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
20 #include "wine/port.h"
21 #include "wined3d_private.h"
23 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
24 WINE_DECLARE_DEBUG_CHANNEL(d3d_sync
);
25 WINE_DECLARE_DEBUG_CHANNEL(fps
);
27 #define WINED3D_INITIAL_CS_SIZE 4096
29 struct wined3d_deferred_upload
31 struct wined3d_resource
*resource
;
32 unsigned int sub_resource_idx
;
34 struct wined3d_box box
;
37 struct wined3d_command_list
41 struct wined3d_device
*device
;
46 SIZE_T resource_count
;
47 struct wined3d_resource
**resources
;
50 struct wined3d_deferred_upload
*uploads
;
52 /* List of command lists queued for execution on this command list. We might
53 * be the only thing holding a pointer to another command list, so we need
54 * to hold a reference here (and in wined3d_deferred_context) as well. */
55 SIZE_T command_list_count
;
56 struct wined3d_command_list
**command_lists
;
59 static void wined3d_command_list_destroy_object(void *object
)
61 struct wined3d_command_list
*list
= object
;
64 TRACE("list %p.\n", list
);
66 for (i
= 0; i
< list
->upload_count
; ++i
)
67 heap_free(list
->uploads
[i
].sysmem
);
69 heap_free(list
->resources
);
70 heap_free(list
->data
);
74 ULONG CDECL
wined3d_command_list_incref(struct wined3d_command_list
*list
)
76 ULONG refcount
= InterlockedIncrement(&list
->refcount
);
78 TRACE("%p increasing refcount to %u.\n", list
, refcount
);
83 ULONG CDECL
wined3d_command_list_decref(struct wined3d_command_list
*list
)
85 ULONG refcount
= InterlockedDecrement(&list
->refcount
);
86 struct wined3d_device
*device
= list
->device
;
88 TRACE("%p decreasing refcount to %u.\n", list
, refcount
);
94 for (i
= 0; i
< list
->command_list_count
; ++i
)
95 wined3d_command_list_decref(list
->command_lists
[i
]);
96 for (i
= 0; i
< list
->resource_count
; ++i
)
97 wined3d_resource_decref(list
->resources
[i
]);
99 wined3d_cs_destroy_object(device
->cs
, wined3d_command_list_destroy_object
, list
);
108 WINED3D_CS_OP_PRESENT
,
110 WINED3D_CS_OP_DISPATCH
,
113 WINED3D_CS_OP_SET_PREDICATION
,
114 WINED3D_CS_OP_SET_VIEWPORTS
,
115 WINED3D_CS_OP_SET_SCISSOR_RECTS
,
116 WINED3D_CS_OP_SET_RENDERTARGET_VIEW
,
117 WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW
,
118 WINED3D_CS_OP_SET_VERTEX_DECLARATION
,
119 WINED3D_CS_OP_SET_STREAM_SOURCE
,
120 WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ
,
121 WINED3D_CS_OP_SET_STREAM_OUTPUT
,
122 WINED3D_CS_OP_SET_INDEX_BUFFER
,
123 WINED3D_CS_OP_SET_CONSTANT_BUFFER
,
124 WINED3D_CS_OP_SET_TEXTURE
,
125 WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW
,
126 WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW
,
127 WINED3D_CS_OP_SET_SAMPLER
,
128 WINED3D_CS_OP_SET_SHADER
,
129 WINED3D_CS_OP_SET_BLEND_STATE
,
130 WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE
,
131 WINED3D_CS_OP_SET_RASTERIZER_STATE
,
132 WINED3D_CS_OP_SET_RENDER_STATE
,
133 WINED3D_CS_OP_SET_TEXTURE_STATE
,
134 WINED3D_CS_OP_SET_SAMPLER_STATE
,
135 WINED3D_CS_OP_SET_TRANSFORM
,
136 WINED3D_CS_OP_SET_CLIP_PLANE
,
137 WINED3D_CS_OP_SET_COLOR_KEY
,
138 WINED3D_CS_OP_SET_MATERIAL
,
139 WINED3D_CS_OP_SET_LIGHT
,
140 WINED3D_CS_OP_SET_LIGHT_ENABLE
,
141 WINED3D_CS_OP_SET_FEATURE_LEVEL
,
142 WINED3D_CS_OP_PUSH_CONSTANTS
,
143 WINED3D_CS_OP_RESET_STATE
,
144 WINED3D_CS_OP_CALLBACK
,
145 WINED3D_CS_OP_QUERY_ISSUE
,
146 WINED3D_CS_OP_PRELOAD_RESOURCE
,
147 WINED3D_CS_OP_UNLOAD_RESOURCE
,
150 WINED3D_CS_OP_BLT_SUB_RESOURCE
,
151 WINED3D_CS_OP_UPDATE_SUB_RESOURCE
,
152 WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION
,
153 WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW
,
154 WINED3D_CS_OP_COPY_UAV_COUNTER
,
155 WINED3D_CS_OP_GENERATE_MIPMAPS
,
156 WINED3D_CS_OP_EXECUTE_COMMAND_LIST
,
160 struct wined3d_cs_packet
166 struct wined3d_cs_nop
168 enum wined3d_cs_op opcode
;
171 struct wined3d_cs_present
173 enum wined3d_cs_op opcode
;
174 HWND dst_window_override
;
175 struct wined3d_swapchain
*swapchain
;
178 unsigned int swap_interval
;
182 struct wined3d_cs_clear
184 enum wined3d_cs_op opcode
;
186 unsigned int rt_count
;
187 struct wined3d_fb_state fb
;
189 struct wined3d_color color
;
192 unsigned int rect_count
;
196 struct wined3d_cs_dispatch
198 enum wined3d_cs_op opcode
;
199 struct wined3d_dispatch_parameters parameters
;
202 struct wined3d_cs_draw
204 enum wined3d_cs_op opcode
;
205 enum wined3d_primitive_type primitive_type
;
206 GLint patch_vertex_count
;
207 struct wined3d_draw_parameters parameters
;
210 struct wined3d_cs_flush
212 enum wined3d_cs_op opcode
;
215 struct wined3d_cs_set_predication
217 enum wined3d_cs_op opcode
;
218 struct wined3d_query
*predicate
;
222 struct wined3d_cs_set_viewports
224 enum wined3d_cs_op opcode
;
225 unsigned int viewport_count
;
226 struct wined3d_viewport viewports
[1];
229 struct wined3d_cs_set_scissor_rects
231 enum wined3d_cs_op opcode
;
232 unsigned int rect_count
;
236 struct wined3d_cs_set_rendertarget_view
238 enum wined3d_cs_op opcode
;
239 unsigned int view_idx
;
240 struct wined3d_rendertarget_view
*view
;
243 struct wined3d_cs_set_depth_stencil_view
245 enum wined3d_cs_op opcode
;
246 struct wined3d_rendertarget_view
*view
;
249 struct wined3d_cs_set_vertex_declaration
251 enum wined3d_cs_op opcode
;
252 struct wined3d_vertex_declaration
*declaration
;
255 struct wined3d_cs_set_stream_source
257 enum wined3d_cs_op opcode
;
259 struct wined3d_buffer
*buffer
;
264 struct wined3d_cs_set_stream_source_freq
266 enum wined3d_cs_op opcode
;
272 struct wined3d_cs_set_stream_output
274 enum wined3d_cs_op opcode
;
276 struct wined3d_buffer
*buffer
;
280 struct wined3d_cs_set_index_buffer
282 enum wined3d_cs_op opcode
;
283 struct wined3d_buffer
*buffer
;
284 enum wined3d_format_id format_id
;
288 struct wined3d_cs_set_constant_buffer
290 enum wined3d_cs_op opcode
;
291 enum wined3d_shader_type type
;
293 struct wined3d_buffer
*buffer
;
296 struct wined3d_cs_set_texture
298 enum wined3d_cs_op opcode
;
300 struct wined3d_texture
*texture
;
303 struct wined3d_cs_set_color_key
305 enum wined3d_cs_op opcode
;
306 struct wined3d_texture
*texture
;
309 struct wined3d_color_key color_key
;
312 struct wined3d_cs_set_shader_resource_view
314 enum wined3d_cs_op opcode
;
315 enum wined3d_shader_type type
;
317 struct wined3d_shader_resource_view
*view
;
320 struct wined3d_cs_set_unordered_access_view
322 enum wined3d_cs_op opcode
;
323 enum wined3d_pipeline pipeline
;
324 unsigned int view_idx
;
325 struct wined3d_unordered_access_view
*view
;
326 unsigned int initial_count
;
329 struct wined3d_cs_set_sampler
331 enum wined3d_cs_op opcode
;
332 enum wined3d_shader_type type
;
334 struct wined3d_sampler
*sampler
;
337 struct wined3d_cs_set_shader
339 enum wined3d_cs_op opcode
;
340 enum wined3d_shader_type type
;
341 struct wined3d_shader
*shader
;
344 struct wined3d_cs_set_blend_state
346 enum wined3d_cs_op opcode
;
347 struct wined3d_blend_state
*state
;
348 struct wined3d_color factor
;
349 unsigned int sample_mask
;
352 struct wined3d_cs_set_depth_stencil_state
354 enum wined3d_cs_op opcode
;
355 struct wined3d_depth_stencil_state
*state
;
356 unsigned int stencil_ref
;
359 struct wined3d_cs_set_rasterizer_state
361 enum wined3d_cs_op opcode
;
362 struct wined3d_rasterizer_state
*state
;
365 struct wined3d_cs_set_render_state
367 enum wined3d_cs_op opcode
;
368 enum wined3d_render_state state
;
372 struct wined3d_cs_set_texture_state
374 enum wined3d_cs_op opcode
;
376 enum wined3d_texture_stage_state state
;
380 struct wined3d_cs_set_sampler_state
382 enum wined3d_cs_op opcode
;
384 enum wined3d_sampler_state state
;
388 struct wined3d_cs_set_transform
390 enum wined3d_cs_op opcode
;
391 enum wined3d_transform_state state
;
392 struct wined3d_matrix matrix
;
395 struct wined3d_cs_set_clip_plane
397 enum wined3d_cs_op opcode
;
399 struct wined3d_vec4 plane
;
402 struct wined3d_cs_set_material
404 enum wined3d_cs_op opcode
;
405 struct wined3d_material material
;
408 struct wined3d_cs_set_light
410 enum wined3d_cs_op opcode
;
411 struct wined3d_light_info light
;
414 struct wined3d_cs_set_light_enable
416 enum wined3d_cs_op opcode
;
421 struct wined3d_cs_set_feature_level
423 enum wined3d_cs_op opcode
;
424 enum wined3d_feature_level level
;
427 struct wined3d_cs_push_constants
429 enum wined3d_cs_op opcode
;
430 enum wined3d_push_constants type
;
431 unsigned int start_idx
;
436 struct wined3d_cs_reset_state
438 enum wined3d_cs_op opcode
;
442 struct wined3d_cs_callback
444 enum wined3d_cs_op opcode
;
445 void (*callback
)(void *object
);
449 struct wined3d_cs_query_issue
451 enum wined3d_cs_op opcode
;
452 struct wined3d_query
*query
;
456 struct wined3d_cs_preload_resource
458 enum wined3d_cs_op opcode
;
459 struct wined3d_resource
*resource
;
462 struct wined3d_cs_unload_resource
464 enum wined3d_cs_op opcode
;
465 struct wined3d_resource
*resource
;
468 struct wined3d_cs_map
470 enum wined3d_cs_op opcode
;
471 struct wined3d_resource
*resource
;
472 unsigned int sub_resource_idx
;
474 const struct wined3d_box
*box
;
479 struct wined3d_cs_unmap
481 enum wined3d_cs_op opcode
;
482 struct wined3d_resource
*resource
;
483 unsigned int sub_resource_idx
;
487 struct wined3d_cs_blt_sub_resource
489 enum wined3d_cs_op opcode
;
490 struct wined3d_resource
*dst_resource
;
491 unsigned int dst_sub_resource_idx
;
492 struct wined3d_box dst_box
;
493 struct wined3d_resource
*src_resource
;
494 unsigned int src_sub_resource_idx
;
495 struct wined3d_box src_box
;
497 struct wined3d_blt_fx fx
;
498 enum wined3d_texture_filter_type filter
;
501 struct wined3d_cs_update_sub_resource
503 enum wined3d_cs_op opcode
;
504 struct wined3d_resource
*resource
;
505 unsigned int sub_resource_idx
;
506 struct wined3d_box box
;
507 struct wined3d_const_bo_address addr
;
508 unsigned int row_pitch
, slice_pitch
;
511 struct wined3d_cs_add_dirty_texture_region
513 enum wined3d_cs_op opcode
;
514 struct wined3d_texture
*texture
;
518 struct wined3d_cs_clear_unordered_access_view
520 enum wined3d_cs_op opcode
;
521 struct wined3d_unordered_access_view
*view
;
522 struct wined3d_uvec4 clear_value
;
526 struct wined3d_cs_copy_uav_counter
528 enum wined3d_cs_op opcode
;
529 struct wined3d_buffer
*buffer
;
531 struct wined3d_unordered_access_view
*view
;
534 struct wined3d_cs_generate_mipmaps
536 enum wined3d_cs_op opcode
;
537 struct wined3d_shader_resource_view
*view
;
540 struct wined3d_cs_execute_command_list
542 enum wined3d_cs_op opcode
;
543 struct wined3d_command_list
*list
;
546 struct wined3d_cs_stop
548 enum wined3d_cs_op opcode
;
551 static inline void *wined3d_device_context_require_space(struct wined3d_device_context
*context
,
552 size_t size
, enum wined3d_cs_queue_id queue_id
)
554 return context
->ops
->require_space(context
, size
, queue_id
);
557 static inline void wined3d_device_context_submit(struct wined3d_device_context
*context
,
558 enum wined3d_cs_queue_id queue_id
)
560 context
->ops
->submit(context
, queue_id
);
563 static inline void wined3d_device_context_finish(struct wined3d_device_context
*context
,
564 enum wined3d_cs_queue_id queue_id
)
566 context
->ops
->finish(context
, queue_id
);
569 static inline void wined3d_device_context_acquire_resource(struct wined3d_device_context
*context
,
570 struct wined3d_resource
*resource
)
572 context
->ops
->acquire_resource(context
, resource
);
575 static struct wined3d_cs
*wined3d_cs_from_context(struct wined3d_device_context
*context
)
577 return CONTAINING_RECORD(context
, struct wined3d_cs
, c
);
580 static const char *debug_cs_op(enum wined3d_cs_op op
)
584 #define WINED3D_TO_STR(type) case type: return #type
585 WINED3D_TO_STR(WINED3D_CS_OP_NOP
);
586 WINED3D_TO_STR(WINED3D_CS_OP_PRESENT
);
587 WINED3D_TO_STR(WINED3D_CS_OP_CLEAR
);
588 WINED3D_TO_STR(WINED3D_CS_OP_DISPATCH
);
589 WINED3D_TO_STR(WINED3D_CS_OP_DRAW
);
590 WINED3D_TO_STR(WINED3D_CS_OP_FLUSH
);
591 WINED3D_TO_STR(WINED3D_CS_OP_SET_PREDICATION
);
592 WINED3D_TO_STR(WINED3D_CS_OP_SET_VIEWPORTS
);
593 WINED3D_TO_STR(WINED3D_CS_OP_SET_SCISSOR_RECTS
);
594 WINED3D_TO_STR(WINED3D_CS_OP_SET_RENDERTARGET_VIEW
);
595 WINED3D_TO_STR(WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW
);
596 WINED3D_TO_STR(WINED3D_CS_OP_SET_VERTEX_DECLARATION
);
597 WINED3D_TO_STR(WINED3D_CS_OP_SET_STREAM_SOURCE
);
598 WINED3D_TO_STR(WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ
);
599 WINED3D_TO_STR(WINED3D_CS_OP_SET_STREAM_OUTPUT
);
600 WINED3D_TO_STR(WINED3D_CS_OP_SET_INDEX_BUFFER
);
601 WINED3D_TO_STR(WINED3D_CS_OP_SET_CONSTANT_BUFFER
);
602 WINED3D_TO_STR(WINED3D_CS_OP_SET_TEXTURE
);
603 WINED3D_TO_STR(WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW
);
604 WINED3D_TO_STR(WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW
);
605 WINED3D_TO_STR(WINED3D_CS_OP_SET_SAMPLER
);
606 WINED3D_TO_STR(WINED3D_CS_OP_SET_SHADER
);
607 WINED3D_TO_STR(WINED3D_CS_OP_SET_BLEND_STATE
);
608 WINED3D_TO_STR(WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE
);
609 WINED3D_TO_STR(WINED3D_CS_OP_SET_RASTERIZER_STATE
);
610 WINED3D_TO_STR(WINED3D_CS_OP_SET_RENDER_STATE
);
611 WINED3D_TO_STR(WINED3D_CS_OP_SET_TEXTURE_STATE
);
612 WINED3D_TO_STR(WINED3D_CS_OP_SET_SAMPLER_STATE
);
613 WINED3D_TO_STR(WINED3D_CS_OP_SET_TRANSFORM
);
614 WINED3D_TO_STR(WINED3D_CS_OP_SET_CLIP_PLANE
);
615 WINED3D_TO_STR(WINED3D_CS_OP_SET_COLOR_KEY
);
616 WINED3D_TO_STR(WINED3D_CS_OP_SET_MATERIAL
);
617 WINED3D_TO_STR(WINED3D_CS_OP_SET_LIGHT
);
618 WINED3D_TO_STR(WINED3D_CS_OP_SET_LIGHT_ENABLE
);
619 WINED3D_TO_STR(WINED3D_CS_OP_SET_FEATURE_LEVEL
);
620 WINED3D_TO_STR(WINED3D_CS_OP_PUSH_CONSTANTS
);
621 WINED3D_TO_STR(WINED3D_CS_OP_RESET_STATE
);
622 WINED3D_TO_STR(WINED3D_CS_OP_CALLBACK
);
623 WINED3D_TO_STR(WINED3D_CS_OP_QUERY_ISSUE
);
624 WINED3D_TO_STR(WINED3D_CS_OP_PRELOAD_RESOURCE
);
625 WINED3D_TO_STR(WINED3D_CS_OP_UNLOAD_RESOURCE
);
626 WINED3D_TO_STR(WINED3D_CS_OP_MAP
);
627 WINED3D_TO_STR(WINED3D_CS_OP_UNMAP
);
628 WINED3D_TO_STR(WINED3D_CS_OP_BLT_SUB_RESOURCE
);
629 WINED3D_TO_STR(WINED3D_CS_OP_UPDATE_SUB_RESOURCE
);
630 WINED3D_TO_STR(WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION
);
631 WINED3D_TO_STR(WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW
);
632 WINED3D_TO_STR(WINED3D_CS_OP_COPY_UAV_COUNTER
);
633 WINED3D_TO_STR(WINED3D_CS_OP_GENERATE_MIPMAPS
);
634 WINED3D_TO_STR(WINED3D_CS_OP_EXECUTE_COMMAND_LIST
);
635 WINED3D_TO_STR(WINED3D_CS_OP_STOP
);
636 #undef WINED3D_TO_STR
638 return wine_dbg_sprintf("UNKNOWN_OP(%#x)", op
);
641 static void wined3d_cs_exec_nop(struct wined3d_cs
*cs
, const void *data
)
645 static void wined3d_cs_exec_present(struct wined3d_cs
*cs
, const void *data
)
647 struct wined3d_texture
*logo_texture
, *cursor_texture
, *back_buffer
;
648 struct wined3d_rendertarget_view
*dsv
= cs
->state
.fb
.depth_stencil
;
649 const struct wined3d_cs_present
*op
= data
;
650 const struct wined3d_swapchain_desc
*desc
;
651 struct wined3d_swapchain
*swapchain
;
654 swapchain
= op
->swapchain
;
655 desc
= &swapchain
->state
.desc
;
656 back_buffer
= swapchain
->back_buffers
[0];
657 wined3d_swapchain_set_window(swapchain
, op
->dst_window_override
);
659 if ((logo_texture
= swapchain
->device
->logo_texture
))
661 RECT rect
= {0, 0, logo_texture
->resource
.width
, logo_texture
->resource
.height
};
663 /* Blit the logo into the upper left corner of the back-buffer. */
664 wined3d_device_context_blt(&cs
->c
, back_buffer
, 0, &rect
, logo_texture
, 0,
665 &rect
, WINED3D_BLT_SRC_CKEY
, NULL
, WINED3D_TEXF_POINT
);
668 if ((cursor_texture
= swapchain
->device
->cursor_texture
)
669 && swapchain
->device
->bCursorVisible
&& !swapchain
->device
->hardwareCursor
)
673 swapchain
->device
->xScreenSpace
- swapchain
->device
->xHotSpot
,
674 swapchain
->device
->yScreenSpace
- swapchain
->device
->yHotSpot
,
675 swapchain
->device
->xScreenSpace
+ swapchain
->device
->cursorWidth
- swapchain
->device
->xHotSpot
,
676 swapchain
->device
->yScreenSpace
+ swapchain
->device
->cursorHeight
- swapchain
->device
->yHotSpot
,
680 0, 0, cursor_texture
->resource
.width
, cursor_texture
->resource
.height
682 const RECT clip_rect
= {0, 0, back_buffer
->resource
.width
, back_buffer
->resource
.height
};
684 TRACE("Rendering the software cursor.\n");
687 MapWindowPoints(NULL
, swapchain
->win_handle
, (POINT
*)&dst_rect
, 2);
688 if (wined3d_clip_blit(&clip_rect
, &dst_rect
, &src_rect
))
689 wined3d_device_context_blt(&cs
->c
, back_buffer
, 0, &dst_rect
, cursor_texture
, 0,
690 &src_rect
, WINED3D_BLT_ALPHA_TEST
, NULL
, WINED3D_TEXF_POINT
);
693 swapchain
->swapchain_ops
->swapchain_present(swapchain
, &op
->src_rect
, &op
->dst_rect
, op
->swap_interval
, op
->flags
);
695 /* Discard buffers if the swap effect allows it. */
696 back_buffer
= swapchain
->back_buffers
[desc
->backbuffer_count
- 1];
697 if (desc
->swap_effect
== WINED3D_SWAP_EFFECT_DISCARD
|| desc
->swap_effect
== WINED3D_SWAP_EFFECT_FLIP_DISCARD
)
698 wined3d_texture_validate_location(back_buffer
, 0, WINED3D_LOCATION_DISCARDED
);
700 if (dsv
&& dsv
->resource
->type
!= WINED3D_RTYPE_BUFFER
)
702 struct wined3d_texture
*ds
= texture_from_resource(dsv
->resource
);
704 if ((desc
->flags
& WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL
|| ds
->flags
& WINED3D_TEXTURE_DISCARD
))
705 wined3d_rendertarget_view_validate_location(dsv
, WINED3D_LOCATION_DISCARDED
);
710 DWORD time
= GetTickCount();
713 /* every 1.5 seconds */
714 if (time
- swapchain
->prev_time
> 1500)
716 TRACE_(fps
)("%p @ approx %.2ffps\n",
717 swapchain
, 1000.0 * swapchain
->frames
/ (time
- swapchain
->prev_time
));
718 swapchain
->prev_time
= time
;
719 swapchain
->frames
= 0;
723 wined3d_resource_release(&swapchain
->front_buffer
->resource
);
724 for (i
= 0; i
< desc
->backbuffer_count
; ++i
)
726 wined3d_resource_release(&swapchain
->back_buffers
[i
]->resource
);
729 InterlockedDecrement(&cs
->pending_presents
);
732 void wined3d_cs_emit_present(struct wined3d_cs
*cs
, struct wined3d_swapchain
*swapchain
,
733 const RECT
*src_rect
, const RECT
*dst_rect
, HWND dst_window_override
,
734 unsigned int swap_interval
, DWORD flags
)
736 struct wined3d_cs_present
*op
;
740 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
741 op
->opcode
= WINED3D_CS_OP_PRESENT
;
742 op
->dst_window_override
= dst_window_override
;
743 op
->swapchain
= swapchain
;
744 op
->src_rect
= *src_rect
;
745 op
->dst_rect
= *dst_rect
;
746 op
->swap_interval
= swap_interval
;
749 pending
= InterlockedIncrement(&cs
->pending_presents
);
751 wined3d_resource_acquire(&swapchain
->front_buffer
->resource
);
752 for (i
= 0; i
< swapchain
->state
.desc
.backbuffer_count
; ++i
)
754 wined3d_resource_acquire(&swapchain
->back_buffers
[i
]->resource
);
757 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
759 /* Limit input latency by limiting the number of presents that we can get
760 * ahead of the worker thread. */
761 while (pending
>= swapchain
->max_frame_latency
)
764 pending
= InterlockedCompareExchange(&cs
->pending_presents
, 0, 0);
768 static void wined3d_cs_exec_clear(struct wined3d_cs
*cs
, const void *data
)
770 struct wined3d_device
*device
= cs
->c
.device
;
771 const struct wined3d_cs_clear
*op
= data
;
774 device
->blitter
->ops
->blitter_clear(device
->blitter
, device
, op
->rt_count
, &op
->fb
,
775 op
->rect_count
, op
->rects
, &op
->draw_rect
, op
->flags
, &op
->color
, op
->depth
, op
->stencil
);
777 if (op
->flags
& WINED3DCLEAR_TARGET
)
779 for (i
= 0; i
< op
->rt_count
; ++i
)
781 if (op
->fb
.render_targets
[i
])
782 wined3d_resource_release(op
->fb
.render_targets
[i
]->resource
);
785 if (op
->flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
786 wined3d_resource_release(op
->fb
.depth_stencil
->resource
);
789 void wined3d_cs_emit_clear(struct wined3d_cs
*cs
, DWORD rect_count
, const RECT
*rects
,
790 DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
792 const struct wined3d_state
*state
= cs
->c
.state
;
793 const struct wined3d_viewport
*vp
= &state
->viewports
[0];
794 struct wined3d_rendertarget_view
*view
;
795 struct wined3d_cs_clear
*op
;
796 unsigned int rt_count
, i
;
798 rt_count
= flags
& WINED3DCLEAR_TARGET
? cs
->c
.device
->adapter
->d3d_info
.limits
.max_rt_count
: 0;
800 op
= wined3d_device_context_require_space(&cs
->c
, FIELD_OFFSET(struct wined3d_cs_clear
, rects
[rect_count
]),
801 WINED3D_CS_QUEUE_DEFAULT
);
802 op
->opcode
= WINED3D_CS_OP_CLEAR
;
803 op
->flags
= flags
& (WINED3DCLEAR_TARGET
| WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
);
804 op
->rt_count
= rt_count
;
806 SetRect(&op
->draw_rect
, vp
->x
, vp
->y
, vp
->x
+ vp
->width
, vp
->y
+ vp
->height
);
807 if (state
->rasterizer_state
&& state
->rasterizer_state
->desc
.scissor
)
808 IntersectRect(&op
->draw_rect
, &op
->draw_rect
, &state
->scissor_rects
[0]);
811 op
->stencil
= stencil
;
812 op
->rect_count
= rect_count
;
813 memcpy(op
->rects
, rects
, sizeof(*rects
) * rect_count
);
815 for (i
= 0; i
< rt_count
; ++i
)
817 if ((view
= state
->fb
.render_targets
[i
]))
818 wined3d_resource_acquire(view
->resource
);
820 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
822 view
= state
->fb
.depth_stencil
;
823 wined3d_resource_acquire(view
->resource
);
826 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
829 void wined3d_device_context_emit_clear_rendertarget_view(struct wined3d_device_context
*context
,
830 struct wined3d_rendertarget_view
*view
, const RECT
*rect
, unsigned int flags
,
831 const struct wined3d_color
*color
, float depth
, unsigned int stencil
)
833 struct wined3d_cs_clear
*op
;
836 size
= FIELD_OFFSET(struct wined3d_cs_clear
, rects
[1]);
837 op
= wined3d_device_context_require_space(context
, size
, WINED3D_CS_QUEUE_DEFAULT
);
839 op
->opcode
= WINED3D_CS_OP_CLEAR
;
840 op
->flags
= flags
& (WINED3DCLEAR_TARGET
| WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
);
841 if (flags
& WINED3DCLEAR_TARGET
)
844 op
->fb
.render_targets
[0] = view
;
845 op
->fb
.depth_stencil
= NULL
;
851 op
->fb
.render_targets
[0] = NULL
;
852 op
->fb
.depth_stencil
= view
;
854 op
->stencil
= stencil
;
856 SetRect(&op
->draw_rect
, 0, 0, view
->width
, view
->height
);
858 op
->rects
[0] = *rect
;
860 wined3d_device_context_acquire_resource(context
, view
->resource
);
862 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
863 if (flags
& WINED3DCLEAR_SYNCHRONOUS
)
864 wined3d_device_context_finish(context
, WINED3D_CS_QUEUE_DEFAULT
);
867 static void acquire_shader_resources(struct wined3d_device_context
*context
, unsigned int shader_mask
)
869 const struct wined3d_state
*state
= context
->state
;
870 struct wined3d_shader_sampler_map_entry
*entry
;
871 struct wined3d_shader_resource_view
*view
;
872 struct wined3d_shader
*shader
;
875 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
877 if (!(shader_mask
& (1u << i
)))
880 if (!(shader
= state
->shader
[i
]))
883 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
886 wined3d_device_context_acquire_resource(context
, &state
->cb
[i
][j
]->resource
);
889 for (j
= 0; j
< shader
->reg_maps
.sampler_map
.count
; ++j
)
891 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
893 if (!(view
= state
->shader_resource_view
[i
][entry
->resource_idx
]))
896 wined3d_device_context_acquire_resource(context
, view
->resource
);
901 static void release_shader_resources(const struct wined3d_state
*state
, unsigned int shader_mask
)
903 struct wined3d_shader_sampler_map_entry
*entry
;
904 struct wined3d_shader_resource_view
*view
;
905 struct wined3d_shader
*shader
;
908 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
910 if (!(shader_mask
& (1u << i
)))
913 if (!(shader
= state
->shader
[i
]))
916 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
919 wined3d_resource_release(&state
->cb
[i
][j
]->resource
);
922 for (j
= 0; j
< shader
->reg_maps
.sampler_map
.count
; ++j
)
924 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
926 if (!(view
= state
->shader_resource_view
[i
][entry
->resource_idx
]))
929 wined3d_resource_release(view
->resource
);
934 static void acquire_unordered_access_resources(struct wined3d_device_context
*context
,
935 const struct wined3d_shader
*shader
, struct wined3d_unordered_access_view
* const *views
)
942 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
944 if (!shader
->reg_maps
.uav_resource_info
[i
].type
)
950 wined3d_device_context_acquire_resource(context
, views
[i
]->resource
);
954 static void release_unordered_access_resources(const struct wined3d_shader
*shader
,
955 struct wined3d_unordered_access_view
* const *views
)
962 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
964 if (!shader
->reg_maps
.uav_resource_info
[i
].type
)
970 wined3d_resource_release(views
[i
]->resource
);
974 static void wined3d_cs_exec_dispatch(struct wined3d_cs
*cs
, const void *data
)
976 const struct wined3d_cs_dispatch
*op
= data
;
977 struct wined3d_state
*state
= &cs
->state
;
979 if (!state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
])
980 WARN("No compute shader bound, skipping dispatch.\n");
982 cs
->c
.device
->adapter
->adapter_ops
->adapter_dispatch_compute(cs
->c
.device
, state
, &op
->parameters
);
984 if (op
->parameters
.indirect
)
985 wined3d_resource_release(&op
->parameters
.u
.indirect
.buffer
->resource
);
987 release_shader_resources(state
, 1u << WINED3D_SHADER_TYPE_COMPUTE
);
988 release_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
989 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
992 static void acquire_compute_pipeline_resources(struct wined3d_device_context
*context
)
994 const struct wined3d_state
*state
= context
->state
;
996 acquire_shader_resources(context
, 1u << WINED3D_SHADER_TYPE_COMPUTE
);
997 acquire_unordered_access_resources(context
, state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
998 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
1001 void CDECL
wined3d_device_context_dispatch(struct wined3d_device_context
*context
,
1002 unsigned int group_count_x
, unsigned int group_count_y
, unsigned int group_count_z
)
1004 struct wined3d_cs_dispatch
*op
;
1006 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1007 op
->opcode
= WINED3D_CS_OP_DISPATCH
;
1008 op
->parameters
.indirect
= FALSE
;
1009 op
->parameters
.u
.direct
.group_count_x
= group_count_x
;
1010 op
->parameters
.u
.direct
.group_count_y
= group_count_y
;
1011 op
->parameters
.u
.direct
.group_count_z
= group_count_z
;
1013 acquire_compute_pipeline_resources(context
);
1015 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1018 void CDECL
wined3d_device_context_dispatch_indirect(struct wined3d_device_context
*context
,
1019 struct wined3d_buffer
*buffer
, unsigned int offset
)
1021 struct wined3d_cs_dispatch
*op
;
1023 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1024 op
->opcode
= WINED3D_CS_OP_DISPATCH
;
1025 op
->parameters
.indirect
= TRUE
;
1026 op
->parameters
.u
.indirect
.buffer
= buffer
;
1027 op
->parameters
.u
.indirect
.offset
= offset
;
1029 acquire_compute_pipeline_resources(context
);
1030 wined3d_device_context_acquire_resource(context
, &buffer
->resource
);
1032 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1035 static void wined3d_cs_exec_draw(struct wined3d_cs
*cs
, const void *data
)
1037 const struct wined3d_d3d_info
*d3d_info
= &cs
->c
.device
->adapter
->d3d_info
;
1038 const struct wined3d_shader
*geometry_shader
;
1039 struct wined3d_device
*device
= cs
->c
.device
;
1040 int base_vertex_idx
, load_base_vertex_idx
;
1041 struct wined3d_state
*state
= &cs
->state
;
1042 const struct wined3d_cs_draw
*op
= data
;
1045 base_vertex_idx
= 0;
1046 if (!op
->parameters
.indirect
)
1048 const struct wined3d_direct_draw_parameters
*direct
= &op
->parameters
.u
.direct
;
1050 if (op
->parameters
.indexed
&& d3d_info
->draw_base_vertex_offset
)
1051 base_vertex_idx
= direct
->base_vertex_idx
;
1052 else if (!op
->parameters
.indexed
)
1053 base_vertex_idx
= direct
->start_idx
;
1056 /* ARB_draw_indirect always supports a base vertex offset. */
1057 if (!op
->parameters
.indirect
&& !d3d_info
->draw_base_vertex_offset
)
1058 load_base_vertex_idx
= op
->parameters
.u
.direct
.base_vertex_idx
;
1060 load_base_vertex_idx
= 0;
1062 if (state
->base_vertex_index
!= base_vertex_idx
)
1064 state
->base_vertex_index
= base_vertex_idx
;
1065 for (i
= 0; i
< device
->context_count
; ++i
)
1066 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_BASE_VERTEX_ID
;
1069 if (state
->load_base_vertex_index
!= load_base_vertex_idx
)
1071 state
->load_base_vertex_index
= load_base_vertex_idx
;
1072 device_invalidate_state(cs
->c
.device
, STATE_BASEVERTEXINDEX
);
1075 if (state
->primitive_type
!= op
->primitive_type
)
1077 if ((geometry_shader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]) && !geometry_shader
->function
)
1078 device_invalidate_state(cs
->c
.device
, STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
));
1079 if (state
->primitive_type
== WINED3D_PT_POINTLIST
|| op
->primitive_type
== WINED3D_PT_POINTLIST
)
1080 device_invalidate_state(cs
->c
.device
, STATE_POINT_ENABLE
);
1081 state
->primitive_type
= op
->primitive_type
;
1083 state
->patch_vertex_count
= op
->patch_vertex_count
;
1085 cs
->c
.device
->adapter
->adapter_ops
->adapter_draw_primitive(cs
->c
.device
, state
, &op
->parameters
);
1087 if (op
->parameters
.indirect
)
1089 struct wined3d_buffer
*buffer
= op
->parameters
.u
.indirect
.buffer
;
1090 wined3d_resource_release(&buffer
->resource
);
1093 if (op
->parameters
.indexed
)
1094 wined3d_resource_release(&state
->index_buffer
->resource
);
1095 for (i
= 0; i
< ARRAY_SIZE(state
->streams
); ++i
)
1097 if (state
->streams
[i
].buffer
)
1098 wined3d_resource_release(&state
->streams
[i
].buffer
->resource
);
1100 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
1102 if (state
->stream_output
[i
].buffer
)
1103 wined3d_resource_release(&state
->stream_output
[i
].buffer
->resource
);
1105 for (i
= 0; i
< ARRAY_SIZE(state
->textures
); ++i
)
1107 if (state
->textures
[i
])
1108 wined3d_resource_release(&state
->textures
[i
]->resource
);
1110 for (i
= 0; i
< d3d_info
->limits
.max_rt_count
; ++i
)
1112 if (state
->fb
.render_targets
[i
])
1113 wined3d_resource_release(state
->fb
.render_targets
[i
]->resource
);
1115 if (state
->fb
.depth_stencil
)
1116 wined3d_resource_release(state
->fb
.depth_stencil
->resource
);
1117 release_shader_resources(state
, ~(1u << WINED3D_SHADER_TYPE_COMPUTE
));
1118 release_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
1119 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
1122 static void acquire_graphics_pipeline_resources(struct wined3d_device_context
*context
,
1123 BOOL indexed
, const struct wined3d_d3d_info
*d3d_info
)
1125 const struct wined3d_state
*state
= context
->state
;
1129 wined3d_device_context_acquire_resource(context
, &state
->index_buffer
->resource
);
1130 for (i
= 0; i
< ARRAY_SIZE(state
->streams
); ++i
)
1132 if (state
->streams
[i
].buffer
)
1133 wined3d_device_context_acquire_resource(context
, &state
->streams
[i
].buffer
->resource
);
1135 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
1137 if (state
->stream_output
[i
].buffer
)
1138 wined3d_device_context_acquire_resource(context
, &state
->stream_output
[i
].buffer
->resource
);
1140 for (i
= 0; i
< ARRAY_SIZE(state
->textures
); ++i
)
1142 if (state
->textures
[i
])
1143 wined3d_device_context_acquire_resource(context
, &state
->textures
[i
]->resource
);
1145 for (i
= 0; i
< d3d_info
->limits
.max_rt_count
; ++i
)
1147 if (state
->fb
.render_targets
[i
])
1148 wined3d_device_context_acquire_resource(context
, state
->fb
.render_targets
[i
]->resource
);
1150 if (state
->fb
.depth_stencil
)
1151 wined3d_device_context_acquire_resource(context
, state
->fb
.depth_stencil
->resource
);
1152 acquire_shader_resources(context
, ~(1u << WINED3D_SHADER_TYPE_COMPUTE
));
1153 acquire_unordered_access_resources(context
, state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
1154 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
1157 void wined3d_device_context_emit_draw(struct wined3d_device_context
*context
,
1158 enum wined3d_primitive_type primitive_type
, unsigned int patch_vertex_count
, int base_vertex_idx
,
1159 unsigned int start_idx
, unsigned int index_count
, unsigned int start_instance
, unsigned int instance_count
,
1162 const struct wined3d_d3d_info
*d3d_info
= &context
->device
->adapter
->d3d_info
;
1163 struct wined3d_cs_draw
*op
;
1165 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1166 op
->opcode
= WINED3D_CS_OP_DRAW
;
1167 op
->primitive_type
= primitive_type
;
1168 op
->patch_vertex_count
= patch_vertex_count
;
1169 op
->parameters
.indirect
= FALSE
;
1170 op
->parameters
.u
.direct
.base_vertex_idx
= base_vertex_idx
;
1171 op
->parameters
.u
.direct
.start_idx
= start_idx
;
1172 op
->parameters
.u
.direct
.index_count
= index_count
;
1173 op
->parameters
.u
.direct
.start_instance
= start_instance
;
1174 op
->parameters
.u
.direct
.instance_count
= instance_count
;
1175 op
->parameters
.indexed
= indexed
;
1177 acquire_graphics_pipeline_resources(context
, indexed
, d3d_info
);
1179 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1182 void CDECL
wined3d_device_context_draw_indirect(struct wined3d_device_context
*context
,
1183 struct wined3d_buffer
*buffer
, unsigned int offset
, bool indexed
)
1185 const struct wined3d_d3d_info
*d3d_info
= &context
->device
->adapter
->d3d_info
;
1186 const struct wined3d_state
*state
= context
->state
;
1187 struct wined3d_cs_draw
*op
;
1189 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1190 op
->opcode
= WINED3D_CS_OP_DRAW
;
1191 op
->primitive_type
= state
->primitive_type
;
1192 op
->patch_vertex_count
= state
->patch_vertex_count
;
1193 op
->parameters
.indirect
= TRUE
;
1194 op
->parameters
.u
.indirect
.buffer
= buffer
;
1195 op
->parameters
.u
.indirect
.offset
= offset
;
1196 op
->parameters
.indexed
= indexed
;
1198 acquire_graphics_pipeline_resources(context
, indexed
, d3d_info
);
1199 wined3d_device_context_acquire_resource(context
, &buffer
->resource
);
1201 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1204 static void wined3d_cs_exec_flush(struct wined3d_cs
*cs
, const void *data
)
1206 struct wined3d_context
*context
;
1208 context
= context_acquire(cs
->c
.device
, NULL
, 0);
1209 cs
->c
.device
->adapter
->adapter_ops
->adapter_flush_context(context
);
1210 context_release(context
);
1213 static void wined3d_cs_flush(struct wined3d_device_context
*context
)
1215 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
1216 struct wined3d_cs_flush
*op
;
1218 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1219 op
->opcode
= WINED3D_CS_OP_FLUSH
;
1221 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1222 cs
->queries_flushed
= TRUE
;
1225 static void wined3d_cs_exec_set_predication(struct wined3d_cs
*cs
, const void *data
)
1227 const struct wined3d_cs_set_predication
*op
= data
;
1229 cs
->state
.predicate
= op
->predicate
;
1230 cs
->state
.predicate_value
= op
->value
;
1233 void wined3d_device_context_emit_set_predication(struct wined3d_device_context
*context
,
1234 struct wined3d_query
*predicate
, BOOL value
)
1236 struct wined3d_cs_set_predication
*op
;
1238 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1239 op
->opcode
= WINED3D_CS_OP_SET_PREDICATION
;
1240 op
->predicate
= predicate
;
1243 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1246 static void wined3d_cs_exec_set_viewports(struct wined3d_cs
*cs
, const void *data
)
1248 const struct wined3d_cs_set_viewports
*op
= data
;
1250 if (op
->viewport_count
)
1251 memcpy(cs
->state
.viewports
, op
->viewports
, op
->viewport_count
* sizeof(*op
->viewports
));
1253 memset(cs
->state
.viewports
, 0, sizeof(*cs
->state
.viewports
));
1254 cs
->state
.viewport_count
= op
->viewport_count
;
1255 device_invalidate_state(cs
->c
.device
, STATE_VIEWPORT
);
1258 void wined3d_device_context_emit_set_viewports(struct wined3d_device_context
*context
, unsigned int viewport_count
,
1259 const struct wined3d_viewport
*viewports
)
1261 struct wined3d_cs_set_viewports
*op
;
1263 op
= wined3d_device_context_require_space(context
,
1264 FIELD_OFFSET(struct wined3d_cs_set_viewports
,viewports
[viewport_count
]), WINED3D_CS_QUEUE_DEFAULT
);
1265 op
->opcode
= WINED3D_CS_OP_SET_VIEWPORTS
;
1266 memcpy(op
->viewports
, viewports
, viewport_count
* sizeof(*viewports
));
1267 op
->viewport_count
= viewport_count
;
1269 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1272 static void wined3d_cs_exec_set_scissor_rects(struct wined3d_cs
*cs
, const void *data
)
1274 const struct wined3d_cs_set_scissor_rects
*op
= data
;
1277 memcpy(cs
->state
.scissor_rects
, op
->rects
, op
->rect_count
* sizeof(*op
->rects
));
1279 SetRectEmpty(cs
->state
.scissor_rects
);
1280 cs
->state
.scissor_rect_count
= op
->rect_count
;
1281 device_invalidate_state(cs
->c
.device
, STATE_SCISSORRECT
);
1284 void wined3d_device_context_emit_set_scissor_rects(struct wined3d_device_context
*context
,
1285 unsigned int rect_count
, const RECT
*rects
)
1287 struct wined3d_cs_set_scissor_rects
*op
;
1289 op
= wined3d_device_context_require_space(context
, FIELD_OFFSET(struct wined3d_cs_set_scissor_rects
, rects
[rect_count
]),
1290 WINED3D_CS_QUEUE_DEFAULT
);
1291 op
->opcode
= WINED3D_CS_OP_SET_SCISSOR_RECTS
;
1292 memcpy(op
->rects
, rects
, rect_count
* sizeof(*rects
));
1293 op
->rect_count
= rect_count
;
1295 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1298 static void wined3d_cs_exec_set_rendertarget_view(struct wined3d_cs
*cs
, const void *data
)
1300 const struct wined3d_cs_set_rendertarget_view
*op
= data
;
1301 bool prev_alpha_swizzle
, curr_alpha_swizzle
;
1302 struct wined3d_rendertarget_view
*prev
;
1303 bool prev_srgb_write
, curr_srgb_write
;
1304 struct wined3d_device
*device
;
1306 device
= cs
->c
.device
;
1307 prev
= cs
->state
.fb
.render_targets
[op
->view_idx
];
1308 cs
->state
.fb
.render_targets
[op
->view_idx
] = op
->view
;
1309 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
1311 prev_alpha_swizzle
= prev
&& prev
->format
->id
== WINED3DFMT_A8_UNORM
;
1312 curr_alpha_swizzle
= op
->view
&& op
->view
->format
->id
== WINED3DFMT_A8_UNORM
;
1313 if (prev_alpha_swizzle
!= curr_alpha_swizzle
)
1314 device_invalidate_state(device
, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
));
1316 if (!(device
->adapter
->d3d_info
.wined3d_creation_flags
& WINED3D_SRGB_READ_WRITE_CONTROL
)
1317 || cs
->state
.render_states
[WINED3D_RS_SRGBWRITEENABLE
])
1319 prev_srgb_write
= prev
&& prev
->format_flags
& WINED3DFMT_FLAG_SRGB_WRITE
;
1320 curr_srgb_write
= op
->view
&& op
->view
->format_flags
& WINED3DFMT_FLAG_SRGB_WRITE
;
1321 if (prev_srgb_write
!= curr_srgb_write
)
1322 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
));
1326 void wined3d_device_context_emit_set_rendertarget_view(struct wined3d_device_context
*context
, unsigned int view_idx
,
1327 struct wined3d_rendertarget_view
*view
)
1329 struct wined3d_cs_set_rendertarget_view
*op
;
1331 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1332 op
->opcode
= WINED3D_CS_OP_SET_RENDERTARGET_VIEW
;
1333 op
->view_idx
= view_idx
;
1336 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1339 static void wined3d_cs_exec_set_depth_stencil_view(struct wined3d_cs
*cs
, const void *data
)
1341 const struct wined3d_cs_set_depth_stencil_view
*op
= data
;
1342 struct wined3d_device
*device
= cs
->c
.device
;
1343 struct wined3d_rendertarget_view
*prev
;
1345 if ((prev
= cs
->state
.fb
.depth_stencil
) && prev
->resource
->type
!= WINED3D_RTYPE_BUFFER
)
1347 struct wined3d_texture
*prev_texture
= texture_from_resource(prev
->resource
);
1349 if (device
->swapchains
[0]->state
.desc
.flags
& WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL
1350 || prev_texture
->flags
& WINED3D_TEXTURE_DISCARD
)
1351 wined3d_texture_validate_location(prev_texture
,
1352 prev
->sub_resource_idx
, WINED3D_LOCATION_DISCARDED
);
1355 cs
->state
.fb
.depth_stencil
= op
->view
;
1357 if (!prev
!= !op
->view
)
1359 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
1360 device_invalidate_state(device
, STATE_DEPTH_STENCIL
);
1361 device_invalidate_state(device
, STATE_STENCIL_REF
);
1362 device_invalidate_state(device
, STATE_RASTERIZER
);
1366 if (prev
->format
->depth_bias_scale
!= op
->view
->format
->depth_bias_scale
)
1367 device_invalidate_state(device
, STATE_RASTERIZER
);
1368 if (prev
->format
->stencil_size
!= op
->view
->format
->stencil_size
)
1369 device_invalidate_state(device
, STATE_STENCIL_REF
);
1372 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
1375 void wined3d_device_context_emit_set_depth_stencil_view(struct wined3d_device_context
*context
,
1376 struct wined3d_rendertarget_view
*view
)
1378 struct wined3d_cs_set_depth_stencil_view
*op
;
1380 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1381 op
->opcode
= WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW
;
1384 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1387 static void wined3d_cs_exec_set_vertex_declaration(struct wined3d_cs
*cs
, const void *data
)
1389 const struct wined3d_cs_set_vertex_declaration
*op
= data
;
1391 cs
->state
.vertex_declaration
= op
->declaration
;
1392 device_invalidate_state(cs
->c
.device
, STATE_VDECL
);
1395 void wined3d_device_context_emit_set_vertex_declaration(struct wined3d_device_context
*context
,
1396 struct wined3d_vertex_declaration
*declaration
)
1398 struct wined3d_cs_set_vertex_declaration
*op
;
1400 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1401 op
->opcode
= WINED3D_CS_OP_SET_VERTEX_DECLARATION
;
1402 op
->declaration
= declaration
;
1404 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1407 static void wined3d_cs_exec_set_stream_source(struct wined3d_cs
*cs
, const void *data
)
1409 const struct wined3d_cs_set_stream_source
*op
= data
;
1410 struct wined3d_stream_state
*stream
;
1411 struct wined3d_buffer
*prev
;
1413 stream
= &cs
->state
.streams
[op
->stream_idx
];
1414 prev
= stream
->buffer
;
1415 stream
->buffer
= op
->buffer
;
1416 stream
->offset
= op
->offset
;
1417 stream
->stride
= op
->stride
;
1420 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1422 InterlockedDecrement(&prev
->resource
.bind_count
);
1424 device_invalidate_state(cs
->c
.device
, STATE_STREAMSRC
);
1427 void wined3d_device_context_emit_set_stream_source(struct wined3d_device_context
*context
, unsigned int stream_idx
,
1428 struct wined3d_buffer
*buffer
, unsigned int offset
, unsigned int stride
)
1430 struct wined3d_cs_set_stream_source
*op
;
1432 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1433 op
->opcode
= WINED3D_CS_OP_SET_STREAM_SOURCE
;
1434 op
->stream_idx
= stream_idx
;
1435 op
->buffer
= buffer
;
1436 op
->offset
= offset
;
1437 op
->stride
= stride
;
1439 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1442 static void wined3d_cs_exec_set_stream_source_freq(struct wined3d_cs
*cs
, const void *data
)
1444 const struct wined3d_cs_set_stream_source_freq
*op
= data
;
1445 struct wined3d_stream_state
*stream
;
1447 stream
= &cs
->state
.streams
[op
->stream_idx
];
1448 stream
->frequency
= op
->frequency
;
1449 stream
->flags
= op
->flags
;
1451 device_invalidate_state(cs
->c
.device
, STATE_STREAMSRC
);
1454 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs
*cs
, UINT stream_idx
, UINT frequency
, UINT flags
)
1456 struct wined3d_cs_set_stream_source_freq
*op
;
1458 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1459 op
->opcode
= WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ
;
1460 op
->stream_idx
= stream_idx
;
1461 op
->frequency
= frequency
;
1464 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
1467 static void wined3d_cs_exec_set_stream_output(struct wined3d_cs
*cs
, const void *data
)
1469 const struct wined3d_cs_set_stream_output
*op
= data
;
1470 struct wined3d_stream_output
*stream
;
1471 struct wined3d_buffer
*prev
;
1473 stream
= &cs
->state
.stream_output
[op
->stream_idx
];
1474 prev
= stream
->buffer
;
1475 stream
->buffer
= op
->buffer
;
1476 stream
->offset
= op
->offset
;
1479 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1481 InterlockedDecrement(&prev
->resource
.bind_count
);
1483 device_invalidate_state(cs
->c
.device
, STATE_STREAM_OUTPUT
);
1486 void wined3d_device_context_emit_set_stream_output(struct wined3d_device_context
*context
, unsigned int stream_idx
,
1487 struct wined3d_buffer
*buffer
, unsigned int offset
)
1489 struct wined3d_cs_set_stream_output
*op
;
1491 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1492 op
->opcode
= WINED3D_CS_OP_SET_STREAM_OUTPUT
;
1493 op
->stream_idx
= stream_idx
;
1494 op
->buffer
= buffer
;
1495 op
->offset
= offset
;
1497 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1500 static void wined3d_cs_exec_set_index_buffer(struct wined3d_cs
*cs
, const void *data
)
1502 const struct wined3d_cs_set_index_buffer
*op
= data
;
1503 struct wined3d_buffer
*prev
;
1505 prev
= cs
->state
.index_buffer
;
1506 cs
->state
.index_buffer
= op
->buffer
;
1507 cs
->state
.index_format
= op
->format_id
;
1508 cs
->state
.index_offset
= op
->offset
;
1511 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1513 InterlockedDecrement(&prev
->resource
.bind_count
);
1515 device_invalidate_state(cs
->c
.device
, STATE_INDEXBUFFER
);
1518 void wined3d_device_context_emit_set_index_buffer(struct wined3d_device_context
*context
, struct wined3d_buffer
*buffer
,
1519 enum wined3d_format_id format_id
, unsigned int offset
)
1521 struct wined3d_cs_set_index_buffer
*op
;
1523 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1524 op
->opcode
= WINED3D_CS_OP_SET_INDEX_BUFFER
;
1525 op
->buffer
= buffer
;
1526 op
->format_id
= format_id
;
1527 op
->offset
= offset
;
1529 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1532 static void wined3d_cs_exec_set_constant_buffer(struct wined3d_cs
*cs
, const void *data
)
1534 const struct wined3d_cs_set_constant_buffer
*op
= data
;
1535 struct wined3d_buffer
*prev
;
1537 prev
= cs
->state
.cb
[op
->type
][op
->cb_idx
];
1538 cs
->state
.cb
[op
->type
][op
->cb_idx
] = op
->buffer
;
1541 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1543 InterlockedDecrement(&prev
->resource
.bind_count
);
1545 device_invalidate_state(cs
->c
.device
, STATE_CONSTANT_BUFFER(op
->type
));
1548 void wined3d_device_context_emit_set_constant_buffer(struct wined3d_device_context
*context
,
1549 enum wined3d_shader_type type
, UINT cb_idx
, struct wined3d_buffer
*buffer
)
1551 struct wined3d_cs_set_constant_buffer
*op
;
1553 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1554 op
->opcode
= WINED3D_CS_OP_SET_CONSTANT_BUFFER
;
1556 op
->cb_idx
= cb_idx
;
1557 op
->buffer
= buffer
;
1559 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1562 static void wined3d_cs_exec_set_texture(struct wined3d_cs
*cs
, const void *data
)
1564 const struct wined3d_d3d_info
*d3d_info
= &cs
->c
.device
->adapter
->d3d_info
;
1565 const struct wined3d_cs_set_texture
*op
= data
;
1566 struct wined3d_texture
*prev
;
1567 BOOL old_use_color_key
= FALSE
, new_use_color_key
= FALSE
;
1569 prev
= cs
->state
.textures
[op
->stage
];
1570 cs
->state
.textures
[op
->stage
] = op
->texture
;
1574 const struct wined3d_format
*new_format
= op
->texture
->resource
.format
;
1575 const struct wined3d_format
*old_format
= prev
? prev
->resource
.format
: NULL
;
1576 unsigned int old_fmt_flags
= prev
? prev
->resource
.format_flags
: 0;
1577 unsigned int new_fmt_flags
= op
->texture
->resource
.format_flags
;
1579 if (InterlockedIncrement(&op
->texture
->resource
.bind_count
) == 1)
1580 op
->texture
->sampler
= op
->stage
;
1582 if (!prev
|| wined3d_texture_gl(op
->texture
)->target
!= wined3d_texture_gl(prev
)->target
1583 || (!is_same_fixup(new_format
->color_fixup
, old_format
->color_fixup
)
1584 && !(can_use_texture_swizzle(d3d_info
, new_format
) && can_use_texture_swizzle(d3d_info
, old_format
)))
1585 || (new_fmt_flags
& WINED3DFMT_FLAG_SHADOW
) != (old_fmt_flags
& WINED3DFMT_FLAG_SHADOW
))
1586 device_invalidate_state(cs
->c
.device
, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
));
1588 if (!prev
&& op
->stage
< d3d_info
->limits
.ffp_blend_stages
)
1590 /* The source arguments for color and alpha ops have different
1591 * meanings when a NULL texture is bound, so the COLOR_OP and
1592 * ALPHA_OP have to be dirtified. */
1593 device_invalidate_state(cs
->c
.device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_COLOR_OP
));
1594 device_invalidate_state(cs
->c
.device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_ALPHA_OP
));
1597 if (!op
->stage
&& op
->texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1598 new_use_color_key
= TRUE
;
1603 if (InterlockedDecrement(&prev
->resource
.bind_count
) && prev
->sampler
== op
->stage
)
1607 /* Search for other stages the texture is bound to. Shouldn't
1608 * happen if applications bind textures to a single stage only. */
1609 TRACE("Searching for other stages the texture is bound to.\n");
1610 for (i
= 0; i
< WINED3D_MAX_COMBINED_SAMPLERS
; ++i
)
1612 if (cs
->state
.textures
[i
] == prev
)
1614 TRACE("Texture is also bound to stage %u.\n", i
);
1621 if (!op
->texture
&& op
->stage
< d3d_info
->limits
.ffp_blend_stages
)
1623 device_invalidate_state(cs
->c
.device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_COLOR_OP
));
1624 device_invalidate_state(cs
->c
.device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_ALPHA_OP
));
1627 if (!op
->stage
&& prev
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1628 old_use_color_key
= TRUE
;
1631 device_invalidate_state(cs
->c
.device
, STATE_SAMPLER(op
->stage
));
1633 if (new_use_color_key
!= old_use_color_key
)
1634 device_invalidate_state(cs
->c
.device
, STATE_RENDER(WINED3D_RS_COLORKEYENABLE
));
1636 if (new_use_color_key
)
1637 device_invalidate_state(cs
->c
.device
, STATE_COLOR_KEY
);
1640 void wined3d_device_context_emit_set_texture(struct wined3d_device_context
*context
, unsigned int stage
,
1641 struct wined3d_texture
*texture
)
1643 struct wined3d_cs_set_texture
*op
;
1645 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1646 op
->opcode
= WINED3D_CS_OP_SET_TEXTURE
;
1648 op
->texture
= texture
;
1650 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1653 static void wined3d_cs_exec_set_shader_resource_view(struct wined3d_cs
*cs
, const void *data
)
1655 const struct wined3d_cs_set_shader_resource_view
*op
= data
;
1656 struct wined3d_shader_resource_view
*prev
;
1658 prev
= cs
->state
.shader_resource_view
[op
->type
][op
->view_idx
];
1659 cs
->state
.shader_resource_view
[op
->type
][op
->view_idx
] = op
->view
;
1662 InterlockedIncrement(&op
->view
->resource
->bind_count
);
1664 InterlockedDecrement(&prev
->resource
->bind_count
);
1666 if (op
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
1667 device_invalidate_state(cs
->c
.device
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1669 device_invalidate_state(cs
->c
.device
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1672 void wined3d_device_context_emit_set_shader_resource_view(struct wined3d_device_context
*context
,
1673 enum wined3d_shader_type type
, unsigned int view_idx
, struct wined3d_shader_resource_view
*view
)
1675 struct wined3d_cs_set_shader_resource_view
*op
;
1677 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1678 op
->opcode
= WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW
;
1680 op
->view_idx
= view_idx
;
1683 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1686 static void wined3d_cs_exec_set_unordered_access_view(struct wined3d_cs
*cs
, const void *data
)
1688 const struct wined3d_cs_set_unordered_access_view
*op
= data
;
1689 struct wined3d_unordered_access_view
*prev
;
1691 prev
= cs
->state
.unordered_access_view
[op
->pipeline
][op
->view_idx
];
1692 cs
->state
.unordered_access_view
[op
->pipeline
][op
->view_idx
] = op
->view
;
1695 InterlockedIncrement(&op
->view
->resource
->bind_count
);
1697 InterlockedDecrement(&prev
->resource
->bind_count
);
1699 if (op
->view
&& op
->initial_count
!= ~0u)
1700 wined3d_unordered_access_view_set_counter(op
->view
, op
->initial_count
);
1702 device_invalidate_state(cs
->c
.device
, STATE_UNORDERED_ACCESS_VIEW_BINDING(op
->pipeline
));
1705 void wined3d_device_context_emit_set_unordered_access_view(struct wined3d_device_context
*context
,
1706 enum wined3d_pipeline pipeline
, unsigned int view_idx
, struct wined3d_unordered_access_view
*view
,
1707 unsigned int initial_count
)
1709 struct wined3d_cs_set_unordered_access_view
*op
;
1711 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1712 op
->opcode
= WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW
;
1713 op
->pipeline
= pipeline
;
1714 op
->view_idx
= view_idx
;
1716 op
->initial_count
= initial_count
;
1718 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1721 static void wined3d_cs_exec_set_sampler(struct wined3d_cs
*cs
, const void *data
)
1723 const struct wined3d_cs_set_sampler
*op
= data
;
1725 cs
->state
.sampler
[op
->type
][op
->sampler_idx
] = op
->sampler
;
1726 if (op
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
1727 device_invalidate_state(cs
->c
.device
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1729 device_invalidate_state(cs
->c
.device
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1732 void wined3d_device_context_emit_set_sampler(struct wined3d_device_context
*context
, enum wined3d_shader_type type
,
1733 unsigned int sampler_idx
, struct wined3d_sampler
*sampler
)
1735 struct wined3d_cs_set_sampler
*op
;
1737 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1738 op
->opcode
= WINED3D_CS_OP_SET_SAMPLER
;
1740 op
->sampler_idx
= sampler_idx
;
1741 op
->sampler
= sampler
;
1743 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1746 static void wined3d_cs_exec_set_shader(struct wined3d_cs
*cs
, const void *data
)
1748 const struct wined3d_cs_set_shader
*op
= data
;
1750 cs
->state
.shader
[op
->type
] = op
->shader
;
1751 device_invalidate_state(cs
->c
.device
, STATE_SHADER(op
->type
));
1752 if (op
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
1753 device_invalidate_state(cs
->c
.device
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1755 device_invalidate_state(cs
->c
.device
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1758 void wined3d_device_context_emit_set_shader(struct wined3d_device_context
*context
,
1759 enum wined3d_shader_type type
, struct wined3d_shader
*shader
)
1761 struct wined3d_cs_set_shader
*op
;
1763 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1764 op
->opcode
= WINED3D_CS_OP_SET_SHADER
;
1766 op
->shader
= shader
;
1768 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1771 static void wined3d_cs_exec_set_blend_state(struct wined3d_cs
*cs
, const void *data
)
1773 const struct wined3d_cs_set_blend_state
*op
= data
;
1774 struct wined3d_state
*state
= &cs
->state
;
1776 if (state
->blend_state
!= op
->state
)
1778 state
->blend_state
= op
->state
;
1779 device_invalidate_state(cs
->c
.device
, STATE_BLEND
);
1781 state
->blend_factor
= op
->factor
;
1782 device_invalidate_state(cs
->c
.device
, STATE_BLEND_FACTOR
);
1783 state
->sample_mask
= op
->sample_mask
;
1784 device_invalidate_state(cs
->c
.device
, STATE_SAMPLE_MASK
);
1787 void wined3d_device_context_emit_set_blend_state(struct wined3d_device_context
*context
,
1788 struct wined3d_blend_state
*state
, const struct wined3d_color
*blend_factor
, unsigned int sample_mask
)
1790 struct wined3d_cs_set_blend_state
*op
;
1792 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1793 op
->opcode
= WINED3D_CS_OP_SET_BLEND_STATE
;
1795 op
->factor
= *blend_factor
;
1796 op
->sample_mask
= sample_mask
;
1798 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1801 static void wined3d_cs_exec_set_depth_stencil_state(struct wined3d_cs
*cs
, const void *data
)
1803 const struct wined3d_cs_set_depth_stencil_state
*op
= data
;
1804 struct wined3d_state
*state
= &cs
->state
;
1806 if (state
->depth_stencil_state
!= op
->state
)
1808 state
->depth_stencil_state
= op
->state
;
1809 device_invalidate_state(cs
->c
.device
, STATE_DEPTH_STENCIL
);
1811 state
->stencil_ref
= op
->stencil_ref
;
1812 device_invalidate_state(cs
->c
.device
, STATE_STENCIL_REF
);
1815 void wined3d_device_context_emit_set_depth_stencil_state(struct wined3d_device_context
*context
,
1816 struct wined3d_depth_stencil_state
*state
, unsigned int stencil_ref
)
1818 struct wined3d_cs_set_depth_stencil_state
*op
;
1820 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1821 op
->opcode
= WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE
;
1823 op
->stencil_ref
= stencil_ref
;
1825 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1828 static void wined3d_cs_exec_set_rasterizer_state(struct wined3d_cs
*cs
, const void *data
)
1830 const struct wined3d_cs_set_rasterizer_state
*op
= data
;
1832 cs
->state
.rasterizer_state
= op
->state
;
1833 device_invalidate_state(cs
->c
.device
, STATE_RASTERIZER
);
1836 void wined3d_device_context_emit_set_rasterizer_state(struct wined3d_device_context
*context
,
1837 struct wined3d_rasterizer_state
*rasterizer_state
)
1839 struct wined3d_cs_set_rasterizer_state
*op
;
1841 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1842 op
->opcode
= WINED3D_CS_OP_SET_RASTERIZER_STATE
;
1843 op
->state
= rasterizer_state
;
1845 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1848 static void wined3d_cs_exec_set_render_state(struct wined3d_cs
*cs
, const void *data
)
1850 const struct wined3d_cs_set_render_state
*op
= data
;
1852 cs
->state
.render_states
[op
->state
] = op
->value
;
1853 device_invalidate_state(cs
->c
.device
, STATE_RENDER(op
->state
));
1856 void wined3d_device_context_emit_set_render_state(struct wined3d_device_context
*context
,
1857 enum wined3d_render_state state
, unsigned int value
)
1859 struct wined3d_cs_set_render_state
*op
;
1861 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1862 op
->opcode
= WINED3D_CS_OP_SET_RENDER_STATE
;
1866 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1869 static void wined3d_cs_exec_set_texture_state(struct wined3d_cs
*cs
, const void *data
)
1871 const struct wined3d_cs_set_texture_state
*op
= data
;
1873 cs
->state
.texture_states
[op
->stage
][op
->state
] = op
->value
;
1874 device_invalidate_state(cs
->c
.device
, STATE_TEXTURESTAGE(op
->stage
, op
->state
));
1877 void wined3d_device_context_emit_set_texture_state(struct wined3d_device_context
*context
, unsigned int stage
,
1878 enum wined3d_texture_stage_state state
, unsigned int value
)
1880 struct wined3d_cs_set_texture_state
*op
;
1882 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1883 op
->opcode
= WINED3D_CS_OP_SET_TEXTURE_STATE
;
1888 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1891 static void wined3d_cs_exec_set_sampler_state(struct wined3d_cs
*cs
, const void *data
)
1893 const struct wined3d_cs_set_sampler_state
*op
= data
;
1895 cs
->state
.sampler_states
[op
->sampler_idx
][op
->state
] = op
->value
;
1896 device_invalidate_state(cs
->c
.device
, STATE_SAMPLER(op
->sampler_idx
));
1899 void wined3d_device_context_emit_set_sampler_state(struct wined3d_device_context
*context
, unsigned int sampler_idx
,
1900 enum wined3d_sampler_state state
, unsigned int value
)
1902 struct wined3d_cs_set_sampler_state
*op
;
1904 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1905 op
->opcode
= WINED3D_CS_OP_SET_SAMPLER_STATE
;
1906 op
->sampler_idx
= sampler_idx
;
1910 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1913 static void wined3d_cs_exec_set_transform(struct wined3d_cs
*cs
, const void *data
)
1915 const struct wined3d_cs_set_transform
*op
= data
;
1917 cs
->state
.transforms
[op
->state
] = op
->matrix
;
1918 if (op
->state
< WINED3D_TS_WORLD_MATRIX(cs
->c
.device
->adapter
->d3d_info
.limits
.ffp_vertex_blend_matrices
))
1919 device_invalidate_state(cs
->c
.device
, STATE_TRANSFORM(op
->state
));
1922 void wined3d_device_context_emit_set_transform(struct wined3d_device_context
*context
,
1923 enum wined3d_transform_state state
, const struct wined3d_matrix
*matrix
)
1925 struct wined3d_cs_set_transform
*op
;
1927 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1928 op
->opcode
= WINED3D_CS_OP_SET_TRANSFORM
;
1930 op
->matrix
= *matrix
;
1932 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1935 static void wined3d_cs_exec_set_clip_plane(struct wined3d_cs
*cs
, const void *data
)
1937 const struct wined3d_cs_set_clip_plane
*op
= data
;
1939 cs
->state
.clip_planes
[op
->plane_idx
] = op
->plane
;
1940 device_invalidate_state(cs
->c
.device
, STATE_CLIPPLANE(op
->plane_idx
));
1943 void wined3d_device_context_emit_set_clip_plane(struct wined3d_device_context
*context
,
1944 unsigned int plane_idx
, const struct wined3d_vec4
*plane
)
1946 struct wined3d_cs_set_clip_plane
*op
;
1948 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1949 op
->opcode
= WINED3D_CS_OP_SET_CLIP_PLANE
;
1950 op
->plane_idx
= plane_idx
;
1953 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1956 static void wined3d_cs_exec_set_color_key(struct wined3d_cs
*cs
, const void *data
)
1958 const struct wined3d_cs_set_color_key
*op
= data
;
1959 struct wined3d_texture
*texture
= op
->texture
;
1965 case WINED3D_CKEY_DST_BLT
:
1966 texture
->async
.dst_blt_color_key
= op
->color_key
;
1967 texture
->async
.color_key_flags
|= WINED3D_CKEY_DST_BLT
;
1970 case WINED3D_CKEY_DST_OVERLAY
:
1971 texture
->async
.dst_overlay_color_key
= op
->color_key
;
1972 texture
->async
.color_key_flags
|= WINED3D_CKEY_DST_OVERLAY
;
1975 case WINED3D_CKEY_SRC_BLT
:
1976 if (texture
== cs
->state
.textures
[0])
1978 device_invalidate_state(cs
->c
.device
, STATE_COLOR_KEY
);
1979 if (!(texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
))
1980 device_invalidate_state(cs
->c
.device
, STATE_RENDER(WINED3D_RS_COLORKEYENABLE
));
1983 texture
->async
.src_blt_color_key
= op
->color_key
;
1984 texture
->async
.color_key_flags
|= WINED3D_CKEY_SRC_BLT
;
1987 case WINED3D_CKEY_SRC_OVERLAY
:
1988 texture
->async
.src_overlay_color_key
= op
->color_key
;
1989 texture
->async
.color_key_flags
|= WINED3D_CKEY_SRC_OVERLAY
;
1997 case WINED3D_CKEY_DST_BLT
:
1998 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_DST_BLT
;
2001 case WINED3D_CKEY_DST_OVERLAY
:
2002 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_DST_OVERLAY
;
2005 case WINED3D_CKEY_SRC_BLT
:
2006 if (texture
== cs
->state
.textures
[0] && texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
2007 device_invalidate_state(cs
->c
.device
, STATE_RENDER(WINED3D_RS_COLORKEYENABLE
));
2009 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_SRC_BLT
;
2012 case WINED3D_CKEY_SRC_OVERLAY
:
2013 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_SRC_OVERLAY
;
2019 void wined3d_cs_emit_set_color_key(struct wined3d_cs
*cs
, struct wined3d_texture
*texture
,
2020 WORD flags
, const struct wined3d_color_key
*color_key
)
2022 struct wined3d_cs_set_color_key
*op
;
2024 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2025 op
->opcode
= WINED3D_CS_OP_SET_COLOR_KEY
;
2026 op
->texture
= texture
;
2030 op
->color_key
= *color_key
;
2036 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2039 static void wined3d_cs_exec_set_material(struct wined3d_cs
*cs
, const void *data
)
2041 const struct wined3d_cs_set_material
*op
= data
;
2043 cs
->state
.material
= op
->material
;
2044 device_invalidate_state(cs
->c
.device
, STATE_MATERIAL
);
2047 void wined3d_device_context_emit_set_material(struct wined3d_device_context
*context
,
2048 const struct wined3d_material
*material
)
2050 struct wined3d_cs_set_material
*op
;
2052 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2053 op
->opcode
= WINED3D_CS_OP_SET_MATERIAL
;
2054 op
->material
= *material
;
2056 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
2059 static void wined3d_cs_exec_set_light(struct wined3d_cs
*cs
, const void *data
)
2061 const struct wined3d_cs_set_light
*op
= data
;
2062 struct wined3d_light_info
*light_info
;
2063 unsigned int light_idx
, hash_idx
;
2065 light_idx
= op
->light
.OriginalIndex
;
2067 if (!(light_info
= wined3d_light_state_get_light(&cs
->state
.light_state
, light_idx
)))
2069 TRACE("Adding new light.\n");
2070 if (!(light_info
= heap_alloc_zero(sizeof(*light_info
))))
2072 ERR("Failed to allocate light info.\n");
2076 hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2077 list_add_head(&cs
->state
.light_state
.light_map
[hash_idx
], &light_info
->entry
);
2078 light_info
->glIndex
= -1;
2079 light_info
->OriginalIndex
= light_idx
;
2082 if (light_info
->glIndex
!= -1)
2084 if (light_info
->OriginalParms
.type
!= op
->light
.OriginalParms
.type
)
2085 device_invalidate_state(cs
->c
.device
, STATE_LIGHT_TYPE
);
2086 device_invalidate_state(cs
->c
.device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
2089 light_info
->OriginalParms
= op
->light
.OriginalParms
;
2090 light_info
->position
= op
->light
.position
;
2091 light_info
->direction
= op
->light
.direction
;
2092 light_info
->exponent
= op
->light
.exponent
;
2093 light_info
->cutoff
= op
->light
.cutoff
;
2096 void wined3d_device_context_emit_set_light(struct wined3d_device_context
*context
,
2097 const struct wined3d_light_info
*light
)
2099 struct wined3d_cs_set_light
*op
;
2101 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2102 op
->opcode
= WINED3D_CS_OP_SET_LIGHT
;
2105 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
2108 static void wined3d_cs_exec_set_light_enable(struct wined3d_cs
*cs
, const void *data
)
2110 const struct wined3d_cs_set_light_enable
*op
= data
;
2111 struct wined3d_device
*device
= cs
->c
.device
;
2112 struct wined3d_light_info
*light_info
;
2115 if (!(light_info
= wined3d_light_state_get_light(&cs
->state
.light_state
, op
->idx
)))
2117 ERR("Light doesn't exist.\n");
2121 prev_idx
= light_info
->glIndex
;
2122 wined3d_light_state_enable_light(&cs
->state
.light_state
, &device
->adapter
->d3d_info
, light_info
, op
->enable
);
2123 if (light_info
->glIndex
!= prev_idx
)
2125 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
2126 device_invalidate_state(device
, STATE_ACTIVELIGHT(op
->enable
? light_info
->glIndex
: prev_idx
));
2130 void wined3d_device_context_emit_set_light_enable(struct wined3d_device_context
*context
, unsigned int idx
, BOOL enable
)
2132 struct wined3d_cs_set_light_enable
*op
;
2134 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2135 op
->opcode
= WINED3D_CS_OP_SET_LIGHT_ENABLE
;
2137 op
->enable
= enable
;
2139 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
2142 static void wined3d_cs_exec_set_feature_level(struct wined3d_cs
*cs
, const void *data
)
2144 const struct wined3d_cs_set_feature_level
*op
= data
;
2146 cs
->state
.feature_level
= op
->level
;
2149 void wined3d_device_context_emit_set_feature_level(struct wined3d_device_context
*context
,
2150 enum wined3d_feature_level level
)
2152 struct wined3d_cs_set_feature_level
*op
;
2154 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2155 op
->opcode
= WINED3D_CS_OP_SET_FEATURE_LEVEL
;
2158 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
2167 wined3d_cs_push_constant_info
[] =
2169 /* WINED3D_PUSH_CONSTANTS_VS_F */
2170 {FIELD_OFFSET(struct wined3d_state
, vs_consts_f
), sizeof(struct wined3d_vec4
), WINED3D_SHADER_CONST_VS_F
},
2171 /* WINED3D_PUSH_CONSTANTS_PS_F */
2172 {FIELD_OFFSET(struct wined3d_state
, ps_consts_f
), sizeof(struct wined3d_vec4
), WINED3D_SHADER_CONST_PS_F
},
2173 /* WINED3D_PUSH_CONSTANTS_VS_I */
2174 {FIELD_OFFSET(struct wined3d_state
, vs_consts_i
), sizeof(struct wined3d_ivec4
), WINED3D_SHADER_CONST_VS_I
},
2175 /* WINED3D_PUSH_CONSTANTS_PS_I */
2176 {FIELD_OFFSET(struct wined3d_state
, ps_consts_i
), sizeof(struct wined3d_ivec4
), WINED3D_SHADER_CONST_PS_I
},
2177 /* WINED3D_PUSH_CONSTANTS_VS_B */
2178 {FIELD_OFFSET(struct wined3d_state
, vs_consts_b
), sizeof(BOOL
), WINED3D_SHADER_CONST_VS_B
},
2179 /* WINED3D_PUSH_CONSTANTS_PS_B */
2180 {FIELD_OFFSET(struct wined3d_state
, ps_consts_b
), sizeof(BOOL
), WINED3D_SHADER_CONST_PS_B
},
2183 static void wined3d_cs_st_push_constants(struct wined3d_device_context
*context
, enum wined3d_push_constants p
,
2184 unsigned int start_idx
, unsigned int count
, const void *constants
)
2186 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
2187 struct wined3d_device
*device
= cs
->c
.device
;
2188 unsigned int context_count
;
2192 if (p
== WINED3D_PUSH_CONSTANTS_VS_F
)
2193 device
->shader_backend
->shader_update_float_vertex_constants(device
, start_idx
, count
);
2194 else if (p
== WINED3D_PUSH_CONSTANTS_PS_F
)
2195 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_idx
, count
);
2197 offset
= wined3d_cs_push_constant_info
[p
].offset
+ start_idx
* wined3d_cs_push_constant_info
[p
].size
;
2198 memcpy((BYTE
*)&cs
->state
+ offset
, constants
, count
* wined3d_cs_push_constant_info
[p
].size
);
2199 for (i
= 0, context_count
= device
->context_count
; i
< context_count
; ++i
)
2201 device
->contexts
[i
]->constant_update_mask
|= wined3d_cs_push_constant_info
[p
].mask
;
2205 static void wined3d_cs_exec_push_constants(struct wined3d_cs
*cs
, const void *data
)
2207 const struct wined3d_cs_push_constants
*op
= data
;
2209 wined3d_cs_st_push_constants(&cs
->c
, op
->type
, op
->start_idx
, op
->count
, op
->constants
);
2212 static void wined3d_cs_mt_push_constants(struct wined3d_device_context
*context
, enum wined3d_push_constants p
,
2213 unsigned int start_idx
, unsigned int count
, const void *constants
)
2215 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
2216 struct wined3d_cs_push_constants
*op
;
2219 size
= count
* wined3d_cs_push_constant_info
[p
].size
;
2220 op
= wined3d_device_context_require_space(&cs
->c
, FIELD_OFFSET(struct wined3d_cs_push_constants
, constants
[size
]),
2221 WINED3D_CS_QUEUE_DEFAULT
);
2222 op
->opcode
= WINED3D_CS_OP_PUSH_CONSTANTS
;
2224 op
->start_idx
= start_idx
;
2226 memcpy(op
->constants
, constants
, size
);
2228 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2231 static void wined3d_cs_exec_reset_state(struct wined3d_cs
*cs
, const void *data
)
2233 const struct wined3d_device
*device
= cs
->c
.device
;
2234 const struct wined3d_cs_reset_state
*op
= data
;
2235 const struct wined3d_state_entry
*state_table
;
2238 state_cleanup(&cs
->state
);
2239 wined3d_state_reset(&cs
->state
, &device
->adapter
->d3d_info
);
2242 state_table
= device
->state_table
;
2243 for (state
= 0; state
<= STATE_HIGHEST
; ++state
)
2245 if (state_table
[state
].representative
)
2246 device_invalidate_state(device
, state
);
2251 void wined3d_device_context_emit_reset_state(struct wined3d_device_context
*context
, bool invalidate
)
2253 struct wined3d_cs_reset_state
*op
;
2255 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2256 op
->opcode
= WINED3D_CS_OP_RESET_STATE
;
2257 op
->invalidate
= invalidate
;
2259 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
2262 static void wined3d_cs_exec_callback(struct wined3d_cs
*cs
, const void *data
)
2264 const struct wined3d_cs_callback
*op
= data
;
2266 op
->callback(op
->object
);
2269 static void wined3d_cs_emit_callback(struct wined3d_cs
*cs
, void (*callback
)(void *object
), void *object
)
2271 struct wined3d_cs_callback
*op
;
2273 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2274 op
->opcode
= WINED3D_CS_OP_CALLBACK
;
2275 op
->callback
= callback
;
2276 op
->object
= object
;
2278 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2281 void wined3d_cs_destroy_object(struct wined3d_cs
*cs
, void (*callback
)(void *object
), void *object
)
2283 wined3d_cs_emit_callback(cs
, callback
, object
);
2286 void wined3d_cs_init_object(struct wined3d_cs
*cs
, void (*callback
)(void *object
), void *object
)
2288 wined3d_cs_emit_callback(cs
, callback
, object
);
2291 static void wined3d_cs_exec_query_issue(struct wined3d_cs
*cs
, const void *data
)
2293 const struct wined3d_cs_query_issue
*op
= data
;
2294 struct wined3d_query
*query
= op
->query
;
2297 poll
= query
->query_ops
->query_issue(query
, op
->flags
);
2302 if (poll
&& list_empty(&query
->poll_list_entry
))
2304 if (query
->buffer_object
)
2305 InterlockedIncrement(&query
->counter_retrieved
);
2307 list_add_tail(&cs
->query_poll_list
, &query
->poll_list_entry
);
2311 /* This can happen if occlusion queries are restarted. This discards the
2312 * old result, since polling it could result in a GL error. */
2313 if ((op
->flags
& WINED3DISSUE_BEGIN
) && !poll
&& !list_empty(&query
->poll_list_entry
))
2315 list_remove(&query
->poll_list_entry
);
2316 list_init(&query
->poll_list_entry
);
2317 InterlockedIncrement(&query
->counter_retrieved
);
2321 /* This can happen when an occlusion query is ended without being started,
2322 * in which case we don't want to poll, but still have to counter-balance
2323 * the increment of the main counter.
2325 * This can also happen if an event query is re-issued before the first
2326 * fence was reached. In this case the query is already in the list and
2327 * the poll function will check the new fence. We have to counter-balance
2328 * the discarded increment. */
2329 if (op
->flags
& WINED3DISSUE_END
)
2330 InterlockedIncrement(&query
->counter_retrieved
);
2333 static void wined3d_cs_issue_query(struct wined3d_device_context
*context
,
2334 struct wined3d_query
*query
, unsigned int flags
)
2336 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
2337 struct wined3d_cs_query_issue
*op
;
2339 if (flags
& WINED3DISSUE_END
)
2340 ++query
->counter_main
;
2342 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2343 op
->opcode
= WINED3D_CS_OP_QUERY_ISSUE
;
2347 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
2348 cs
->queries_flushed
= FALSE
;
2350 if (flags
& WINED3DISSUE_BEGIN
)
2351 query
->state
= QUERY_BUILDING
;
2353 query
->state
= QUERY_SIGNALLED
;
2356 static void wined3d_cs_execute_command_list(struct wined3d_device_context
*context
,
2357 struct wined3d_command_list
*list
, bool restore_state
)
2359 struct wined3d_cs_execute_command_list
*op
;
2362 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2363 op
->opcode
= WINED3D_CS_OP_EXECUTE_COMMAND_LIST
;
2366 for (i
= 0; i
< list
->resource_count
; ++i
)
2367 wined3d_resource_acquire(list
->resources
[i
]);
2369 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
2372 wined3d_device_context_set_state(context
, context
->state
);
2374 wined3d_device_context_reset_state(context
);
2377 static void wined3d_cs_exec_preload_resource(struct wined3d_cs
*cs
, const void *data
)
2379 const struct wined3d_cs_preload_resource
*op
= data
;
2380 struct wined3d_resource
*resource
= op
->resource
;
2382 resource
->resource_ops
->resource_preload(resource
);
2383 wined3d_resource_release(resource
);
2386 void wined3d_cs_emit_preload_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
)
2388 struct wined3d_cs_preload_resource
*op
;
2390 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2391 op
->opcode
= WINED3D_CS_OP_PRELOAD_RESOURCE
;
2392 op
->resource
= resource
;
2394 wined3d_resource_acquire(resource
);
2396 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2399 static void wined3d_cs_exec_unload_resource(struct wined3d_cs
*cs
, const void *data
)
2401 const struct wined3d_cs_unload_resource
*op
= data
;
2402 struct wined3d_resource
*resource
= op
->resource
;
2404 resource
->resource_ops
->resource_unload(resource
);
2405 wined3d_resource_release(resource
);
2408 void wined3d_cs_emit_unload_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
)
2410 struct wined3d_cs_unload_resource
*op
;
2412 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2413 op
->opcode
= WINED3D_CS_OP_UNLOAD_RESOURCE
;
2414 op
->resource
= resource
;
2416 wined3d_resource_acquire(resource
);
2418 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2421 static void wined3d_device_context_upload_bo(struct wined3d_device_context
*context
,
2422 struct wined3d_resource
*resource
, unsigned int sub_resource_idx
, const struct wined3d_box
*box
,
2423 const struct wined3d_const_bo_address
*addr
, unsigned int row_pitch
, unsigned int slice_pitch
)
2425 struct wined3d_cs_update_sub_resource
*op
;
2427 TRACE("context %p, resource %p, sub_resource_idx %u, box %s, addr %s, row_pitch %u, slice_pitch %u.\n",
2428 context
, resource
, sub_resource_idx
, debug_box(box
), debug_const_bo_address(addr
), row_pitch
, slice_pitch
);
2430 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2431 op
->opcode
= WINED3D_CS_OP_UPDATE_SUB_RESOURCE
;
2432 op
->resource
= resource
;
2433 op
->sub_resource_idx
= sub_resource_idx
;
2436 op
->row_pitch
= row_pitch
;
2437 op
->slice_pitch
= slice_pitch
;
2439 wined3d_device_context_acquire_resource(context
, resource
);
2441 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
2444 static void wined3d_cs_exec_map(struct wined3d_cs
*cs
, const void *data
)
2446 const struct wined3d_cs_map
*op
= data
;
2447 struct wined3d_resource
*resource
= op
->resource
;
2449 *op
->hr
= resource
->resource_ops
->resource_sub_resource_map(resource
,
2450 op
->sub_resource_idx
, op
->map_ptr
, op
->box
, op
->flags
);
2453 HRESULT
wined3d_device_context_emit_map(struct wined3d_device_context
*context
, struct wined3d_resource
*resource
,
2454 unsigned int sub_resource_idx
, void **map_ptr
, const struct wined3d_box
*box
, unsigned int flags
)
2456 struct wined3d_const_bo_address addr
;
2457 unsigned int row_pitch
, slice_pitch
;
2458 struct wined3d_cs_map
*op
;
2461 wined3d_resource_get_sub_resource_map_pitch(resource
, sub_resource_idx
, &row_pitch
, &slice_pitch
);
2463 if ((*map_ptr
= context
->ops
->prepare_upload_bo(context
, resource
,
2464 sub_resource_idx
, box
, row_pitch
, slice_pitch
, flags
, &addr
)))
2466 TRACE("Returning upload bo %s, map pointer %p, row pitch %u, slice pitch %u.\n",
2467 debug_const_bo_address(&addr
), *map_ptr
, row_pitch
, slice_pitch
);
2471 /* Mapping resources from the worker thread isn't an issue by itself, but
2472 * increasing the map count would be visible to applications. */
2473 wined3d_not_from_cs(context
->device
);
2475 wined3d_resource_wait_idle(resource
);
2477 if (!(op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_MAP
)))
2478 return E_OUTOFMEMORY
;
2479 op
->opcode
= WINED3D_CS_OP_MAP
;
2480 op
->resource
= resource
;
2481 op
->sub_resource_idx
= sub_resource_idx
;
2482 op
->map_ptr
= map_ptr
;
2487 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_MAP
);
2488 wined3d_device_context_finish(context
, WINED3D_CS_QUEUE_MAP
);
2493 static void wined3d_cs_exec_unmap(struct wined3d_cs
*cs
, const void *data
)
2495 const struct wined3d_cs_unmap
*op
= data
;
2496 struct wined3d_resource
*resource
= op
->resource
;
2498 *op
->hr
= resource
->resource_ops
->resource_sub_resource_unmap(resource
, op
->sub_resource_idx
);
2501 HRESULT
wined3d_device_context_emit_unmap(struct wined3d_device_context
*context
,
2502 struct wined3d_resource
*resource
, unsigned int sub_resource_idx
)
2504 struct wined3d_const_bo_address addr
;
2505 struct wined3d_cs_unmap
*op
;
2506 struct wined3d_box box
;
2509 if (context
->ops
->get_upload_bo(context
, resource
, sub_resource_idx
, &box
, &addr
))
2511 unsigned int row_pitch
, slice_pitch
;
2513 wined3d_resource_get_sub_resource_map_pitch(resource
, sub_resource_idx
, &row_pitch
, &slice_pitch
);
2514 wined3d_device_context_upload_bo(context
, resource
, sub_resource_idx
, &box
, &addr
, row_pitch
, slice_pitch
);
2518 wined3d_not_from_cs(context
->device
);
2520 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_MAP
);
2521 op
->opcode
= WINED3D_CS_OP_UNMAP
;
2522 op
->resource
= resource
;
2523 op
->sub_resource_idx
= sub_resource_idx
;
2526 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_MAP
);
2527 wined3d_device_context_finish(context
, WINED3D_CS_QUEUE_MAP
);
2532 static void wined3d_cs_exec_blt_sub_resource(struct wined3d_cs
*cs
, const void *data
)
2534 const struct wined3d_cs_blt_sub_resource
*op
= data
;
2536 if (op
->dst_resource
->type
== WINED3D_RTYPE_BUFFER
)
2538 wined3d_buffer_copy(buffer_from_resource(op
->dst_resource
), op
->dst_box
.left
,
2539 buffer_from_resource(op
->src_resource
), op
->src_box
.left
,
2540 op
->src_box
.right
- op
->src_box
.left
);
2542 else if (op
->dst_resource
->type
== WINED3D_RTYPE_TEXTURE_3D
)
2544 struct wined3d_texture
*src_texture
, *dst_texture
;
2545 unsigned int level
, update_w
, update_h
, update_d
;
2546 unsigned int row_pitch
, slice_pitch
;
2547 struct wined3d_context
*context
;
2548 struct wined3d_bo_address addr
;
2550 if (op
->flags
& ~WINED3D_BLT_RAW
)
2552 FIXME("Flags %#x not implemented for %s resources.\n",
2553 op
->flags
, debug_d3dresourcetype(op
->dst_resource
->type
));
2557 if (!(op
->flags
& WINED3D_BLT_RAW
) && op
->src_resource
->format
!= op
->dst_resource
->format
)
2559 FIXME("Format conversion not implemented for %s resources.\n",
2560 debug_d3dresourcetype(op
->dst_resource
->type
));
2564 update_w
= op
->dst_box
.right
- op
->dst_box
.left
;
2565 update_h
= op
->dst_box
.bottom
- op
->dst_box
.top
;
2566 update_d
= op
->dst_box
.back
- op
->dst_box
.front
;
2567 if (op
->src_box
.right
- op
->src_box
.left
!= update_w
2568 || op
->src_box
.bottom
- op
->src_box
.top
!= update_h
2569 || op
->src_box
.back
- op
->src_box
.front
!= update_d
)
2571 FIXME("Stretching not implemented for %s resources.\n",
2572 debug_d3dresourcetype(op
->dst_resource
->type
));
2576 dst_texture
= texture_from_resource(op
->dst_resource
);
2577 src_texture
= texture_from_resource(op
->src_resource
);
2579 context
= context_acquire(cs
->c
.device
, NULL
, 0);
2581 if (!wined3d_texture_load_location(src_texture
, op
->src_sub_resource_idx
,
2582 context
, src_texture
->resource
.map_binding
))
2584 ERR("Failed to load source sub-resource into %s.\n",
2585 wined3d_debug_location(src_texture
->resource
.map_binding
));
2586 context_release(context
);
2590 level
= op
->dst_sub_resource_idx
% dst_texture
->level_count
;
2591 if (update_w
== wined3d_texture_get_level_width(dst_texture
, level
)
2592 && update_h
== wined3d_texture_get_level_height(dst_texture
, level
)
2593 && update_d
== wined3d_texture_get_level_depth(dst_texture
, level
))
2595 wined3d_texture_prepare_location(dst_texture
, op
->dst_sub_resource_idx
,
2596 context
, WINED3D_LOCATION_TEXTURE_RGB
);
2598 else if (!wined3d_texture_load_location(dst_texture
, op
->dst_sub_resource_idx
,
2599 context
, WINED3D_LOCATION_TEXTURE_RGB
))
2601 ERR("Failed to load destination sub-resource.\n");
2602 context_release(context
);
2606 wined3d_texture_get_memory(src_texture
, op
->src_sub_resource_idx
, &addr
, src_texture
->resource
.map_binding
);
2607 wined3d_texture_get_pitch(src_texture
, op
->src_sub_resource_idx
% src_texture
->level_count
,
2608 &row_pitch
, &slice_pitch
);
2610 dst_texture
->texture_ops
->texture_upload_data(context
, wined3d_const_bo_address(&addr
),
2611 dst_texture
->resource
.format
, &op
->src_box
, row_pitch
, slice_pitch
, dst_texture
,
2612 op
->dst_sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
,
2613 op
->dst_box
.left
, op
->dst_box
.top
, op
->dst_box
.front
);
2614 wined3d_texture_validate_location(dst_texture
, op
->dst_sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
);
2615 wined3d_texture_invalidate_location(dst_texture
, op
->dst_sub_resource_idx
, ~WINED3D_LOCATION_TEXTURE_RGB
);
2617 context_release(context
);
2621 if (FAILED(texture2d_blt(texture_from_resource(op
->dst_resource
), op
->dst_sub_resource_idx
,
2622 &op
->dst_box
, texture_from_resource(op
->src_resource
), op
->src_sub_resource_idx
,
2623 &op
->src_box
, op
->flags
, &op
->fx
, op
->filter
)))
2624 FIXME("Blit failed.\n");
2628 if (op
->src_resource
)
2629 wined3d_resource_release(op
->src_resource
);
2630 wined3d_resource_release(op
->dst_resource
);
2633 void wined3d_device_context_emit_blt_sub_resource(struct wined3d_device_context
*context
,
2634 struct wined3d_resource
*dst_resource
, unsigned int dst_sub_resource_idx
, const struct wined3d_box
*dst_box
,
2635 struct wined3d_resource
*src_resource
, unsigned int src_sub_resource_idx
, const struct wined3d_box
*src_box
,
2636 unsigned int flags
, const struct wined3d_blt_fx
*fx
, enum wined3d_texture_filter_type filter
)
2638 struct wined3d_cs_blt_sub_resource
*op
;
2640 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2641 op
->opcode
= WINED3D_CS_OP_BLT_SUB_RESOURCE
;
2642 op
->dst_resource
= dst_resource
;
2643 op
->dst_sub_resource_idx
= dst_sub_resource_idx
;
2644 op
->dst_box
= *dst_box
;
2645 op
->src_resource
= src_resource
;
2646 op
->src_sub_resource_idx
= src_sub_resource_idx
;
2647 op
->src_box
= *src_box
;
2652 memset(&op
->fx
, 0, sizeof(op
->fx
));
2653 op
->filter
= filter
;
2655 wined3d_device_context_acquire_resource(context
, dst_resource
);
2657 wined3d_device_context_acquire_resource(context
, src_resource
);
2659 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
2660 if (flags
& WINED3D_BLT_SYNCHRONOUS
)
2661 wined3d_device_context_finish(context
, WINED3D_CS_QUEUE_DEFAULT
);
2664 static void wined3d_cs_exec_update_sub_resource(struct wined3d_cs
*cs
, const void *data
)
2666 const struct wined3d_cs_update_sub_resource
*op
= data
;
2667 struct wined3d_resource
*resource
= op
->resource
;
2668 const struct wined3d_box
*box
= &op
->box
;
2669 unsigned int width
, height
, depth
, level
;
2670 struct wined3d_context
*context
;
2671 struct wined3d_texture
*texture
;
2672 struct wined3d_box src_box
;
2674 context
= context_acquire(cs
->c
.device
, NULL
, 0);
2676 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
2678 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
2680 wined3d_buffer_copy_bo_address(buffer
, context
, box
->left
, &op
->addr
, box
->right
- box
->left
);
2684 texture
= wined3d_texture_from_resource(resource
);
2686 level
= op
->sub_resource_idx
% texture
->level_count
;
2687 width
= wined3d_texture_get_level_width(texture
, level
);
2688 height
= wined3d_texture_get_level_height(texture
, level
);
2689 depth
= wined3d_texture_get_level_depth(texture
, level
);
2691 /* Only load the sub-resource for partial updates. */
2692 if (!box
->left
&& !box
->top
&& !box
->front
2693 && box
->right
== width
&& box
->bottom
== height
&& box
->back
== depth
)
2694 wined3d_texture_prepare_location(texture
, op
->sub_resource_idx
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
2696 wined3d_texture_load_location(texture
, op
->sub_resource_idx
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
2698 wined3d_box_set(&src_box
, 0, 0, box
->right
- box
->left
, box
->bottom
- box
->top
, 0, box
->back
- box
->front
);
2699 texture
->texture_ops
->texture_upload_data(context
, &op
->addr
, texture
->resource
.format
, &src_box
,
2700 op
->row_pitch
, op
->slice_pitch
, texture
, op
->sub_resource_idx
,
2701 WINED3D_LOCATION_TEXTURE_RGB
, box
->left
, box
->top
, box
->front
);
2703 wined3d_texture_validate_location(texture
, op
->sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
);
2704 wined3d_texture_invalidate_location(texture
, op
->sub_resource_idx
, ~WINED3D_LOCATION_TEXTURE_RGB
);
2707 context_release(context
);
2709 wined3d_resource_release(resource
);
2712 void wined3d_device_context_emit_update_sub_resource(struct wined3d_device_context
*context
,
2713 struct wined3d_resource
*resource
, unsigned int sub_resource_idx
, const struct wined3d_box
*box
,
2714 const void *data
, unsigned int row_pitch
, unsigned int slice_pitch
)
2716 struct wined3d_cs_update_sub_resource
*op
;
2717 struct wined3d_const_bo_address src_addr
;
2720 if ((map_ptr
= context
->ops
->prepare_upload_bo(context
, resource
, sub_resource_idx
, box
,
2721 row_pitch
, slice_pitch
, WINED3D_MAP_WRITE
, &src_addr
)))
2723 wined3d_format_copy_data(resource
->format
, data
, row_pitch
, slice_pitch
, map_ptr
, row_pitch
, slice_pitch
,
2724 box
->right
- box
->left
, box
->bottom
- box
->top
, box
->back
- box
->front
);
2725 wined3d_device_context_upload_bo(context
, resource
, sub_resource_idx
, box
, &src_addr
, row_pitch
, slice_pitch
);
2729 wined3d_resource_wait_idle(resource
);
2731 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_MAP
);
2732 op
->opcode
= WINED3D_CS_OP_UPDATE_SUB_RESOURCE
;
2733 op
->resource
= resource
;
2734 op
->sub_resource_idx
= sub_resource_idx
;
2736 op
->addr
.buffer_object
= 0;
2737 op
->addr
.addr
= data
;
2738 op
->row_pitch
= row_pitch
;
2739 op
->slice_pitch
= slice_pitch
;
2741 wined3d_device_context_acquire_resource(context
, resource
);
2743 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_MAP
);
2744 /* The data pointer may go away, so we need to wait until it is read.
2745 * Copying the data may be faster if it's small. */
2746 wined3d_device_context_finish(context
, WINED3D_CS_QUEUE_MAP
);
2749 static void wined3d_cs_exec_add_dirty_texture_region(struct wined3d_cs
*cs
, const void *data
)
2751 const struct wined3d_cs_add_dirty_texture_region
*op
= data
;
2752 struct wined3d_texture
*texture
= op
->texture
;
2753 unsigned int sub_resource_idx
, i
;
2754 struct wined3d_context
*context
;
2756 context
= context_acquire(cs
->c
.device
, NULL
, 0);
2757 sub_resource_idx
= op
->layer
* texture
->level_count
;
2758 for (i
= 0; i
< texture
->level_count
; ++i
, ++sub_resource_idx
)
2760 if (wined3d_texture_load_location(texture
, sub_resource_idx
, context
, texture
->resource
.map_binding
))
2761 wined3d_texture_invalidate_location(texture
, sub_resource_idx
, ~texture
->resource
.map_binding
);
2763 ERR("Failed to load location %s.\n", wined3d_debug_location(texture
->resource
.map_binding
));
2765 context_release(context
);
2767 wined3d_resource_release(&texture
->resource
);
2770 void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs
*cs
,
2771 struct wined3d_texture
*texture
, unsigned int layer
)
2773 struct wined3d_cs_add_dirty_texture_region
*op
;
2775 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2776 op
->opcode
= WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION
;
2777 op
->texture
= texture
;
2780 wined3d_resource_acquire(&texture
->resource
);
2782 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2785 static void wined3d_cs_exec_clear_unordered_access_view(struct wined3d_cs
*cs
, const void *data
)
2787 const struct wined3d_cs_clear_unordered_access_view
*op
= data
;
2788 struct wined3d_unordered_access_view
*view
= op
->view
;
2789 struct wined3d_context
*context
;
2791 context
= context_acquire(cs
->c
.device
, NULL
, 0);
2792 cs
->c
.device
->adapter
->adapter_ops
->adapter_clear_uav(context
, view
, &op
->clear_value
, op
->fp
);
2793 context_release(context
);
2795 wined3d_resource_release(view
->resource
);
2798 void wined3d_device_context_emit_clear_uav(struct wined3d_device_context
*context
,
2799 struct wined3d_unordered_access_view
*view
, const struct wined3d_uvec4
*clear_value
, bool fp
)
2801 struct wined3d_cs_clear_unordered_access_view
*op
;
2803 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2804 op
->opcode
= WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW
;
2806 op
->clear_value
= *clear_value
;
2809 wined3d_device_context_acquire_resource(context
, view
->resource
);
2811 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
2814 static void wined3d_cs_exec_copy_uav_counter(struct wined3d_cs
*cs
, const void *data
)
2816 const struct wined3d_cs_copy_uav_counter
*op
= data
;
2817 struct wined3d_unordered_access_view
*view
= op
->view
;
2818 struct wined3d_context
*context
;
2820 context
= context_acquire(cs
->c
.device
, NULL
, 0);
2821 wined3d_unordered_access_view_copy_counter(view
, op
->buffer
, op
->offset
, context
);
2822 context_release(context
);
2824 wined3d_resource_release(&op
->buffer
->resource
);
2827 void wined3d_device_context_emit_copy_uav_counter(struct wined3d_device_context
*context
,
2828 struct wined3d_buffer
*dst_buffer
, unsigned int offset
, struct wined3d_unordered_access_view
*uav
)
2830 struct wined3d_cs_copy_uav_counter
*op
;
2832 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2833 op
->opcode
= WINED3D_CS_OP_COPY_UAV_COUNTER
;
2834 op
->buffer
= dst_buffer
;
2835 op
->offset
= offset
;
2838 wined3d_device_context_acquire_resource(context
, &dst_buffer
->resource
);
2840 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
2843 static void wined3d_cs_exec_generate_mipmaps(struct wined3d_cs
*cs
, const void *data
)
2845 const struct wined3d_cs_generate_mipmaps
*op
= data
;
2846 struct wined3d_shader_resource_view
*view
= op
->view
;
2847 struct wined3d_context
*context
;
2849 context
= context_acquire(cs
->c
.device
, NULL
, 0);
2850 cs
->c
.device
->adapter
->adapter_ops
->adapter_generate_mipmap(context
, view
);
2851 context_release(context
);
2853 wined3d_resource_release(view
->resource
);
2856 void wined3d_device_context_emit_generate_mipmaps(struct wined3d_device_context
*context
,
2857 struct wined3d_shader_resource_view
*view
)
2859 struct wined3d_cs_generate_mipmaps
*op
;
2861 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2862 op
->opcode
= WINED3D_CS_OP_GENERATE_MIPMAPS
;
2865 wined3d_device_context_acquire_resource(context
, view
->resource
);
2867 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
2870 static void wined3d_cs_emit_stop(struct wined3d_cs
*cs
)
2872 struct wined3d_cs_stop
*op
;
2874 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2875 op
->opcode
= WINED3D_CS_OP_STOP
;
2877 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2878 wined3d_cs_finish(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2881 static void wined3d_cs_acquire_resource(struct wined3d_device_context
*context
, struct wined3d_resource
*resource
)
2883 wined3d_resource_acquire(resource
);
2886 static void wined3d_cs_exec_execute_command_list(struct wined3d_cs
*cs
, const void *data
);
2888 static void (* const wined3d_cs_op_handlers
[])(struct wined3d_cs
*cs
, const void *data
) =
2890 /* WINED3D_CS_OP_NOP */ wined3d_cs_exec_nop
,
2891 /* WINED3D_CS_OP_PRESENT */ wined3d_cs_exec_present
,
2892 /* WINED3D_CS_OP_CLEAR */ wined3d_cs_exec_clear
,
2893 /* WINED3D_CS_OP_DISPATCH */ wined3d_cs_exec_dispatch
,
2894 /* WINED3D_CS_OP_DRAW */ wined3d_cs_exec_draw
,
2895 /* WINED3D_CS_OP_FLUSH */ wined3d_cs_exec_flush
,
2896 /* WINED3D_CS_OP_SET_PREDICATION */ wined3d_cs_exec_set_predication
,
2897 /* WINED3D_CS_OP_SET_VIEWPORTS */ wined3d_cs_exec_set_viewports
,
2898 /* WINED3D_CS_OP_SET_SCISSOR_RECTS */ wined3d_cs_exec_set_scissor_rects
,
2899 /* WINED3D_CS_OP_SET_RENDERTARGET_VIEW */ wined3d_cs_exec_set_rendertarget_view
,
2900 /* WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW */ wined3d_cs_exec_set_depth_stencil_view
,
2901 /* WINED3D_CS_OP_SET_VERTEX_DECLARATION */ wined3d_cs_exec_set_vertex_declaration
,
2902 /* WINED3D_CS_OP_SET_STREAM_SOURCE */ wined3d_cs_exec_set_stream_source
,
2903 /* WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ */ wined3d_cs_exec_set_stream_source_freq
,
2904 /* WINED3D_CS_OP_SET_STREAM_OUTPUT */ wined3d_cs_exec_set_stream_output
,
2905 /* WINED3D_CS_OP_SET_INDEX_BUFFER */ wined3d_cs_exec_set_index_buffer
,
2906 /* WINED3D_CS_OP_SET_CONSTANT_BUFFER */ wined3d_cs_exec_set_constant_buffer
,
2907 /* WINED3D_CS_OP_SET_TEXTURE */ wined3d_cs_exec_set_texture
,
2908 /* WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW */ wined3d_cs_exec_set_shader_resource_view
,
2909 /* WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW */ wined3d_cs_exec_set_unordered_access_view
,
2910 /* WINED3D_CS_OP_SET_SAMPLER */ wined3d_cs_exec_set_sampler
,
2911 /* WINED3D_CS_OP_SET_SHADER */ wined3d_cs_exec_set_shader
,
2912 /* WINED3D_CS_OP_SET_BLEND_STATE */ wined3d_cs_exec_set_blend_state
,
2913 /* WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE */ wined3d_cs_exec_set_depth_stencil_state
,
2914 /* WINED3D_CS_OP_SET_RASTERIZER_STATE */ wined3d_cs_exec_set_rasterizer_state
,
2915 /* WINED3D_CS_OP_SET_RENDER_STATE */ wined3d_cs_exec_set_render_state
,
2916 /* WINED3D_CS_OP_SET_TEXTURE_STATE */ wined3d_cs_exec_set_texture_state
,
2917 /* WINED3D_CS_OP_SET_SAMPLER_STATE */ wined3d_cs_exec_set_sampler_state
,
2918 /* WINED3D_CS_OP_SET_TRANSFORM */ wined3d_cs_exec_set_transform
,
2919 /* WINED3D_CS_OP_SET_CLIP_PLANE */ wined3d_cs_exec_set_clip_plane
,
2920 /* WINED3D_CS_OP_SET_COLOR_KEY */ wined3d_cs_exec_set_color_key
,
2921 /* WINED3D_CS_OP_SET_MATERIAL */ wined3d_cs_exec_set_material
,
2922 /* WINED3D_CS_OP_SET_LIGHT */ wined3d_cs_exec_set_light
,
2923 /* WINED3D_CS_OP_SET_LIGHT_ENABLE */ wined3d_cs_exec_set_light_enable
,
2924 /* WINED3D_CS_OP_SET_FEATURE_LEVEL */ wined3d_cs_exec_set_feature_level
,
2925 /* WINED3D_CS_OP_PUSH_CONSTANTS */ wined3d_cs_exec_push_constants
,
2926 /* WINED3D_CS_OP_RESET_STATE */ wined3d_cs_exec_reset_state
,
2927 /* WINED3D_CS_OP_CALLBACK */ wined3d_cs_exec_callback
,
2928 /* WINED3D_CS_OP_QUERY_ISSUE */ wined3d_cs_exec_query_issue
,
2929 /* WINED3D_CS_OP_PRELOAD_RESOURCE */ wined3d_cs_exec_preload_resource
,
2930 /* WINED3D_CS_OP_UNLOAD_RESOURCE */ wined3d_cs_exec_unload_resource
,
2931 /* WINED3D_CS_OP_MAP */ wined3d_cs_exec_map
,
2932 /* WINED3D_CS_OP_UNMAP */ wined3d_cs_exec_unmap
,
2933 /* WINED3D_CS_OP_BLT_SUB_RESOURCE */ wined3d_cs_exec_blt_sub_resource
,
2934 /* WINED3D_CS_OP_UPDATE_SUB_RESOURCE */ wined3d_cs_exec_update_sub_resource
,
2935 /* WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION */ wined3d_cs_exec_add_dirty_texture_region
,
2936 /* WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW */ wined3d_cs_exec_clear_unordered_access_view
,
2937 /* WINED3D_CS_OP_COPY_UAV_COUNTER */ wined3d_cs_exec_copy_uav_counter
,
2938 /* WINED3D_CS_OP_GENERATE_MIPMAPS */ wined3d_cs_exec_generate_mipmaps
,
2939 /* WINED3D_CS_OP_EXECUTE_COMMAND_LIST */ wined3d_cs_exec_execute_command_list
,
2942 static void wined3d_cs_exec_execute_command_list(struct wined3d_cs
*cs
, const void *data
)
2944 const struct wined3d_cs_execute_command_list
*op
= data
;
2945 size_t start
= 0, end
= op
->list
->data_size
;
2946 const BYTE
*cs_data
= op
->list
->data
;
2948 TRACE("Executing command list %p.\n", op
->list
);
2952 const struct wined3d_cs_packet
*packet
= (const struct wined3d_cs_packet
*)&cs_data
[start
];
2953 enum wined3d_cs_op opcode
= *(const enum wined3d_cs_op
*)packet
->data
;
2955 if (opcode
>= WINED3D_CS_OP_STOP
)
2956 ERR("Invalid opcode %#x.\n", opcode
);
2958 wined3d_cs_op_handlers
[opcode
](cs
, packet
->data
);
2959 TRACE("%s executed.\n", debug_cs_op(opcode
));
2961 start
+= offsetof(struct wined3d_cs_packet
, data
[packet
->size
]);
2965 static void *wined3d_cs_st_require_space(struct wined3d_device_context
*context
,
2966 size_t size
, enum wined3d_cs_queue_id queue_id
)
2968 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
2970 if (size
> (cs
->data_size
- cs
->end
))
2975 new_size
= max(size
, cs
->data_size
* 2);
2977 new_data
= heap_realloc(cs
->data
, new_size
);
2979 new_data
= heap_alloc(new_size
);
2983 cs
->data_size
= new_size
;
2984 cs
->start
= cs
->end
= 0;
2985 cs
->data
= new_data
;
2990 return (BYTE
*)cs
->data
+ cs
->start
;
2993 static void wined3d_cs_st_submit(struct wined3d_device_context
*context
, enum wined3d_cs_queue_id queue_id
)
2995 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
2996 enum wined3d_cs_op opcode
;
3002 cs
->start
= cs
->end
;
3004 opcode
= *(const enum wined3d_cs_op
*)&data
[start
];
3005 if (opcode
>= WINED3D_CS_OP_STOP
)
3006 ERR("Invalid opcode %#x.\n", opcode
);
3008 wined3d_cs_op_handlers
[opcode
](cs
, &data
[start
]);
3010 if (cs
->data
== data
)
3011 cs
->start
= cs
->end
= start
;
3016 static void wined3d_cs_st_finish(struct wined3d_device_context
*context
, enum wined3d_cs_queue_id queue_id
)
3020 static void *wined3d_cs_prepare_upload_bo(struct wined3d_device_context
*context
, struct wined3d_resource
*resource
,
3021 unsigned int sub_resource_idx
, const struct wined3d_box
*box
, unsigned int row_pitch
,
3022 unsigned int slice_pitch
, uint32_t flags
, struct wined3d_const_bo_address
*address
)
3024 /* FIXME: We would like to return mapped or newly allocated memory here. */
3028 static bool wined3d_cs_get_upload_bo(struct wined3d_device_context
*context
, struct wined3d_resource
*resource
,
3029 unsigned int sub_resource_idx
, struct wined3d_box
*box
, struct wined3d_const_bo_address
*address
)
3034 static const struct wined3d_device_context_ops wined3d_cs_st_ops
=
3036 wined3d_cs_st_require_space
,
3037 wined3d_cs_st_submit
,
3038 wined3d_cs_st_finish
,
3039 wined3d_cs_st_push_constants
,
3040 wined3d_cs_prepare_upload_bo
,
3041 wined3d_cs_get_upload_bo
,
3042 wined3d_cs_issue_query
,
3044 wined3d_cs_acquire_resource
,
3045 wined3d_cs_execute_command_list
,
3048 static BOOL
wined3d_cs_queue_is_empty(const struct wined3d_cs
*cs
, const struct wined3d_cs_queue
*queue
)
3050 wined3d_from_cs(cs
);
3051 return *(volatile LONG
*)&queue
->head
== queue
->tail
;
3054 static void wined3d_cs_queue_submit(struct wined3d_cs_queue
*queue
, struct wined3d_cs
*cs
)
3056 struct wined3d_cs_packet
*packet
;
3059 packet
= (struct wined3d_cs_packet
*)&queue
->data
[queue
->head
];
3060 packet_size
= FIELD_OFFSET(struct wined3d_cs_packet
, data
[packet
->size
]);
3061 InterlockedExchange(&queue
->head
, (queue
->head
+ packet_size
) & (WINED3D_CS_QUEUE_SIZE
- 1));
3063 if (InterlockedCompareExchange(&cs
->waiting_for_event
, FALSE
, TRUE
))
3064 SetEvent(cs
->event
);
3067 static void wined3d_cs_mt_submit(struct wined3d_device_context
*context
, enum wined3d_cs_queue_id queue_id
)
3069 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
3071 if (cs
->thread_id
== GetCurrentThreadId())
3072 return wined3d_cs_st_submit(context
, queue_id
);
3074 wined3d_cs_queue_submit(&cs
->queue
[queue_id
], cs
);
3077 static void *wined3d_cs_queue_require_space(struct wined3d_cs_queue
*queue
, size_t size
, struct wined3d_cs
*cs
)
3079 size_t queue_size
= ARRAY_SIZE(queue
->data
);
3080 size_t header_size
, packet_size
, remaining
;
3081 struct wined3d_cs_packet
*packet
;
3083 header_size
= FIELD_OFFSET(struct wined3d_cs_packet
, data
[0]);
3084 packet_size
= FIELD_OFFSET(struct wined3d_cs_packet
, data
[size
]);
3085 packet_size
= (packet_size
+ header_size
- 1) & ~(header_size
- 1);
3086 size
= packet_size
- header_size
;
3087 if (packet_size
>= WINED3D_CS_QUEUE_SIZE
)
3089 ERR("Packet size %lu >= queue size %u.\n",
3090 (unsigned long)packet_size
, WINED3D_CS_QUEUE_SIZE
);
3094 remaining
= queue_size
- queue
->head
;
3095 if (remaining
< packet_size
)
3097 size_t nop_size
= remaining
- header_size
;
3098 struct wined3d_cs_nop
*nop
;
3100 TRACE("Inserting a nop for %lu + %lu bytes.\n",
3101 (unsigned long)header_size
, (unsigned long)nop_size
);
3103 nop
= wined3d_cs_queue_require_space(queue
, nop_size
, cs
);
3105 nop
->opcode
= WINED3D_CS_OP_NOP
;
3107 wined3d_cs_queue_submit(queue
, cs
);
3108 assert(!queue
->head
);
3113 LONG tail
= *(volatile LONG
*)&queue
->tail
;
3114 LONG head
= queue
->head
;
3120 new_pos
= (head
+ packet_size
) & (WINED3D_CS_QUEUE_SIZE
- 1);
3121 /* Head ahead of tail. We checked the remaining size above, so we only
3122 * need to make sure we don't make head equal to tail. */
3123 if (head
> tail
&& (new_pos
!= tail
))
3125 /* Tail ahead of head. Make sure the new head is before the tail as
3126 * well. Note that new_pos is 0 when it's at the end of the queue. */
3127 if (new_pos
< tail
&& new_pos
)
3130 TRACE("Waiting for free space. Head %u, tail %u, packet size %lu.\n",
3131 head
, tail
, (unsigned long)packet_size
);
3134 packet
= (struct wined3d_cs_packet
*)&queue
->data
[queue
->head
];
3135 packet
->size
= size
;
3136 return packet
->data
;
3139 static void *wined3d_cs_mt_require_space(struct wined3d_device_context
*context
,
3140 size_t size
, enum wined3d_cs_queue_id queue_id
)
3142 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
3144 if (cs
->thread_id
== GetCurrentThreadId())
3145 return wined3d_cs_st_require_space(context
, size
, queue_id
);
3147 return wined3d_cs_queue_require_space(&cs
->queue
[queue_id
], size
, cs
);
3150 static void wined3d_cs_mt_finish(struct wined3d_device_context
*context
, enum wined3d_cs_queue_id queue_id
)
3152 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
3154 if (cs
->thread_id
== GetCurrentThreadId())
3155 return wined3d_cs_st_finish(context
, queue_id
);
3157 while (cs
->queue
[queue_id
].head
!= *(volatile LONG
*)&cs
->queue
[queue_id
].tail
)
3161 static const struct wined3d_device_context_ops wined3d_cs_mt_ops
=
3163 wined3d_cs_mt_require_space
,
3164 wined3d_cs_mt_submit
,
3165 wined3d_cs_mt_finish
,
3166 wined3d_cs_mt_push_constants
,
3167 wined3d_cs_prepare_upload_bo
,
3168 wined3d_cs_get_upload_bo
,
3169 wined3d_cs_issue_query
,
3171 wined3d_cs_acquire_resource
,
3172 wined3d_cs_execute_command_list
,
3175 static void poll_queries(struct wined3d_cs
*cs
)
3177 struct wined3d_query
*query
, *cursor
;
3179 LIST_FOR_EACH_ENTRY_SAFE(query
, cursor
, &cs
->query_poll_list
, struct wined3d_query
, poll_list_entry
)
3181 if (!query
->query_ops
->query_poll(query
, 0))
3184 list_remove(&query
->poll_list_entry
);
3185 list_init(&query
->poll_list_entry
);
3186 InterlockedIncrement(&query
->counter_retrieved
);
3190 static void wined3d_cs_wait_event(struct wined3d_cs
*cs
)
3192 InterlockedExchange(&cs
->waiting_for_event
, TRUE
);
3194 /* The main thread might have enqueued a command and blocked on it after
3195 * the CS thread decided to enter wined3d_cs_wait_event(), but before
3196 * "waiting_for_event" was set.
3198 * Likewise, we can race with the main thread when resetting
3199 * "waiting_for_event", in which case we would need to call
3200 * WaitForSingleObject() because the main thread called SetEvent(). */
3201 if (!(wined3d_cs_queue_is_empty(cs
, &cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
])
3202 && wined3d_cs_queue_is_empty(cs
, &cs
->queue
[WINED3D_CS_QUEUE_MAP
]))
3203 && InterlockedCompareExchange(&cs
->waiting_for_event
, FALSE
, TRUE
))
3206 WaitForSingleObject(cs
->event
, INFINITE
);
3209 static void wined3d_cs_command_lock(const struct wined3d_cs
*cs
)
3211 if (cs
->serialize_commands
)
3212 EnterCriticalSection(&wined3d_command_cs
);
3215 static void wined3d_cs_command_unlock(const struct wined3d_cs
*cs
)
3217 if (cs
->serialize_commands
)
3218 LeaveCriticalSection(&wined3d_command_cs
);
3221 static DWORD WINAPI
wined3d_cs_run(void *ctx
)
3223 struct wined3d_cs_packet
*packet
;
3224 struct wined3d_cs_queue
*queue
;
3225 unsigned int spin_count
= 0;
3226 struct wined3d_cs
*cs
= ctx
;
3227 enum wined3d_cs_op opcode
;
3228 HMODULE wined3d_module
;
3229 unsigned int poll
= 0;
3232 TRACE("Started.\n");
3234 /* Copy the module handle to a local variable to avoid racing with the
3235 * thread freeing "cs" before the FreeLibraryAndExitThread() call. */
3236 wined3d_module
= cs
->wined3d_module
;
3238 list_init(&cs
->query_poll_list
);
3239 cs
->thread_id
= GetCurrentThreadId();
3242 if (++poll
== WINED3D_CS_QUERY_POLL_INTERVAL
)
3244 wined3d_cs_command_lock(cs
);
3246 wined3d_cs_command_unlock(cs
);
3250 queue
= &cs
->queue
[WINED3D_CS_QUEUE_MAP
];
3251 if (wined3d_cs_queue_is_empty(cs
, queue
))
3253 queue
= &cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
];
3254 if (wined3d_cs_queue_is_empty(cs
, queue
))
3256 if (++spin_count
>= WINED3D_CS_SPIN_COUNT
&& list_empty(&cs
->query_poll_list
))
3257 wined3d_cs_wait_event(cs
);
3264 packet
= (struct wined3d_cs_packet
*)&queue
->data
[tail
];
3267 opcode
= *(const enum wined3d_cs_op
*)packet
->data
;
3269 TRACE("Executing %s.\n", debug_cs_op(opcode
));
3270 if (opcode
>= WINED3D_CS_OP_STOP
)
3272 if (opcode
> WINED3D_CS_OP_STOP
)
3273 ERR("Invalid opcode %#x.\n", opcode
);
3277 wined3d_cs_command_lock(cs
);
3278 wined3d_cs_op_handlers
[opcode
](cs
, packet
->data
);
3279 wined3d_cs_command_unlock(cs
);
3280 TRACE("%s executed.\n", debug_cs_op(opcode
));
3283 tail
+= FIELD_OFFSET(struct wined3d_cs_packet
, data
[packet
->size
]);
3284 tail
&= (WINED3D_CS_QUEUE_SIZE
- 1);
3285 InterlockedExchange(&queue
->tail
, tail
);
3288 cs
->queue
[WINED3D_CS_QUEUE_MAP
].tail
= cs
->queue
[WINED3D_CS_QUEUE_MAP
].head
;
3289 cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
].tail
= cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
].head
;
3290 TRACE("Stopped.\n");
3291 FreeLibraryAndExitThread(wined3d_module
, 0);
3294 struct wined3d_cs
*wined3d_cs_create(struct wined3d_device
*device
,
3295 const enum wined3d_feature_level
*levels
, unsigned int level_count
)
3297 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
3298 struct wined3d_cs
*cs
;
3300 if (!(cs
= heap_alloc_zero(sizeof(*cs
))))
3303 if (FAILED(wined3d_state_create(device
, levels
, level_count
, &cs
->c
.state
)))
3309 cs
->c
.ops
= &wined3d_cs_st_ops
;
3310 cs
->c
.device
= device
;
3311 cs
->serialize_commands
= TRACE_ON(d3d_sync
) || wined3d_settings
.cs_multithreaded
& WINED3D_CSMT_SERIALIZE
;
3313 if (cs
->serialize_commands
)
3314 ERR_(d3d_sync
)("Forcing serialization of all command streams.\n");
3316 state_init(&cs
->state
, d3d_info
, WINED3D_STATE_NO_REF
| WINED3D_STATE_INIT_DEFAULT
, cs
->c
.state
->feature_level
);
3318 cs
->data_size
= WINED3D_INITIAL_CS_SIZE
;
3319 if (!(cs
->data
= heap_alloc(cs
->data_size
)))
3322 if (wined3d_settings
.cs_multithreaded
& WINED3D_CSMT_ENABLE
3323 && !RtlIsCriticalSectionLockedByThread(NtCurrentTeb()->Peb
->LoaderLock
))
3325 cs
->c
.ops
= &wined3d_cs_mt_ops
;
3327 if (!(cs
->event
= CreateEventW(NULL
, FALSE
, FALSE
, NULL
)))
3329 ERR("Failed to create command stream event.\n");
3330 heap_free(cs
->data
);
3334 if (!(GetModuleHandleExW(GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS
,
3335 (const WCHAR
*)wined3d_cs_run
, &cs
->wined3d_module
)))
3337 ERR("Failed to get wined3d module handle.\n");
3338 CloseHandle(cs
->event
);
3339 heap_free(cs
->data
);
3343 if (!(cs
->thread
= CreateThread(NULL
, 0, wined3d_cs_run
, cs
, 0, NULL
)))
3345 ERR("Failed to create wined3d command stream thread.\n");
3346 FreeLibrary(cs
->wined3d_module
);
3347 CloseHandle(cs
->event
);
3348 heap_free(cs
->data
);
3356 wined3d_state_destroy(cs
->c
.state
);
3357 state_cleanup(&cs
->state
);
3362 void wined3d_cs_destroy(struct wined3d_cs
*cs
)
3366 wined3d_cs_emit_stop(cs
);
3367 CloseHandle(cs
->thread
);
3368 if (!CloseHandle(cs
->event
))
3369 ERR("Closing event failed.\n");
3372 wined3d_state_destroy(cs
->c
.state
);
3373 state_cleanup(&cs
->state
);
3374 heap_free(cs
->data
);
3378 struct wined3d_deferred_context
3380 struct wined3d_device_context c
;
3382 SIZE_T data_size
, data_capacity
;
3385 SIZE_T resource_count
, resources_capacity
;
3386 struct wined3d_resource
**resources
;
3388 SIZE_T upload_count
, uploads_capacity
;
3389 struct wined3d_deferred_upload
*uploads
;
3391 /* List of command lists queued for execution on this context. A command
3392 * list can be the only thing holding a pointer to another command list, so
3393 * we need to hold a reference here and in wined3d_command_list as well. */
3394 SIZE_T command_list_count
, command_lists_capacity
;
3395 struct wined3d_command_list
**command_lists
;
3398 static struct wined3d_deferred_context
*wined3d_deferred_context_from_context(struct wined3d_device_context
*context
)
3400 return CONTAINING_RECORD(context
, struct wined3d_deferred_context
, c
);
3403 static void *wined3d_deferred_context_require_space(struct wined3d_device_context
*context
,
3404 size_t size
, enum wined3d_cs_queue_id queue_id
)
3406 struct wined3d_deferred_context
*deferred
= wined3d_deferred_context_from_context(context
);
3407 struct wined3d_cs_packet
*packet
;
3408 size_t header_size
, packet_size
;
3410 if (queue_id
!= WINED3D_CS_QUEUE_DEFAULT
)
3413 header_size
= offsetof(struct wined3d_cs_packet
, data
[0]);
3414 packet_size
= offsetof(struct wined3d_cs_packet
, data
[size
]);
3415 packet_size
= (packet_size
+ header_size
- 1) & ~(header_size
- 1);
3417 if (!wined3d_array_reserve(&deferred
->data
, &deferred
->data_capacity
, deferred
->data_size
+ packet_size
, 1))
3420 packet
= (struct wined3d_cs_packet
*)((BYTE
*)deferred
->data
+ deferred
->data_size
);
3421 TRACE("size was %zu, adding %zu\n", (size_t)deferred
->data_size
, packet_size
);
3422 deferred
->data_size
+= packet_size
;
3423 packet
->size
= packet_size
- header_size
;
3424 return &packet
->data
;
3427 static void wined3d_deferred_context_submit(struct wined3d_device_context
*context
, enum wined3d_cs_queue_id queue_id
)
3429 assert(queue_id
== WINED3D_CS_QUEUE_DEFAULT
);
3431 /* Nothing to do. */
3434 static void wined3d_deferred_context_finish(struct wined3d_device_context
*context
, enum wined3d_cs_queue_id queue_id
)
3436 /* This should not happen; we cannot meaningfully finish a deferred context. */
3437 ERR("Ignoring finish() on a deferred context.\n");
3440 static void wined3d_deferred_context_push_constants(struct wined3d_device_context
*context
,
3441 enum wined3d_push_constants p
, unsigned int start_idx
, unsigned int count
, const void *constants
)
3443 FIXME("context %p, p %#x, start_idx %u, count %u, constants %p, stub!\n", context
, p
, start_idx
, count
, constants
);
3446 static const struct wined3d_deferred_upload
*deferred_context_get_upload(struct wined3d_deferred_context
*deferred
,
3447 struct wined3d_resource
*resource
, unsigned int sub_resource_idx
)
3449 SIZE_T i
= deferred
->upload_count
;
3453 struct wined3d_deferred_upload
*upload
= &deferred
->uploads
[i
];
3455 if (upload
->resource
== resource
&& upload
->sub_resource_idx
== sub_resource_idx
)
3462 static void *wined3d_deferred_context_prepare_upload_bo(struct wined3d_device_context
*context
,
3463 struct wined3d_resource
*resource
, unsigned int sub_resource_idx
, const struct wined3d_box
*box
,
3464 unsigned int row_pitch
, unsigned int slice_pitch
, uint32_t flags
, struct wined3d_const_bo_address
*address
)
3466 struct wined3d_deferred_context
*deferred
= wined3d_deferred_context_from_context(context
);
3467 const struct wined3d_format
*format
= resource
->format
;
3468 struct wined3d_deferred_upload
*upload
;
3469 uint8_t *sysmem
, *map_ptr
;
3472 size
= (box
->back
- box
->front
- 1) * slice_pitch
3473 + ((box
->bottom
- box
->top
- 1) / format
->block_height
) * row_pitch
3474 + ((box
->right
- box
->left
+ format
->block_width
- 1) / format
->block_width
) * format
->block_byte_count
;
3476 if (!(flags
& WINED3D_MAP_WRITE
))
3478 WARN("Flags %#x are not valid on a deferred context.\n", flags
);
3482 if (flags
& ~(WINED3D_MAP_WRITE
| WINED3D_MAP_DISCARD
| WINED3D_MAP_NOOVERWRITE
))
3484 FIXME("Unhandled flags %#x.\n", flags
);
3488 if (flags
& WINED3D_MAP_NOOVERWRITE
)
3490 const struct wined3d_deferred_upload
*upload
;
3492 if ((upload
= deferred_context_get_upload(deferred
, resource
, sub_resource_idx
)))
3494 map_ptr
= (uint8_t *)align((size_t)upload
->sysmem
, RESOURCE_ALIGNMENT
);
3495 address
->buffer_object
= 0;
3496 address
->addr
= map_ptr
;
3503 if (!wined3d_array_reserve((void **)&deferred
->uploads
, &deferred
->uploads_capacity
,
3504 deferred
->upload_count
+ 1, sizeof(*deferred
->uploads
)))
3507 if (!(sysmem
= heap_alloc(size
+ RESOURCE_ALIGNMENT
- 1)))
3510 upload
= &deferred
->uploads
[deferred
->upload_count
++];
3511 upload
->resource
= resource
;
3512 wined3d_resource_incref(resource
);
3513 upload
->sub_resource_idx
= sub_resource_idx
;
3514 upload
->sysmem
= sysmem
;
3517 address
->buffer_object
= 0;
3518 map_ptr
= (uint8_t *)align((size_t)sysmem
, RESOURCE_ALIGNMENT
);
3519 address
->addr
= map_ptr
;
3523 static bool wined3d_deferred_context_get_upload_bo(struct wined3d_device_context
*context
,
3524 struct wined3d_resource
*resource
, unsigned int sub_resource_idx
,
3525 struct wined3d_box
*box
, struct wined3d_const_bo_address
*address
)
3527 struct wined3d_deferred_context
*deferred
= wined3d_deferred_context_from_context(context
);
3528 const struct wined3d_deferred_upload
*upload
;
3530 if ((upload
= deferred_context_get_upload(deferred
, resource
, sub_resource_idx
)))
3533 address
->buffer_object
= 0;
3534 address
->addr
= (uint8_t *)align((size_t)upload
->sysmem
, RESOURCE_ALIGNMENT
);
3541 static void wined3d_deferred_context_issue_query(struct wined3d_device_context
*context
,
3542 struct wined3d_query
*query
, unsigned int flags
)
3544 FIXME("context %p, query %p, flags %#x, stub!\n", context
, query
, flags
);
3547 static void wined3d_deferred_context_flush(struct wined3d_device_context
*context
)
3549 FIXME("context %p, stub!\n", context
);
3552 static void wined3d_deferred_context_acquire_resource(struct wined3d_device_context
*context
,
3553 struct wined3d_resource
*resource
)
3555 struct wined3d_deferred_context
*deferred
= wined3d_deferred_context_from_context(context
);
3557 if (!wined3d_array_reserve((void **)&deferred
->resources
, &deferred
->resources_capacity
,
3558 deferred
->resource_count
+ 1, sizeof(*deferred
->resources
)))
3561 deferred
->resources
[deferred
->resource_count
++] = resource
;
3562 wined3d_resource_incref(resource
);
3565 static void wined3d_deferred_context_execute_command_list(struct wined3d_device_context
*context
,
3566 struct wined3d_command_list
*list
, bool restore_state
)
3568 struct wined3d_deferred_context
*deferred
= wined3d_deferred_context_from_context(context
);
3569 struct wined3d_cs_execute_command_list
*op
;
3571 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
3572 op
->opcode
= WINED3D_CS_OP_EXECUTE_COMMAND_LIST
;
3576 wined3d_device_context_set_state(context
, context
->state
);
3578 wined3d_device_context_reset_state(context
);
3580 /* Grab a reference to the command list. Note that this implicitly prevents
3581 * any dependent command lists or resources from being freed as well. */
3582 if (!wined3d_array_reserve((void **)&deferred
->command_lists
, &deferred
->command_lists_capacity
,
3583 deferred
->command_list_count
+ 1, sizeof(*deferred
->command_lists
)))
3586 wined3d_command_list_incref(deferred
->command_lists
[deferred
->command_list_count
++] = list
);
3589 static const struct wined3d_device_context_ops wined3d_deferred_context_ops
=
3591 wined3d_deferred_context_require_space
,
3592 wined3d_deferred_context_submit
,
3593 wined3d_deferred_context_finish
,
3594 wined3d_deferred_context_push_constants
,
3595 wined3d_deferred_context_prepare_upload_bo
,
3596 wined3d_deferred_context_get_upload_bo
,
3597 wined3d_deferred_context_issue_query
,
3598 wined3d_deferred_context_flush
,
3599 wined3d_deferred_context_acquire_resource
,
3600 wined3d_deferred_context_execute_command_list
,
3603 HRESULT CDECL
wined3d_deferred_context_create(struct wined3d_device
*device
, struct wined3d_device_context
**context
)
3605 struct wined3d_deferred_context
*object
;
3608 TRACE("device %p, context %p.\n", device
, context
);
3610 if (!(object
= heap_alloc_zero(sizeof(*object
))))
3611 return E_OUTOFMEMORY
;
3613 if (FAILED(hr
= wined3d_state_create(device
, &device
->cs
->c
.state
->feature_level
, 1, &object
->c
.state
)))
3619 object
->c
.ops
= &wined3d_deferred_context_ops
;
3620 object
->c
.device
= device
;
3622 TRACE("Created deferred context %p.\n", object
);
3623 *context
= &object
->c
;
3628 void CDECL
wined3d_deferred_context_destroy(struct wined3d_device_context
*context
)
3630 struct wined3d_deferred_context
*deferred
= wined3d_deferred_context_from_context(context
);
3633 TRACE("context %p.\n", context
);
3635 for (i
= 0; i
< deferred
->resource_count
; ++i
)
3636 wined3d_resource_decref(deferred
->resources
[i
]);
3638 for (i
= 0; i
< deferred
->upload_count
; ++i
)
3640 wined3d_resource_decref(deferred
->uploads
[i
].resource
);
3641 heap_free(deferred
->uploads
[i
].sysmem
);
3643 heap_free(deferred
->resources
);
3645 wined3d_state_destroy(deferred
->c
.state
);
3646 heap_free(deferred
->data
);
3647 heap_free(deferred
);
3650 HRESULT CDECL
wined3d_deferred_context_record_command_list(struct wined3d_device_context
*context
,
3651 bool restore
, struct wined3d_command_list
**list
)
3653 struct wined3d_deferred_context
*deferred
= wined3d_deferred_context_from_context(context
);
3654 struct wined3d_command_list
*object
;
3656 TRACE("context %p, list %p.\n", context
, list
);
3658 if (!(object
= heap_alloc_zero(sizeof(*object
))))
3659 return E_OUTOFMEMORY
;
3661 object
->refcount
= 1;
3662 object
->device
= deferred
->c
.device
;
3664 if (!(object
->data
= heap_alloc(deferred
->data_size
)))
3667 return E_OUTOFMEMORY
;
3669 object
->data_size
= deferred
->data_size
;
3670 memcpy(object
->data
, deferred
->data
, deferred
->data_size
);
3672 if (!(object
->resources
= heap_alloc(deferred
->resource_count
* sizeof(*object
->resources
))))
3674 heap_free(object
->data
);
3676 return E_OUTOFMEMORY
;
3678 object
->resource_count
= deferred
->resource_count
;
3679 memcpy(object
->resources
, deferred
->resources
, deferred
->resource_count
* sizeof(*object
->resources
));
3680 /* Transfer our references to the resources to the command list. */
3682 if (!(object
->command_lists
= heap_alloc(deferred
->command_list_count
* sizeof(*object
->command_lists
))))
3684 heap_free(object
->resources
);
3685 heap_free(object
->data
);
3687 return E_OUTOFMEMORY
;
3689 object
->command_list_count
= deferred
->command_list_count
;
3690 memcpy(object
->command_lists
, deferred
->command_lists
,
3691 deferred
->command_list_count
* sizeof(*object
->command_lists
));
3692 /* Transfer our references to the command lists to the command list. */
3694 deferred
->data_size
= 0;
3695 deferred
->resource_count
= 0;
3696 deferred
->command_list_count
= 0;
3698 /* This is in fact recorded into a subsequent command list. */
3700 wined3d_device_context_set_state(&deferred
->c
, deferred
->c
.state
);
3702 wined3d_device_context_reset_state(&deferred
->c
);
3704 TRACE("Created command list %p.\n", object
);