3D_TO_STR(WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE);
574 WINED3D_TO_STR(WINED3D_CS_OP_SET_RASTERIZER_STATE);
575 WINED3D_TO_STR(WINED3D_CS_OP_SET_RENDER_STATE);
576 WINED3D_TO_STR(WINED3D_CS_OP_SET_TEXTURE_STATE);
577 WINED3D_TO_STR(WINED3D_CS_OP_SET_SAMPLER_STATE);
578 WINED3D_TO_STR(WINED3D_CS_OP_SET_TRANSFORM);
579 WINED3D_TO_STR(WINED3D_CS_OP_SET_CLIP_PLANE);
580 WINED3D_TO_STR(WINED3D_CS_OP_SET_COLOR_KEY);
581 WINED3D_TO_STR(WINED3D_CS_OP_SET_MATERIAL);
582 WINED3D_TO_STR(WINED3D_CS_OP_SET_LIGHT);
583 WINED3D_TO_STR(WINED3D_CS_OP_SET_LIGHT_ENABLE);
584 WINED3D_TO_STR(WINED3D_CS_OP_SET_FEATURE_LEVEL);
585 WINED3D_TO_STR(WINED3D_CS_OP_PUSH_CONSTANTS);
586 WINED3D_TO_STR(WINED3D_CS_OP_RESET_STATE);
587 WINED3D_TO_STR(WINED3D_CS_OP_CALLBACK);
588 WINED3D_TO_STR(WINED3D_CS_OP_QUERY_ISSUE);
589 WINED3D_TO_STR(WINED3D_CS_OP_PRELOAD_RESOURCE);
590 WINED3D_TO_STR(WINED3D_CS_OP_UNLOAD_RESOURCE);
591 WINED3D_TO_STR(WINED3D_CS_OP_MAP);
592 WINED3D_TO_STR(WINED3D_CS_OP_UNMAP);
593 WINED3D_TO_STR(WINED3D_CS_OP_BLT_SUB_RESOURCE);
594 WINED3D_TO_STR(WINED3D_CS_OP_UPDATE_SUB_RESOURCE);
595 WINED3D_TO_STR(WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION);
596 WINED3D_TO_STR(WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW);
597 WINED3D_TO_STR(WINED3D_CS_OP_COPY_UAV_COUNTER);
598 WINED3D_TO_STR(WINED3D_CS_OP_GENERATE_MIPMAPS);
599 WINED3D_TO_STR(WINED3D_CS_OP_EXECUTE_COMMAND_LIST);
600 WINED3D_TO_STR(WINED3D_CS_OP_STOP);
601 #undef WINED3D_TO_STR
603 return wine_dbg_sprintf("UNKNOWN_OP(%#x)", op);
606 static struct wined3d_cs_packet *wined3d_next_cs_packet(const uint8_t *data, SIZE_T *offset)
608 struct wined3d_cs_packet *packet = (struct wined3d_cs_packet *)&data[*offset];
610 *offset += offsetof(struct wined3d_cs_packet, data[packet->size]);
612 return packet;
615 static void wined3d_cs_exec_nop(struct wined3d_cs *cs, const void *data)
619 static void wined3d_cs_exec_present(struct wined3d_cs *cs, const void *data)
621 struct wined3d_texture *logo_texture, *cursor_texture, *back_buffer;
622 struct wined3d_rendertarget_view *dsv = cs->state.fb.depth_stencil;
623 const struct wined3d_cs_present *op = data;
624 const struct wined3d_swapchain_desc *desc;
625 struct wined3d_swapchain *swapchain;
626 unsigned int i;
628 swapchain = op->swapchain;
629 desc = &swapchain->state.desc;
630 back_buffer = swapchain->back_buffers[0];
631 wined3d_swapchain_set_window(swapchain, op->dst_window_override);
633 if ((logo_texture = swapchain->device->logo_texture))
635 RECT rect = {0, 0, logo_texture->resource.width, logo_texture->resource.height};
637 /* Blit the logo into the upper left corner of the back-buffer. */
638 wined3d_device_context_blt(&cs->c, back_buffer, 0, &rect, logo_texture, 0,
639 &rect, WINED3D_BLT_SRC_CKEY, NULL, WINED3D_TEXF_POINT);
642 if ((cursor_texture = swapchain->device->cursor_texture)
643 && swapchain->device->bCursorVisible && !swapchain->device->hardwareCursor)
645 RECT dst_rect =
647 swapchain->device->xScreenSpace - swapchain->device->xHotSpot,
648 swapchain->device->yScreenSpace - swapchain->device->yHotSpot,
649 swapchain->device->xScreenSpace + swapchain->device->cursorWidth - swapchain->device->xHotSpot,
650 swapchain->device->yScreenSpace + swapchain->device->cursorHeight - swapchain->device->yHotSpot,
652 RECT src_rect =
654 0, 0, cursor_texture->resource.width, cursor_texture->resource.height
656 const RECT clip_rect = {0, 0, back_buffer->resource.width, back_buffer->resource.height};
658 TRACE("Rendering the software cursor.\n");
660 if (desc->windowed)
661 MapWindowPoints(NULL, swapchain->win_handle, (POINT *)&dst_rect, 2);
662 if (wined3d_clip_blit(&clip_rect, &dst_rect, &src_rect))
663 wined3d_device_context_blt(&cs->c, back_buffer, 0, &dst_rect, cursor_texture, 0,
664 &src_rect, WINED3D_BLT_ALPHA_TEST, NULL, WINED3D_TEXF_POINT);
667 swapchain->swapchain_ops->swapchain_present(swapchain, &op->src_rect, &op->dst_rect, op->swap_interval, op->flags);
669 /* Discard buffers if the swap effect allows it. */
670 back_buffer = swapchain->back_buffers[desc->backbuffer_count - 1];
671 if (desc->swap_effect == WINED3D_SWAP_EFFECT_DISCARD || desc->swap_effect == WINED3D_SWAP_EFFECT_FLIP_DISCARD)
672 wined3d_texture_validate_location(back_buffer, 0, WINED3D_LOCATION_DISCARDED);
674 if (dsv && dsv->resource->type != WINED3D_RTYPE_BUFFER)
676 struct wined3d_texture *ds = texture_from_resource(dsv->resource);
678 if ((desc->flags & WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL || ds->flags & WINED3D_TEXTURE_DISCARD))
679 wined3d_rendertarget_view_validate_location(dsv, WINED3D_LOCATION_DISCARDED);
682 if (TRACE_ON(fps))
684 DWORD time = GetTickCount();
685 ++swapchain->frames;
687 /* every 1.5 seconds */
688 if (time - swapchain->prev_time > 1500)
690 TRACE_(fps)("%p @ approx %.2ffps\n",
691 swapchain, 1000.0 * swapchain->frames / (time - swapchain->prev_time));
692 swapchain->prev_time = time;
693 swapchain->frames = 0;
697 wined3d_resource_release(&swapchain->front_buffer->resource);
698 for (i = 0; i < desc->backbuffer_count; ++i)
700 wined3d_resource_release(&swapchain->back_buffers[i]->resource);
703 InterlockedDecrement(&cs->pending_presents);
706 void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain,
707 const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override,
708 unsigned int swap_interval, DWORD flags)
710 struct wined3d_cs_present *op;
711 unsigned int i;
712 LONG pending;
714 op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
715 op->opcode = WINED3D_CS_OP_PRESENT;
716 op->dst_window_override = dst_window_override;
717 op->swapchain = swapchain;
718 op->src_rect = *src_rect;
719 op->dst_rect = *dst_rect;
720 op->swap_interval = swap_interval;
721 op->flags = flags;
723 pending = InterlockedIncrement(&cs->pending_presents);
725 wined3d_resource_acquire(&swapchain->front_buffer->resource);
726 for (i = 0; i < swapchain->state.desc.backbuffer_count; ++i)
728 wined3d_resource_acquire(&swapchain->back_buffers[i]->resource);
731 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
733 /* Limit input latency by limiting the number of presents that we can get
734 * ahead of the worker thread. */
735 while (pending >= swapchain->max_frame_latency)
737 YieldProcessor();
738 pending = InterlockedCompareExchange(&cs->pending_presents, 0, 0);
742 static void wined3d_cs_exec_clear(struct wined3d_cs *cs, const void *data)
744 struct wined3d_device *device = cs->c.device;
745 const struct wined3d_cs_clear *op = data;
746 unsigned int i;
748 device->blitter->ops->blitter_clear(device->blitter, device, op->rt_count, &op->fb,
749 op->rect_count, op->rects, &op->draw_rect, op->flags, &op->color, op->depth, op->stencil);
751 if (op->flags & WINED3DCLEAR_TARGET)
753 for (i = 0; i < op->rt_count; ++i)
755 if (op->fb.render_targets[i])
756 wined3d_resource_release(op->fb.render_targets[i]->resource);
759 if (op->flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
760 wined3d_resource_release(op->fb.depth_stencil->resource);
763 void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
764 DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
766 const struct wined3d_state *state = cs->c.state;
767 const struct wined3d_viewport *vp = &state->viewports[0];
768 struct wined3d_rendertarget_view *view;
769 struct wined3d_cs_clear *op;
770 unsigned int rt_count, i;
772 rt_count = flags & WINED3DCLEAR_TARGET ? cs->c.device->adapter->d3d_info.limits.max_rt_count : 0;
774 op = wined3d_device_context_require_space(&cs->c, FIELD_OFFSET(struct wined3d_cs_clear, rects[rect_count]),
775 WINED3D_CS_QUEUE_DEFAULT);
776 op->opcode = WINED3D_CS_OP_CLEAR;
777 op->flags = flags & (WINED3DCLEAR_TARGET | WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL);
778 op->rt_count = rt_count;
779 op->fb = state->fb;
780 SetRect(&op->draw_rect, vp->x, vp->y, vp->x + vp->width, vp->y + vp->height);
781 if (state->rasterizer_state && state->rasterizer_state->desc.scissor)
782 IntersectRect(&op->draw_rect, &op->draw_rect, &state->scissor_rects[0]);
783 op->color = *color;
784 op->depth = depth;
785 op->stencil = stencil;
786 op->rect_count = rect_count;
787 memcpy(op->rects, rects, sizeof(*rects) * rect_count);
789 for (i = 0; i < rt_count; ++i)
791 if ((view = state->fb.render_targets[i]))
792 wined3d_resource_acquire(view->resource);
794 if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
796 view = state->fb.depth_stencil;
797 wined3d_resource_acquire(view->resource);
800 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
803 void wined3d_device_context_emit_clear_rendertarget_view(struct wined3d_device_context *context,
804 struct wined3d_rendertarget_view *view, const RECT *rect, unsigned int flags,
805 const struct wined3d_color *color, float depth, unsigned int stencil)
807 struct wined3d_cs_clear *op;
808 size_t size;
810 size = FIELD_OFFSET(struct wined3d_cs_clear, rects[1]);
811 op = wined3d_device_context_require_space(context, size, WINED3D_CS_QUEUE_DEFAULT);
813 op->opcode = WINED3D_CS_OP_CLEAR;
814 op->flags = flags & (WINED3DCLEAR_TARGET | WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL);
815 if (flags & WINED3DCLEAR_TARGET)
817 op->rt_count = 1;
818 op->fb.render_targets[0] = view;
819 op->fb.depth_stencil = NULL;
820 op->color = *color;
822 else
824 op->rt_count = 0;
825 op->fb.render_targets[0] = NULL;
826 op->fb.depth_stencil = view;
827 op->depth = depth;
828 op->stencil = stencil;
830 SetRect(&op->draw_rect, 0, 0, view->width, view->height);
831 op->rect_count = 1;
832 op->rects[0] = *rect;
834 wined3d_device_context_acquire_resource(context, view->resource);
836 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
837 if (flags & WINED3DCLEAR_SYNCHRONOUS)
838 wined3d_device_context_finish(context, WINED3D_CS_QUEUE_DEFAULT);
841 static void acquire_shader_resources(struct wined3d_device_context *context, unsigned int shader_mask)
843 const struct wined3d_state *state = context->state;
844 struct wined3d_shader_sampler_map_entry *entry;
845 struct wined3d_shader_resource_view *view;
846 struct wined3d_shader *shader;
847 unsigned int i, j;
849 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
851 if (!(shader_mask & (1u << i)))
852 continue;
854 if (!(shader = state->shader[i]))
855 continue;
857 for (j = 0; j < WINED3D_MAX_CBS; ++j)
859 if (state->cb[i][j].buffer)
860 wined3d_device_context_acquire_resource(context, &state->cb[i][j].buffer->resource);
863 for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
865 entry = &shader->reg_maps.sampler_map.entries[j];
867 if (!(view = state->shader_resource_view[i][entry->resource_idx]))
868 continue;
870 wined3d_device_context_acquire_resource(context, view->resource);
875 static void release_shader_resources(const struct wined3d_state *state, unsigned int shader_mask)
877 struct wined3d_shader_sampler_map_entry *entry;
878 struct wined3d_shader_resource_view *view;
879 struct wined3d_shader *shader;
880 unsigned int i, j;
882 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
884 if (!(shader_mask & (1u << i)))
885 continue;
887 if (!(shader = state->shader[i]))
888 continue;
890 for (j = 0; j < WINED3D_MAX_CBS; ++j)
892 if (state->cb[i][j].buffer)
893 wined3d_resource_release(&state->cb[i][j].buffer->resource);
896 for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
898 entry = &shader->reg_maps.sampler_map.entries[j];
900 if (!(view = state->shader_resource_view[i][entry->resource_idx]))
901 continue;
903 wined3d_resource_release(view->resource);
908 static void acquire_unordered_access_resources(struct wined3d_device_context *context,
909 const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
911 unsigned int i;
913 if (!shader)
914 return;
916 for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
918 if (!shader->reg_maps.uav_resource_info[i].type)
919 continue;
921 if (!views[i])
922 continue;
924 wined3d_device_context_acquire_resource(context, views[i]->resource);
928 static void release_unordered_access_resources(const struct wined3d_shader *shader,
929 struct wined3d_unordered_access_view * const *views)
931 unsigned int i;
933 if (!shader)
934 return;
936 for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
938 if (!shader->reg_maps.uav_resource_info[i].type)
939 continue;
941 if (!views[i])
942 continue;
944 wined3d_resource_release(views[i]->resource);
948 static void wined3d_cs_exec_dispatch(struct wined3d_cs *cs, const void *data)
950 const struct wined3d_cs_dispatch *op = data;
951 struct wined3d_state *state = &cs->state;
953 if (!state->shader[WINED3D_SHADER_TYPE_COMPUTE])
954 WARN("No compute shader bound, skipping dispatch.\n");
955 else
956 cs->c.device->adapter->adapter_ops->adapter_dispatch_compute(cs->c.device, state, &op->parameters);
958 if (op->parameters.indirect)
959 wined3d_resource_release(&op->parameters.u.indirect.buffer->resource);
961 release_shader_resources(state, 1u << WINED3D_SHADER_TYPE_COMPUTE);
962 release_unordered_access_resources(state->shader[WINED3D_SHADER_TYPE_COMPUTE],
963 state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
966 static void acquire_compute_pipeline_resources(struct wined3d_device_context *context)
968 const struct wined3d_state *state = context->state;
970 acquire_shader_resources(context, 1u << WINED3D_SHADER_TYPE_COMPUTE);
971 acquire_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_COMPUTE],
972 state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
975 void CDECL wined3d_device_context_dispatch(struct wined3d_device_context *context,
976 unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z)
978 struct wined3d_cs_dispatch *op;
980 wined3d_device_context_lock(context);
981 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
982 op->opcode = WINED3D_CS_OP_DISPATCH;
983 op->parameters.indirect = FALSE;
984 op->parameters.u.direct.group_count_x = group_count_x;
985 op->parameters.u.direct.group_count_y = group_count_y;
986 op->parameters.u.direct.group_count_z = group_count_z;
988 acquire_compute_pipeline_resources(context);
990 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
991 wined3d_device_context_unlock(context);
994 void CDECL wined3d_device_context_dispatch_indirect(struct wined3d_device_context *context,
995 struct wined3d_buffer *buffer, unsigned int offset)
997 struct wined3d_cs_dispatch *op;
999 wined3d_device_context_lock(context);
1000 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1001 op->opcode = WINED3D_CS_OP_DISPATCH;
1002 op->parameters.indirect = TRUE;
1003 op->parameters.u.indirect.buffer = buffer;
1004 op->parameters.u.indirect.offset = offset;
1006 acquire_compute_pipeline_resources(context);
1007 wined3d_device_context_acquire_resource(context, &buffer->resource);
1009 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1010 wined3d_device_context_unlock(context);
1013 static void wined3d_cs_exec_draw(struct wined3d_cs *cs, const void *data)
1015 const struct wined3d_d3d_info *d3d_info = &cs->c.device->adapter->d3d_info;
1016 const struct wined3d_shader *geometry_shader;
1017 struct wined3d_device *device = cs->c.device;
1018 int base_vertex_idx, load_base_vertex_idx;
1019 struct wined3d_state *state = &cs->state;
1020 const struct wined3d_cs_draw *op = data;
1021 unsigned int i;
1023 base_vertex_idx = 0;
1024 if (!op->parameters.indirect)
1026 const struct wined3d_direct_draw_parameters *direct = &op->parameters.u.direct;
1028 if (op->parameters.indexed && d3d_info->draw_base_vertex_offset)
1029 base_vertex_idx = direct->base_vertex_idx;
1030 else if (!op->parameters.indexed)
1031 base_vertex_idx = direct->start_idx;
1034 /* ARB_draw_indirect always supports a base vertex offset. */
1035 if (!op->parameters.indirect && !d3d_info->draw_base_vertex_offset)
1036 load_base_vertex_idx = op->parameters.u.direct.base_vertex_idx;
1037 else
1038 load_base_vertex_idx = 0;
1040 if (state->base_vertex_index != base_vertex_idx)
1042 state->base_vertex_index = base_vertex_idx;
1043 for (i = 0; i < device->context_count; ++i)
1044 device->contexts[i]->constant_update_mask |= WINED3D_SHADER_CONST_BASE_VERTEX_ID;
1047 if (state->load_base_vertex_index != load_base_vertex_idx)
1049 state->load_base_vertex_index = load_base_vertex_idx;
1050 device_invalidate_state(cs->c.device, STATE_BASEVERTEXINDEX);
1053 if (state->primitive_type != op->primitive_type)
1055 if ((geometry_shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY]) && !geometry_shader->function)
1056 device_invalidate_state(cs->c.device, STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY));
1057 if (state->primitive_type == WINED3D_PT_POINTLIST || op->primitive_type == WINED3D_PT_POINTLIST)
1058 device_invalidate_state(cs->c.device, STATE_POINT_ENABLE);
1059 state->primitive_type = op->primitive_type;
1061 state->patch_vertex_count = op->patch_vertex_count;
1063 cs->c.device->adapter->adapter_ops->adapter_draw_primitive(cs->c.device, state, &op->parameters);
1065 if (op->parameters.indirect)
1067 struct wined3d_buffer *buffer = op->parameters.u.indirect.buffer;
1068 wined3d_resource_release(&buffer->resource);
1071 if (op->parameters.indexed)
1072 wined3d_resource_release(&state->index_buffer->resource);
1073 for (i = 0; i < ARRAY_SIZE(state->streams); ++i)
1075 if (state->streams[i].buffer)
1076 wined3d_resource_release(&state->streams[i].buffer->resource);
1078 for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
1080 if (state->stream_output[i].buffer)
1081 wined3d_resource_release(&state->stream_output[i].buffer->resource);
1083 for (i = 0; i < ARRAY_SIZE(state->textures); ++i)
1085 if (state->textures[i])
1086 wined3d_resource_release(&state->textures[i]->resource);
1088 for (i = 0; i < d3d_info->limits.max_rt_count; ++i)
1090 if (state->fb.render_targets[i])
1091 wined3d_resource_release(state->fb.render_targets[i]->resource);
1093 if (state->fb.depth_stencil)
1094 wined3d_resource_release(state->fb.depth_stencil->resource);
1095 release_shader_resources(state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE));
1096 release_unordered_access_resources(state->shader[WINED3D_SHADER_TYPE_PIXEL],
1097 state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
1100 static void acquire_graphics_pipeline_resources(struct wined3d_device_context *context,
1101 BOOL indexed, const struct wined3d_d3d_info *d3d_info)
1103 const struct wined3d_state *state = context->state;
1104 unsigned int i;
1106 if (indexed)
1107 wined3d_device_context_acquire_resource(context, &state->index_buffer->resource);
1108 for (i = 0; i < ARRAY_SIZE(state->streams); ++i)
1110 if (state->streams[i].buffer)
1111 wined3d_device_context_acquire_resource(context, &state->streams[i].buffer->resource);
1113 for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
1115 if (state->stream_output[i].buffer)
1116 wined3d_device_context_acquire_resource(context, &state->stream_output[i].buffer->resource);
1118 for (i = 0; i < ARRAY_SIZE(state->textures); ++i)
1120 if (state->textures[i])
1121 wined3d_device_context_acquire_resource(context, &state->textures[i]->resource);
1123 for (i = 0; i < d3d_info->limits.max_rt_count; ++i)
1125 if (state->fb.render_targets[i])
1126 wined3d_device_context_acquire_resource(context, state->fb.render_targets[i]->resource);
1128 if (state->fb.depth_stencil)
1129 wined3d_device_context_acquire_resource(context, state->fb.depth_stencil->resource);
1130 acquire_shader_resources(context, ~(1u << WINED3D_SHADER_TYPE_COMPUTE));
1131 acquire_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_PIXEL],
1132 state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
1135 void wined3d_device_context_emit_draw(struct wined3d_device_context *context,
1136 enum wined3d_primitive_type primitive_type, unsigned int patch_vertex_count, int base_vertex_idx,
1137 unsigned int start_idx, unsigned int index_count, unsigned int start_instance, unsigned int instance_count,
1138 bool indexed)
1140 const struct wined3d_d3d_info *d3d_info = &context->device->adapter->d3d_info;
1141 struct wined3d_cs_draw *op;
1143 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1144 op->opcode = WINED3D_CS_OP_DRAW;
1145 op->primitive_type = primitive_type;
1146 op->patch_vertex_count = patch_vertex_count;
1147 op->parameters.indirect = FALSE;
1148 op->parameters.u.direct.base_vertex_idx = base_vertex_idx;
1149 op->parameters.u.direct.start_idx = start_idx;
1150 op->parameters.u.direct.index_count = index_count;
1151 op->parameters.u.direct.start_instance = start_instance;
1152 op->parameters.u.direct.instance_count = instance_count;
1153 op->parameters.indexed = indexed;
1155 acquire_graphics_pipeline_resources(context, indexed, d3d_info);
1157 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1160 void CDECL wined3d_device_context_draw_indirect(struct wined3d_device_context *context,
1161 struct wined3d_buffer *buffer, unsigned int offset, bool indexed)
1163 const struct wined3d_d3d_info *d3d_info = &context->device->adapter->d3d_info;
1164 const struct wined3d_state *state = context->state;
1165 struct wined3d_cs_draw *op;
1167 wined3d_device_context_lock(context);
1168 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1169 op->opcode = WINED3D_CS_OP_DRAW;
1170 op->primitive_type = state->primitive_type;
1171 op->patch_vertex_count = state->patch_vertex_count;
1172 op->parameters.indirect = TRUE;
1173 op->parameters.u.indirect.buffer = buffer;
1174 op->parameters.u.indirect.offset = offset;
1175 op->parameters.indexed = indexed;
1177 acquire_graphics_pipeline_resources(context, indexed, d3d_info);
1178 wined3d_device_context_acquire_resource(context, &buffer->resource);
1180 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1181 wined3d_device_context_unlock(context);
1184 static void wined3d_cs_exec_flush(struct wined3d_cs *cs, const void *data)
1186 struct wined3d_context *context;
1188 context = context_acquire(cs->c.device, NULL, 0);
1189 cs->c.device->adapter->adapter_ops->adapter_flush_context(context);
1190 context_release(context);
1193 static void wined3d_cs_flush(struct wined3d_device_context *context)
1195 struct wined3d_cs *cs = wined3d_cs_from_context(context);
1196 struct wined3d_cs_flush *op;
1198 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1199 op->opcode = WINED3D_CS_OP_FLUSH;
1201 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1202 cs->queries_flushed = TRUE;
1205 static void wined3d_cs_exec_set_predication(struct wined3d_cs *cs, const void *data)
1207 const struct wined3d_cs_set_predication *op = data;
1209 cs->state.predicate = op->predicate;
1210 cs->state.predicate_value = op->value;
1213 void wined3d_device_context_emit_set_predication(struct wined3d_device_context *context,
1214 struct wined3d_query *predicate, BOOL value)
1216 struct wined3d_cs_set_predication *op;
1218 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1219 op->opcode = WINED3D_CS_OP_SET_PREDICATION;
1220 op->predicate = predicate;
1221 op->value = value;
1223 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1226 static void wined3d_cs_exec_set_viewports(struct wined3d_cs *cs, const void *data)
1228 const struct wined3d_cs_set_viewports *op = data;
1230 if (op->viewport_count)
1231 memcpy(cs->state.viewports, op->viewports, op->viewport_count * sizeof(*op->viewports));
1232 else
1233 memset(cs->state.viewports, 0, sizeof(*cs->state.viewports));
1234 cs->state.viewport_count = op->viewport_count;
1235 device_invalidate_state(cs->c.device, STATE_VIEWPORT);
1238 void wined3d_device_context_emit_set_viewports(struct wined3d_device_context *context, unsigned int viewport_count,
1239 const struct wined3d_viewport *viewports)
1241 struct wined3d_cs_set_viewports *op;
1243 op = wined3d_device_context_require_space(context,
1244 FIELD_OFFSET(struct wined3d_cs_set_viewports,viewports[viewport_count]), WINED3D_CS_QUEUE_DEFAULT);
1245 op->opcode = WINED3D_CS_OP_SET_VIEWPORTS;
1246 memcpy(op->viewports, viewports, viewport_count * sizeof(*viewports));
1247 op->viewport_count = viewport_count;
1249 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1252 static void wined3d_cs_exec_set_scissor_rects(struct wined3d_cs *cs, const void *data)
1254 const struct wined3d_cs_set_scissor_rects *op = data;
1256 if (op->rect_count)
1257 memcpy(cs->state.scissor_rects, op->rects, op->rect_count * sizeof(*op->rects));
1258 else
1259 SetRectEmpty(cs->state.scissor_rects);
1260 cs->state.scissor_rect_count = op->rect_count;
1261 device_invalidate_state(cs->c.device, STATE_SCISSORRECT);
1264 void wined3d_device_context_emit_set_scissor_rects(struct wined3d_device_context *context,
1265 unsigned int rect_count, const RECT *rects)
1267 struct wined3d_cs_set_scissor_rects *op;
1269 op = wined3d_device_context_require_space(context, FIELD_OFFSET(struct wined3d_cs_set_scissor_rects, rects[rect_count]),
1270 WINED3D_CS_QUEUE_DEFAULT);
1271 op->opcode = WINED3D_CS_OP_SET_SCISSOR_RECTS;
1272 memcpy(op->rects, rects, rect_count * sizeof(*rects));
1273 op->rect_count = rect_count;
1275 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1278 static void wined3d_cs_exec_set_rendertarget_views(struct wined3d_cs *cs, const void *data)
1280 const struct wined3d_cs_set_rendertarget_views *op = data;
1281 struct wined3d_device *device = cs->c.device;
1282 unsigned int i;
1284 for (i = 0; i < op->count; ++i)
1286 struct wined3d_rendertarget_view *prev = cs->state.fb.render_targets[op->start_idx + i];
1287 struct wined3d_rendertarget_view *view = op->views[i];
1288 bool prev_alpha_swizzle, curr_alpha_swizzle;
1289 bool prev_srgb_write, curr_srgb_write;
1291 cs->state.fb.render_targets[op->start_idx + i] = view;
1293 prev_alpha_swizzle = prev && prev->format->id == WINED3DFMT_A8_UNORM;
1294 curr_alpha_swizzle = view && view->format->id == WINED3DFMT_A8_UNORM;
1295 if (prev_alpha_swizzle != curr_alpha_swizzle)
1296 device_invalidate_state(device, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL));
1298 if (!(device->adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
1299 || cs->state.render_states[WINED3D_RS_SRGBWRITEENABLE])
1301 prev_srgb_write = prev && prev->format_flags & WINED3DFMT_FLAG_SRGB_WRITE;
1302 curr_srgb_write = view && view->format_flags & WINED3DFMT_FLAG_SRGB_WRITE;
1303 if (prev_srgb_write != curr_srgb_write)
1304 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
1308 device_invalidate_state(device, STATE_FRAMEBUFFER);
1311 void wined3d_device_context_emit_set_rendertarget_views(struct wined3d_device_context *context,
1312 unsigned int start_idx, unsigned int count, struct wined3d_rendertarget_view *const *views)
1314 struct wined3d_cs_set_rendertarget_views *op;
1316 op = wined3d_device_context_require_space(context,
1317 offsetof(struct wined3d_cs_set_rendertarget_views, views[count]), WINED3D_CS_QUEUE_DEFAULT);
1318 op->opcode = WINED3D_CS_OP_SET_RENDERTARGET_VIEWS;
1319 op->start_idx = start_idx;
1320 op->count = count;
1321 memcpy(op->views, views, count * sizeof(*views));
1323 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1326 static void wined3d_cs_exec_set_depth_stencil_view(struct wined3d_cs *cs, const void *data)
1328 const struct wined3d_cs_set_depth_stencil_view *op = data;
1329 struct wined3d_device *device = cs->c.device;
1330 struct wined3d_rendertarget_view *prev;
1332 if ((prev = cs->state.fb.depth_stencil) && prev->resource->type != WINED3D_RTYPE_BUFFER)
1334 struct wined3d_texture *prev_texture = texture_from_resource(prev->resource);
1336 if (device->swapchains[0]->state.desc.flags & WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL
1337 || prev_texture->flags & WINED3D_TEXTURE_DISCARD)
1338 wined3d_texture_validate_location(prev_texture,
1339 prev->sub_resource_idx, WINED3D_LOCATION_DISCARDED);
1342 cs->state.fb.depth_stencil = op->view;
1344 if (!prev != !op->view)
1346 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
1347 device_invalidate_state(device, STATE_DEPTH_STENCIL);
1348 device_invalidate_state(device, STATE_STENCIL_REF);
1349 device_invalidate_state(device, STATE_RASTERIZER);
1351 else if (prev)
1353 if (prev->format->depth_bias_scale != op->view->format->depth_bias_scale)
1354 device_invalidate_state(device, STATE_RASTERIZER);
1355 if (prev->format->stencil_size != op->view->format->stencil_size)
1356 device_invalidate_state(device, STATE_STENCIL_REF);
1359 device_invalidate_state(device, STATE_FRAMEBUFFER);
1362 void wined3d_device_context_emit_set_depth_stencil_view(struct wined3d_device_context *context,
1363 struct wined3d_rendertarget_view *view)
1365 struct wined3d_cs_set_depth_stencil_view *op;
1367 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1368 op->opcode = WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW;
1369 op->view = view;
1371 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1374 static void wined3d_cs_exec_set_vertex_declaration(struct wined3d_cs *cs, const void *data)
1376 const struct wined3d_cs_set_vertex_declaration *op = data;
1378 cs->state.vertex_declaration = op->declaration;
1379 device_invalidate_state(cs->c.device, STATE_VDECL);
1382 void wined3d_device_context_emit_set_vertex_declaration(struct wined3d_device_context *context,
1383 struct wined3d_vertex_declaration *declaration)
1385 struct wined3d_cs_set_vertex_declaration *op;
1387 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1388 op->opcode = WINED3D_CS_OP_SET_VERTEX_DECLARATION;
1389 op->declaration = declaration;
1391 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1394 static void wined3d_cs_exec_set_stream_sources(struct wined3d_cs *cs, const void *data)
1396 const struct wined3d_cs_set_stream_sources *op = data;
1397 unsigned int i;
1399 for (i = 0; i < op->count; ++i)
1401 struct wined3d_buffer *prev = cs->state.streams[op->start_idx + i].buffer;
1402 struct wined3d_buffer *buffer = op->streams[i].buffer;
1404 if (buffer)
1405 InterlockedIncrement(&buffer->resource.bind_count);
1406 if (prev)
1407 InterlockedDecrement(&prev->resource.bind_count);
1410 memcpy(&cs->state.streams[op->start_idx], op->streams, op->count * sizeof(*op->streams));
1411 device_invalidate_state(cs->c.device, STATE_STREAMSRC);
1414 void wined3d_device_context_emit_set_stream_sources(struct wined3d_device_context *context,
1415 unsigned int start_idx, unsigned int count, const struct wined3d_stream_state *streams)
1417 struct wined3d_cs_set_stream_sources *op;
1419 op = wined3d_device_context_require_space(context,
1420 offsetof(struct wined3d_cs_set_stream_sources, streams[count]), WINED3D_CS_QUEUE_DEFAULT);
1421 op->opcode = WINED3D_CS_OP_SET_STREAM_SOURCES;
1422 op->start_idx = start_idx;
1423 op->count = count;
1424 memcpy(op->streams, streams, count * sizeof(*streams));
1426 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1429 static void wined3d_cs_exec_set_stream_outputs(struct wined3d_cs *cs, const void *data)
1431 const struct wined3d_cs_set_stream_outputs *op = data;
1432 unsigned int i;
1434 for (i = 0; i < WINED3D_MAX_STREAM_OUTPUT_BUFFERS; ++i)
1436 struct wined3d_buffer *prev = cs->state.stream_output[i].buffer;
1437 struct wined3d_buffer *buffer = op->outputs[i].buffer;
1439 if (buffer)
1440 InterlockedIncrement(&buffer->resource.bind_count);
1441 if (prev)
1442 InterlockedDecrement(&prev->resource.bind_count);
1445 memcpy(cs->state.stream_output, op->outputs, sizeof(op->outputs));
1446 device_invalidate_state(cs->c.device, STATE_STREAM_OUTPUT);
1449 void wined3d_device_context_emit_set_stream_outputs(struct wined3d_device_context *context,
1450 const struct wined3d_stream_output outputs[WINED3D_MAX_STREAM_OUTPUT_BUFFERS])
1452 struct wined3d_cs_set_stream_outputs *op;
1454 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1455 op->opcode = WINED3D_CS_OP_SET_STREAM_OUTPUTS;
1456 memcpy(op->outputs, outputs, sizeof(op->outputs));
1458 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1461 static void wined3d_cs_exec_set_index_buffer(struct wined3d_cs *cs, const void *data)
1463 const struct wined3d_cs_set_index_buffer *op = data;
1464 struct wined3d_buffer *prev;
1466 prev = cs->state.index_buffer;
1467 cs->state.index_buffer = op->buffer;
1468 cs->state.index_format = op->format_id;
1469 cs->state.index_offset = op->offset;
1471 if (op->buffer)
1472 InterlockedIncrement(&op->buffer->resource.bind_count);
1473 if (prev)
1474 InterlockedDecrement(&prev->resource.bind_count);
1476 device_invalidate_state(cs->c.device, STATE_INDEXBUFFER);
1479 void wined3d_device_context_emit_set_index_buffer(struct wined3d_device_context *context, struct wined3d_buffer *buffer,
1480 enum wined3d_format_id format_id, unsigned int offset)
1482 struct wined3d_cs_set_index_buffer *op;
1484 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1485 op->opcode = WINED3D_CS_OP_SET_INDEX_BUFFER;
1486 op->buffer = buffer;
1487 op->format_id = format_id;
1488 op->offset = offset;
1490 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1493 static void wined3d_cs_exec_set_constant_buffers(struct wined3d_cs *cs, const void *data)
1495 const struct wined3d_cs_set_constant_buffers *op = data;
1496 unsigned int i;
1498 for (i = 0; i < op->count; ++i)
1500 struct wined3d_buffer *prev = cs->state.cb[op->type][op->start_idx + i].buffer;
1501 struct wined3d_buffer *buffer = op->buffers[i].buffer;
1503 cs->state.cb[op->type][op->start_idx + i] = op->buffers[i];
1505 if (buffer)
1506 InterlockedIncrement(&buffer->resource.bind_count);
1507 if (prev)
1508 InterlockedDecrement(&prev->resource.bind_count);
1511 device_invalidate_state(cs->c.device, STATE_CONSTANT_BUFFER(op->type));
1514 void wined3d_device_context_emit_set_constant_buffers(struct wined3d_device_context *context,
1515 enum wined3d_shader_type type, unsigned int start_idx, unsigned int count,
1516 const struct wined3d_constant_buffer_state *buffers)
1518 struct wined3d_cs_set_constant_buffers *op;
1520 op = wined3d_device_context_require_space(context, offsetof(struct wined3d_cs_set_constant_buffers, buffers[count]),
1521 WINED3D_CS_QUEUE_DEFAULT);
1522 op->opcode = WINED3D_CS_OP_SET_CONSTANT_BUFFERS;
1523 op->type = type;
1524 op->start_idx = start_idx;
1525 op->count = count;
1526 memcpy(op->buffers, buffers, count * sizeof(*buffers));
1528 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1531 static void wined3d_cs_exec_set_texture(struct wined3d_cs *cs, const void *data)
1533 const struct wined3d_d3d_info *d3d_info = &cs->c.device->adapter->d3d_info;
1534 const struct wined3d_cs_set_texture *op = data;
1535 struct wined3d_texture *prev;
1536 BOOL old_use_color_key = FALSE, new_use_color_key = FALSE;
1538 prev = cs->state.textures[op->stage];
1539 cs->state.textures[op->stage] = op->texture;
1541 if (op->texture)
1543 const struct wined3d_format *new_format = op->texture->resource.format;
1544 const struct wined3d_format *old_format = prev ? prev->resource.format : NULL;
1545 unsigned int old_fmt_flags = prev ? prev->resource.format_flags : 0;
1546 unsigned int new_fmt_flags = op->texture->resource.format_flags;
1548 if (InterlockedIncrement(&op->texture->resource.bind_count) == 1)
1549 op->texture->sampler = op->stage;
1551 if (!prev || wined3d_texture_gl(op->texture)->target != wined3d_texture_gl(prev)->target
1552 || (!is_same_fixup(new_format->color_fixup, old_format->color_fixup)
1553 && !(can_use_texture_swizzle(d3d_info, new_format) && can_use_texture_swizzle(d3d_info, old_format)))
1554 || (new_fmt_flags & WINED3DFMT_FLAG_SHADOW) != (old_fmt_flags & WINED3DFMT_FLAG_SHADOW))
1555 device_invalidate_state(cs->c.device, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL));
1557 if (!prev && op->stage < d3d_info->limits.ffp_blend_stages)
1559 /* The source arguments for color and alpha ops have different
1560 * meanings when a NULL texture is bound, so the COLOR_OP and
1561 * ALPHA_OP have to be dirtified. */
1562 device_invalidate_state(cs->c.device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_COLOR_OP));
1563 device_invalidate_state(cs->c.device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_ALPHA_OP));
1566 if (!op->stage && op->texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
1567 new_use_color_key = TRUE;
1570 if (prev)
1572 if (InterlockedDecrement(&prev->resource.bind_count) && prev->sampler == op->stage)
1574 unsigned int i;
1576 /* Search for other stages the texture is bound to. Shouldn't
1577 * happen if applications bind textures to a single stage only. */
1578 TRACE("Searching for other stages the texture is bound to.\n");
1579 for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i)
1581 if (cs->state.textures[i] == prev)
1583 TRACE("Texture is also bound to stage %u.\n", i);
1584 prev->sampler = i;
1585 break;
1590 if (!op->texture && op->stage < d3d_info->limits.ffp_blend_stages)
1592 device_invalidate_state(cs->c.device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_COLOR_OP));
1593 device_invalidate_state(cs->c.device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_ALPHA_OP));
1596 if (!op->stage && prev->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
1597 old_use_color_key = TRUE;
1600 device_invalidate_state(cs->c.device, STATE_SAMPLER(op->stage));
1602 if (new_use_color_key != old_use_color_key)
1603 device_invalidate_state(cs->c.device, STATE_RENDER(WINED3D_RS_COLORKEYENABLE));
1605 if (new_use_color_key)
1606 device_invalidate_state(cs->c.device, STATE_COLOR_KEY);
1609 void wined3d_device_context_emit_set_texture(struct wined3d_device_context *context, unsigned int stage,
1610 struct wined3d_texture *texture)
1612 struct wined3d_cs_set_texture *op;
1614 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1615 op->opcode = WINED3D_CS_OP_SET_TEXTURE;
1616 op->stage = stage;
1617 op->texture = texture;
1619 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1622 static void wined3d_cs_exec_set_shader_resource_views(struct wined3d_cs *cs, const void *data)
1624 const struct wined3d_cs_set_shader_resource_views *op = data;
1625 unsigned int i;
1627 for (i = 0; i < op->count; ++i)
1629 struct wined3d_shader_resource_view *prev = cs->state.shader_resource_view[op->type][op->start_idx + i];
1630 struct wined3d_shader_resource_view *view = op->views[i];
1632 cs->state.shader_resource_view[op->type][op->start_idx + i] = view;
1634 if (view)
1635 InterlockedIncrement(&view->resource->bind_count);
1636 if (prev)
1637 InterlockedDecrement(&prev->resource->bind_count);
1640 if (op->type != WINED3D_SHADER_TYPE_COMPUTE)
1641 device_invalidate_state(cs->c.device, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
1642 else
1643 device_invalidate_state(cs->c.device, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
1646 void wined3d_device_context_emit_set_shader_resource_views(struct wined3d_device_context *context,
1647 enum wined3d_shader_type type, unsigned int start_idx, unsigned int count,
1648 struct wined3d_shader_resource_view *const *views)
1650 struct wined3d_cs_set_shader_resource_views *op;
1652 op = wined3d_device_context_require_space(context,
1653 offsetof(struct wined3d_cs_set_shader_resource_views, views[count]), WINED3D_CS_QUEUE_DEFAULT);
1654 op->opcode = WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEWS;
1655 op->type = type;
1656 op->start_idx = start_idx;
1657 op->count = count;
1658 memcpy(op->views, views, count * sizeof(*views));
1660 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1663 static void wined3d_cs_exec_set_unordered_access_views(struct wined3d_cs *cs, const void *data)
1665 const struct wined3d_cs_set_unordered_access_views *op = data;
1666 unsigned int i;
1668 for (i = 0; i < op->count; ++i)
1670 struct wined3d_unordered_access_view *prev = cs->state.unordered_access_view[op->pipeline][op->start_idx + i];
1671 struct wined3d_unordered_access_view *view = op->uavs[i].view;
1672 unsigned int initial_count = op->uavs[i].initial_count;
1674 cs->state.unordered_access_view[op->pipeline][op->start_idx + i] = view;
1676 if (view)
1677 InterlockedIncrement(&view->resource->bind_count);
1678 if (prev)
1679 InterlockedDecrement(&prev->resource->bind_count);
1681 if (view && initial_count != ~0u)
1682 wined3d_unordered_access_view_set_counter(view, initial_count);
1685 device_invalidate_state(cs->c.device, STATE_UNORDERED_ACCESS_VIEW_BINDING(op->pipeline));
1688 void wined3d_device_context_emit_set_unordered_access_views(struct wined3d_device_context *context,
1689 enum wined3d_pipeline pipeline, unsigned int start_idx, unsigned int count,
1690 struct wined3d_unordered_access_view *const *views, const unsigned int *initial_counts)
1692 struct wined3d_cs_set_unordered_access_views *op;
1693 unsigned int i;
1695 op = wined3d_device_context_require_space(context,
1696 offsetof(struct wined3d_cs_set_unordered_access_views, uavs[count]), WINED3D_CS_QUEUE_DEFAULT);
1697 op->opcode = WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEWS;
1698 op->pipeline = pipeline;
1699 op->start_idx = start_idx;
1700 op->count = count;
1701 for (i = 0; i < count; ++i)
1703 op->uavs[i].view = views[i];
1704 op->uavs[i].initial_count = initial_counts ? initial_counts[i] : ~0u;
1707 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1710 static void wined3d_cs_exec_set_samplers(struct wined3d_cs *cs, const void *data)
1712 const struct wined3d_cs_set_samplers *op = data;
1713 unsigned int i;
1715 for (i = 0; i < op->count; ++i)
1716 cs->state.sampler[op->type][op->start_idx + i] = op->samplers[i];
1718 if (op->type != WINED3D_SHADER_TYPE_COMPUTE)
1719 device_invalidate_state(cs->c.device, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
1720 else
1721 device_invalidate_state(cs->c.device, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
1724 void wined3d_device_context_emit_set_samplers(struct wined3d_device_context *context, enum wined3d_shader_type type,
1725 unsigned int start_idx, unsigned int count, struct wined3d_sampler *const *samplers)
1727 struct wined3d_cs_set_samplers *op;
1729 op = wined3d_device_context_require_space(context, offsetof(struct wined3d_cs_set_samplers, samplers[count]),
1730 WINED3D_CS_QUEUE_DEFAULT);
1731 op->opcode = WINED3D_CS_OP_SET_SAMPLERS;
1732 op->type = type;
1733 op->start_idx = start_idx;
1734 op->count = count;
1735 memcpy(op->samplers, samplers, count * sizeof(*samplers));
1737 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1740 static void wined3d_cs_exec_set_shader(struct wined3d_cs *cs, const void *data)
1742 const struct wined3d_cs_set_shader *op = data;
1744 /* CB binding may have been skipped earlier if the shader wasn't set, so make it happen. */
1745 if (!cs->state.shader[op->type] && op->shader)
1746 device_invalidate_state(cs->c.device, STATE_CONSTANT_BUFFER(op->type));
1747 cs->state.shader[op->type] = op->shader;
1748 device_invalidate_state(cs->c.device, STATE_SHADER(op->type));
1749 if (op->type != WINED3D_SHADER_TYPE_COMPUTE)
1750 device_invalidate_state(cs->c.device, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
1751 else
1752 device_invalidate_state(cs->c.device, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
1755 void wined3d_device_context_emit_set_shader(struct wined3d_device_context *context,
1756 enum wined3d_shader_type type, struct wined3d_shader *shader)
1758 struct wined3d_cs_set_shader *op;
1760 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1761 op->opcode = WINED3D_CS_OP_SET_SHADER;
1762 op->type = type;
1763 op->shader = shader;
1765 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1768 static void wined3d_cs_exec_set_blend_state(struct wined3d_cs *cs, const void *data)
1770 const struct wined3d_cs_set_blend_state *op = data;
1771 struct wined3d_state *state = &cs->state;
1773 if (state->blend_state != op->state)
1775 state->blend_state = op->state;
1776 device_invalidate_state(cs->c.device, STATE_BLEND);
1778 state->blend_factor = op->factor;
1779 device_invalidate_state(cs->c.device, STATE_BLEND_FACTOR);
1780 state->sample_mask = op->sample_mask;
1781 device_invalidate_state(cs->c.device, STATE_SAMPLE_MASK);
1784 void wined3d_device_context_emit_set_blend_state(struct wined3d_device_context *context,
1785 struct wined3d_blend_state *state, const struct wined3d_color *blend_factor, unsigned int sample_mask)
1787 struct wined3d_cs_set_blend_state *op;
1789 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1790 op->opcode = WINED3D_CS_OP_SET_BLEND_STATE;
1791 op->state = state;
1792 op->factor = *blend_factor;
1793 op->sample_mask = sample_mask;
1795 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1798 static void wined3d_cs_exec_set_depth_stencil_state(struct wined3d_cs *cs, const void *data)
1800 const struct wined3d_cs_set_depth_stencil_state *op = data;
1801 struct wined3d_state *state = &cs->state;
1803 if (state->depth_stencil_state != op->state)
1805 state->depth_stencil_state = op->state;
1806 device_invalidate_state(cs->c.device, STATE_DEPTH_STENCIL);
1808 state->stencil_ref = op->stencil_ref;
1809 device_invalidate_state(cs->c.device, STATE_STENCIL_REF);
1812 void wined3d_device_context_emit_set_depth_stencil_state(struct wined3d_device_context *context,
1813 struct wined3d_depth_stencil_state *state, unsigned int stencil_ref)
1815 struct wined3d_cs_set_depth_stencil_state *op;
1817 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1818 op->opcode = WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE;
1819 op->state = state;
1820 op->stencil_ref = stencil_ref;
1822 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1825 static void wined3d_cs_exec_set_rasterizer_state(struct wined3d_cs *cs, const void *data)
1827 const struct wined3d_cs_set_rasterizer_state *op = data;
1829 cs->state.rasterizer_state = op->state;
1830 device_invalidate_state(cs->c.device, STATE_RASTERIZER);
1833 void wined3d_device_context_emit_set_rasterizer_state(struct wined3d_device_context *context,
1834 struct wined3d_rasterizer_state *rasterizer_state)
1836 struct wined3d_cs_set_rasterizer_state *op;
1838 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1839 op->opcode = WINED3D_CS_OP_SET_RASTERIZER_STATE;
1840 op->state = rasterizer_state;
1842 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1845 static void wined3d_cs_exec_set_render_state(struct wined3d_cs *cs, const void *data)
1847 const struct wined3d_cs_set_render_state *op = data;
1849 cs->state.render_states[op->state] = op->value;
1850 device_invalidate_state(cs->c.device, STATE_RENDER(op->state));
1853 void wined3d_device_context_emit_set_render_state(struct wined3d_device_context *context,
1854 enum wined3d_render_state state, unsigned int value)
1856 struct wined3d_cs_set_render_state *op;
1858 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1859 op->opcode = WINED3D_CS_OP_SET_RENDER_STATE;
1860 op->state = state;
1861 op->value = value;
1863 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1866 static void wined3d_cs_exec_set_texture_state(struct wined3d_cs *cs, const void *data)
1868 const struct wined3d_cs_set_texture_state *op = data;
1870 cs->state.texture_states[op->stage][op->state] = op->value;
1871 device_invalidate_state(cs->c.device, STATE_TEXTURESTAGE(op->stage, op->state));
1874 void wined3d_device_context_emit_set_texture_state(struct wined3d_device_context *context, unsigned int stage,
1875 enum wined3d_texture_stage_state state, unsigned int value)
1877 struct wined3d_cs_set_texture_state *op;
1879 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1880 op->opcode = WINED3D_CS_OP_SET_TEXTURE_STATE;
1881 op->stage = stage;
1882 op->state = state;
1883 op->value = value;
1885 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1888 static void wined3d_cs_exec_set_sampler_state(struct wined3d_cs *cs, const void *data)
1890 const struct wined3d_cs_set_sampler_state *op = data;
1892 cs->state.sampler_states[op->sampler_idx][op->state] = op->value;
1893 device_invalidate_state(cs->c.device, STATE_SAMPLER(op->sampler_idx));
1896 void wined3d_device_context_emit_set_sampler_state(struct wined3d_device_context *context, unsigned int sampler_idx,
1897 enum wined3d_sampler_state state, unsigned int value)
1899 struct wined3d_cs_set_sampler_state *op;
1901 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1902 op->opcode = WINED3D_CS_OP_SET_SAMPLER_STATE;
1903 op->sampler_idx = sampler_idx;
1904 op->state = state;
1905 op->value = value;
1907 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1910 static void wined3d_cs_exec_set_transform(struct wined3d_cs *cs, const void *data)
1912 const struct wined3d_cs_set_transform *op = data;
1914 cs->state.transforms[op->state] = op->matrix;
1915 if (op->state < WINED3D_TS_WORLD_MATRIX(cs->c.device->adapter->d3d_info.limits.ffp_vertex_blend_matrices))
1916 device_invalidate_state(cs->c.device, STATE_TRANSFORM(op->state));
1919 void wined3d_device_context_emit_set_transform(struct wined3d_device_context *context,
1920 enum wined3d_transform_state state, const struct wined3d_matrix *matrix)
1922 struct wined3d_cs_set_transform *op;
1924 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1925 op->opcode = WINED3D_CS_OP_SET_TRANSFORM;
1926 op->state = state;
1927 op->matrix = *matrix;
1929 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1932 static void wined3d_cs_exec_set_clip_plane(struct wined3d_cs *cs, const void *data)
1934 const struct wined3d_cs_set_clip_plane *op = data;
1936 cs->state.clip_planes[op->plane_idx] = op->plane;
1937 device_invalidate_state(cs->c.device, STATE_CLIPPLANE(op->plane_idx));
1940 void wined3d_device_context_emit_set_clip_plane(struct wined3d_device_context *context,
1941 unsigned int plane_idx, const struct wined3d_vec4 *plane)
1943 struct wined3d_cs_set_clip_plane *op;
1945 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1946 op->opcode = WINED3D_CS_OP_SET_CLIP_PLANE;
1947 op->plane_idx = plane_idx;
1948 op->plane = *plane;
1950 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1953 static void wined3d_cs_exec_set_color_key(struct wined3d_cs *cs, const void *data)
1955 const struct wined3d_cs_set_color_key *op = data;
1956 struct wined3d_texture *texture = op->texture;
1958 if (op->set)
1960 switch (op->flags)
1962 case WINED3D_CKEY_DST_BLT:
1963 texture->async.dst_blt_color_key = op->color_key;
1964 texture->async.color_key_flags |= WINED3D_CKEY_DST_BLT;
1965 break;
1967 case WINED3D_CKEY_DST_OVERLAY:
1968 texture->async.dst_overlay_color_key = op->color_key;
1969 texture->async.color_key_flags |= WINED3D_CKEY_DST_OVERLAY;
1970 break;
1972 case WINED3D_CKEY_SRC_BLT:
1973 if (texture == cs->state.textures[0])
1975 device_invalidate_state(cs->c.device, STATE_COLOR_KEY);
1976 if (!(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT))
1977 device_invalidate_state(cs->c.device, STATE_RENDER(WINED3D_RS_COLORKEYENABLE));
1980 texture->async.src_blt_color_key = op->color_key;
1981 texture->async.color_key_flags |= WINED3D_CKEY_SRC_BLT;
1982 break;
1984 case WINED3D_CKEY_SRC_OVERLAY:
1985 texture->async.src_overlay_color_key = op->color_key;
1986 texture->async.color_key_flags |= WINED3D_CKEY_SRC_OVERLAY;
1987 break;
1990 else
1992 switch (op->flags)
1994 case WINED3D_CKEY_DST_BLT:
1995 texture->async.color_key_flags &= ~WINED3D_CKEY_DST_BLT;
1996 break;
1998 case WINED3D_CKEY_DST_OVERLAY:
1999 texture->async.color_key_flags &= ~WINED3D_CKEY_DST_OVERLAY;
2000 break;
2002 case WINED3D_CKEY_SRC_BLT:
2003 if (texture == cs->state.textures[0] && texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
2004 device_invalidate_state(cs->c.device, STATE_RENDER(WINED3D_RS_COLORKEYENABLE));
2006 texture->async.color_key_flags &= ~WINED3D_CKEY_SRC_BLT;
2007 break;
2009 case WINED3D_CKEY_SRC_OVERLAY:
2010 texture->async.color_key_flags &= ~WINED3D_CKEY_SRC_OVERLAY;
2011 break;
2016 void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture *texture,
2017 WORD flags, const struct wined3d_color_key *color_key)
2019 struct wined3d_cs_set_color_key *op;
2021 op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2022 op->opcode = WINED3D_CS_OP_SET_COLOR_KEY;
2023 op->texture = texture;
2024 op->flags = flags;
2025 if (color_key)
2027 op->color_key = *color_key;
2028 op->set = 1;
2030 else
2031 op->set = 0;
2033 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
2036 static void wined3d_cs_exec_set_material(struct wined3d_cs *cs, const void *data)
2038 const struct wined3d_cs_set_material *op = data;
2040 cs->state.material = op->material;
2041 device_invalidate_state(cs->c.device, STATE_MATERIAL);
2044 void wined3d_device_context_emit_set_material(struct wined3d_device_context *context,
2045 const struct wined3d_material *material)
2047 struct wined3d_cs_set_material *op;
2049 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2050 op->opcode = WINED3D_CS_OP_SET_MATERIAL;
2051 op->material = *material;
2053 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
2056 static void wined3d_cs_exec_set_light(struct wined3d_cs *cs, const void *data)
2058 const struct wined3d_cs_set_light *op = data;
2059 struct wined3d_light_info *light_info;
2060 unsigned int light_idx, hash_idx;
2062 light_idx = op->light.OriginalIndex;
2064 if (!(light_info = wined3d_light_state_get_light(&cs->state.light_state, light_idx)))
2066 TRACE("Adding new light.\n");
2067 if (!(light_info = heap_alloc_zero(sizeof(*light_info))))
2069 ERR("Failed to allocate light info.\n");
2070 return;
2073 hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2074 list_add_head(&cs->state.light_state.light_map[hash_idx], &light_info->entry);
2075 light_info->glIndex = -1;
2076 light_info->OriginalIndex = light_idx;
2079 if (light_info->glIndex != -1)
2081 if (light_info->OriginalParms.type != op->light.OriginalParms.type)
2082 device_invalidate_state(cs->c.device, STATE_LIGHT_TYPE);
2083 device_invalidate_state(cs->c.device, STATE_ACTIVELIGHT(light_info->glIndex));
2086 light_info->OriginalParms = op->light.OriginalParms;
2087 light_info->position = op->light.position;
2088 light_info->direction = op->light.direction;
2089 light_info->exponent = op->light.exponent;
2090 light_info->cutoff = op->light.cutoff;
2093 void wined3d_device_context_emit_set_light(struct wined3d_device_context *context,
2094 const struct wined3d_light_info *light)
2096 struct wined3d_cs_set_light *op;
2098 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2099 op->opcode = WINED3D_CS_OP_SET_LIGHT;
2100 op->light = *light;
2102 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
2105 static void wined3d_cs_exec_set_light_enable(struct wined3d_cs *cs, const void *data)
2107 const struct wined3d_cs_set_light_enable *op = data;
2108 struct wined3d_device *device = cs->c.device;
2109 struct wined3d_light_info *light_info;
2110 int prev_idx;
2112 if (!(light_info = wined3d_light_state_get_light(&cs->state.light_state, op->idx)))
2114 ERR("Light doesn't exist.\n");
2115 return;
2118 prev_idx = light_info->glIndex;
2119 wined3d_light_state_enable_light(&cs->state.light_state, &device->adapter->d3d_info, light_info, op->enable);
2120 if (light_info->glIndex != prev_idx)
2122 device_invalidate_state(device, STATE_LIGHT_TYPE);
2123 device_invalidate_state(device, STATE_ACTIVELIGHT(op->enable ? light_info->glIndex : prev_idx));
2127 void wined3d_device_context_emit_set_light_enable(struct wined3d_device_context *context, unsigned int idx, BOOL enable)
2129 struct wined3d_cs_set_light_enable *op;
2131 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2132 op->opcode = WINED3D_CS_OP_SET_LIGHT_ENABLE;
2133 op->idx = idx;
2134 op->enable = enable;
2136 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
2139 static void wined3d_cs_exec_set_feature_level(struct wined3d_cs *cs, const void *data)
2141 const struct wined3d_cs_set_feature_level *op = data;
2143 cs->state.feature_level = op->level;
2146 void wined3d_device_context_emit_set_feature_level(struct wined3d_device_context *context,
2147 enum wined3d_feature_level level)
2149 struct wined3d_cs_set_feature_level *op;
2151 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2152 op->opcode = WINED3D_CS_OP_SET_FEATURE_LEVEL;
2153 op->level = level;
2155 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
2158 static const struct
2160 size_t offset;
2161 size_t size;
2162 DWORD mask;
2164 wined3d_cs_push_constant_info[] =
2166 /* WINED3D_PUSH_CONSTANTS_VS_F */
2167 {FIELD_OFFSET(struct wined3d_state, vs_consts_f), sizeof(struct wined3d_vec4), WINED3D_SHADER_CONST_VS_F},
2168 /* WINED3D_PUSH_CONSTANTS_PS_F */
2169 {FIELD_OFFSET(struct wined3d_state, ps_consts_f), sizeof(struct wined3d_vec4), WINED3D_SHADER_CONST_PS_F},
2170 /* WINED3D_PUSH_CONSTANTS_VS_I */
2171 {FIELD_OFFSET(struct wined3d_state, vs_consts_i), sizeof(struct wined3d_ivec4), WINED3D_SHADER_CONST_VS_I},
2172 /* WINED3D_PUSH_CONSTANTS_PS_I */
2173 {FIELD_OFFSET(struct wined3d_state, ps_consts_i), sizeof(struct wined3d_ivec4), WINED3D_SHADER_CONST_PS_I},
2174 /* WINED3D_PUSH_CONSTANTS_VS_B */
2175 {FIELD_OFFSET(struct wined3d_state, vs_consts_b), sizeof(BOOL), WINED3D_SHADER_CONST_VS_B},
2176 /* WINED3D_PUSH_CONSTANTS_PS_B */
2177 {FIELD_OFFSET(struct wined3d_state, ps_consts_b), sizeof(BOOL), WINED3D_SHADER_CONST_PS_B},
2180 static void wined3d_cs_st_push_constants(struct wined3d_device_context *context, enum wined3d_push_constants p,
2181 unsigned int start_idx, unsigned int count, const void *constants)
2183 struct wined3d_cs *cs = wined3d_cs_from_context(context);
2184 struct wined3d_device *device = cs->c.device;
2185 unsigned int context_count;
2186 unsigned int i;
2187 size_t offset;
2189 if (p == WINED3D_PUSH_CONSTANTS_VS_F)
2190 device->shader_backend->shader_update_float_vertex_constants(device, start_idx, count);
2191 else if (p == WINED3D_PUSH_CONSTANTS_PS_F)
2192 device->shader_backend->shader_update_float_pixel_constants(device, start_idx, count);
2194 offset = wined3d_cs_push_constant_info[p].offset + start_idx * wined3d_cs_push_constant_info[p].size;
2195 memcpy((BYTE *)&cs->state + offset, constants, count * wined3d_cs_push_constant_info[p].size);
2196 for (i = 0, context_count = device->context_count; i < context_count; ++i)
2198 device->contexts[i]->constant_update_mask |= wined3d_cs_push_constant_info[p].mask;
2202 static void wined3d_cs_exec_push_constants(struct wined3d_cs *cs, const void *data)
2204 const struct wined3d_cs_push_constants *op = data;
2206 wined3d_cs_st_push_constants(&cs->c, op->type, op->start_idx, op->count, op->constants);
2209 static void wined3d_cs_mt_push_constants(struct wined3d_device_context *context, enum wined3d_push_constants p,
2210 unsigned int start_idx, unsigned int count, const void *constants)
2212 struct wined3d_cs *cs = wined3d_cs_from_context(context);
2213 struct wined3d_cs_push_constants *op;
2214 size_t size;
2216 size = count * wined3d_cs_push_constant_info[p].size;
2217 op = wined3d_device_context_require_space(&cs->c, FIELD_OFFSET(struct wined3d_cs_push_constants, constants[size]),
2218 WINED3D_CS_QUEUE_DEFAULT);
2219 op->opcode = WINED3D_CS_OP_PUSH_CONSTANTS;
2220 op->type = p;
2221 op->start_idx = start_idx;
2222 op->count = count;
2223 memcpy(op->constants, constants, size);
2225 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
2228 static void wined3d_cs_exec_reset_state(struct wined3d_cs *cs, const void *data)
2230 const struct wined3d_device *device = cs->c.device;
2231 const struct wined3d_cs_reset_state *op = data;
2232 const struct wined3d_state_entry *state_table;
2233 unsigned int state;
2235 state_cleanup(&cs->state);
2236 wined3d_state_reset(&cs->state, &device->adapter->d3d_info);
2237 if (op->invalidate)
2239 state_table = device->state_table;
2240 for (state = 0; state <= STATE_HIGHEST; ++state)
2242 if (state_table[state].representative)
2243 device_invalidate_state(device, state);
2248 void wined3d_device_context_emit_reset_state(struct wined3d_device_context *context, bool invalidate)
2250 struct wined3d_cs_reset_state *op;
2252 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2253 op->opcode = WINED3D_CS_OP_RESET_STATE;
2254 op->invalidate = invalidate;
2256 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
2259 static void wined3d_cs_exec_callback(struct wined3d_cs *cs, const void *data)
2261 const struct wined3d_cs_callback *op = data;
2263 op->callback(op->object);
2266 static void wined3d_cs_emit_callback(struct wined3d_cs *cs, void (*callback)(void *object), void *object)
2268 struct wined3d_cs_callback *op;
2270 op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2271 op->opcode = WINED3D_CS_OP_CALLBACK;
2272 op->callback = callback;
2273 op->object = object;
2275 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
2278 void wined3d_cs_destroy_object(struct wined3d_cs *cs, void (*callback)(void *object), void *object)
2280 wined3d_cs_emit_callback(cs, callback, object);
2283 void wined3d_cs_init_object(struct wined3d_cs *cs, void (*callback)(void *object), void *object)
2285 wined3d_cs_emit_callback(cs, callback, object);
2288 static void wined3d_cs_exec_query_issue(struct wined3d_cs *cs, const void *data)
2290 const struct wined3d_cs_query_issue *op = data;
2291 struct wined3d_query *query = op->query;
2292 BOOL poll;
2294 poll = query->query_ops->query_issue(query, op->flags);
2296 if (!cs->thread)
2297 return;
2299 if (poll && list_empty(&query->poll_list_entry))
2301 if (query->buffer_object)
2302 InterlockedIncrement(&query->counter_retrieved);
2303 else
2304 list_add_tail(&cs->query_poll_list, &query->poll_list_entry);
2305 return;
2308 /* This can happen if occlusion queries are restarted. This discards the
2309 * old result, since polling it could result in a GL error. */
2310 if ((op->flags & WINED3DISSUE_BEGIN) && !poll && !list_empty(&query->poll_list_entry))
2312 list_remove(&query->poll_list_entry);
2313 list_init(&query->poll_list_entry);
2314 InterlockedIncrement(&query->counter_retrieved);
2315 return;
2318 /* This can happen when an occlusion query is ended without being started,
2319 * in which case we don't want to poll, but still have to counter-balance
2320 * the increment of the main counter.
2322 * This can also happen if an event query is re-issued before the first
2323 * fence was reached. In this case the query is already in the list and
2324 * the poll function will check the new fence. We have to counter-balance
2325 * the discarded increment. */
2326 if (op->flags & WINED3DISSUE_END)
2327 InterlockedIncrement(&query->counter_retrieved);
2330 static void wined3d_cs_issue_query(struct wined3d_device_context *context,
2331 struct wined3d_query *query, unsigned int flags)
2333 struct wined3d_cs *cs = wined3d_cs_from_context(context);
2334 struct wined3d_cs_query_issue *op;
2336 if (flags & WINED3DISSUE_END)
2337 ++query->counter_main;
2339 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2340 op->opcode = WINED3D_CS_OP_QUERY_ISSUE;
2341 op->query = query;
2342 op->flags = flags;
2344 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
2345 cs->queries_flushed = FALSE;
2347 if (flags & WINED3DISSUE_BEGIN)
2348 query->state = QUERY_BUILDING;
2349 else
2350 query->state = QUERY_SIGNALLED;
2353 static void wined3d_cs_acquire_command_list(struct wined3d_device_context *context, struct wined3d_command_list *list)
2355 struct wined3d_cs *cs = wined3d_cs_from_context(context);
2356 SIZE_T i;
2358 if (list->query_count)
2360 cs->queries_flushed = FALSE;
2362 for (i = 0; i < list->query_count; ++i)
2364 if (list->queries[i].flags & WINED3DISSUE_END)
2366 list->queries[i].query->counter_main++;
2367 list->queries[i].query->state = QUERY_SIGNALLED;
2369 else
2371 list->queries[i].query->state = QUERY_BUILDING;
2376 for (i = 0; i < list->resource_count; ++i)
2377 wined3d_resource_acquire(list->resources[i]);
2379 for (i = 0; i < list->command_list_count; ++i)
2380 wined3d_cs_acquire_command_list(context, list->command_lists[i]);
2382 for (i = 0; i < list->upload_count; ++i)
2383 invalidate_client_address(list->uploads[i].resource);
2386 static void wined3d_cs_exec_preload_resource(struct wined3d_cs *cs, const void *data)
2388 const struct wined3d_cs_preload_resource *op = data;
2389 struct wined3d_resource *resource = op->resource;
2391 resource->resource_ops->resource_preload(resource);
2392 wined3d_resource_release(resource);
2395 void wined3d_cs_emit_preload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource)
2397 struct wined3d_cs_preload_resource *op;
2399 op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2400 op->opcode = WINED3D_CS_OP_PRELOAD_RESOURCE;
2401 op->resource = resource;
2403 wined3d_resource_acquire(resource);
2405 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
2408 static void wined3d_cs_exec_unload_resource(struct wined3d_cs *cs, const void *data)
2410 const struct wined3d_cs_unload_resource *op = data;
2411 struct wined3d_resource *resource = op->resource;
2413 resource->resource_ops->resource_unload(resource);
2414 wined3d_resource_release(resource);
2417 void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource)
2419 struct wined3d_cs_unload_resource *op;
2421 invalidate_client_address(resource);
2423 op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2424 op->opcode = WINED3D_CS_OP_UNLOAD_RESOURCE;
2425 op->resource = resource;
2427 wined3d_resource_acquire(resource);
2429 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
2432 static void wined3d_device_context_upload_bo(struct wined3d_device_context *context,
2433 struct wined3d_resource *resource, unsigned int sub_resource_idx, const struct wined3d_box *box,
2434 const struct upload_bo *bo, unsigned int row_pitch, unsigned int slice_pitch)
2436 struct wined3d_cs_update_sub_resource *op;
2438 TRACE("context %p, resource %p, sub_resource_idx %u, box %s, bo %s, flags %#x, row_pitch %u, slice_pitch %u.\n",
2439 context, resource, sub_resource_idx, debug_box(box),
2440 debug_const_bo_address(&bo->addr), bo->flags, row_pitch, slice_pitch);
2442 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2443 op->opcode = WINED3D_CS_OP_UPDATE_SUB_RESOURCE;
2444 op->resource = resource;
2445 op->sub_resource_idx = sub_resource_idx;
2446 op->box = *box;
2447 op->bo = *bo;
2448 op->row_pitch = row_pitch;
2449 op->slice_pitch = slice_pitch;
2451 wined3d_device_context_acquire_resource(context, resource);
2453 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
2456 static void wined3d_cs_exec_map(struct wined3d_cs *cs, const void *data)
2458 const struct wined3d_cs_map *op = data;
2459 struct wined3d_resource *resource = op->resource;
2461 *op->hr = resource->resource_ops->resource_sub_resource_map(resource,
2462 op->sub_resource_idx, op->map_ptr, op->box, op->flags);
2465 HRESULT wined3d_device_context_emit_map(struct wined3d_device_context *context,
2466 struct wined3d_resource *resource, unsigned int sub_resource_idx,
2467 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, unsigned int flags)
2469 struct wined3d_cs_map *op;
2470 HRESULT hr;
2472 /* Mapping resources from the worker thread isn't an issue by itself, but
2473 * increasing the map count would be visible to applications. */
2474 wined3d_not_from_cs(context->device->cs);
2476 if ((flags & (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE))
2477 && context->ops->map_upload_bo(context, resource, sub_resource_idx, map_desc, box, flags))
2479 TRACE("Returning map pointer %p, row pitch %u, slice pitch %u.\n",
2480 map_desc->data, map_desc->row_pitch, map_desc->slice_pitch);
2481 return WINED3D_OK;
2484 wined3d_resource_wait_idle(resource);
2486 /* We might end up invalidating the resource on the CS thread. */
2487 invalidate_client_address(resource);
2489 if (!(op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_MAP)))
2490 return E_OUTOFMEMORY;
2491 op->opcode = WINED3D_CS_OP_MAP;
2492 op->resource = resource;
2493 op->sub_resource_idx = sub_resource_idx;
2494 op->map_ptr = &map_desc->data;
2495 op->box = box;
2496 op->flags = flags;
2497 op->hr = &hr;
2499 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_MAP);
2500 wined3d_device_context_finish(context, WINED3D_CS_QUEUE_MAP);
2502 if (SUCCEEDED(hr))
2503 wined3d_resource_get_sub_resource_map_pitch(resource, sub_resource_idx,
2504 &map_desc->row_pitch, &map_desc->slice_pitch);
2505 return hr;
2508 static void wined3d_cs_exec_unmap(struct wined3d_cs *cs, const void *data)
2510 const struct wined3d_cs_unmap *op = data;
2511 struct wined3d_resource *resource = op->resource;
2513 *op->hr = resource->resource_ops->resource_sub_resource_unmap(resource, op->sub_resource_idx);
2516 HRESULT wined3d_device_context_emit_unmap(struct wined3d_device_context *context,
2517 struct wined3d_resource *resource, unsigned int sub_resource_idx)
2519 struct wined3d_cs_unmap *op;
2520 struct wined3d_box box;
2521 struct upload_bo bo;
2522 HRESULT hr;
2524 if (context->ops->unmap_upload_bo(context, resource, sub_resource_idx, &box, &bo))
2526 unsigned int row_pitch, slice_pitch;
2528 wined3d_resource_get_sub_resource_map_pitch(resource, sub_resource_idx, &row_pitch, &slice_pitch);
2529 if (bo.flags & UPLOAD_BO_UPLOAD_ON_UNMAP)
2530 wined3d_device_context_upload_bo(context, resource, sub_resource_idx, &box, &bo, row_pitch, slice_pitch);
2531 return WINED3D_OK;
2534 wined3d_not_from_cs(context->device->cs);
2536 if (!(op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_MAP)))
2537 return E_OUTOFMEMORY;
2538 op->opcode = WINED3D_CS_OP_UNMAP;
2539 op->resource = resource;
2540 op->sub_resource_idx = sub_resource_idx;
2541 op->hr = &hr;
2543 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_MAP);
2544 wined3d_device_context_finish(context, WINED3D_CS_QUEUE_MAP);
2546 return hr;
2549 static void wined3d_cs_exec_blt_sub_resource(struct wined3d_cs *cs, const void *data)
2551 const struct wined3d_cs_blt_sub_resource *op = data;
2553 if (op->dst_resource->type == WINED3D_RTYPE_BUFFER)
2555 wined3d_buffer_copy(buffer_from_resource(op->dst_resource), op->dst_box.left,
2556 buffer_from_resource(op->src_resource), op->src_box.left,
2557 op->src_box.right - op->src_box.left);
2559 else if (op->dst_resource->type == WINED3D_RTYPE_TEXTURE_3D)
2561 struct wined3d_texture *src_texture, *dst_texture;
2562 unsigned int level, update_w, update_h, update_d;
2563 unsigned int row_pitch, slice_pitch;
2564 struct wined3d_context *context;
2565 struct wined3d_bo_address addr;
2566 unsigned int location;
2568 if (op->flags & ~WINED3D_BLT_RAW)
2570 FIXME("Flags %#x not implemented for %s resources.\n",
2571 op->flags, debug_d3dresourcetype(op->dst_resource->type));
2572 goto error;
2575 if (!(op->flags & WINED3D_BLT_RAW) && op->src_resource->format != op->dst_resource->format)
2577 FIXME("Format conversion not implemented for %s resources.\n",
2578 debug_d3dresourcetype(op->dst_resource->type));
2579 goto error;
2582 update_w = op->dst_box.right - op->dst_box.left;
2583 update_h = op->dst_box.bottom - op->dst_box.top;
2584 update_d = op->dst_box.back - op->dst_box.front;
2585 if (op->src_box.right - op->src_box.left != update_w
2586 || op->src_box.bottom - op->src_box.top != update_h
2587 || op->src_box.back - op->src_box.front != update_d)
2589 FIXME("Stretching not implemented for %s resources.\n",
2590 debug_d3dresourcetype(op->dst_resource->type));
2591 goto error;
2594 dst_texture = texture_from_resource(op->dst_resource);
2595 src_texture = texture_from_resource(op->src_resource);
2597 context = context_acquire(cs->c.device, NULL, 0);
2599 location = src_texture->resource.map_binding;
2600 if (location == WINED3D_LOCATION_SYSMEM
2601 && wined3d_texture_can_use_pbo(src_texture, &context->device->adapter->d3d_info))
2602 location = WINED3D_LOCATION_BUFFER;
2604 if (!wined3d_texture_load_location(src_texture, op->src_sub_resource_idx,
2605 context, location))
2607 ERR("Failed to load source sub-resource into %s.\n",
2608 wined3d_debug_location(location));
2609 context_release(context);
2610 goto error;
2613 level = op->dst_sub_resource_idx % dst_texture->level_count;
2614 if (update_w == wined3d_texture_get_level_width(dst_texture, level)
2615 && update_h == wined3d_texture_get_level_height(dst_texture, level)
2616 && update_d == wined3d_texture_get_level_depth(dst_texture, level))
2618 wined3d_texture_prepare_location(dst_texture, op->dst_sub_resource_idx,
2619 context, WINED3D_LOCATION_TEXTURE_RGB);
2621 else if (!wined3d_texture_load_location(dst_texture, op->dst_sub_resource_idx,
2622 context, WINED3D_LOCATION_TEXTURE_RGB))
2624 ERR("Failed to load destination sub-resource.\n");
2625 context_release(context);
2626 goto error;
2629 wined3d_texture_get_memory(src_texture, op->src_sub_resource_idx, &addr, location);
2630 wined3d_texture_get_pitch(src_texture, op->src_sub_resource_idx % src_texture->level_count,
2631 &row_pitch, &slice_pitch);
2633 dst_texture->texture_ops->texture_upload_data(context, wined3d_const_bo_address(&addr),
2634 dst_texture->resource.format, &op->src_box, row_pitch, slice_pitch, dst_texture,
2635 op->dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB,
2636 op->dst_box.left, op->dst_box.top, op->dst_box.front);
2637 wined3d_texture_validate_location(dst_texture, op->dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB);
2638 wined3d_texture_invalidate_location(dst_texture, op->dst_sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB);
2640 context_release(context);
2642 else
2644 if (FAILED(texture2d_blt(texture_from_resource(op->dst_resource), op->dst_sub_resource_idx,
2645 &op->dst_box, texture_from_resource(op->src_resource), op->src_sub_resource_idx,
2646 &op->src_box, op->flags, &op->fx, op->filter)))
2647 FIXME("Blit failed.\n");
2650 error:
2651 if (op->src_resource)
2652 wined3d_resource_release(op->src_resource);
2653 wined3d_resource_release(op->dst_resource);
2656 void wined3d_device_context_emit_blt_sub_resource(struct wined3d_device_context *context,
2657 struct wined3d_resource *dst_resource, unsigned int dst_sub_resource_idx, const struct wined3d_box *dst_box,
2658 struct wined3d_resource *src_resource, unsigned int src_sub_resource_idx, const struct wined3d_box *src_box,
2659 unsigned int flags, const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter)
2661 struct wined3d_cs_blt_sub_resource *op;
2663 /* If we are replacing the whole resource, the CS thread might discard and
2664 * rename the buffer object, in which case ours is no longer valid. */
2665 if (dst_resource->type == WINED3D_RTYPE_BUFFER && dst_box->right - dst_box->left == dst_resource->size)
2666 invalidate_client_address(dst_resource);
2668 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2669 op->opcode = WINED3D_CS_OP_BLT_SUB_RESOURCE;
2670 op->dst_resource = dst_resource;
2671 op->dst_sub_resource_idx = dst_sub_resource_idx;
2672 op->dst_box = *dst_box;
2673 op->src_resource = src_resource;
2674 op->src_sub_resource_idx = src_sub_resource_idx;
2675 op->src_box = *src_box;
2676 op->flags = flags;
2677 if (fx)
2678 op->fx = *fx;
2679 else
2680 memset(&op->fx, 0, sizeof(op->fx));
2681 op->filter = filter;
2683 wined3d_device_context_acquire_resource(context, dst_resource);
2684 if (src_resource)
2685 wined3d_device_context_acquire_resource(context, src_resource);
2687 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
2688 if (flags & WINED3D_BLT_SYNCHRONOUS)
2689 wined3d_device_context_finish(context, WINED3D_CS_QUEUE_DEFAULT);
2692 static void wined3d_cs_exec_update_sub_resource(struct wined3d_cs *cs, const void *data)
2694 const struct wined3d_cs_update_sub_resource *op = data;
2695 struct wined3d_resource *resource = op->resource;
2696 const struct wined3d_box *box = &op->box;
2697 unsigned int width, height, depth, level;
2698 struct wined3d_context *context;
2699 struct wined3d_texture *texture;
2700 struct wined3d_box src_box;
2702 context = context_acquire(cs->c.device, NULL, 0);
2704 if (resource->type == WINED3D_RTYPE_BUFFER)
2706 wined3d_buffer_update_sub_resource(buffer_from_resource(resource),
2707 context, &op->bo, box->left, box->right - box->left);
2708 goto done;
2711 texture = wined3d_texture_from_resource(resource);
2713 level = op->sub_resource_idx % texture->level_count;
2714 width = wined3d_texture_get_level_width(texture, level);
2715 height = wined3d_texture_get_level_height(texture, level);
2716 depth = wined3d_texture_get_level_depth(texture, level);
2718 /* Only load the sub-resource for partial updates. */
2719 if (!box->left && !box->top && !box->front
2720 && box->right == width && box->bottom == height && box->back == depth)
2721 wined3d_texture_prepare_location(texture, op->sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB);
2722 else
2723 wined3d_texture_load_location(texture, op->sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB);
2725 wined3d_box_set(&src_box, 0, 0, box->right - box->left, box->bottom - box->top, 0, box->back - box->front);
2726 texture->texture_ops->texture_upload_data(context, &op->bo.addr, texture->resource.format, &src_box,
2727 op->row_pitch, op->slice_pitch, texture, op->sub_resource_idx,
2728 WINED3D_LOCATION_TEXTURE_RGB, box->left, box->top, box->front);
2730 wined3d_texture_validate_location(texture, op->sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB);
2731 wined3d_texture_invalidate_location(texture, op->sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB);
2733 done:
2734 context_release(context);
2736 wined3d_resource_release(resource);
2739 void wined3d_device_context_emit_update_sub_resource(struct wined3d_device_context *context,
2740 struct wined3d_resource *resource, unsigned int sub_resource_idx, const struct wined3d_box *box,
2741 const void *data, unsigned int row_pitch, unsigned int slice_pitch)
2743 struct wined3d_cs_update_sub_resource *op;
2744 struct wined3d_map_desc map_desc;
2745 struct wined3d_box dummy_box;
2746 struct upload_bo bo;
2748 /* If we are replacing the whole resource, the CS thread might discard and
2749 * rename the buffer object, in which case ours is no longer valid. */
2750 if (resource->type == WINED3D_RTYPE_BUFFER && box->right - box->left == resource->size)
2751 invalidate_client_address(resource);
2753 if (context->ops->map_upload_bo(context, resource, sub_resource_idx, &map_desc, box, WINED3D_MAP_WRITE))
2755 wined3d_format_copy_data(resource->format, data, row_pitch, slice_pitch, map_desc.data, map_desc.row_pitch,
2756 map_desc.slice_pitch, box->right - box->left, box->bottom - box->top, box->back - box->front);
2757 context->ops->unmap_upload_bo(context, resource, sub_resource_idx, &dummy_box, &bo);
2758 wined3d_device_context_upload_bo(context, resource, sub_resource_idx,
2759 box, &bo, map_desc.row_pitch, map_desc.slice_pitch);
2760 return;
2763 wined3d_resource_wait_idle(resource);
2765 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_MAP);
2766 op->opcode = WINED3D_CS_OP_UPDATE_SUB_RESOURCE;
2767 op->resource = resource;
2768 op->sub_resource_idx = sub_resource_idx;
2769 op->box = *box;
2770 op->bo.addr.buffer_object = 0;
2771 op->bo.addr.addr = data;
2772 op->bo.flags = 0;
2773 op->row_pitch = row_pitch;
2774 op->slice_pitch = slice_pitch;
2776 wined3d_device_context_acquire_resource(context, resource);
2778 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_MAP);
2779 /* The data pointer may go away, so we need to wait until it is read.
2780 * Copying the data may be faster if it's small. */
2781 wined3d_device_context_finish(context, WINED3D_CS_QUEUE_MAP);
2784 static void wined3d_cs_exec_add_dirty_texture_region(struct wined3d_cs *cs, const void *data)
2786 const struct wined3d_cs_add_dirty_texture_region *op = data;
2787 struct wined3d_texture *texture = op->texture;
2788 unsigned int sub_resource_idx, i;
2789 struct wined3d_context *context;
2791 context = context_acquire(cs->c.device, NULL, 0);
2792 sub_resource_idx = op->layer * texture->level_count;
2793 for (i = 0; i < texture->level_count; ++i, ++sub_resource_idx)
2795 if (wined3d_texture_load_location(texture, sub_resource_idx, context, texture->resource.map_binding))
2796 wined3d_texture_invalidate_location(texture, sub_resource_idx, ~texture->resource.map_binding);
2797 else
2798 ERR("Failed to load location %s.\n", wined3d_debug_location(texture->resource.map_binding));
2800 context_release(context);
2802 wined3d_resource_release(&texture->resource);
2805 void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs *cs,
2806 struct wined3d_texture *texture, unsigned int layer)
2808 struct wined3d_cs_add_dirty_texture_region *op;
2810 op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2811 op->opcode = WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION;
2812 op->texture = texture;
2813 op->layer = layer;
2815 wined3d_resource_acquire(&texture->resource);
2817 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
2820 static void wined3d_cs_exec_clear_unordered_access_view(struct wined3d_cs *cs, const void *data)
2822 const struct wined3d_cs_clear_unordered_access_view *op = data;
2823 struct wined3d_unordered_access_view *view = op->view;
2824 struct wined3d_context *context;
2826 context = context_acquire(cs->c.device, NULL, 0);
2827 cs->c.device->adapter->adapter_ops->adapter_clear_uav(context, view, &op->clear_value, op->fp);
2828 context_release(context);
2830 wined3d_resource_release(view->resource);
2833 void wined3d_device_context_emit_clear_uav(struct wined3d_device_context *context,
2834 struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value, bool fp)
2836 struct wined3d_cs_clear_unordered_access_view *op;
2838 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2839 op->opcode = WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW;
2840 op->view = view;
2841 op->clear_value = *clear_value;
2842 op->fp = fp;
2844 wined3d_device_context_acquire_resource(context, view->resource);
2846 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
2849 static void wined3d_cs_exec_copy_uav_counter(struct wined3d_cs *cs, const void *data)
2851 const struct wined3d_cs_copy_uav_counter *op = data;
2852 struct wined3d_unordered_access_view *view = op->view;
2853 struct wined3d_context *context;
2855 context = context_acquire(cs->c.device, NULL, 0);
2856 wined3d_unordered_access_view_copy_counter(view, op->buffer, op->offset, context);
2857 context_release(context);
2859 wined3d_resource_release(&op->buffer->resource);
2862 void wined3d_device_context_emit_copy_uav_counter(struct wined3d_device_context *context,
2863 struct wined3d_buffer *dst_buffer, unsigned int offset, struct wined3d_unordered_access_view *uav)
2865 struct wined3d_cs_copy_uav_counter *op;
2867 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2868 op->opcode = WINED3D_CS_OP_COPY_UAV_COUNTER;
2869 op->buffer = dst_buffer;
2870 op->offset = offset;
2871 op->view = uav;
2873 wined3d_device_context_acquire_resource(context, &dst_buffer->resource);
2875 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
2878 static void wined3d_cs_exec_generate_mipmaps(struct wined3d_cs *cs, const void *data)
2880 const struct wined3d_cs_generate_mipmaps *op = data;
2881 struct wined3d_shader_resource_view *view = op->view;
2882 struct wined3d_context *context;
2884 context = context_acquire(cs->c.device, NULL, 0);
2885 cs->c.device->adapter->adapter_ops->adapter_generate_mipmap(context, view);
2886 context_release(context);
2888 wined3d_resource_release(view->resource);
2891 void wined3d_device_context_emit_generate_mipmaps(struct wined3d_device_context *context,
2892 struct wined3d_shader_resource_view *view)
2894 struct wined3d_cs_generate_mipmaps *op;
2896 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2897 op->opcode = WINED3D_CS_OP_GENERATE_MIPMAPS;
2898 op->view = view;
2900 wined3d_device_context_acquire_resource(context, view->resource);
2902 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
2905 static void wined3d_cs_emit_stop(struct wined3d_cs *cs)
2907 struct wined3d_cs_stop *op;
2909 op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2910 op->opcode = WINED3D_CS_OP_STOP;
2912 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
2913 wined3d_cs_finish(cs, WINED3D_CS_QUEUE_DEFAULT);
2916 static void wined3d_cs_acquire_resource(struct wined3d_device_context *context, struct wined3d_resource *resource)
2918 wined3d_resource_acquire(resource);
2921 static void wined3d_cs_exec_execute_command_list(struct wined3d_cs *cs, const void *data);
2923 static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void *data) =
2925 /* WINED3D_CS_OP_NOP */ wined3d_cs_exec_nop,
2926 /* WINED3D_CS_OP_PRESENT */ wined3d_cs_exec_present,
2927 /* WINED3D_CS_OP_CLEAR */ wined3d_cs_exec_clear,
2928 /* WINED3D_CS_OP_DISPATCH */ wined3d_cs_exec_dispatch,
2929 /* WINED3D_CS_OP_DRAW */ wined3d_cs_exec_draw,
2930 /* WINED3D_CS_OP_FLUSH */ wined3d_cs_exec_flush,
2931 /* WINED3D_CS_OP_SET_PREDICATION */ wined3d_cs_exec_set_predication,
2932 /* WINED3D_CS_OP_SET_VIEWPORTS */ wined3d_cs_exec_set_viewports,
2933 /* WINED3D_CS_OP_SET_SCISSOR_RECTS */ wined3d_cs_exec_set_scissor_rects,
2934 /* WINED3D_CS_OP_SET_RENDERTARGET_VIEWS */ wined3d_cs_exec_set_rendertarget_views,
2935 /* WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW */ wined3d_cs_exec_set_depth_stencil_view,
2936 /* WINED3D_CS_OP_SET_VERTEX_DECLARATION */ wined3d_cs_exec_set_vertex_declaration,
2937 /* WINED3D_CS_OP_SET_STREAM_SOURCES */ wined3d_cs_exec_set_stream_sources,
2938 /* WINED3D_CS_OP_SET_STREAM_OUTPUTS */ wined3d_cs_exec_set_stream_outputs,
2939 /* WINED3D_CS_OP_SET_INDEX_BUFFER */ wined3d_cs_exec_set_index_buffer,
2940 /* WINED3D_CS_OP_SET_CONSTANT_BUFFERS */ wined3d_cs_exec_set_constant_buffers,
2941 /* WINED3D_CS_OP_SET_TEXTURE */ wined3d_cs_exec_set_texture,
2942 /* WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEWS */ wined3d_cs_exec_set_shader_resource_views,
2943 /* WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEWS */ wined3d_cs_exec_set_unordered_access_views,
2944 /* WINED3D_CS_OP_SET_SAMPLERS */ wined3d_cs_exec_set_samplers,
2945 /* WINED3D_CS_OP_SET_SHADER */ wined3d_cs_exec_set_shader,
2946 /* WINED3D_CS_OP_SET_BLEND_STATE */ wined3d_cs_exec_set_blend_state,
2947 /* WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE */ wined3d_cs_exec_set_depth_stencil_state,
2948 /* WINED3D_CS_OP_SET_RASTERIZER_STATE */ wined3d_cs_exec_set_rasterizer_state,
2949 /* WINED3D_CS_OP_SET_RENDER_STATE */ wined3d_cs_exec_set_render_state,
2950 /* WINED3D_CS_OP_SET_TEXTURE_STATE */ wined3d_cs_exec_set_texture_state,
2951 /* WINED3D_CS_OP_SET_SAMPLER_STATE */ wined3d_cs_exec_set_sampler_state,
2952 /* WINED3D_CS_OP_SET_TRANSFORM */ wined3d_cs_exec_set_transform,
2953 /* WINED3D_CS_OP_SET_CLIP_PLANE */ wined3d_cs_exec_set_clip_plane,
2954 /* WINED3D_CS_OP_SET_COLOR_KEY */ wined3d_cs_exec_set_color_key,
2955 /* WINED3D_CS_OP_SET_MATERIAL */ wined3d_cs_exec_set_material,
2956 /* WINED3D_CS_OP_SET_LIGHT */ wined3d_cs_exec_set_light,
2957 /* WINED3D_CS_OP_SET_LIGHT_ENABLE */ wined3d_cs_exec_set_light_enable,
2958 /* WINED3D_CS_OP_SET_FEATURE_LEVEL */ wined3d_cs_exec_set_feature_level,
2959 /* WINED3D_CS_OP_PUSH_CONSTANTS */ wined3d_cs_exec_push_constants,
2960 /* WINED3D_CS_OP_RESET_STATE */ wined3d_cs_exec_reset_state,
2961 /* WINED3D_CS_OP_CALLBACK */ wined3d_cs_exec_callback,
2962 /* WINED3D_CS_OP_QUERY_ISSUE */ wined3d_cs_exec_query_issue,
2963 /* WINED3D_CS_OP_PRELOAD_RESOURCE */ wined3d_cs_exec_preload_resource,
2964 /* WINED3D_CS_OP_UNLOAD_RESOURCE */ wined3d_cs_exec_unload_resource,
2965 /* WINED3D_CS_OP_MAP */ wined3d_cs_exec_map,
2966 /* WINED3D_CS_OP_UNMAP */ wined3d_cs_exec_unmap,
2967 /* WINED3D_CS_OP_BLT_SUB_RESOURCE */ wined3d_cs_exec_blt_sub_resource,
2968 /* WINED3D_CS_OP_UPDATE_SUB_RESOURCE */ wined3d_cs_exec_update_sub_resource,
2969 /* WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION */ wined3d_cs_exec_add_dirty_texture_region,
2970 /* WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW */ wined3d_cs_exec_clear_unordered_access_view,
2971 /* WINED3D_CS_OP_COPY_UAV_COUNTER */ wined3d_cs_exec_copy_uav_counter,
2972 /* WINED3D_CS_OP_GENERATE_MIPMAPS */ wined3d_cs_exec_generate_mipmaps,
2973 /* WINED3D_CS_OP_EXECUTE_COMMAND_LIST */ wined3d_cs_exec_execute_command_list,
2976 static void wined3d_cs_exec_execute_command_list(struct wined3d_cs *cs, const void *data)
2978 const struct wined3d_cs_execute_command_list *op = data;
2979 SIZE_T start = 0, end = op->list->data_size;
2980 const BYTE *cs_data = op->list->data;
2982 TRACE("Executing command list %p.\n", op->list);
2984 while (start < end)
2986 const struct wined3d_cs_packet *packet = wined3d_next_cs_packet(cs_data, &start);
2987 enum wined3d_cs_op opcode = *(const enum wined3d_cs_op *)packet->data;
2989 if (opcode >= WINED3D_CS_OP_STOP)
2990 ERR("Invalid opcode %#x.\n", opcode);
2991 else
2992 wined3d_cs_op_handlers[opcode](cs, packet->data);
2993 TRACE("%s executed.\n", debug_cs_op(opcode));
2997 void wined3d_device_context_emit_execute_command_list(struct wined3d_device_context *context,
2998 struct wined3d_command_list *list, bool restore_state)
3000 struct wined3d_cs_execute_command_list *op;
3002 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
3003 op->opcode = WINED3D_CS_OP_EXECUTE_COMMAND_LIST;
3004 op->list = list;
3006 context->ops->acquire_command_list(context, list);
3008 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
3010 if (restore_state)
3011 wined3d_device_context_set_state(context, context->state);
3012 else
3013 wined3d_device_context_reset_state(context);
3016 static void *wined3d_cs_st_require_space(struct wined3d_device_context *context,
3017 size_t size, enum wined3d_cs_queue_id queue_id)
3019 struct wined3d_cs *cs = wined3d_cs_from_context(context);
3021 if (size > (cs->data_size - cs->end))
3023 size_t new_size;
3024 void *new_data;
3026 new_size = max(size, cs->data_size * 2);
3027 if (!cs->end)
3028 new_data = heap_realloc(cs->data, new_size);
3029 else
3030 new_data = heap_alloc(new_size);
3031 if (!new_data)
3032 return NULL;
3034 cs->data_size = new_size;
3035 cs->start = cs->end = 0;
3036 cs->data = new_data;
3039 cs->end += size;
3041 return (BYTE *)cs->data + cs->start;
3044 static void wined3d_cs_st_submit(struct wined3d_device_context *context, enum wined3d_cs_queue_id queue_id)
3046 struct wined3d_cs *cs = wined3d_cs_from_context(context);
3047 enum wined3d_cs_op opcode;
3048 size_t start;
3049 BYTE *data;
3051 data = cs->data;
3052 start = cs->start;
3053 cs->start = cs->end;
3055 opcode = *(const enum wined3d_cs_op *)&data[start];
3056 if (opcode >= WINED3D_CS_OP_STOP)
3057 ERR("Invalid opcode %#x.\n", opcode);
3058 else
3059 wined3d_cs_op_handlers[opcode](cs, &data[start]);
3061 if (cs->data == data)
3062 cs->start = cs->end = start;
3063 else if (!start)
3064 heap_free(data);
3067 static void wined3d_cs_st_finish(struct wined3d_device_context *context, enum wined3d_cs_queue_id queue_id)
3071 static bool wined3d_cs_map_upload_bo(struct wined3d_device_context *context, struct wined3d_resource *resource,
3072 unsigned int sub_resource_idx, struct wined3d_map_desc *map_desc, const struct wined3d_box *box, uint32_t flags)
3074 /* Limit NOOVERWRITE maps to buffers for now; there are too many ways that
3075 * a texture can be invalidated to even count. */
3076 if (wined3d_map_persistent() && resource->type == WINED3D_RTYPE_BUFFER
3077 && (flags & (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE)))
3079 struct wined3d_client_resource *client = &resource->client;
3080 struct wined3d_device *device = context->device;
3081 const struct wined3d_bo *bo;
3082 uint8_t *map_ptr;
3084 if (flags & WINED3D_MAP_DISCARD)
3086 if (!device->adapter->adapter_ops->adapter_alloc_bo(device, resource, sub_resource_idx, &client->addr))
3087 return false;
3090 bo = client->addr.buffer_object;
3091 map_ptr = bo ? bo->map_ptr : NULL;
3092 map_ptr += (uintptr_t)client->addr.addr;
3094 if (!map_ptr)
3096 TRACE("Sub-resource is not persistently mapped.\n");
3097 return false;
3100 wined3d_resource_get_sub_resource_map_pitch(resource, sub_resource_idx,
3101 &map_desc->row_pitch, &map_desc->slice_pitch);
3103 client->mapped_upload.addr = *wined3d_const_bo_address(&client->addr);
3104 client->mapped_upload.flags = 0;
3105 if (bo)
3107 map_ptr += bo->memory_offset;
3108 if (!bo->coherent)
3109 client->mapped_upload.flags |= UPLOAD_BO_UPLOAD_ON_UNMAP;
3111 map_desc->data = resource_offset_map_pointer(resource, sub_resource_idx, map_ptr, box);
3113 if (flags & WINED3D_MAP_DISCARD)
3114 client->mapped_upload.flags |= UPLOAD_BO_UPLOAD_ON_UNMAP | UPLOAD_BO_RENAME_ON_UNMAP;
3116 client->mapped_box = *box;
3118 TRACE("Returning bo %s, flags %#x.\n", debug_const_bo_address(&client->mapped_upload.addr),
3119 client->mapped_upload.flags);
3120 return true;
3123 return false;
3126 static bool wined3d_bo_address_is_null(struct wined3d_const_bo_address *addr)
3128 return !addr->buffer_object && !addr->addr;
3131 static bool wined3d_cs_unmap_upload_bo(struct wined3d_device_context *context, struct wined3d_resource *resource,
3132 unsigned int sub_resource_idx, struct wined3d_box *box, struct upload_bo *bo)
3134 struct wined3d_client_resource *client = &resource->client;
3136 if (wined3d_bo_address_is_null(&client->mapped_upload.addr))
3137 return false;
3139 *bo = client->mapped_upload;
3140 *box = client->mapped_box;
3141 memset(&client->mapped_upload, 0, sizeof(client->mapped_upload));
3142 memset(&client->mapped_box, 0, sizeof(client->mapped_box));
3143 return true;
3146 static const struct wined3d_device_context_ops wined3d_cs_st_ops =
3148 wined3d_cs_st_require_space,
3149 wined3d_cs_st_submit,
3150 wined3d_cs_st_finish,
3151 wined3d_cs_st_push_constants,
3152 wined3d_cs_map_upload_bo,
3153 wined3d_cs_unmap_upload_bo,
3154 wined3d_cs_issue_query,
3155 wined3d_cs_flush,
3156 wined3d_cs_acquire_resource,
3157 wined3d_cs_acquire_command_list,
3160 static BOOL wined3d_cs_queue_is_empty(const struct wined3d_cs *cs, const struct wined3d_cs_queue *queue)
3162 wined3d_from_cs(cs);
3163 return *(volatile LONG *)&queue->head == queue->tail;
3166 static void wined3d_cs_queue_submit(struct wined3d_cs_queue *queue, struct wined3d_cs *cs)
3168 struct wined3d_cs_packet *packet;
3169 size_t packet_size;
3171 packet = (struct wined3d_cs_packet *)&queue->data[queue->head];
3172 TRACE("Queuing op %s at %p.\n", debug_cs_op(*(const enum wined3d_cs_op *)packet->data), packet);
3173 packet_size = FIELD_OFFSET(struct wined3d_cs_packet, data[packet->size]);
3174 InterlockedExchange(&queue->head, (queue->head + packet_size) & (WINED3D_CS_QUEUE_SIZE - 1));
3176 if (InterlockedCompareExchange(&cs->waiting_for_event, FALSE, TRUE))
3177 SetEvent(cs->event);
3180 static void wined3d_cs_mt_submit(struct wined3d_device_context *context, enum wined3d_cs_queue_id queue_id)
3182 struct wined3d_cs *cs = wined3d_cs_from_context(context);
3184 if (cs->thread_id == GetCurrentThreadId())
3185 return wined3d_cs_st_submit(context, queue_id);
3187 wined3d_cs_queue_submit(&cs->queue[queue_id], cs);
3190 static void *wined3d_cs_queue_require_space(struct wined3d_cs_queue *queue, size_t size, struct wined3d_cs *cs)
3192 size_t queue_size = ARRAY_SIZE(queue->data);
3193 size_t header_size, packet_size, remaining;
3194 struct wined3d_cs_packet *packet;
3196 header_size = FIELD_OFFSET(struct wined3d_cs_packet, data[0]);
3197 packet_size = FIELD_OFFSET(struct wined3d_cs_packet, data[size]);
3198 packet_size = (packet_size + header_size - 1) & ~(header_size - 1);
3199 size = packet_size - header_size;
3200 if (packet_size >= WINED3D_CS_QUEUE_SIZE)
3202 ERR("Packet size %lu >= queue size %u.\n",
3203 (unsigned long)packet_size, WINED3D_CS_QUEUE_SIZE);
3204 return NULL;
3207 remaining = queue_size - queue->head;
3208 if (remaining < packet_size)
3210 size_t nop_size = remaining - header_size;
3211 struct wined3d_cs_nop *nop;
3213 TRACE("Inserting a nop for %lu + %lu bytes.\n",
3214 (unsigned long)header_size, (unsigned long)nop_size);
3216 nop = wined3d_cs_queue_require_space(queue, nop_size, cs);
3217 if (nop_size)
3218 nop->opcode = WINED3D_CS_OP_NOP;
3220 wined3d_cs_queue_submit(queue, cs);
3221 assert(!queue->head);
3224 for (;;)
3226 LONG tail = *(volatile LONG *)&queue->tail;
3227 LONG head = queue->head;
3228 LONG new_pos;
3230 /* Empty. */
3231 if (head == tail)
3232 break;
3233 new_pos = (head + packet_size) & (WINED3D_CS_QUEUE_SIZE - 1);
3234 /* Head ahead of tail. We checked the remaining size above, so we only
3235 * need to make sure we don't make head equal to tail. */
3236 if (head > tail && (new_pos != tail))
3237 break;
3238 /* Tail ahead of head. Make sure the new head is before the tail as
3239 * well. Note that new_pos is 0 when it's at the end of the queue. */
3240 if (new_pos < tail && new_pos)
3241 break;
3243 TRACE("Waiting for free space. Head %u, tail %u, packet size %lu.\n",
3244 head, tail, (unsigned long)packet_size);
3247 packet = (struct wined3d_cs_packet *)&queue->data[queue->head];
3248 packet->size = size;
3249 return packet->data;
3252 static void *wined3d_cs_mt_require_space(struct wined3d_device_context *context,
3253 size_t size, enum wined3d_cs_queue_id queue_id)
3255 struct wined3d_cs *cs = wined3d_cs_from_context(context);
3257 if (cs->thread_id == GetCurrentThreadId())
3258 return wined3d_cs_st_require_space(context, size, queue_id);
3260 return wined3d_cs_queue_require_space(&cs->queue[queue_id], size, cs);
3263 static void wined3d_cs_mt_finish(struct wined3d_device_context *context, enum wined3d_cs_queue_id queue_id)
3265 struct wined3d_cs *cs = wined3d_cs_from_context(context);
3267 if (cs->thread_id == GetCurrentThreadId())
3268 return wined3d_cs_st_finish(context, queue_id);
3270 while (cs->queue[queue_id].head != *(volatile LONG *)&cs->queue[queue_id].tail)
3271 YieldProcessor();
3274 static const struct wined3d_device_context_ops wined3d_cs_mt_ops =
3276 wined3d_cs_mt_require_space,
3277 wined3d_cs_mt_submit,
3278 wined3d_cs_mt_finish,
3279 wined3d_cs_mt_push_constants,
3280 wined3d_cs_map_upload_bo,
3281 wined3d_cs_unmap_upload_bo,
3282 wined3d_cs_issue_query,
3283 wined3d_cs_flush,
3284 wined3d_cs_acquire_resource,
3285 wined3d_cs_acquire_command_list,
3288 static void poll_queries(struct wined3d_cs *cs)
3290 struct wined3d_query *query, *cursor;
3292 LIST_FOR_EACH_ENTRY_SAFE(query, cursor, &cs->query_poll_list, struct wined3d_query, poll_list_entry)
3294 if (!query->query_ops->query_poll(query, 0))
3295 continue;
3297 list_remove(&query->poll_list_entry);
3298 list_init(&query->poll_list_entry);
3299 InterlockedIncrement(&query->counter_retrieved);
3303 static void wined3d_cs_wait_event(struct wined3d_cs *cs)
3305 InterlockedExchange(&cs->waiting_for_event, TRUE);
3307 /* The main thread might have enqueued a command and blocked on it after
3308 * the CS thread decided to enter wined3d_cs_wait_event(), but before
3309 * "waiting_for_event" was set.
3311 * Likewise, we can race with the main thread when resetting
3312 * "waiting_for_event", in which case we would need to call
3313 * WaitForSingleObject() because the main thread called SetEvent(). */
3314 if (!(wined3d_cs_queue_is_empty(cs, &cs->queue[WINED3D_CS_QUEUE_DEFAULT])
3315 && wined3d_cs_queue_is_empty(cs, &cs->queue[WINED3D_CS_QUEUE_MAP]))
3316 && InterlockedCompareExchange(&cs->waiting_for_event, FALSE, TRUE))
3317 return;
3319 WaitForSingleObject(cs->event, INFINITE);
3322 static void wined3d_cs_command_lock(const struct wined3d_cs *cs)
3324 if (cs->serialize_commands)
3325 EnterCriticalSection(&wined3d_command_cs);
3328 static void wined3d_cs_command_unlock(const struct wined3d_cs *cs)
3330 if (cs->serialize_commands)
3331 LeaveCriticalSection(&wined3d_command_cs);
3334 static DWORD WINAPI wined3d_cs_run(void *ctx)
3336 struct wined3d_cs_packet *packet;
3337 struct wined3d_cs_queue *queue;
3338 unsigned int spin_count = 0;
3339 struct wined3d_cs *cs = ctx;
3340 enum wined3d_cs_op opcode;
3341 HMODULE wined3d_module;
3342 unsigned int poll = 0;
3343 SIZE_T tail;
3345 TRACE("Started.\n");
3347 /* Copy the module handle to a local variable to avoid racing with the
3348 * thread freeing "cs" before the FreeLibraryAndExitThread() call. */
3349 wined3d_module = cs->wined3d_module;
3351 list_init(&cs->query_poll_list);
3352 cs->thread_id = GetCurrentThreadId();
3353 for (;;)
3355 if (++poll == WINED3D_CS_QUERY_POLL_INTERVAL)
3357 wined3d_cs_command_lock(cs);
3358 poll_queries(cs);
3359 wined3d_cs_command_unlock(cs);
3360 poll = 0;
3363 queue = &cs->queue[WINED3D_CS_QUEUE_MAP];
3364 if (wined3d_cs_queue_is_empty(cs, queue))
3366 queue = &cs->queue[WINED3D_CS_QUEUE_DEFAULT];
3367 if (wined3d_cs_queue_is_empty(cs, queue))
3369 if (++spin_count >= WINED3D_CS_SPIN_COUNT && list_empty(&cs->query_poll_list))
3370 wined3d_cs_wait_event(cs);
3371 continue;
3374 spin_count = 0;
3376 tail = queue->tail;
3377 packet = wined3d_next_cs_packet(queue->data, &tail);
3378 if (packet->size)
3380 opcode = *(const enum wined3d_cs_op *)packet->data;
3382 TRACE("Executing %s at %p.\n", debug_cs_op(opcode), packet);
3383 if (opcode >= WINED3D_CS_OP_STOP)
3385 if (opcode > WINED3D_CS_OP_STOP)
3386 ERR("Invalid opcode %#x.\n", opcode);
3387 break;
3390 wined3d_cs_command_lock(cs);
3391 wined3d_cs_op_handlers[opcode](cs, packet->data);
3392 wined3d_cs_command_unlock(cs);
3393 TRACE("%s at %p executed.\n", debug_cs_op(opcode), packet);
3396 tail &= (WINED3D_CS_QUEUE_SIZE - 1);
3397 InterlockedExchange(&queue->tail, tail);
3400 cs->queue[WINED3D_CS_QUEUE_MAP].tail = cs->queue[WINED3D_CS_QUEUE_MAP].head;
3401 cs->queue[WINED3D_CS_QUEUE_DEFAULT].tail = cs->queue[WINED3D_CS_QUEUE_DEFAULT].head;
3402 TRACE("Stopped.\n");
3403 FreeLibraryAndExitThread(wined3d_module, 0);
3406 struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device,
3407 const enum wined3d_feature_level *levels, unsigned int level_count)
3409 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
3410 struct wined3d_cs *cs;
3412 if (!(cs = heap_alloc_zero(sizeof(*cs))))
3413 return NULL;
3415 if (FAILED(wined3d_state_create(device, levels, level_count, &cs->c.state)))
3417 heap_free(cs);
3418 return NULL;
3421 cs->c.ops = &wined3d_cs_st_ops;
3422 cs->c.device = device;
3423 cs->serialize_commands = TRACE_ON(d3d_sync) || wined3d_settings.cs_multithreaded & WINED3D_CSMT_SERIALIZE;
3425 if (cs->serialize_commands)
3426 ERR_(d3d_sync)("Forcing serialization of all command streams.\n");
3428 state_init(&cs->state, d3d_info, WINED3D_STATE_NO_REF | WINED3D_STATE_INIT_DEFAULT, cs->c.state->feature_level);
3430 cs->data_size = WINED3D_INITIAL_CS_SIZE;
3431 if (!(cs->data = heap_alloc(cs->data_size)))
3432 goto fail;
3434 if (wined3d_settings.cs_multithreaded & WINED3D_CSMT_ENABLE
3435 && !RtlIsCriticalSectionLockedByThread(NtCurrentTeb()->Peb->LoaderLock))
3437 cs->c.ops = &wined3d_cs_mt_ops;
3439 if (!(cs->event = CreateEventW(NULL, FALSE, FALSE, NULL)))
3441 ERR("Failed to create command stream event.\n");
3442 heap_free(cs->data);
3443 goto fail;
3446 if (!(GetModuleHandleExW(GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS,
3447 (const WCHAR *)wined3d_cs_run, &cs->wined3d_module)))
3449 ERR("Failed to get wined3d module handle.\n");
3450 CloseHandle(cs->event);
3451 heap_free(cs->data);
3452 goto fail;
3455 if (!(cs->thread = CreateThread(NULL, 0, wined3d_cs_run, cs, 0, NULL)))
3457 ERR("Failed to create wined3d command stream thread.\n");
3458 FreeLibrary(cs->wined3d_module);
3459 CloseHandle(cs->event);
3460 heap_free(cs->data);
3461 goto fail;
3465 return cs;
3467 fail:
3468 wined3d_state_destroy(cs->c.state);
3469 state_cleanup(&cs->state);
3470 heap_free(cs);
3471 return NULL;
3474 void wined3d_cs_destroy(struct wined3d_cs *cs)
3476 if (cs->thread)
3478 wined3d_cs_emit_stop(cs);
3479 CloseHandle(cs->thread);
3480 if (!CloseHandle(cs->event))
3481 ERR("Closing event failed.\n");
3484 wined3d_state_destroy(cs->c.state);
3485 state_cleanup(&cs->state);
3486 heap_free(cs->data);
3487 heap_free(cs);
3490 static void wined3d_cs_packet_decref_objects(const struct wined3d_cs_packet *packet)
3492 enum wined3d_cs_op opcode = *(const enum wined3d_cs_op *)packet->data;
3493 unsigned int i;
3495 switch (opcode)
3497 case WINED3D_CS_OP_SET_SAMPLERS:
3499 struct wined3d_cs_set_samplers *op = (struct wined3d_cs_set_samplers *)packet->data;
3501 for (i = 0; i < op->count; ++i)
3503 if (op->samplers[i])
3504 wined3d_sampler_decref(op->samplers[i]);
3506 break;
3509 case WINED3D_CS_OP_SET_SHADER:
3511 struct wined3d_cs_set_shader *op = (struct wined3d_cs_set_shader *)packet->data;
3513 if (op->shader)
3514 wined3d_shader_decref(op->shader);
3515 break;
3518 case WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE:
3520 struct wined3d_cs_set_depth_stencil_state *op;
3522 op = (struct wined3d_cs_set_depth_stencil_state *)packet->data;
3523 if (op->state)
3524 wined3d_depth_stencil_state_decref(op->state);
3525 break;
3528 case WINED3D_CS_OP_SET_RASTERIZER_STATE:
3530 struct wined3d_cs_set_rasterizer_state *op;
3532 op = (struct wined3d_cs_set_rasterizer_state *)packet->data;
3533 if (op->state)
3534 wined3d_rasterizer_state_decref(op->state);
3535 break;
3538 case WINED3D_CS_OP_SET_BLEND_STATE:
3540 struct wined3d_cs_set_blend_state *op;
3542 op = (struct wined3d_cs_set_blend_state *)packet->data;
3543 if (op->state)
3544 wined3d_blend_state_decref(op->state);
3545 break;
3548 case WINED3D_CS_OP_SET_RENDERTARGET_VIEWS:
3550 struct wined3d_cs_set_rendertarget_views *op;
3552 op = (struct wined3d_cs_set_rendertarget_views *)packet->data;
3553 for (i = 0; i < op->count; ++i)
3555 if (op->views[i])
3556 wined3d_rendertarget_view_decref(op->views[i]);
3558 break;
3561 case WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEWS:
3563 struct wined3d_cs_set_shader_resource_views *op;
3565 op = (struct wined3d_cs_set_shader_resource_views *)packet->data;
3566 for (i = 0; i < op->count; ++i)
3568 if (op->views[i])
3569 wined3d_shader_resource_view_decref(op->views[i]);
3571 break;
3574 case WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEWS:
3576 struct wined3d_cs_set_unordered_access_views *op;
3578 op = (struct wined3d_cs_set_unordered_access_views *)packet->data;
3579 for (i = 0; i < op->count; ++i)
3581 if (op->uavs[i].view)
3582 wined3d_unordered_access_view_decref(op->uavs[i].view);
3584 break;
3587 case WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW:
3589 struct wined3d_cs_set_depth_stencil_view *op;
3591 op = (struct wined3d_cs_set_depth_stencil_view *)packet->data;
3592 if (op->view)
3593 wined3d_rendertarget_view_decref(op->view);
3594 break;
3597 case WINED3D_CS_OP_SET_CONSTANT_BUFFERS:
3599 struct wined3d_cs_set_constant_buffers *op;
3601 op = (struct wined3d_cs_set_constant_buffers *)packet->data;
3602 for (i = 0; i < op->count; ++i)
3604 if (op->buffers[i].buffer)
3605 wined3d_buffer_decref(op->buffers[i].buffer);
3607 break;
3610 case WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW:
3612 struct wined3d_cs_clear_unordered_access_view *op;
3614 op = (struct wined3d_cs_clear_unordered_access_view *)packet->data;
3615 wined3d_unordered_access_view_decref(op->view);
3616 break;
3619 case WINED3D_CS_OP_CLEAR:
3621 struct wined3d_cs_clear *op = (struct wined3d_cs_clear *)packet->data;
3623 for (i = 0; i < op->rt_count; ++i)
3625 if (op->fb.render_targets[i])
3626 wined3d_rendertarget_view_decref(op->fb.render_targets[i]);
3628 if (op->fb.depth_stencil)
3629 wined3d_rendertarget_view_decref(op->fb.depth_stencil);
3630 break;
3633 case WINED3D_CS_OP_DISPATCH:
3635 struct wined3d_cs_dispatch *op = (struct wined3d_cs_dispatch *)packet->data;
3637 if (op->parameters.indirect)
3638 wined3d_buffer_decref(op->parameters.u.indirect.buffer);
3639 break;
3642 case WINED3D_CS_OP_DRAW:
3644 struct wined3d_cs_draw *op = (struct wined3d_cs_draw *)packet->data;
3646 if (op->parameters.indirect)
3647 wined3d_buffer_decref(op->parameters.u.indirect.buffer);
3648 break;
3651 case WINED3D_CS_OP_SET_INDEX_BUFFER:
3653 struct wined3d_cs_set_index_buffer *op;
3655 op = (struct wined3d_cs_set_index_buffer *)packet->data;
3656 if (op->buffer)
3657 wined3d_buffer_decref(op->buffer);
3658 break;
3661 case WINED3D_CS_OP_SET_STREAM_OUTPUTS:
3663 struct wined3d_cs_set_stream_outputs *op;
3665 op = (struct wined3d_cs_set_stream_outputs *)packet->data;
3666 for (i = 0; i < ARRAY_SIZE(op->outputs); ++i)
3668 if (op->outputs[i].buffer)
3669 wined3d_buffer_decref(op->outputs[i].buffer);
3671 break;
3674 case WINED3D_CS_OP_SET_STREAM_SOURCES:
3676 struct wined3d_cs_set_stream_sources *op;
3678 op = (struct wined3d_cs_set_stream_sources *)packet->data;
3679 for (i = 0; i < op->count; ++i)
3681 if (op->streams[i].buffer)
3682 wined3d_buffer_decref(op->streams[i].buffer);
3684 break;
3687 case WINED3D_CS_OP_UPDATE_SUB_RESOURCE:
3689 struct wined3d_cs_update_sub_resource *op;
3691 op = (struct wined3d_cs_update_sub_resource *)packet->data;
3692 wined3d_resource_decref(op->resource);
3693 break;
3696 default:
3697 break;
3701 static void wined3d_cs_packet_incref_objects(struct wined3d_cs_packet *packet)
3703 enum wined3d_cs_op opcode = *(const enum wined3d_cs_op *)packet->data;
3704 unsigned int i;
3706 switch (opcode)
3708 case WINED3D_CS_OP_SET_SAMPLERS:
3710 struct wined3d_cs_set_samplers *op = (struct wined3d_cs_set_samplers *)packet->data;
3712 for (i = 0; i < op->count; ++i)
3714 if (op->samplers[i])
3715 wined3d_sampler_incref(op->samplers[i]);
3717 break;
3720 case WINED3D_CS_OP_SET_SHADER:
3722 struct wined3d_cs_set_shader *op = (struct wined3d_cs_set_shader *)packet->data;
3724 if (op->shader)
3725 wined3d_shader_incref(op->shader);
3726 break;
3729 case WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE:
3731 struct wined3d_cs_set_depth_stencil_state *op;
3733 op = (struct wined3d_cs_set_depth_stencil_state *)packet->data;
3734 if (op->state)
3735 wined3d_depth_stencil_state_incref(op->state);
3736 break;
3739 case WINED3D_CS_OP_SET_RASTERIZER_STATE:
3741 struct wined3d_cs_set_rasterizer_state *op;
3743 op = (struct wined3d_cs_set_rasterizer_state *)packet->data;
3744 if (op->state)
3745 wined3d_rasterizer_state_incref(op->state);
3746 break;
3749 case WINED3D_CS_OP_SET_BLEND_STATE:
3751 struct wined3d_cs_set_blend_state *op;
3753 op = (struct wined3d_cs_set_blend_state *)packet->data;
3754 if (op->state)
3755 wined3d_blend_state_incref(op->state);
3756 break;
3759 case WINED3D_CS_OP_SET_RENDERTARGET_VIEWS:
3761 struct wined3d_cs_set_rendertarget_views *op;
3763 op = (struct wined3d_cs_set_rendertarget_views *)packet->data;
3764 for (i = 0; i < op->count; ++i)
3766 if (op->views[i])
3767 wined3d_rendertarget_view_incref(op->views[i]);
3769 break;
3772 case WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEWS:
3774 struct wined3d_cs_set_shader_resource_views *op;
3776 op = (struct wined3d_cs_set_shader_resource_views *)packet->data;
3777 for (i = 0; i < op->count; ++i)
3779 if (op->views[i])
3780 wined3d_shader_resource_view_incref(op->views[i]);
3782 break;
3785 case WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEWS:
3787 struct wined3d_cs_set_unordered_access_views *op;
3789 op = (struct wined3d_cs_set_unordered_access_views *)packet->data;
3790 for (i = 0; i < op->count; ++i)
3792 if (op->uavs[i].view)
3793 wined3d_unordered_access_view_incref(op->uavs[i].view);
3795 break;
3798 case WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW:
3800 struct wined3d_cs_set_depth_stencil_view *op;
3802 op = (struct wined3d_cs_set_depth_stencil_view *)packet->data;
3803 if (op->view)
3804 wined3d_rendertarget_view_incref(op->view);
3805 break;
3808 case WINED3D_CS_OP_SET_CONSTANT_BUFFERS:
3810 struct wined3d_cs_set_constant_buffers *op;
3812 op = (struct wined3d_cs_set_constant_buffers *)packet->data;
3813 for (i = 0; i < op->count; ++i)
3815 if (op->buffers[i].buffer)
3816 wined3d_buffer_incref(op->buffers[i].buffer);
3818 break;
3821 case WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW:
3823 struct wined3d_cs_clear_unordered_access_view *op;
3825 op = (struct wined3d_cs_clear_unordered_access_view *)packet->data;
3826 wined3d_unordered_access_view_incref(op->view);
3827 break;
3830 case WINED3D_CS_OP_CLEAR:
3832 struct wined3d_cs_clear *op = (struct wined3d_cs_clear *)packet->data;
3834 for (i = 0; i < op->rt_count; ++i)
3836 if (op->fb.render_targets[i])
3837 wined3d_rendertarget_view_incref(op->fb.render_targets[i]);
3839 if (op->fb.depth_stencil)
3840 wined3d_rendertarget_view_incref(op->fb.depth_stencil);
3841 break;
3844 case WINED3D_CS_OP_DISPATCH:
3846 struct wined3d_cs_dispatch *op = (struct wined3d_cs_dispatch *)packet->data;
3848 if (op->parameters.indirect)
3849 wined3d_buffer_incref(op->parameters.u.indirect.buffer);
3850 break;
3853 case WINED3D_CS_OP_DRAW:
3855 struct wined3d_cs_draw *op = (struct wined3d_cs_draw *)packet->data;
3857 if (op->parameters.indirect)
3858 wined3d_buffer_incref(op->parameters.u.indirect.buffer);
3859 break;
3862 case WINED3D_CS_OP_SET_INDEX_BUFFER:
3864 struct wined3d_cs_set_index_buffer *op;
3866 op = (struct wined3d_cs_set_index_buffer *)packet->data;
3867 if (op->buffer)
3868 wined3d_buffer_incref(op->buffer);
3869 break;
3872 case WINED3D_CS_OP_SET_STREAM_OUTPUTS:
3874 struct wined3d_cs_set_stream_outputs *op;
3876 op = (struct wined3d_cs_set_stream_outputs *)packet->data;
3877 for (i = 0; i < ARRAY_SIZE(op->outputs); ++i)
3879 if (op->outputs[i].buffer)
3880 wined3d_buffer_incref(op->outputs[i].buffer);
3882 break;
3885 case WINED3D_CS_OP_SET_STREAM_SOURCES:
3887 struct wined3d_cs_set_stream_sources *op;
3889 op = (struct wined3d_cs_set_stream_sources *)packet->data;
3890 for (i = 0; i < op->count; ++i)
3892 if (op->streams[i].buffer)
3893 wined3d_buffer_incref(op->streams[i].buffer);
3895 break;
3898 case WINED3D_CS_OP_UPDATE_SUB_RESOURCE:
3900 struct wined3d_cs_update_sub_resource *op;
3902 op = (struct wined3d_cs_update_sub_resource *)packet->data;
3903 wined3d_resource_incref(op->resource);
3904 break;
3907 default:
3908 break;
3912 struct wined3d_deferred_context
3914 struct wined3d_device_context c;
3916 SIZE_T data_size, data_capacity;
3917 void *data;
3919 SIZE_T resource_count, resources_capacity;
3920 struct wined3d_resource **resources;
3922 SIZE_T upload_count, uploads_capacity;
3923 struct wined3d_deferred_upload *uploads;
3925 /* List of command lists queued for execution on this context. A command
3926 * list can be the only thing holding a pointer to another command list, so
3927 * we need to hold a reference here and in wined3d_command_list as well. */
3928 SIZE_T command_list_count, command_lists_capacity;
3929 struct wined3d_command_list **command_lists;
3931 SIZE_T query_count, queries_capacity;
3932 struct wined3d_deferred_query_issue *queries;
3935 static struct wined3d_deferred_context *wined3d_deferred_context_from_context(struct wined3d_device_context *context)
3937 return CONTAINING_RECORD(context, struct wined3d_deferred_context, c);
3940 static void *wined3d_deferred_context_require_space(struct wined3d_device_context *context,
3941 size_t size, enum wined3d_cs_queue_id queue_id)
3943 struct wined3d_deferred_context *deferred = wined3d_deferred_context_from_context(context);
3944 struct wined3d_cs_packet *packet;
3945 size_t header_size, packet_size;
3947 if (queue_id != WINED3D_CS_QUEUE_DEFAULT)
3948 return NULL;
3950 header_size = offsetof(struct wined3d_cs_packet, data[0]);
3951 packet_size = offsetof(struct wined3d_cs_packet, data[size]);
3952 packet_size = (packet_size + header_size - 1) & ~(header_size - 1);
3954 if (!wined3d_array_reserve(&deferred->data, &deferred->data_capacity, deferred->data_size + packet_size, 1))
3955 return NULL;
3957 packet = (struct wined3d_cs_packet *)((BYTE *)deferred->data + deferred->data_size);
3958 TRACE("size was %zu, adding %zu\n", (size_t)deferred->data_size, packet_size);
3959 packet->size = packet_size - header_size;
3960 return &packet->data;
3963 static void wined3d_deferred_context_submit(struct wined3d_device_context *context, enum wined3d_cs_queue_id queue_id)
3965 struct wined3d_deferred_context *deferred = wined3d_deferred_context_from_context(context);
3966 struct wined3d_cs_packet *packet;
3968 assert(queue_id == WINED3D_CS_QUEUE_DEFAULT);
3969 packet = wined3d_next_cs_packet(deferred->data, &deferred->data_size);
3970 wined3d_cs_packet_incref_objects(packet);
3973 static void wined3d_deferred_context_finish(struct wined3d_device_context *context, enum wined3d_cs_queue_id queue_id)
3975 /* This should not happen; we cannot meaningfully finish a deferred context. */
3976 ERR("Ignoring finish() on a deferred context.\n");
3979 static void wined3d_deferred_context_push_constants(struct wined3d_device_context *context,
3980 enum wined3d_push_constants p, unsigned int start_idx, unsigned int count, const void *constants)
3982 FIXME("context %p, p %#x, start_idx %u, count %u, constants %p, stub!\n", context, p, start_idx, count, constants);
3985 static struct wined3d_deferred_upload *deferred_context_get_upload(struct wined3d_deferred_context *deferred,
3986 struct wined3d_resource *resource, unsigned int sub_resource_idx)
3988 SIZE_T i = deferred->upload_count;
3990 while (i--)
3992 struct wined3d_deferred_upload *upload = &deferred->uploads[i];
3994 if (upload->resource == resource && upload->sub_resource_idx == sub_resource_idx)
3995 return upload;
3998 return NULL;
4001 static bool wined3d_deferred_context_map_upload_bo(struct wined3d_device_context *context,
4002 struct wined3d_resource *resource, unsigned int sub_resource_idx,
4003 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, uint32_t flags)
4005 struct wined3d_deferred_context *deferred = wined3d_deferred_context_from_context(context);
4006 const struct wined3d_format *format = resource->format;
4007 struct wined3d_deferred_upload *upload;
4008 uint8_t *sysmem;
4009 size_t size;
4011 wined3d_format_calculate_pitch(format, 1, box->right - box->left,
4012 box->bottom - box->top, &map_desc->row_pitch, &map_desc->slice_pitch);
4014 size = (box->back - box->front - 1) * map_desc->slice_pitch
4015 + ((box->bottom - box->top - 1) / format->block_height) * map_desc->row_pitch
4016 + ((box->right - box->left + format->block_width - 1) / format->block_width) * format->block_byte_count;
4018 if (!(flags & WINED3D_MAP_WRITE))
4020 WARN("Flags %#x are not valid on a deferred context.\n", flags);
4021 return false;
4024 if (flags & ~(WINED3D_MAP_WRITE | WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE))
4026 FIXME("Unhandled flags %#x.\n", flags);
4027 return false;
4030 if (flags & WINED3D_MAP_NOOVERWRITE)
4032 if (!(upload = deferred_context_get_upload(deferred, resource, sub_resource_idx)))
4033 return false;
4035 upload->upload_flags = 0;
4036 map_desc->data = (void *)align((size_t)upload->sysmem, RESOURCE_ALIGNMENT);
4037 return true;
4040 if (!wined3d_array_reserve((void **)&deferred->uploads, &deferred->uploads_capacity,
4041 deferred->upload_count + 1, sizeof(*deferred->uploads)))
4042 return false;
4044 if (!(sysmem = heap_alloc(size + RESOURCE_ALIGNMENT - 1)))
4045 return false;
4047 upload = &deferred->uploads[deferred->upload_count++];
4048 upload->upload_flags = UPLOAD_BO_UPLOAD_ON_UNMAP;
4049 upload->resource = resource;
4050 wined3d_resource_incref(resource);
4051 upload->sub_resource_idx = sub_resource_idx;
4052 upload->sysmem = sysmem;
4053 upload->box = *box;
4055 map_desc->data = (void *)align((size_t)upload->sysmem, RESOURCE_ALIGNMENT);
4056 return true;
4059 static bool wined3d_deferred_context_unmap_upload_bo(struct wined3d_device_context *context,
4060 struct wined3d_resource *resource, unsigned int sub_resource_idx, struct wined3d_box *box, struct upload_bo *bo)
4062 struct wined3d_deferred_context *deferred = wined3d_deferred_context_from_context(context);
4063 const struct wined3d_deferred_upload *upload;
4065 if ((upload = deferred_context_get_upload(deferred, resource, sub_resource_idx)))
4067 *box = upload->box;
4068 bo->addr.buffer_object = 0;
4069 bo->addr.addr = (uint8_t *)align((size_t)upload->sysmem, RESOURCE_ALIGNMENT);
4070 bo->flags = upload->upload_flags;
4071 return true;
4074 return false;
4077 static void wined3d_deferred_context_issue_query(struct wined3d_device_context *context,
4078 struct wined3d_query *query, unsigned int flags)
4080 struct wined3d_deferred_context *deferred = wined3d_deferred_context_from_context(context);
4081 struct wined3d_cs_query_issue *op;
4083 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
4084 op->opcode = WINED3D_CS_OP_QUERY_ISSUE;
4085 op->query = query;
4086 op->flags = flags;
4088 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
4090 if (!wined3d_array_reserve((void **)&deferred->queries, &deferred->queries_capacity,
4091 deferred->query_count + 1, sizeof(*deferred->queries)))
4093 ERR("Failed to reserve memory.\n");
4094 return;
4097 deferred->queries[deferred->query_count].flags = flags;
4098 wined3d_query_incref(deferred->queries[deferred->query_count++].query = query);
4101 static void wined3d_deferred_context_flush(struct wined3d_device_context *context)
4103 FIXME("context %p, stub!\n", context);
4106 static void wined3d_deferred_context_acquire_resource(struct wined3d_device_context *context,
4107 struct wined3d_resource *resource)
4109 struct wined3d_deferred_context *deferred = wined3d_deferred_context_from_context(context);
4111 if (!wined3d_array_reserve((void **)&deferred->resources, &deferred->resources_capacity,
4112 deferred->resource_count + 1, sizeof(*deferred->resources)))
4113 return;
4115 deferred->resources[deferred->resource_count++] = resource;
4116 wined3d_resource_incref(resource);
4119 static void wined3d_deferred_context_acquire_command_list(struct wined3d_device_context *context,
4120 struct wined3d_command_list *list)
4122 struct wined3d_deferred_context *deferred = wined3d_deferred_context_from_context(context);
4124 /* Grab a reference to the command list. Note that this implicitly prevents
4125 * any dependent command lists or resources from being freed as well. */
4126 if (!wined3d_array_reserve((void **)&deferred->command_lists, &deferred->command_lists_capacity,
4127 deferred->command_list_count + 1, sizeof(*deferred->command_lists)))
4128 return;
4130 wined3d_command_list_incref(deferred->command_lists[deferred->command_list_count++] = list);
4133 static const struct wined3d_device_context_ops wined3d_deferred_context_ops =
4135 wined3d_deferred_context_require_space,
4136 wined3d_deferred_context_submit,
4137 wined3d_deferred_context_finish,
4138 wined3d_deferred_context_push_constants,
4139 wined3d_deferred_context_map_upload_bo,
4140 wined3d_deferred_context_unmap_upload_bo,
4141 wined3d_deferred_context_issue_query,
4142 wined3d_deferred_context_flush,
4143 wined3d_deferred_context_acquire_resource,
4144 wined3d_deferred_context_acquire_command_list,
4147 HRESULT CDECL wined3d_deferred_context_create(struct wined3d_device *device, struct wined3d_device_context **context)
4149 struct wined3d_deferred_context *object;
4150 HRESULT hr;
4152 TRACE("device %p, context %p.\n", device, context);
4154 if (!(object = heap_alloc_zero(sizeof(*object))))
4155 return E_OUTOFMEMORY;
4157 if (FAILED(hr = wined3d_state_create(device, &device->cs->c.state->feature_level, 1, &object->c.state)))
4159 heap_free(object);
4160 return hr;
4163 object->c.ops = &wined3d_deferred_context_ops;
4164 object->c.device = device;
4166 /* Make sure the first command list gets the state reset when executed.
4167 * Resets for subsequent command lists are encoded in wined3d_deferred_context_record_command_list(). */
4168 wined3d_device_context_emit_reset_state(&object->c, true);
4170 TRACE("Created deferred context %p.\n", object);
4171 *context = &object->c;
4173 return S_OK;
4176 void CDECL wined3d_deferred_context_destroy(struct wined3d_device_context *context)
4178 struct wined3d_deferred_context *deferred = wined3d_deferred_context_from_context(context);
4179 const struct wined3d_cs_packet *packet;
4180 SIZE_T i, offset = 0;
4182 TRACE("context %p.\n", context);
4184 for (i = 0; i < deferred->resource_count; ++i)
4185 wined3d_resource_decref(deferred->resources[i]);
4186 heap_free(deferred->resources);
4188 for (i = 0; i < deferred->upload_count; ++i)
4190 wined3d_resource_decref(deferred->uploads[i].resource);
4191 heap_free(deferred->uploads[i].sysmem);
4193 heap_free(deferred->uploads);
4195 for (i = 0; i < deferred->command_list_count; ++i)
4196 wined3d_command_list_decref(deferred->command_lists[i]);
4197 heap_free(deferred->command_lists);
4199 for (i = 0; i < deferred->query_count; ++i)
4200 wined3d_query_decref(deferred->queries[i].query);
4201 heap_free(deferred->queries);
4203 while (offset < deferred->data_size)
4205 packet = wined3d_next_cs_packet(deferred->data, &offset);
4206 wined3d_cs_packet_decref_objects(packet);
4209 wined3d_state_destroy(deferred->c.state);
4210 heap_free(deferred->data);
4211 heap_free(deferred);
4214 HRESULT CDECL wined3d_deferred_context_record_command_list(struct wined3d_device_context *context,
4215 bool restore, struct wined3d_command_list **list)
4217 struct wined3d_deferred_context *deferred = wined3d_deferred_context_from_context(context);
4218 struct wined3d_command_list *object;
4219 void *memory;
4221 TRACE("context %p, list %p.\n", context, list);
4223 wined3d_device_context_lock(context);
4224 memory = heap_alloc(sizeof(*object) + deferred->resource_count * sizeof(*object->resources)
4225 + deferred->upload_count * sizeof(*object->uploads)
4226 + deferred->command_list_count * sizeof(*object->command_lists)
4227 + deferred->query_count * sizeof(*object->queries)
4228 + deferred->data_size);
4230 if (!memory)
4232 wined3d_device_context_unlock(context);
4233 return E_OUTOFMEMORY;
4236 object = memory;
4237 memory = &object[1];
4238 memset(object, 0, sizeof(*object));
4239 object->refcount = 1;
4240 object->device = deferred->c.device;
4242 object->resources = memory;
4243 memory = &object->resources[deferred->resource_count];
4244 object->resource_count = deferred->resource_count;
4245 memcpy(object->resources, deferred->resources, deferred->resource_count * sizeof(*object->resources));
4246 /* Transfer our references to the resources to the command list. */
4248 object->uploads = memory;
4249 memory = &object->uploads[deferred->upload_count];
4250 object->upload_count = deferred->upload_count;
4251 memcpy(object->uploads, deferred->uploads, deferred->upload_count * sizeof(*object->uploads));
4252 /* Transfer our references to the resources to the command list. */
4254 object->command_lists = memory;
4255 memory = &object->command_lists[deferred->command_list_count];
4256 object->command_list_count = deferred->command_list_count;
4257 memcpy(object->command_lists, deferred->command_lists,
4258 deferred->command_list_count * sizeof(*object->command_lists));
4259 /* Transfer our references to the command lists to the command list. */
4261 object->queries = memory;
4262 memory = &object->queries[deferred->query_count];
4263 object->query_count = deferred->query_count;
4264 memcpy(object->queries, deferred->queries, deferred->query_count * sizeof(*object->queries));
4265 /* Transfer our references to the queries to the command list. */
4267 object->data = memory;
4268 object->data_size = deferred->data_size;
4269 memcpy(object->data, deferred->data, deferred->data_size);
4271 deferred->data_size = 0;
4272 deferred->resource_count = 0;
4273 deferred->upload_count = 0;
4274 deferred->command_list_count = 0;
4275 deferred->query_count = 0;
4277 /* This is in fact recorded into a subsequent command list. */
4278 if (restore)
4279 wined3d_device_context_set_state(&deferred->c, deferred->c.state);
4280 else
4281 wined3d_device_context_reset_state(&deferred->c);
4283 TRACE("Created command list %p.\n", object);
4284 *list = object;
4285 wined3d_device_context_unlock(context);
4287 return S_OK;
4290 static void wined3d_command_list_destroy_object(void *object)
4292 struct wined3d_command_list *list = object;
4293 SIZE_T i;
4295 TRACE("list %p.\n", list);
4297 for (i = 0; i < list->upload_count; ++i)
4298 heap_free(list->uploads[i].sysmem);
4300 heap_free(list);
4303 ULONG CDECL wined3d_command_list_incref(struct wined3d_command_list *list)
4305 ULONG refcount = InterlockedIncrement(&list->refcount);
4307 TRACE("%p increasing refcount to %u.\n", list, refcount);
4309 return refcount;
4312 ULONG CDECL wined3d_command_list_decref(struct wined3d_command_list *list)
4314 ULONG refcount = InterlockedDecrement(&list->refcount);
4315 struct wined3d_device *device = list->device;
4316 const struct wined3d_cs_packet *packet;
4317 SIZE_T i, offset;
4319 TRACE("%p decreasing refcount to %u.\n", list, refcount);
4321 if (!refcount)
4323 for (i = 0; i < list->command_list_count; ++i)
4324 wined3d_command_list_decref(list->command_lists[i]);
4325 for (i = 0; i < list->resource_count; ++i)
4326 wined3d_resource_decref(list->resources[i]);
4327 for (i = 0; i < list->upload_count; ++i)
4328 wined3d_resource_decref(list->uploads[i].resource);
4329 for (i = 0; i < list->query_count; ++i)
4330 wined3d_query_decref(list->queries[i].query);
4332 offset = 0;
4333 while (offset < list->data_size)
4335 packet = wined3d_next_cs_packet(list->data, &offset);
4336 wined3d_cs_packet_decref_objects(packet);
4339 wined3d_mutex_lock();
4340 wined3d_cs_destroy_object(device->cs, wined3d_command_list_destroy_object, list);
4341 wined3d_mutex_unlock();
4344 return refcount;