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
);
25 #define WINED3D_INITIAL_CS_SIZE 4096
30 WINED3D_CS_OP_PRESENT
,
32 WINED3D_CS_OP_DISPATCH
,
35 WINED3D_CS_OP_SET_PREDICATION
,
36 WINED3D_CS_OP_SET_VIEWPORT
,
37 WINED3D_CS_OP_SET_SCISSOR_RECT
,
38 WINED3D_CS_OP_SET_RENDERTARGET_VIEW
,
39 WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW
,
40 WINED3D_CS_OP_SET_VERTEX_DECLARATION
,
41 WINED3D_CS_OP_SET_STREAM_SOURCE
,
42 WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ
,
43 WINED3D_CS_OP_SET_STREAM_OUTPUT
,
44 WINED3D_CS_OP_SET_INDEX_BUFFER
,
45 WINED3D_CS_OP_SET_CONSTANT_BUFFER
,
46 WINED3D_CS_OP_SET_TEXTURE
,
47 WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW
,
48 WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW
,
49 WINED3D_CS_OP_SET_SAMPLER
,
50 WINED3D_CS_OP_SET_SHADER
,
51 WINED3D_CS_OP_SET_RASTERIZER_STATE
,
52 WINED3D_CS_OP_SET_RENDER_STATE
,
53 WINED3D_CS_OP_SET_TEXTURE_STATE
,
54 WINED3D_CS_OP_SET_SAMPLER_STATE
,
55 WINED3D_CS_OP_SET_TRANSFORM
,
56 WINED3D_CS_OP_SET_CLIP_PLANE
,
57 WINED3D_CS_OP_SET_COLOR_KEY
,
58 WINED3D_CS_OP_SET_MATERIAL
,
59 WINED3D_CS_OP_SET_LIGHT
,
60 WINED3D_CS_OP_SET_LIGHT_ENABLE
,
61 WINED3D_CS_OP_PUSH_CONSTANTS
,
62 WINED3D_CS_OP_RESET_STATE
,
63 WINED3D_CS_OP_CALLBACK
,
64 WINED3D_CS_OP_QUERY_ISSUE
,
65 WINED3D_CS_OP_PRELOAD_RESOURCE
,
66 WINED3D_CS_OP_UNLOAD_RESOURCE
,
69 WINED3D_CS_OP_BLT_SUB_RESOURCE
,
70 WINED3D_CS_OP_UPDATE_SUB_RESOURCE
,
71 WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION
,
72 WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW
,
73 WINED3D_CS_OP_COPY_UAV_COUNTER
,
74 WINED3D_CS_OP_GENERATE_MIPMAPS
,
78 struct wined3d_cs_packet
86 enum wined3d_cs_op opcode
;
89 struct wined3d_cs_present
91 enum wined3d_cs_op opcode
;
92 HWND dst_window_override
;
93 struct wined3d_swapchain
*swapchain
;
99 struct wined3d_cs_clear
101 enum wined3d_cs_op opcode
;
103 unsigned int rt_count
;
104 struct wined3d_fb_state
*fb
;
106 struct wined3d_color color
;
109 unsigned int rect_count
;
113 struct wined3d_cs_dispatch
115 enum wined3d_cs_op opcode
;
116 struct wined3d_dispatch_parameters parameters
;
119 struct wined3d_cs_draw
121 enum wined3d_cs_op opcode
;
122 GLenum primitive_type
;
123 GLint patch_vertex_count
;
124 struct wined3d_draw_parameters parameters
;
127 struct wined3d_cs_flush
129 enum wined3d_cs_op opcode
;
132 struct wined3d_cs_set_predication
134 enum wined3d_cs_op opcode
;
135 struct wined3d_query
*predicate
;
139 struct wined3d_cs_set_viewport
141 enum wined3d_cs_op opcode
;
142 struct wined3d_viewport viewport
;
145 struct wined3d_cs_set_scissor_rect
147 enum wined3d_cs_op opcode
;
151 struct wined3d_cs_set_rendertarget_view
153 enum wined3d_cs_op opcode
;
154 unsigned int view_idx
;
155 struct wined3d_rendertarget_view
*view
;
158 struct wined3d_cs_set_depth_stencil_view
160 enum wined3d_cs_op opcode
;
161 struct wined3d_rendertarget_view
*view
;
164 struct wined3d_cs_set_vertex_declaration
166 enum wined3d_cs_op opcode
;
167 struct wined3d_vertex_declaration
*declaration
;
170 struct wined3d_cs_set_stream_source
172 enum wined3d_cs_op opcode
;
174 struct wined3d_buffer
*buffer
;
179 struct wined3d_cs_set_stream_source_freq
181 enum wined3d_cs_op opcode
;
187 struct wined3d_cs_set_stream_output
189 enum wined3d_cs_op opcode
;
191 struct wined3d_buffer
*buffer
;
195 struct wined3d_cs_set_index_buffer
197 enum wined3d_cs_op opcode
;
198 struct wined3d_buffer
*buffer
;
199 enum wined3d_format_id format_id
;
203 struct wined3d_cs_set_constant_buffer
205 enum wined3d_cs_op opcode
;
206 enum wined3d_shader_type type
;
208 struct wined3d_buffer
*buffer
;
211 struct wined3d_cs_set_texture
213 enum wined3d_cs_op opcode
;
215 struct wined3d_texture
*texture
;
218 struct wined3d_cs_set_color_key
220 enum wined3d_cs_op opcode
;
221 struct wined3d_texture
*texture
;
224 struct wined3d_color_key color_key
;
227 struct wined3d_cs_set_shader_resource_view
229 enum wined3d_cs_op opcode
;
230 enum wined3d_shader_type type
;
232 struct wined3d_shader_resource_view
*view
;
235 struct wined3d_cs_set_unordered_access_view
237 enum wined3d_cs_op opcode
;
238 enum wined3d_pipeline pipeline
;
239 unsigned int view_idx
;
240 struct wined3d_unordered_access_view
*view
;
241 unsigned int initial_count
;
244 struct wined3d_cs_set_sampler
246 enum wined3d_cs_op opcode
;
247 enum wined3d_shader_type type
;
249 struct wined3d_sampler
*sampler
;
252 struct wined3d_cs_set_shader
254 enum wined3d_cs_op opcode
;
255 enum wined3d_shader_type type
;
256 struct wined3d_shader
*shader
;
259 struct wined3d_cs_set_rasterizer_state
261 enum wined3d_cs_op opcode
;
262 struct wined3d_rasterizer_state
*state
;
265 struct wined3d_cs_set_render_state
267 enum wined3d_cs_op opcode
;
268 enum wined3d_render_state state
;
272 struct wined3d_cs_set_texture_state
274 enum wined3d_cs_op opcode
;
276 enum wined3d_texture_stage_state state
;
280 struct wined3d_cs_set_sampler_state
282 enum wined3d_cs_op opcode
;
284 enum wined3d_sampler_state state
;
288 struct wined3d_cs_set_transform
290 enum wined3d_cs_op opcode
;
291 enum wined3d_transform_state state
;
292 struct wined3d_matrix matrix
;
295 struct wined3d_cs_set_clip_plane
297 enum wined3d_cs_op opcode
;
299 struct wined3d_vec4 plane
;
302 struct wined3d_cs_set_material
304 enum wined3d_cs_op opcode
;
305 struct wined3d_material material
;
308 struct wined3d_cs_set_light
310 enum wined3d_cs_op opcode
;
311 struct wined3d_light_info light
;
314 struct wined3d_cs_set_light_enable
316 enum wined3d_cs_op opcode
;
321 struct wined3d_cs_push_constants
323 enum wined3d_cs_op opcode
;
324 enum wined3d_push_constants type
;
325 unsigned int start_idx
;
330 struct wined3d_cs_reset_state
332 enum wined3d_cs_op opcode
;
335 struct wined3d_cs_callback
337 enum wined3d_cs_op opcode
;
338 void (*callback
)(void *object
);
342 struct wined3d_cs_query_issue
344 enum wined3d_cs_op opcode
;
345 struct wined3d_query
*query
;
349 struct wined3d_cs_preload_resource
351 enum wined3d_cs_op opcode
;
352 struct wined3d_resource
*resource
;
355 struct wined3d_cs_unload_resource
357 enum wined3d_cs_op opcode
;
358 struct wined3d_resource
*resource
;
361 struct wined3d_cs_map
363 enum wined3d_cs_op opcode
;
364 struct wined3d_resource
*resource
;
365 unsigned int sub_resource_idx
;
366 struct wined3d_map_desc
*map_desc
;
367 const struct wined3d_box
*box
;
372 struct wined3d_cs_unmap
374 enum wined3d_cs_op opcode
;
375 struct wined3d_resource
*resource
;
376 unsigned int sub_resource_idx
;
380 struct wined3d_cs_blt_sub_resource
382 enum wined3d_cs_op opcode
;
383 struct wined3d_resource
*dst_resource
;
384 unsigned int dst_sub_resource_idx
;
385 struct wined3d_box dst_box
;
386 struct wined3d_resource
*src_resource
;
387 unsigned int src_sub_resource_idx
;
388 struct wined3d_box src_box
;
390 struct wined3d_blt_fx fx
;
391 enum wined3d_texture_filter_type filter
;
394 struct wined3d_cs_update_sub_resource
396 enum wined3d_cs_op opcode
;
397 struct wined3d_resource
*resource
;
398 unsigned int sub_resource_idx
;
399 struct wined3d_box box
;
400 struct wined3d_sub_resource_data data
;
403 struct wined3d_cs_add_dirty_texture_region
405 enum wined3d_cs_op opcode
;
406 struct wined3d_texture
*texture
;
410 struct wined3d_cs_clear_unordered_access_view
412 enum wined3d_cs_op opcode
;
413 struct wined3d_unordered_access_view
*view
;
414 struct wined3d_uvec4 clear_value
;
417 struct wined3d_cs_copy_uav_counter
419 enum wined3d_cs_op opcode
;
420 struct wined3d_buffer
*buffer
;
422 struct wined3d_unordered_access_view
*view
;
425 struct wined3d_cs_generate_mipmaps
427 enum wined3d_cs_op opcode
;
428 struct wined3d_shader_resource_view
*view
;
431 struct wined3d_cs_stop
433 enum wined3d_cs_op opcode
;
436 static void wined3d_cs_exec_nop(struct wined3d_cs
*cs
, const void *data
)
440 static void wined3d_cs_exec_present(struct wined3d_cs
*cs
, const void *data
)
442 const struct wined3d_cs_present
*op
= data
;
443 struct wined3d_swapchain
*swapchain
;
446 swapchain
= op
->swapchain
;
447 wined3d_swapchain_set_window(swapchain
, op
->dst_window_override
);
449 swapchain
->swapchain_ops
->swapchain_present(swapchain
, &op
->src_rect
, &op
->dst_rect
, op
->flags
);
451 wined3d_resource_release(&swapchain
->front_buffer
->resource
);
452 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
454 wined3d_resource_release(&swapchain
->back_buffers
[i
]->resource
);
457 InterlockedDecrement(&cs
->pending_presents
);
460 void wined3d_cs_emit_present(struct wined3d_cs
*cs
, struct wined3d_swapchain
*swapchain
,
461 const RECT
*src_rect
, const RECT
*dst_rect
, HWND dst_window_override
, DWORD flags
)
463 struct wined3d_cs_present
*op
;
467 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
468 op
->opcode
= WINED3D_CS_OP_PRESENT
;
469 op
->dst_window_override
= dst_window_override
;
470 op
->swapchain
= swapchain
;
471 op
->src_rect
= *src_rect
;
472 op
->dst_rect
= *dst_rect
;
475 pending
= InterlockedIncrement(&cs
->pending_presents
);
477 wined3d_resource_acquire(&swapchain
->front_buffer
->resource
);
478 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
480 wined3d_resource_acquire(&swapchain
->back_buffers
[i
]->resource
);
483 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
485 /* Limit input latency by limiting the number of presents that we can get
486 * ahead of the worker thread. We have a constant limit here, but
487 * IDXGIDevice1 allows tuning this. */
491 pending
= InterlockedCompareExchange(&cs
->pending_presents
, 0, 0);
495 static void wined3d_cs_exec_clear(struct wined3d_cs
*cs
, const void *data
)
497 const struct wined3d_state
*state
= &cs
->state
;
498 const struct wined3d_cs_clear
*op
= data
;
499 struct wined3d_device
*device
;
504 wined3d_get_draw_rect(state
, &draw_rect
);
505 device
->blitter
->ops
->blitter_clear(device
->blitter
, device
, op
->rt_count
, op
->fb
,
506 op
->rect_count
, op
->rects
, &op
->draw_rect
, op
->flags
, &op
->color
, op
->depth
, op
->stencil
);
508 if (op
->flags
& WINED3DCLEAR_TARGET
)
510 for (i
= 0; i
< op
->rt_count
; ++i
)
512 if (op
->fb
->render_targets
[i
])
513 wined3d_resource_release(op
->fb
->render_targets
[i
]->resource
);
516 if (op
->flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
517 wined3d_resource_release(op
->fb
->depth_stencil
->resource
);
520 void wined3d_cs_emit_clear(struct wined3d_cs
*cs
, DWORD rect_count
, const RECT
*rects
,
521 DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
523 unsigned int rt_count
= cs
->device
->adapter
->gl_info
.limits
.buffers
;
524 const struct wined3d_state
*state
= &cs
->device
->state
;
525 struct wined3d_cs_clear
*op
;
528 op
= cs
->ops
->require_space(cs
, FIELD_OFFSET(struct wined3d_cs_clear
, rects
[rect_count
]),
529 WINED3D_CS_QUEUE_DEFAULT
);
530 op
->opcode
= WINED3D_CS_OP_CLEAR
;
532 op
->rt_count
= rt_count
;
534 wined3d_get_draw_rect(state
, &op
->draw_rect
);
537 op
->stencil
= stencil
;
538 op
->rect_count
= rect_count
;
539 memcpy(op
->rects
, rects
, sizeof(*rects
) * rect_count
);
541 if (flags
& WINED3DCLEAR_TARGET
)
543 for (i
= 0; i
< rt_count
; ++i
)
545 if (state
->fb
->render_targets
[i
])
546 wined3d_resource_acquire(state
->fb
->render_targets
[i
]->resource
);
549 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
550 wined3d_resource_acquire(state
->fb
->depth_stencil
->resource
);
552 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
555 void wined3d_cs_emit_clear_rendertarget_view(struct wined3d_cs
*cs
, struct wined3d_rendertarget_view
*view
,
556 const RECT
*rect
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
558 struct wined3d_cs_clear
*op
;
561 struct wined3d_rendertarget_view
*rt
;
562 struct wined3d_fb_state fb
;
565 op
= cs
->ops
->require_space(cs
, FIELD_OFFSET(struct wined3d_cs_clear
, rects
[1]) + sizeof(*extra
),
566 WINED3D_CS_QUEUE_DEFAULT
);
567 extra
= (void *)&op
->rects
[1];
568 extra
->fb
.render_targets
= &extra
->rt
;
571 op
->opcode
= WINED3D_CS_OP_CLEAR
;
573 if (flags
& WINED3DCLEAR_TARGET
)
576 op
->fb
->render_targets
[0] = view
;
577 op
->fb
->depth_stencil
= NULL
;
583 op
->fb
->render_targets
[0] = NULL
;
584 op
->fb
->depth_stencil
= view
;
586 op
->stencil
= stencil
;
588 SetRect(&op
->draw_rect
, 0, 0, view
->width
, view
->height
);
590 op
->rects
[0] = *rect
;
592 wined3d_resource_acquire(view
->resource
);
594 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
597 static void acquire_shader_resources(const struct wined3d_state
*state
, unsigned int shader_mask
)
599 struct wined3d_shader_sampler_map_entry
*entry
;
600 struct wined3d_shader_resource_view
*view
;
601 struct wined3d_shader
*shader
;
604 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
606 if (!(shader_mask
& (1u << i
)))
609 if (!(shader
= state
->shader
[i
]))
612 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
615 wined3d_resource_acquire(&state
->cb
[i
][j
]->resource
);
618 for (j
= 0; j
< shader
->reg_maps
.sampler_map
.count
; ++j
)
620 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
622 if (!(view
= state
->shader_resource_view
[i
][entry
->resource_idx
]))
625 wined3d_resource_acquire(view
->resource
);
630 static void release_shader_resources(const struct wined3d_state
*state
, unsigned int shader_mask
)
632 struct wined3d_shader_sampler_map_entry
*entry
;
633 struct wined3d_shader_resource_view
*view
;
634 struct wined3d_shader
*shader
;
637 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
639 if (!(shader_mask
& (1u << i
)))
642 if (!(shader
= state
->shader
[i
]))
645 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
648 wined3d_resource_release(&state
->cb
[i
][j
]->resource
);
651 for (j
= 0; j
< shader
->reg_maps
.sampler_map
.count
; ++j
)
653 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
655 if (!(view
= state
->shader_resource_view
[i
][entry
->resource_idx
]))
658 wined3d_resource_release(view
->resource
);
663 static void acquire_unordered_access_resources(const struct wined3d_shader
*shader
,
664 struct wined3d_unordered_access_view
* const *views
)
671 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
673 if (!shader
->reg_maps
.uav_resource_info
[i
].type
)
679 wined3d_resource_acquire(views
[i
]->resource
);
683 static void release_unordered_access_resources(const struct wined3d_shader
*shader
,
684 struct wined3d_unordered_access_view
* const *views
)
691 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
693 if (!shader
->reg_maps
.uav_resource_info
[i
].type
)
699 wined3d_resource_release(views
[i
]->resource
);
703 static void wined3d_cs_exec_dispatch(struct wined3d_cs
*cs
, const void *data
)
705 const struct wined3d_cs_dispatch
*op
= data
;
706 struct wined3d_state
*state
= &cs
->state
;
708 dispatch_compute(cs
->device
, state
, &op
->parameters
);
710 if (op
->parameters
.indirect
)
711 wined3d_resource_release(&op
->parameters
.u
.indirect
.buffer
->resource
);
713 release_shader_resources(state
, 1u << WINED3D_SHADER_TYPE_COMPUTE
);
714 release_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
715 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
718 static void acquire_compute_pipeline_resources(const struct wined3d_state
*state
)
720 acquire_shader_resources(state
, 1u << WINED3D_SHADER_TYPE_COMPUTE
);
721 acquire_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
722 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
725 void wined3d_cs_emit_dispatch(struct wined3d_cs
*cs
,
726 unsigned int group_count_x
, unsigned int group_count_y
, unsigned int group_count_z
)
728 const struct wined3d_state
*state
= &cs
->device
->state
;
729 struct wined3d_cs_dispatch
*op
;
731 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
732 op
->opcode
= WINED3D_CS_OP_DISPATCH
;
733 op
->parameters
.indirect
= FALSE
;
734 op
->parameters
.u
.direct
.group_count_x
= group_count_x
;
735 op
->parameters
.u
.direct
.group_count_y
= group_count_y
;
736 op
->parameters
.u
.direct
.group_count_z
= group_count_z
;
738 acquire_compute_pipeline_resources(state
);
740 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
743 void wined3d_cs_emit_dispatch_indirect(struct wined3d_cs
*cs
,
744 struct wined3d_buffer
*buffer
, unsigned int offset
)
746 const struct wined3d_state
*state
= &cs
->device
->state
;
747 struct wined3d_cs_dispatch
*op
;
749 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
750 op
->opcode
= WINED3D_CS_OP_DISPATCH
;
751 op
->parameters
.indirect
= TRUE
;
752 op
->parameters
.u
.indirect
.buffer
= buffer
;
753 op
->parameters
.u
.indirect
.offset
= offset
;
755 acquire_compute_pipeline_resources(state
);
756 wined3d_resource_acquire(&buffer
->resource
);
758 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
761 static void wined3d_cs_exec_draw(struct wined3d_cs
*cs
, const void *data
)
763 const struct wined3d_gl_info
*gl_info
= &cs
->device
->adapter
->gl_info
;
764 struct wined3d_state
*state
= &cs
->state
;
765 const struct wined3d_cs_draw
*op
= data
;
766 int load_base_vertex_idx
;
769 /* ARB_draw_indirect always supports a base vertex offset. */
770 if (!op
->parameters
.indirect
&& !gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
])
771 load_base_vertex_idx
= op
->parameters
.u
.direct
.base_vertex_idx
;
773 load_base_vertex_idx
= 0;
775 if (state
->load_base_vertex_index
!= load_base_vertex_idx
)
777 state
->load_base_vertex_index
= load_base_vertex_idx
;
778 device_invalidate_state(cs
->device
, STATE_BASEVERTEXINDEX
);
781 if (state
->gl_primitive_type
!= op
->primitive_type
)
783 if (state
->gl_primitive_type
== GL_POINTS
|| op
->primitive_type
== GL_POINTS
)
784 device_invalidate_state(cs
->device
, STATE_POINT_ENABLE
);
785 state
->gl_primitive_type
= op
->primitive_type
;
787 state
->gl_patch_vertices
= op
->patch_vertex_count
;
789 draw_primitive(cs
->device
, state
, &op
->parameters
);
791 if (op
->parameters
.indirect
)
793 struct wined3d_buffer
*buffer
= op
->parameters
.u
.indirect
.buffer
;
794 wined3d_resource_release(&buffer
->resource
);
797 if (op
->parameters
.indexed
)
798 wined3d_resource_release(&state
->index_buffer
->resource
);
799 for (i
= 0; i
< ARRAY_SIZE(state
->streams
); ++i
)
801 if (state
->streams
[i
].buffer
)
802 wined3d_resource_release(&state
->streams
[i
].buffer
->resource
);
804 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
806 if (state
->stream_output
[i
].buffer
)
807 wined3d_resource_release(&state
->stream_output
[i
].buffer
->resource
);
809 for (i
= 0; i
< ARRAY_SIZE(state
->textures
); ++i
)
811 if (state
->textures
[i
])
812 wined3d_resource_release(&state
->textures
[i
]->resource
);
814 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
816 if (state
->fb
->render_targets
[i
])
817 wined3d_resource_release(state
->fb
->render_targets
[i
]->resource
);
819 if (state
->fb
->depth_stencil
)
820 wined3d_resource_release(state
->fb
->depth_stencil
->resource
);
821 release_shader_resources(state
, ~(1u << WINED3D_SHADER_TYPE_COMPUTE
));
822 release_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
823 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
826 static void acquire_graphics_pipeline_resources(const struct wined3d_state
*state
,
827 BOOL indexed
, const struct wined3d_gl_info
*gl_info
)
832 wined3d_resource_acquire(&state
->index_buffer
->resource
);
833 for (i
= 0; i
< ARRAY_SIZE(state
->streams
); ++i
)
835 if (state
->streams
[i
].buffer
)
836 wined3d_resource_acquire(&state
->streams
[i
].buffer
->resource
);
838 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
840 if (state
->stream_output
[i
].buffer
)
841 wined3d_resource_acquire(&state
->stream_output
[i
].buffer
->resource
);
843 for (i
= 0; i
< ARRAY_SIZE(state
->textures
); ++i
)
845 if (state
->textures
[i
])
846 wined3d_resource_acquire(&state
->textures
[i
]->resource
);
848 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
850 if (state
->fb
->render_targets
[i
])
851 wined3d_resource_acquire(state
->fb
->render_targets
[i
]->resource
);
853 if (state
->fb
->depth_stencil
)
854 wined3d_resource_acquire(state
->fb
->depth_stencil
->resource
);
855 acquire_shader_resources(state
, ~(1u << WINED3D_SHADER_TYPE_COMPUTE
));
856 acquire_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
857 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
860 void wined3d_cs_emit_draw(struct wined3d_cs
*cs
, GLenum primitive_type
, unsigned int patch_vertex_count
,
861 int base_vertex_idx
, unsigned int start_idx
, unsigned int index_count
,
862 unsigned int start_instance
, unsigned int instance_count
, BOOL indexed
)
864 const struct wined3d_gl_info
*gl_info
= &cs
->device
->adapter
->gl_info
;
865 const struct wined3d_state
*state
= &cs
->device
->state
;
866 struct wined3d_cs_draw
*op
;
868 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
869 op
->opcode
= WINED3D_CS_OP_DRAW
;
870 op
->primitive_type
= primitive_type
;
871 op
->patch_vertex_count
= patch_vertex_count
;
872 op
->parameters
.indirect
= FALSE
;
873 op
->parameters
.u
.direct
.base_vertex_idx
= base_vertex_idx
;
874 op
->parameters
.u
.direct
.start_idx
= start_idx
;
875 op
->parameters
.u
.direct
.index_count
= index_count
;
876 op
->parameters
.u
.direct
.start_instance
= start_instance
;
877 op
->parameters
.u
.direct
.instance_count
= instance_count
;
878 op
->parameters
.indexed
= indexed
;
880 acquire_graphics_pipeline_resources(state
, indexed
, gl_info
);
882 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
885 void wined3d_cs_emit_draw_indirect(struct wined3d_cs
*cs
, GLenum primitive_type
, unsigned int patch_vertex_count
,
886 struct wined3d_buffer
*buffer
, unsigned int offset
, BOOL indexed
)
888 const struct wined3d_gl_info
*gl_info
= &cs
->device
->adapter
->gl_info
;
889 const struct wined3d_state
*state
= &cs
->device
->state
;
890 struct wined3d_cs_draw
*op
;
892 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
893 op
->opcode
= WINED3D_CS_OP_DRAW
;
894 op
->primitive_type
= primitive_type
;
895 op
->patch_vertex_count
= patch_vertex_count
;
896 op
->parameters
.indirect
= TRUE
;
897 op
->parameters
.u
.indirect
.buffer
= buffer
;
898 op
->parameters
.u
.indirect
.offset
= offset
;
899 op
->parameters
.indexed
= indexed
;
901 acquire_graphics_pipeline_resources(state
, indexed
, gl_info
);
902 wined3d_resource_acquire(&buffer
->resource
);
904 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
907 static void wined3d_cs_exec_flush(struct wined3d_cs
*cs
, const void *data
)
909 struct wined3d_context
*context
;
911 context
= context_acquire(cs
->device
, NULL
, 0);
913 context
->gl_info
->gl_ops
.gl
.p_glFlush();
914 context_release(context
);
917 void wined3d_cs_emit_flush(struct wined3d_cs
*cs
)
919 struct wined3d_cs_flush
*op
;
921 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
922 op
->opcode
= WINED3D_CS_OP_FLUSH
;
924 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
925 cs
->queries_flushed
= TRUE
;
928 static void wined3d_cs_exec_set_predication(struct wined3d_cs
*cs
, const void *data
)
930 const struct wined3d_cs_set_predication
*op
= data
;
932 cs
->state
.predicate
= op
->predicate
;
933 cs
->state
.predicate_value
= op
->value
;
936 void wined3d_cs_emit_set_predication(struct wined3d_cs
*cs
, struct wined3d_query
*predicate
, BOOL value
)
938 struct wined3d_cs_set_predication
*op
;
940 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
941 op
->opcode
= WINED3D_CS_OP_SET_PREDICATION
;
942 op
->predicate
= predicate
;
945 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
948 static void wined3d_cs_exec_set_viewport(struct wined3d_cs
*cs
, const void *data
)
950 const struct wined3d_cs_set_viewport
*op
= data
;
952 cs
->state
.viewport
= op
->viewport
;
953 device_invalidate_state(cs
->device
, STATE_VIEWPORT
);
956 void wined3d_cs_emit_set_viewport(struct wined3d_cs
*cs
, const struct wined3d_viewport
*viewport
)
958 struct wined3d_cs_set_viewport
*op
;
960 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
961 op
->opcode
= WINED3D_CS_OP_SET_VIEWPORT
;
962 op
->viewport
= *viewport
;
964 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
967 static void wined3d_cs_exec_set_scissor_rect(struct wined3d_cs
*cs
, const void *data
)
969 const struct wined3d_cs_set_scissor_rect
*op
= data
;
971 cs
->state
.scissor_rect
= op
->rect
;
972 device_invalidate_state(cs
->device
, STATE_SCISSORRECT
);
975 void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs
*cs
, const RECT
*rect
)
977 struct wined3d_cs_set_scissor_rect
*op
;
979 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
980 op
->opcode
= WINED3D_CS_OP_SET_SCISSOR_RECT
;
983 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
986 static void wined3d_cs_exec_set_rendertarget_view(struct wined3d_cs
*cs
, const void *data
)
988 const struct wined3d_cs_set_rendertarget_view
*op
= data
;
990 cs
->state
.fb
->render_targets
[op
->view_idx
] = op
->view
;
991 device_invalidate_state(cs
->device
, STATE_FRAMEBUFFER
);
994 void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs
*cs
, unsigned int view_idx
,
995 struct wined3d_rendertarget_view
*view
)
997 struct wined3d_cs_set_rendertarget_view
*op
;
999 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1000 op
->opcode
= WINED3D_CS_OP_SET_RENDERTARGET_VIEW
;
1001 op
->view_idx
= view_idx
;
1004 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1007 static void wined3d_cs_exec_set_depth_stencil_view(struct wined3d_cs
*cs
, const void *data
)
1009 const struct wined3d_cs_set_depth_stencil_view
*op
= data
;
1010 struct wined3d_device
*device
= cs
->device
;
1011 struct wined3d_rendertarget_view
*prev
;
1013 if ((prev
= cs
->state
.fb
->depth_stencil
))
1015 struct wined3d_surface
*prev_surface
= wined3d_rendertarget_view_get_surface(prev
);
1017 if (prev_surface
&& (device
->swapchains
[0]->desc
.flags
& WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL
1018 || prev_surface
->container
->flags
& WINED3D_TEXTURE_DISCARD
))
1020 wined3d_texture_validate_location(prev_surface
->container
,
1021 prev
->sub_resource_idx
, WINED3D_LOCATION_DISCARDED
);
1025 cs
->fb
.depth_stencil
= op
->view
;
1027 if (!prev
!= !op
->view
)
1029 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
1030 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_ZENABLE
));
1031 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_STENCILENABLE
));
1032 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
1033 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
));
1035 else if (prev
&& prev
->format
->depth_bias_scale
!= op
->view
->format
->depth_bias_scale
)
1037 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
));
1040 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
1043 void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs
*cs
, struct wined3d_rendertarget_view
*view
)
1045 struct wined3d_cs_set_depth_stencil_view
*op
;
1047 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1048 op
->opcode
= WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW
;
1051 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1054 static void wined3d_cs_exec_set_vertex_declaration(struct wined3d_cs
*cs
, const void *data
)
1056 const struct wined3d_cs_set_vertex_declaration
*op
= data
;
1058 cs
->state
.vertex_declaration
= op
->declaration
;
1059 device_invalidate_state(cs
->device
, STATE_VDECL
);
1062 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs
*cs
, struct wined3d_vertex_declaration
*declaration
)
1064 struct wined3d_cs_set_vertex_declaration
*op
;
1066 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1067 op
->opcode
= WINED3D_CS_OP_SET_VERTEX_DECLARATION
;
1068 op
->declaration
= declaration
;
1070 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1073 static void wined3d_cs_exec_set_stream_source(struct wined3d_cs
*cs
, const void *data
)
1075 const struct wined3d_cs_set_stream_source
*op
= data
;
1076 struct wined3d_stream_state
*stream
;
1077 struct wined3d_buffer
*prev
;
1079 stream
= &cs
->state
.streams
[op
->stream_idx
];
1080 prev
= stream
->buffer
;
1081 stream
->buffer
= op
->buffer
;
1082 stream
->offset
= op
->offset
;
1083 stream
->stride
= op
->stride
;
1086 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1088 InterlockedDecrement(&prev
->resource
.bind_count
);
1090 device_invalidate_state(cs
->device
, STATE_STREAMSRC
);
1093 void wined3d_cs_emit_set_stream_source(struct wined3d_cs
*cs
, UINT stream_idx
,
1094 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1096 struct wined3d_cs_set_stream_source
*op
;
1098 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1099 op
->opcode
= WINED3D_CS_OP_SET_STREAM_SOURCE
;
1100 op
->stream_idx
= stream_idx
;
1101 op
->buffer
= buffer
;
1102 op
->offset
= offset
;
1103 op
->stride
= stride
;
1105 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1108 static void wined3d_cs_exec_set_stream_source_freq(struct wined3d_cs
*cs
, const void *data
)
1110 const struct wined3d_cs_set_stream_source_freq
*op
= data
;
1111 struct wined3d_stream_state
*stream
;
1113 stream
= &cs
->state
.streams
[op
->stream_idx
];
1114 stream
->frequency
= op
->frequency
;
1115 stream
->flags
= op
->flags
;
1117 device_invalidate_state(cs
->device
, STATE_STREAMSRC
);
1120 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs
*cs
, UINT stream_idx
, UINT frequency
, UINT flags
)
1122 struct wined3d_cs_set_stream_source_freq
*op
;
1124 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1125 op
->opcode
= WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ
;
1126 op
->stream_idx
= stream_idx
;
1127 op
->frequency
= frequency
;
1130 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1133 static void wined3d_cs_exec_set_stream_output(struct wined3d_cs
*cs
, const void *data
)
1135 const struct wined3d_cs_set_stream_output
*op
= data
;
1136 struct wined3d_stream_output
*stream
;
1137 struct wined3d_buffer
*prev
;
1139 stream
= &cs
->state
.stream_output
[op
->stream_idx
];
1140 prev
= stream
->buffer
;
1141 stream
->buffer
= op
->buffer
;
1142 stream
->offset
= op
->offset
;
1145 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1147 InterlockedDecrement(&prev
->resource
.bind_count
);
1149 device_invalidate_state(cs
->device
, STATE_STREAM_OUTPUT
);
1152 void wined3d_cs_emit_set_stream_output(struct wined3d_cs
*cs
, UINT stream_idx
,
1153 struct wined3d_buffer
*buffer
, UINT offset
)
1155 struct wined3d_cs_set_stream_output
*op
;
1157 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1158 op
->opcode
= WINED3D_CS_OP_SET_STREAM_OUTPUT
;
1159 op
->stream_idx
= stream_idx
;
1160 op
->buffer
= buffer
;
1161 op
->offset
= offset
;
1163 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1166 static void wined3d_cs_exec_set_index_buffer(struct wined3d_cs
*cs
, const void *data
)
1168 const struct wined3d_cs_set_index_buffer
*op
= data
;
1169 struct wined3d_buffer
*prev
;
1171 prev
= cs
->state
.index_buffer
;
1172 cs
->state
.index_buffer
= op
->buffer
;
1173 cs
->state
.index_format
= op
->format_id
;
1174 cs
->state
.index_offset
= op
->offset
;
1177 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1179 InterlockedDecrement(&prev
->resource
.bind_count
);
1181 device_invalidate_state(cs
->device
, STATE_INDEXBUFFER
);
1184 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs
*cs
, struct wined3d_buffer
*buffer
,
1185 enum wined3d_format_id format_id
, unsigned int offset
)
1187 struct wined3d_cs_set_index_buffer
*op
;
1189 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1190 op
->opcode
= WINED3D_CS_OP_SET_INDEX_BUFFER
;
1191 op
->buffer
= buffer
;
1192 op
->format_id
= format_id
;
1193 op
->offset
= offset
;
1195 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1198 static void wined3d_cs_exec_set_constant_buffer(struct wined3d_cs
*cs
, const void *data
)
1200 const struct wined3d_cs_set_constant_buffer
*op
= data
;
1201 struct wined3d_buffer
*prev
;
1203 prev
= cs
->state
.cb
[op
->type
][op
->cb_idx
];
1204 cs
->state
.cb
[op
->type
][op
->cb_idx
] = op
->buffer
;
1207 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1209 InterlockedDecrement(&prev
->resource
.bind_count
);
1211 device_invalidate_state(cs
->device
, STATE_CONSTANT_BUFFER(op
->type
));
1214 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs
*cs
, enum wined3d_shader_type type
,
1215 UINT cb_idx
, struct wined3d_buffer
*buffer
)
1217 struct wined3d_cs_set_constant_buffer
*op
;
1219 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1220 op
->opcode
= WINED3D_CS_OP_SET_CONSTANT_BUFFER
;
1222 op
->cb_idx
= cb_idx
;
1223 op
->buffer
= buffer
;
1225 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1228 static void wined3d_cs_exec_set_texture(struct wined3d_cs
*cs
, const void *data
)
1230 const struct wined3d_gl_info
*gl_info
= &cs
->device
->adapter
->gl_info
;
1231 const struct wined3d_d3d_info
*d3d_info
= &cs
->device
->adapter
->d3d_info
;
1232 const struct wined3d_cs_set_texture
*op
= data
;
1233 struct wined3d_texture
*prev
;
1234 BOOL old_use_color_key
= FALSE
, new_use_color_key
= FALSE
;
1236 prev
= cs
->state
.textures
[op
->stage
];
1237 cs
->state
.textures
[op
->stage
] = op
->texture
;
1241 const struct wined3d_format
*new_format
= op
->texture
->resource
.format
;
1242 const struct wined3d_format
*old_format
= prev
? prev
->resource
.format
: NULL
;
1243 unsigned int old_fmt_flags
= prev
? prev
->resource
.format_flags
: 0;
1244 unsigned int new_fmt_flags
= op
->texture
->resource
.format_flags
;
1246 if (InterlockedIncrement(&op
->texture
->resource
.bind_count
) == 1)
1247 op
->texture
->sampler
= op
->stage
;
1249 if (!prev
|| op
->texture
->target
!= prev
->target
1250 || (!is_same_fixup(new_format
->color_fixup
, old_format
->color_fixup
)
1251 && !(can_use_texture_swizzle(gl_info
, new_format
) && can_use_texture_swizzle(gl_info
, old_format
)))
1252 || (new_fmt_flags
& WINED3DFMT_FLAG_SHADOW
) != (old_fmt_flags
& WINED3DFMT_FLAG_SHADOW
))
1253 device_invalidate_state(cs
->device
, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
));
1255 if (!prev
&& op
->stage
< d3d_info
->limits
.ffp_blend_stages
)
1257 /* The source arguments for color and alpha ops have different
1258 * meanings when a NULL texture is bound, so the COLOR_OP and
1259 * ALPHA_OP have to be dirtified. */
1260 device_invalidate_state(cs
->device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_COLOR_OP
));
1261 device_invalidate_state(cs
->device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_ALPHA_OP
));
1264 if (!op
->stage
&& op
->texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1265 new_use_color_key
= TRUE
;
1270 if (InterlockedDecrement(&prev
->resource
.bind_count
) && prev
->sampler
== op
->stage
)
1274 /* Search for other stages the texture is bound to. Shouldn't
1275 * happen if applications bind textures to a single stage only. */
1276 TRACE("Searching for other stages the texture is bound to.\n");
1277 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
1279 if (cs
->state
.textures
[i
] == prev
)
1281 TRACE("Texture is also bound to stage %u.\n", i
);
1288 if (!op
->texture
&& op
->stage
< d3d_info
->limits
.ffp_blend_stages
)
1290 device_invalidate_state(cs
->device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_COLOR_OP
));
1291 device_invalidate_state(cs
->device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_ALPHA_OP
));
1294 if (!op
->stage
&& prev
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1295 old_use_color_key
= TRUE
;
1298 device_invalidate_state(cs
->device
, STATE_SAMPLER(op
->stage
));
1300 if (new_use_color_key
!= old_use_color_key
)
1301 device_invalidate_state(cs
->device
, STATE_RENDER(WINED3D_RS_COLORKEYENABLE
));
1303 if (new_use_color_key
)
1304 device_invalidate_state(cs
->device
, STATE_COLOR_KEY
);
1307 void wined3d_cs_emit_set_texture(struct wined3d_cs
*cs
, UINT stage
, struct wined3d_texture
*texture
)
1309 struct wined3d_cs_set_texture
*op
;
1311 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1312 op
->opcode
= WINED3D_CS_OP_SET_TEXTURE
;
1314 op
->texture
= texture
;
1316 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1319 static void wined3d_cs_exec_set_shader_resource_view(struct wined3d_cs
*cs
, const void *data
)
1321 const struct wined3d_cs_set_shader_resource_view
*op
= data
;
1322 struct wined3d_shader_resource_view
*prev
;
1324 prev
= cs
->state
.shader_resource_view
[op
->type
][op
->view_idx
];
1325 cs
->state
.shader_resource_view
[op
->type
][op
->view_idx
] = op
->view
;
1328 InterlockedIncrement(&op
->view
->resource
->bind_count
);
1330 InterlockedDecrement(&prev
->resource
->bind_count
);
1332 if (op
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
1333 device_invalidate_state(cs
->device
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1335 device_invalidate_state(cs
->device
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1338 void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs
*cs
, enum wined3d_shader_type type
,
1339 UINT view_idx
, struct wined3d_shader_resource_view
*view
)
1341 struct wined3d_cs_set_shader_resource_view
*op
;
1343 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1344 op
->opcode
= WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW
;
1346 op
->view_idx
= view_idx
;
1349 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1352 static void wined3d_cs_exec_set_unordered_access_view(struct wined3d_cs
*cs
, const void *data
)
1354 const struct wined3d_cs_set_unordered_access_view
*op
= data
;
1355 struct wined3d_unordered_access_view
*prev
;
1357 prev
= cs
->state
.unordered_access_view
[op
->pipeline
][op
->view_idx
];
1358 cs
->state
.unordered_access_view
[op
->pipeline
][op
->view_idx
] = op
->view
;
1361 InterlockedIncrement(&op
->view
->resource
->bind_count
);
1363 InterlockedDecrement(&prev
->resource
->bind_count
);
1365 if (op
->view
&& op
->initial_count
!= ~0u)
1366 wined3d_unordered_access_view_set_counter(op
->view
, op
->initial_count
);
1368 device_invalidate_state(cs
->device
, STATE_UNORDERED_ACCESS_VIEW_BINDING(op
->pipeline
));
1371 void wined3d_cs_emit_set_unordered_access_view(struct wined3d_cs
*cs
, enum wined3d_pipeline pipeline
,
1372 unsigned int view_idx
, struct wined3d_unordered_access_view
*view
, unsigned int initial_count
)
1374 struct wined3d_cs_set_unordered_access_view
*op
;
1376 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1377 op
->opcode
= WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW
;
1378 op
->pipeline
= pipeline
;
1379 op
->view_idx
= view_idx
;
1381 op
->initial_count
= initial_count
;
1383 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1386 static void wined3d_cs_exec_set_sampler(struct wined3d_cs
*cs
, const void *data
)
1388 const struct wined3d_cs_set_sampler
*op
= data
;
1390 cs
->state
.sampler
[op
->type
][op
->sampler_idx
] = op
->sampler
;
1391 if (op
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
1392 device_invalidate_state(cs
->device
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1394 device_invalidate_state(cs
->device
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1397 void wined3d_cs_emit_set_sampler(struct wined3d_cs
*cs
, enum wined3d_shader_type type
,
1398 UINT sampler_idx
, struct wined3d_sampler
*sampler
)
1400 struct wined3d_cs_set_sampler
*op
;
1402 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1403 op
->opcode
= WINED3D_CS_OP_SET_SAMPLER
;
1405 op
->sampler_idx
= sampler_idx
;
1406 op
->sampler
= sampler
;
1408 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1411 static void wined3d_cs_exec_set_shader(struct wined3d_cs
*cs
, const void *data
)
1413 const struct wined3d_cs_set_shader
*op
= data
;
1415 cs
->state
.shader
[op
->type
] = op
->shader
;
1416 device_invalidate_state(cs
->device
, STATE_SHADER(op
->type
));
1417 if (op
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
1418 device_invalidate_state(cs
->device
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1420 device_invalidate_state(cs
->device
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1423 void wined3d_cs_emit_set_shader(struct wined3d_cs
*cs
, enum wined3d_shader_type type
, struct wined3d_shader
*shader
)
1425 struct wined3d_cs_set_shader
*op
;
1427 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1428 op
->opcode
= WINED3D_CS_OP_SET_SHADER
;
1430 op
->shader
= shader
;
1432 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1435 static void wined3d_cs_exec_set_rasterizer_state(struct wined3d_cs
*cs
, const void *data
)
1437 const struct wined3d_cs_set_rasterizer_state
*op
= data
;
1439 cs
->state
.rasterizer_state
= op
->state
;
1440 device_invalidate_state(cs
->device
, STATE_FRONTFACE
);
1443 void wined3d_cs_emit_set_rasterizer_state(struct wined3d_cs
*cs
,
1444 struct wined3d_rasterizer_state
*rasterizer_state
)
1446 struct wined3d_cs_set_rasterizer_state
*op
;
1448 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1449 op
->opcode
= WINED3D_CS_OP_SET_RASTERIZER_STATE
;
1450 op
->state
= rasterizer_state
;
1452 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1455 static void wined3d_cs_exec_set_render_state(struct wined3d_cs
*cs
, const void *data
)
1457 const struct wined3d_cs_set_render_state
*op
= data
;
1459 cs
->state
.render_states
[op
->state
] = op
->value
;
1460 device_invalidate_state(cs
->device
, STATE_RENDER(op
->state
));
1463 void wined3d_cs_emit_set_render_state(struct wined3d_cs
*cs
, enum wined3d_render_state state
, DWORD value
)
1465 struct wined3d_cs_set_render_state
*op
;
1467 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1468 op
->opcode
= WINED3D_CS_OP_SET_RENDER_STATE
;
1472 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1475 static void wined3d_cs_exec_set_texture_state(struct wined3d_cs
*cs
, const void *data
)
1477 const struct wined3d_cs_set_texture_state
*op
= data
;
1479 cs
->state
.texture_states
[op
->stage
][op
->state
] = op
->value
;
1480 device_invalidate_state(cs
->device
, STATE_TEXTURESTAGE(op
->stage
, op
->state
));
1483 void wined3d_cs_emit_set_texture_state(struct wined3d_cs
*cs
, UINT stage
,
1484 enum wined3d_texture_stage_state state
, DWORD value
)
1486 struct wined3d_cs_set_texture_state
*op
;
1488 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1489 op
->opcode
= WINED3D_CS_OP_SET_TEXTURE_STATE
;
1494 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1497 static void wined3d_cs_exec_set_sampler_state(struct wined3d_cs
*cs
, const void *data
)
1499 const struct wined3d_cs_set_sampler_state
*op
= data
;
1501 cs
->state
.sampler_states
[op
->sampler_idx
][op
->state
] = op
->value
;
1502 device_invalidate_state(cs
->device
, STATE_SAMPLER(op
->sampler_idx
));
1505 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs
*cs
, UINT sampler_idx
,
1506 enum wined3d_sampler_state state
, DWORD value
)
1508 struct wined3d_cs_set_sampler_state
*op
;
1510 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1511 op
->opcode
= WINED3D_CS_OP_SET_SAMPLER_STATE
;
1512 op
->sampler_idx
= sampler_idx
;
1516 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1519 static void wined3d_cs_exec_set_transform(struct wined3d_cs
*cs
, const void *data
)
1521 const struct wined3d_cs_set_transform
*op
= data
;
1523 cs
->state
.transforms
[op
->state
] = op
->matrix
;
1524 if (op
->state
< WINED3D_TS_WORLD_MATRIX(cs
->device
->adapter
->d3d_info
.limits
.ffp_vertex_blend_matrices
))
1525 device_invalidate_state(cs
->device
, STATE_TRANSFORM(op
->state
));
1528 void wined3d_cs_emit_set_transform(struct wined3d_cs
*cs
, enum wined3d_transform_state state
,
1529 const struct wined3d_matrix
*matrix
)
1531 struct wined3d_cs_set_transform
*op
;
1533 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1534 op
->opcode
= WINED3D_CS_OP_SET_TRANSFORM
;
1536 op
->matrix
= *matrix
;
1538 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1541 static void wined3d_cs_exec_set_clip_plane(struct wined3d_cs
*cs
, const void *data
)
1543 const struct wined3d_cs_set_clip_plane
*op
= data
;
1545 cs
->state
.clip_planes
[op
->plane_idx
] = op
->plane
;
1546 device_invalidate_state(cs
->device
, STATE_CLIPPLANE(op
->plane_idx
));
1549 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs
*cs
, UINT plane_idx
, const struct wined3d_vec4
*plane
)
1551 struct wined3d_cs_set_clip_plane
*op
;
1553 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1554 op
->opcode
= WINED3D_CS_OP_SET_CLIP_PLANE
;
1555 op
->plane_idx
= plane_idx
;
1558 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1561 static void wined3d_cs_exec_set_color_key(struct wined3d_cs
*cs
, const void *data
)
1563 const struct wined3d_cs_set_color_key
*op
= data
;
1564 struct wined3d_texture
*texture
= op
->texture
;
1570 case WINED3D_CKEY_DST_BLT
:
1571 texture
->async
.dst_blt_color_key
= op
->color_key
;
1572 texture
->async
.color_key_flags
|= WINED3D_CKEY_DST_BLT
;
1575 case WINED3D_CKEY_DST_OVERLAY
:
1576 texture
->async
.dst_overlay_color_key
= op
->color_key
;
1577 texture
->async
.color_key_flags
|= WINED3D_CKEY_DST_OVERLAY
;
1580 case WINED3D_CKEY_SRC_BLT
:
1581 if (texture
== cs
->state
.textures
[0])
1583 device_invalidate_state(cs
->device
, STATE_COLOR_KEY
);
1584 if (!(texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
))
1585 device_invalidate_state(cs
->device
, STATE_RENDER(WINED3D_RS_COLORKEYENABLE
));
1588 texture
->async
.src_blt_color_key
= op
->color_key
;
1589 texture
->async
.color_key_flags
|= WINED3D_CKEY_SRC_BLT
;
1592 case WINED3D_CKEY_SRC_OVERLAY
:
1593 texture
->async
.src_overlay_color_key
= op
->color_key
;
1594 texture
->async
.color_key_flags
|= WINED3D_CKEY_SRC_OVERLAY
;
1602 case WINED3D_CKEY_DST_BLT
:
1603 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_DST_BLT
;
1606 case WINED3D_CKEY_DST_OVERLAY
:
1607 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_DST_OVERLAY
;
1610 case WINED3D_CKEY_SRC_BLT
:
1611 if (texture
== cs
->state
.textures
[0] && texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1612 device_invalidate_state(cs
->device
, STATE_RENDER(WINED3D_RS_COLORKEYENABLE
));
1614 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_SRC_BLT
;
1617 case WINED3D_CKEY_SRC_OVERLAY
:
1618 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_SRC_OVERLAY
;
1624 void wined3d_cs_emit_set_color_key(struct wined3d_cs
*cs
, struct wined3d_texture
*texture
,
1625 WORD flags
, const struct wined3d_color_key
*color_key
)
1627 struct wined3d_cs_set_color_key
*op
;
1629 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1630 op
->opcode
= WINED3D_CS_OP_SET_COLOR_KEY
;
1631 op
->texture
= texture
;
1635 op
->color_key
= *color_key
;
1641 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1644 static void wined3d_cs_exec_set_material(struct wined3d_cs
*cs
, const void *data
)
1646 const struct wined3d_cs_set_material
*op
= data
;
1648 cs
->state
.material
= op
->material
;
1649 device_invalidate_state(cs
->device
, STATE_MATERIAL
);
1652 void wined3d_cs_emit_set_material(struct wined3d_cs
*cs
, const struct wined3d_material
*material
)
1654 struct wined3d_cs_set_material
*op
;
1656 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1657 op
->opcode
= WINED3D_CS_OP_SET_MATERIAL
;
1658 op
->material
= *material
;
1660 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1663 static void wined3d_cs_exec_set_light(struct wined3d_cs
*cs
, const void *data
)
1665 const struct wined3d_cs_set_light
*op
= data
;
1666 struct wined3d_light_info
*light_info
;
1667 unsigned int light_idx
, hash_idx
;
1669 light_idx
= op
->light
.OriginalIndex
;
1671 if (!(light_info
= wined3d_state_get_light(&cs
->state
, light_idx
)))
1673 TRACE("Adding new light.\n");
1674 if (!(light_info
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*light_info
))))
1676 ERR("Failed to allocate light info.\n");
1680 hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1681 list_add_head(&cs
->state
.light_map
[hash_idx
], &light_info
->entry
);
1682 light_info
->glIndex
= -1;
1683 light_info
->OriginalIndex
= light_idx
;
1686 if (light_info
->glIndex
!= -1)
1688 if (light_info
->OriginalParms
.type
!= op
->light
.OriginalParms
.type
)
1689 device_invalidate_state(cs
->device
, STATE_LIGHT_TYPE
);
1690 device_invalidate_state(cs
->device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
1693 light_info
->OriginalParms
= op
->light
.OriginalParms
;
1694 light_info
->position
= op
->light
.position
;
1695 light_info
->direction
= op
->light
.direction
;
1696 light_info
->exponent
= op
->light
.exponent
;
1697 light_info
->cutoff
= op
->light
.cutoff
;
1700 void wined3d_cs_emit_set_light(struct wined3d_cs
*cs
, const struct wined3d_light_info
*light
)
1702 struct wined3d_cs_set_light
*op
;
1704 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1705 op
->opcode
= WINED3D_CS_OP_SET_LIGHT
;
1708 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1711 static void wined3d_cs_exec_set_light_enable(struct wined3d_cs
*cs
, const void *data
)
1713 const struct wined3d_cs_set_light_enable
*op
= data
;
1714 struct wined3d_device
*device
= cs
->device
;
1715 struct wined3d_light_info
*light_info
;
1718 if (!(light_info
= wined3d_state_get_light(&cs
->state
, op
->idx
)))
1720 ERR("Light doesn't exist.\n");
1724 prev_idx
= light_info
->glIndex
;
1725 wined3d_state_enable_light(&cs
->state
, &device
->adapter
->d3d_info
, light_info
, op
->enable
);
1726 if (light_info
->glIndex
!= prev_idx
)
1728 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1729 device_invalidate_state(device
, STATE_ACTIVELIGHT(op
->enable
? light_info
->glIndex
: prev_idx
));
1733 void wined3d_cs_emit_set_light_enable(struct wined3d_cs
*cs
, unsigned int idx
, BOOL enable
)
1735 struct wined3d_cs_set_light_enable
*op
;
1737 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1738 op
->opcode
= WINED3D_CS_OP_SET_LIGHT_ENABLE
;
1740 op
->enable
= enable
;
1742 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1751 wined3d_cs_push_constant_info
[] =
1753 /* WINED3D_PUSH_CONSTANTS_VS_F */
1754 {FIELD_OFFSET(struct wined3d_state
, vs_consts_f
), sizeof(struct wined3d_vec4
), WINED3D_SHADER_CONST_VS_F
},
1755 /* WINED3D_PUSH_CONSTANTS_PS_F */
1756 {FIELD_OFFSET(struct wined3d_state
, ps_consts_f
), sizeof(struct wined3d_vec4
), WINED3D_SHADER_CONST_PS_F
},
1757 /* WINED3D_PUSH_CONSTANTS_VS_I */
1758 {FIELD_OFFSET(struct wined3d_state
, vs_consts_i
), sizeof(struct wined3d_ivec4
), WINED3D_SHADER_CONST_VS_I
},
1759 /* WINED3D_PUSH_CONSTANTS_PS_I */
1760 {FIELD_OFFSET(struct wined3d_state
, ps_consts_i
), sizeof(struct wined3d_ivec4
), WINED3D_SHADER_CONST_PS_I
},
1761 /* WINED3D_PUSH_CONSTANTS_VS_B */
1762 {FIELD_OFFSET(struct wined3d_state
, vs_consts_b
), sizeof(BOOL
), WINED3D_SHADER_CONST_VS_B
},
1763 /* WINED3D_PUSH_CONSTANTS_PS_B */
1764 {FIELD_OFFSET(struct wined3d_state
, ps_consts_b
), sizeof(BOOL
), WINED3D_SHADER_CONST_PS_B
},
1767 static void wined3d_cs_st_push_constants(struct wined3d_cs
*cs
, enum wined3d_push_constants p
,
1768 unsigned int start_idx
, unsigned int count
, const void *constants
)
1770 struct wined3d_device
*device
= cs
->device
;
1771 unsigned int context_count
;
1775 if (p
== WINED3D_PUSH_CONSTANTS_VS_F
)
1776 device
->shader_backend
->shader_update_float_vertex_constants(device
, start_idx
, count
);
1777 else if (p
== WINED3D_PUSH_CONSTANTS_PS_F
)
1778 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_idx
, count
);
1780 offset
= wined3d_cs_push_constant_info
[p
].offset
+ start_idx
* wined3d_cs_push_constant_info
[p
].size
;
1781 memcpy((BYTE
*)&cs
->state
+ offset
, constants
, count
* wined3d_cs_push_constant_info
[p
].size
);
1782 for (i
= 0, context_count
= device
->context_count
; i
< context_count
; ++i
)
1784 device
->contexts
[i
]->constant_update_mask
|= wined3d_cs_push_constant_info
[p
].mask
;
1788 static void wined3d_cs_exec_push_constants(struct wined3d_cs
*cs
, const void *data
)
1790 const struct wined3d_cs_push_constants
*op
= data
;
1792 wined3d_cs_st_push_constants(cs
, op
->type
, op
->start_idx
, op
->count
, op
->constants
);
1795 static void wined3d_cs_mt_push_constants(struct wined3d_cs
*cs
, enum wined3d_push_constants p
,
1796 unsigned int start_idx
, unsigned int count
, const void *constants
)
1798 struct wined3d_cs_push_constants
*op
;
1801 size
= count
* wined3d_cs_push_constant_info
[p
].size
;
1802 op
= cs
->ops
->require_space(cs
, FIELD_OFFSET(struct wined3d_cs_push_constants
, constants
[size
]),
1803 WINED3D_CS_QUEUE_DEFAULT
);
1804 op
->opcode
= WINED3D_CS_OP_PUSH_CONSTANTS
;
1806 op
->start_idx
= start_idx
;
1808 memcpy(op
->constants
, constants
, size
);
1810 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1813 static void wined3d_cs_exec_reset_state(struct wined3d_cs
*cs
, const void *data
)
1815 struct wined3d_adapter
*adapter
= cs
->device
->adapter
;
1817 state_cleanup(&cs
->state
);
1818 memset(&cs
->state
, 0, sizeof(cs
->state
));
1819 state_init(&cs
->state
, &cs
->fb
, &adapter
->gl_info
, &adapter
->d3d_info
,
1820 WINED3D_STATE_NO_REF
| WINED3D_STATE_INIT_DEFAULT
);
1823 void wined3d_cs_emit_reset_state(struct wined3d_cs
*cs
)
1825 struct wined3d_cs_reset_state
*op
;
1827 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1828 op
->opcode
= WINED3D_CS_OP_RESET_STATE
;
1830 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1833 static void wined3d_cs_exec_callback(struct wined3d_cs
*cs
, const void *data
)
1835 const struct wined3d_cs_callback
*op
= data
;
1837 op
->callback(op
->object
);
1840 static void wined3d_cs_emit_callback(struct wined3d_cs
*cs
, void (*callback
)(void *object
), void *object
)
1842 struct wined3d_cs_callback
*op
;
1844 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1845 op
->opcode
= WINED3D_CS_OP_CALLBACK
;
1846 op
->callback
= callback
;
1847 op
->object
= object
;
1849 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1852 void wined3d_cs_destroy_object(struct wined3d_cs
*cs
, void (*callback
)(void *object
), void *object
)
1854 wined3d_cs_emit_callback(cs
, callback
, object
);
1857 void wined3d_cs_init_object(struct wined3d_cs
*cs
, void (*callback
)(void *object
), void *object
)
1859 wined3d_cs_emit_callback(cs
, callback
, object
);
1862 static void wined3d_cs_exec_query_issue(struct wined3d_cs
*cs
, const void *data
)
1864 const struct wined3d_cs_query_issue
*op
= data
;
1865 struct wined3d_query
*query
= op
->query
;
1868 poll
= query
->query_ops
->query_issue(query
, op
->flags
);
1873 if (poll
&& list_empty(&query
->poll_list_entry
))
1875 list_add_tail(&cs
->query_poll_list
, &query
->poll_list_entry
);
1879 /* This can happen if occlusion queries are restarted. This discards the
1880 * old result, since polling it could result in a GL error. */
1881 if ((op
->flags
& WINED3DISSUE_BEGIN
) && !poll
&& !list_empty(&query
->poll_list_entry
))
1883 list_remove(&query
->poll_list_entry
);
1884 list_init(&query
->poll_list_entry
);
1885 InterlockedIncrement(&query
->counter_retrieved
);
1889 /* This can happen when an occlusion query is ended without being started,
1890 * in which case we don't want to poll, but still have to counter-balance
1891 * the increment of the main counter.
1893 * This can also happen if an event query is re-issued before the first
1894 * fence was reached. In this case the query is already in the list and
1895 * the poll function will check the new fence. We have to counter-balance
1896 * the discarded increment. */
1897 if (op
->flags
& WINED3DISSUE_END
)
1898 InterlockedIncrement(&query
->counter_retrieved
);
1901 void wined3d_cs_emit_query_issue(struct wined3d_cs
*cs
, struct wined3d_query
*query
, DWORD flags
)
1903 struct wined3d_cs_query_issue
*op
;
1905 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1906 op
->opcode
= WINED3D_CS_OP_QUERY_ISSUE
;
1910 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1911 cs
->queries_flushed
= FALSE
;
1914 static void wined3d_cs_exec_preload_resource(struct wined3d_cs
*cs
, const void *data
)
1916 const struct wined3d_cs_preload_resource
*op
= data
;
1917 struct wined3d_resource
*resource
= op
->resource
;
1919 resource
->resource_ops
->resource_preload(resource
);
1920 wined3d_resource_release(resource
);
1923 void wined3d_cs_emit_preload_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
)
1925 struct wined3d_cs_preload_resource
*op
;
1927 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1928 op
->opcode
= WINED3D_CS_OP_PRELOAD_RESOURCE
;
1929 op
->resource
= resource
;
1931 wined3d_resource_acquire(resource
);
1933 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1936 static void wined3d_cs_exec_unload_resource(struct wined3d_cs
*cs
, const void *data
)
1938 const struct wined3d_cs_unload_resource
*op
= data
;
1939 struct wined3d_resource
*resource
= op
->resource
;
1941 resource
->resource_ops
->resource_unload(resource
);
1942 wined3d_resource_release(resource
);
1945 void wined3d_cs_emit_unload_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
)
1947 struct wined3d_cs_unload_resource
*op
;
1949 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1950 op
->opcode
= WINED3D_CS_OP_UNLOAD_RESOURCE
;
1951 op
->resource
= resource
;
1953 wined3d_resource_acquire(resource
);
1955 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1958 static void wined3d_cs_exec_map(struct wined3d_cs
*cs
, const void *data
)
1960 const struct wined3d_cs_map
*op
= data
;
1961 struct wined3d_resource
*resource
= op
->resource
;
1963 *op
->hr
= resource
->resource_ops
->resource_sub_resource_map(resource
,
1964 op
->sub_resource_idx
, op
->map_desc
, op
->box
, op
->flags
);
1967 HRESULT
wined3d_cs_map(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
, unsigned int sub_resource_idx
,
1968 struct wined3d_map_desc
*map_desc
, const struct wined3d_box
*box
, unsigned int flags
)
1970 struct wined3d_cs_map
*op
;
1973 /* Mapping resources from the worker thread isn't an issue by itself, but
1974 * increasing the map count would be visible to applications. */
1975 wined3d_not_from_cs(cs
);
1977 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_MAP
);
1978 op
->opcode
= WINED3D_CS_OP_MAP
;
1979 op
->resource
= resource
;
1980 op
->sub_resource_idx
= sub_resource_idx
;
1981 op
->map_desc
= map_desc
;
1986 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_MAP
);
1987 cs
->ops
->finish(cs
, WINED3D_CS_QUEUE_MAP
);
1992 static void wined3d_cs_exec_unmap(struct wined3d_cs
*cs
, const void *data
)
1994 const struct wined3d_cs_unmap
*op
= data
;
1995 struct wined3d_resource
*resource
= op
->resource
;
1997 *op
->hr
= resource
->resource_ops
->resource_sub_resource_unmap(resource
, op
->sub_resource_idx
);
2000 HRESULT
wined3d_cs_unmap(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
, unsigned int sub_resource_idx
)
2002 struct wined3d_cs_unmap
*op
;
2005 wined3d_not_from_cs(cs
);
2007 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_MAP
);
2008 op
->opcode
= WINED3D_CS_OP_UNMAP
;
2009 op
->resource
= resource
;
2010 op
->sub_resource_idx
= sub_resource_idx
;
2013 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_MAP
);
2014 cs
->ops
->finish(cs
, WINED3D_CS_QUEUE_MAP
);
2019 static void wined3d_cs_exec_blt_sub_resource(struct wined3d_cs
*cs
, const void *data
)
2021 const struct wined3d_cs_blt_sub_resource
*op
= data
;
2023 if (op
->dst_resource
->type
== WINED3D_RTYPE_BUFFER
)
2025 wined3d_buffer_copy(buffer_from_resource(op
->dst_resource
), op
->dst_box
.left
,
2026 buffer_from_resource(op
->src_resource
), op
->src_box
.left
,
2027 op
->src_box
.right
- op
->src_box
.left
);
2029 else if (op
->dst_resource
->type
== WINED3D_RTYPE_TEXTURE_2D
)
2031 struct wined3d_surface
*dst_surface
, *src_surface
;
2032 struct wined3d_texture
*dst_texture
, *src_texture
;
2033 RECT dst_rect
, src_rect
;
2035 dst_texture
= texture_from_resource(op
->dst_resource
);
2036 src_texture
= texture_from_resource(op
->src_resource
);
2037 dst_surface
= dst_texture
->sub_resources
[op
->dst_sub_resource_idx
].u
.surface
;
2038 src_surface
= src_texture
->sub_resources
[op
->src_sub_resource_idx
].u
.surface
;
2039 SetRect(&dst_rect
, op
->dst_box
.left
, op
->dst_box
.top
, op
->dst_box
.right
, op
->dst_box
.bottom
);
2040 SetRect(&src_rect
, op
->src_box
.left
, op
->src_box
.top
, op
->src_box
.right
, op
->src_box
.bottom
);
2042 if (FAILED(wined3d_surface_blt(dst_surface
, &dst_rect
, src_surface
,
2043 &src_rect
, op
->flags
, &op
->fx
, op
->filter
)))
2044 FIXME("Blit failed.\n");
2046 else if (op
->dst_resource
->type
== WINED3D_RTYPE_TEXTURE_3D
)
2048 struct wined3d_texture
*src_texture
, *dst_texture
;
2049 unsigned int level
, update_w
, update_h
, update_d
;
2050 unsigned int row_pitch
, slice_pitch
;
2051 struct wined3d_context
*context
;
2052 struct wined3d_bo_address addr
;
2054 if (op
->flags
& ~WINED3D_BLT_RAW
)
2056 FIXME("Flags %#x not implemented for %s resources.\n",
2057 op
->flags
, debug_d3dresourcetype(op
->dst_resource
->type
));
2061 if (!(op
->flags
& WINED3D_BLT_RAW
) && op
->src_resource
->format
!= op
->dst_resource
->format
)
2063 FIXME("Format conversion not implemented for %s resources.\n",
2064 debug_d3dresourcetype(op
->dst_resource
->type
));
2068 update_w
= op
->dst_box
.right
- op
->dst_box
.left
;
2069 update_h
= op
->dst_box
.bottom
- op
->dst_box
.top
;
2070 update_d
= op
->dst_box
.back
- op
->dst_box
.front
;
2071 if (op
->src_box
.right
- op
->src_box
.left
!= update_w
2072 || op
->src_box
.bottom
- op
->src_box
.top
!= update_h
2073 || op
->src_box
.back
- op
->src_box
.front
!= update_d
)
2075 FIXME("Stretching not implemented for %s resources.\n",
2076 debug_d3dresourcetype(op
->dst_resource
->type
));
2080 if (op
->src_box
.left
|| op
->src_box
.top
|| op
->src_box
.front
)
2082 FIXME("Source box %s not supported for %s resources.\n",
2083 debug_box(&op
->src_box
), debug_d3dresourcetype(op
->dst_resource
->type
));
2087 dst_texture
= texture_from_resource(op
->dst_resource
);
2088 src_texture
= texture_from_resource(op
->src_resource
);
2090 context
= context_acquire(cs
->device
, NULL
, 0);
2092 if (!wined3d_texture_load_location(src_texture
, op
->src_sub_resource_idx
,
2093 context
, src_texture
->resource
.map_binding
))
2095 ERR("Failed to load source sub-resource into %s.\n",
2096 wined3d_debug_location(src_texture
->resource
.map_binding
));
2097 context_release(context
);
2101 level
= op
->dst_sub_resource_idx
% dst_texture
->level_count
;
2102 if (update_w
== wined3d_texture_get_level_width(dst_texture
, level
)
2103 && update_h
== wined3d_texture_get_level_height(dst_texture
, level
)
2104 && update_d
== wined3d_texture_get_level_depth(dst_texture
, level
))
2106 wined3d_texture_prepare_texture(dst_texture
, context
, FALSE
);
2108 else if (!wined3d_texture_load_location(dst_texture
, op
->dst_sub_resource_idx
,
2109 context
, WINED3D_LOCATION_TEXTURE_RGB
))
2111 ERR("Failed to load destination sub-resource.\n");
2112 context_release(context
);
2116 wined3d_texture_get_memory(src_texture
, op
->src_sub_resource_idx
, &addr
, src_texture
->resource
.map_binding
);
2117 wined3d_texture_get_pitch(src_texture
, op
->src_sub_resource_idx
% src_texture
->level_count
,
2118 &row_pitch
, &slice_pitch
);
2120 wined3d_texture_bind_and_dirtify(dst_texture
, context
, FALSE
);
2121 wined3d_texture_upload_data(dst_texture
, op
->dst_sub_resource_idx
, context
, &op
->dst_box
,
2122 wined3d_const_bo_address(&addr
), row_pitch
, slice_pitch
);
2123 wined3d_texture_validate_location(dst_texture
, op
->dst_sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
);
2124 wined3d_texture_invalidate_location(dst_texture
, op
->dst_sub_resource_idx
, ~WINED3D_LOCATION_TEXTURE_RGB
);
2126 context_release(context
);
2130 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(op
->dst_resource
->type
));
2134 if (op
->src_resource
)
2135 wined3d_resource_release(op
->src_resource
);
2136 wined3d_resource_release(op
->dst_resource
);
2139 void wined3d_cs_emit_blt_sub_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*dst_resource
,
2140 unsigned int dst_sub_resource_idx
, const struct wined3d_box
*dst_box
, struct wined3d_resource
*src_resource
,
2141 unsigned int src_sub_resource_idx
, const struct wined3d_box
*src_box
, DWORD flags
,
2142 const struct wined3d_blt_fx
*fx
, enum wined3d_texture_filter_type filter
)
2144 struct wined3d_cs_blt_sub_resource
*op
;
2146 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2147 op
->opcode
= WINED3D_CS_OP_BLT_SUB_RESOURCE
;
2148 op
->dst_resource
= dst_resource
;
2149 op
->dst_sub_resource_idx
= dst_sub_resource_idx
;
2150 op
->dst_box
= *dst_box
;
2151 op
->src_resource
= src_resource
;
2152 op
->src_sub_resource_idx
= src_sub_resource_idx
;
2153 op
->src_box
= *src_box
;
2158 memset(&op
->fx
, 0, sizeof(op
->fx
));
2159 op
->filter
= filter
;
2161 wined3d_resource_acquire(dst_resource
);
2163 wined3d_resource_acquire(src_resource
);
2165 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2166 if (flags
& WINED3D_BLT_SYNCHRONOUS
)
2167 cs
->ops
->finish(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2170 static void wined3d_cs_exec_update_sub_resource(struct wined3d_cs
*cs
, const void *data
)
2172 const struct wined3d_cs_update_sub_resource
*op
= data
;
2173 const struct wined3d_box
*box
= &op
->box
;
2174 unsigned int width
, height
, depth
, level
;
2175 struct wined3d_const_bo_address addr
;
2176 struct wined3d_context
*context
;
2177 struct wined3d_texture
*texture
;
2179 if (op
->resource
->type
== WINED3D_RTYPE_BUFFER
)
2181 struct wined3d_buffer
*buffer
= buffer_from_resource(op
->resource
);
2183 context
= context_acquire(op
->resource
->device
, NULL
, 0);
2184 if (!wined3d_buffer_load_location(buffer
, context
, WINED3D_LOCATION_BUFFER
))
2186 ERR("Failed to load buffer location.\n");
2187 context_release(context
);
2191 wined3d_buffer_upload_data(buffer
, context
, box
, op
->data
.data
);
2192 wined3d_buffer_invalidate_location(buffer
, ~WINED3D_LOCATION_BUFFER
);
2193 context_release(context
);
2197 texture
= wined3d_texture_from_resource(op
->resource
);
2199 level
= op
->sub_resource_idx
% texture
->level_count
;
2200 width
= wined3d_texture_get_level_width(texture
, level
);
2201 height
= wined3d_texture_get_level_height(texture
, level
);
2202 depth
= wined3d_texture_get_level_depth(texture
, level
);
2204 addr
.buffer_object
= 0;
2205 addr
.addr
= op
->data
.data
;
2207 context
= context_acquire(op
->resource
->device
, NULL
, 0);
2209 /* Only load the sub-resource for partial updates. */
2210 if (!box
->left
&& !box
->top
&& !box
->front
2211 && box
->right
== width
&& box
->bottom
== height
&& box
->back
== depth
)
2212 wined3d_texture_prepare_texture(texture
, context
, FALSE
);
2214 wined3d_texture_load_location(texture
, op
->sub_resource_idx
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
2215 wined3d_texture_bind_and_dirtify(texture
, context
, FALSE
);
2217 wined3d_texture_upload_data(texture
, op
->sub_resource_idx
, context
,
2218 box
, &addr
, op
->data
.row_pitch
, op
->data
.slice_pitch
);
2220 context_release(context
);
2222 wined3d_texture_validate_location(texture
, op
->sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
);
2223 wined3d_texture_invalidate_location(texture
, op
->sub_resource_idx
, ~WINED3D_LOCATION_TEXTURE_RGB
);
2226 wined3d_resource_release(op
->resource
);
2229 void wined3d_cs_emit_update_sub_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
,
2230 unsigned int sub_resource_idx
, const struct wined3d_box
*box
, const void *data
, unsigned int row_pitch
,
2231 unsigned int slice_pitch
)
2233 struct wined3d_cs_update_sub_resource
*op
;
2235 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_MAP
);
2236 op
->opcode
= WINED3D_CS_OP_UPDATE_SUB_RESOURCE
;
2237 op
->resource
= resource
;
2238 op
->sub_resource_idx
= sub_resource_idx
;
2240 op
->data
.row_pitch
= row_pitch
;
2241 op
->data
.slice_pitch
= slice_pitch
;
2242 op
->data
.data
= data
;
2244 wined3d_resource_acquire(resource
);
2246 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_MAP
);
2247 /* The data pointer may go away, so we need to wait until it is read.
2248 * Copying the data may be faster if it's small. */
2249 cs
->ops
->finish(cs
, WINED3D_CS_QUEUE_MAP
);
2252 static void wined3d_cs_exec_add_dirty_texture_region(struct wined3d_cs
*cs
, const void *data
)
2254 const struct wined3d_cs_add_dirty_texture_region
*op
= data
;
2255 struct wined3d_texture
*texture
= op
->texture
;
2256 unsigned int sub_resource_idx
, i
;
2257 struct wined3d_context
*context
;
2259 context
= context_acquire(cs
->device
, NULL
, 0);
2260 sub_resource_idx
= op
->layer
* texture
->level_count
;
2261 for (i
= 0; i
< texture
->level_count
; ++i
, ++sub_resource_idx
)
2263 if (wined3d_texture_load_location(texture
, sub_resource_idx
, context
, texture
->resource
.map_binding
))
2264 wined3d_texture_invalidate_location(texture
, sub_resource_idx
, ~texture
->resource
.map_binding
);
2266 ERR("Failed to load location %s.\n", wined3d_debug_location(texture
->resource
.map_binding
));
2268 context_release(context
);
2270 wined3d_resource_release(&texture
->resource
);
2273 void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs
*cs
,
2274 struct wined3d_texture
*texture
, unsigned int layer
)
2276 struct wined3d_cs_add_dirty_texture_region
*op
;
2278 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2279 op
->opcode
= WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION
;
2280 op
->texture
= texture
;
2283 wined3d_resource_acquire(&texture
->resource
);
2285 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2288 static void wined3d_cs_exec_clear_unordered_access_view(struct wined3d_cs
*cs
, const void *data
)
2290 const struct wined3d_cs_clear_unordered_access_view
*op
= data
;
2291 struct wined3d_unordered_access_view
*view
= op
->view
;
2292 struct wined3d_context
*context
;
2294 context
= context_acquire(cs
->device
, NULL
, 0);
2295 wined3d_unordered_access_view_clear_uint(view
, &op
->clear_value
, context
);
2296 context_release(context
);
2298 wined3d_resource_release(view
->resource
);
2301 void wined3d_cs_emit_clear_unordered_access_view_uint(struct wined3d_cs
*cs
,
2302 struct wined3d_unordered_access_view
*view
, const struct wined3d_uvec4
*clear_value
)
2304 struct wined3d_cs_clear_unordered_access_view
*op
;
2306 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2307 op
->opcode
= WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW
;
2309 op
->clear_value
= *clear_value
;
2311 wined3d_resource_acquire(view
->resource
);
2313 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2316 static void wined3d_cs_exec_copy_uav_counter(struct wined3d_cs
*cs
, const void *data
)
2318 const struct wined3d_cs_copy_uav_counter
*op
= data
;
2319 struct wined3d_unordered_access_view
*view
= op
->view
;
2320 struct wined3d_context
*context
;
2322 context
= context_acquire(cs
->device
, NULL
, 0);
2323 wined3d_unordered_access_view_copy_counter(view
, op
->buffer
, op
->offset
, context
);
2324 context_release(context
);
2326 wined3d_resource_release(&op
->buffer
->resource
);
2329 void wined3d_cs_emit_copy_uav_counter(struct wined3d_cs
*cs
, struct wined3d_buffer
*dst_buffer
,
2330 unsigned int offset
, struct wined3d_unordered_access_view
*uav
)
2332 struct wined3d_cs_copy_uav_counter
*op
;
2334 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2335 op
->opcode
= WINED3D_CS_OP_COPY_UAV_COUNTER
;
2336 op
->buffer
= dst_buffer
;
2337 op
->offset
= offset
;
2340 wined3d_resource_acquire(&dst_buffer
->resource
);
2342 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2345 static void wined3d_cs_exec_generate_mipmaps(struct wined3d_cs
*cs
, const void *data
)
2347 const struct wined3d_cs_generate_mipmaps
*op
= data
;
2348 struct wined3d_shader_resource_view
*view
= op
->view
;
2350 shader_resource_view_generate_mipmaps(view
);
2351 wined3d_resource_release(view
->resource
);
2354 void wined3d_cs_emit_generate_mipmaps(struct wined3d_cs
*cs
, struct wined3d_shader_resource_view
*view
)
2356 struct wined3d_cs_generate_mipmaps
*op
;
2358 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2359 op
->opcode
= WINED3D_CS_OP_GENERATE_MIPMAPS
;
2362 wined3d_resource_acquire(view
->resource
);
2364 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2367 static void wined3d_cs_emit_stop(struct wined3d_cs
*cs
)
2369 struct wined3d_cs_stop
*op
;
2371 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2372 op
->opcode
= WINED3D_CS_OP_STOP
;
2374 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2375 cs
->ops
->finish(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2378 static void (* const wined3d_cs_op_handlers
[])(struct wined3d_cs
*cs
, const void *data
) =
2380 /* WINED3D_CS_OP_NOP */ wined3d_cs_exec_nop
,
2381 /* WINED3D_CS_OP_PRESENT */ wined3d_cs_exec_present
,
2382 /* WINED3D_CS_OP_CLEAR */ wined3d_cs_exec_clear
,
2383 /* WINED3D_CS_OP_DISPATCH */ wined3d_cs_exec_dispatch
,
2384 /* WINED3D_CS_OP_DRAW */ wined3d_cs_exec_draw
,
2385 /* WINED3D_CS_OP_FLUSH */ wined3d_cs_exec_flush
,
2386 /* WINED3D_CS_OP_SET_PREDICATION */ wined3d_cs_exec_set_predication
,
2387 /* WINED3D_CS_OP_SET_VIEWPORT */ wined3d_cs_exec_set_viewport
,
2388 /* WINED3D_CS_OP_SET_SCISSOR_RECT */ wined3d_cs_exec_set_scissor_rect
,
2389 /* WINED3D_CS_OP_SET_RENDERTARGET_VIEW */ wined3d_cs_exec_set_rendertarget_view
,
2390 /* WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW */ wined3d_cs_exec_set_depth_stencil_view
,
2391 /* WINED3D_CS_OP_SET_VERTEX_DECLARATION */ wined3d_cs_exec_set_vertex_declaration
,
2392 /* WINED3D_CS_OP_SET_STREAM_SOURCE */ wined3d_cs_exec_set_stream_source
,
2393 /* WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ */ wined3d_cs_exec_set_stream_source_freq
,
2394 /* WINED3D_CS_OP_SET_STREAM_OUTPUT */ wined3d_cs_exec_set_stream_output
,
2395 /* WINED3D_CS_OP_SET_INDEX_BUFFER */ wined3d_cs_exec_set_index_buffer
,
2396 /* WINED3D_CS_OP_SET_CONSTANT_BUFFER */ wined3d_cs_exec_set_constant_buffer
,
2397 /* WINED3D_CS_OP_SET_TEXTURE */ wined3d_cs_exec_set_texture
,
2398 /* WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW */ wined3d_cs_exec_set_shader_resource_view
,
2399 /* WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW */ wined3d_cs_exec_set_unordered_access_view
,
2400 /* WINED3D_CS_OP_SET_SAMPLER */ wined3d_cs_exec_set_sampler
,
2401 /* WINED3D_CS_OP_SET_SHADER */ wined3d_cs_exec_set_shader
,
2402 /* WINED3D_CS_OP_SET_RASTERIZER_STATE */ wined3d_cs_exec_set_rasterizer_state
,
2403 /* WINED3D_CS_OP_SET_RENDER_STATE */ wined3d_cs_exec_set_render_state
,
2404 /* WINED3D_CS_OP_SET_TEXTURE_STATE */ wined3d_cs_exec_set_texture_state
,
2405 /* WINED3D_CS_OP_SET_SAMPLER_STATE */ wined3d_cs_exec_set_sampler_state
,
2406 /* WINED3D_CS_OP_SET_TRANSFORM */ wined3d_cs_exec_set_transform
,
2407 /* WINED3D_CS_OP_SET_CLIP_PLANE */ wined3d_cs_exec_set_clip_plane
,
2408 /* WINED3D_CS_OP_SET_COLOR_KEY */ wined3d_cs_exec_set_color_key
,
2409 /* WINED3D_CS_OP_SET_MATERIAL */ wined3d_cs_exec_set_material
,
2410 /* WINED3D_CS_OP_SET_LIGHT */ wined3d_cs_exec_set_light
,
2411 /* WINED3D_CS_OP_SET_LIGHT_ENABLE */ wined3d_cs_exec_set_light_enable
,
2412 /* WINED3D_CS_OP_PUSH_CONSTANTS */ wined3d_cs_exec_push_constants
,
2413 /* WINED3D_CS_OP_RESET_STATE */ wined3d_cs_exec_reset_state
,
2414 /* WINED3D_CS_OP_CALLBACK */ wined3d_cs_exec_callback
,
2415 /* WINED3D_CS_OP_QUERY_ISSUE */ wined3d_cs_exec_query_issue
,
2416 /* WINED3D_CS_OP_PRELOAD_RESOURCE */ wined3d_cs_exec_preload_resource
,
2417 /* WINED3D_CS_OP_UNLOAD_RESOURCE */ wined3d_cs_exec_unload_resource
,
2418 /* WINED3D_CS_OP_MAP */ wined3d_cs_exec_map
,
2419 /* WINED3D_CS_OP_UNMAP */ wined3d_cs_exec_unmap
,
2420 /* WINED3D_CS_OP_BLT_SUB_RESOURCE */ wined3d_cs_exec_blt_sub_resource
,
2421 /* WINED3D_CS_OP_UPDATE_SUB_RESOURCE */ wined3d_cs_exec_update_sub_resource
,
2422 /* WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION */ wined3d_cs_exec_add_dirty_texture_region
,
2423 /* WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW */ wined3d_cs_exec_clear_unordered_access_view
,
2424 /* WINED3D_CS_OP_COPY_UAV_COUNTER */ wined3d_cs_exec_copy_uav_counter
,
2425 /* WINED3D_CS_OP_GENERATE_MIPMAPS */ wined3d_cs_exec_generate_mipmaps
,
2428 static void *wined3d_cs_st_require_space(struct wined3d_cs
*cs
, size_t size
, enum wined3d_cs_queue_id queue_id
)
2430 if (size
> (cs
->data_size
- cs
->end
))
2435 new_size
= max(size
, cs
->data_size
* 2);
2437 new_data
= HeapReAlloc(GetProcessHeap(), 0, cs
->data
, new_size
);
2439 new_data
= HeapAlloc(GetProcessHeap(), 0, new_size
);
2443 cs
->data_size
= new_size
;
2444 cs
->start
= cs
->end
= 0;
2445 cs
->data
= new_data
;
2450 return (BYTE
*)cs
->data
+ cs
->start
;
2453 static void wined3d_cs_st_submit(struct wined3d_cs
*cs
, enum wined3d_cs_queue_id queue_id
)
2455 enum wined3d_cs_op opcode
;
2461 cs
->start
= cs
->end
;
2463 opcode
= *(const enum wined3d_cs_op
*)&data
[start
];
2464 if (opcode
>= WINED3D_CS_OP_STOP
)
2465 ERR("Invalid opcode %#x.\n", opcode
);
2467 wined3d_cs_op_handlers
[opcode
](cs
, &data
[start
]);
2469 if (cs
->data
== data
)
2470 cs
->start
= cs
->end
= start
;
2472 HeapFree(GetProcessHeap(), 0, data
);
2475 static void wined3d_cs_st_finish(struct wined3d_cs
*cs
, enum wined3d_cs_queue_id queue_id
)
2479 static const struct wined3d_cs_ops wined3d_cs_st_ops
=
2481 wined3d_cs_st_require_space
,
2482 wined3d_cs_st_submit
,
2483 wined3d_cs_st_finish
,
2484 wined3d_cs_st_push_constants
,
2487 static BOOL
wined3d_cs_queue_is_empty(const struct wined3d_cs
*cs
, const struct wined3d_cs_queue
*queue
)
2489 wined3d_from_cs(cs
);
2490 return *(volatile LONG
*)&queue
->head
== queue
->tail
;
2493 static void wined3d_cs_queue_submit(struct wined3d_cs_queue
*queue
, struct wined3d_cs
*cs
)
2495 struct wined3d_cs_packet
*packet
;
2498 packet
= (struct wined3d_cs_packet
*)&queue
->data
[queue
->head
];
2499 packet_size
= FIELD_OFFSET(struct wined3d_cs_packet
, data
[packet
->size
]);
2500 InterlockedExchange(&queue
->head
, (queue
->head
+ packet_size
) & (WINED3D_CS_QUEUE_SIZE
- 1));
2502 if (InterlockedCompareExchange(&cs
->waiting_for_event
, FALSE
, TRUE
))
2503 SetEvent(cs
->event
);
2506 static void wined3d_cs_mt_submit(struct wined3d_cs
*cs
, enum wined3d_cs_queue_id queue_id
)
2508 if (cs
->thread_id
== GetCurrentThreadId())
2509 return wined3d_cs_st_submit(cs
, queue_id
);
2511 wined3d_cs_queue_submit(&cs
->queue
[queue_id
], cs
);
2514 static void *wined3d_cs_queue_require_space(struct wined3d_cs_queue
*queue
, size_t size
, struct wined3d_cs
*cs
)
2516 size_t queue_size
= ARRAY_SIZE(queue
->data
);
2517 size_t header_size
, packet_size
, remaining
;
2518 struct wined3d_cs_packet
*packet
;
2520 header_size
= FIELD_OFFSET(struct wined3d_cs_packet
, data
[0]);
2521 size
= (size
+ header_size
- 1) & ~(header_size
- 1);
2522 packet_size
= FIELD_OFFSET(struct wined3d_cs_packet
, data
[size
]);
2523 if (packet_size
>= WINED3D_CS_QUEUE_SIZE
)
2525 ERR("Packet size %lu >= queue size %u.\n",
2526 (unsigned long)packet_size
, WINED3D_CS_QUEUE_SIZE
);
2530 remaining
= queue_size
- queue
->head
;
2531 if (remaining
< packet_size
)
2533 size_t nop_size
= remaining
- header_size
;
2534 struct wined3d_cs_nop
*nop
;
2536 TRACE("Inserting a nop for %lu + %lu bytes.\n",
2537 (unsigned long)header_size
, (unsigned long)nop_size
);
2539 nop
= wined3d_cs_queue_require_space(queue
, nop_size
, cs
);
2541 nop
->opcode
= WINED3D_CS_OP_NOP
;
2543 wined3d_cs_queue_submit(queue
, cs
);
2544 assert(!queue
->head
);
2549 LONG tail
= *(volatile LONG
*)&queue
->tail
;
2550 LONG head
= queue
->head
;
2556 new_pos
= (head
+ packet_size
) & (WINED3D_CS_QUEUE_SIZE
- 1);
2557 /* Head ahead of tail. We checked the remaining size above, so we only
2558 * need to make sure we don't make head equal to tail. */
2559 if (head
> tail
&& (new_pos
!= tail
))
2561 /* Tail ahead of head. Make sure the new head is before the tail as
2562 * well. Note that new_pos is 0 when it's at the end of the queue. */
2563 if (new_pos
< tail
&& new_pos
)
2566 TRACE("Waiting for free space. Head %u, tail %u, packet size %lu.\n",
2567 head
, tail
, (unsigned long)packet_size
);
2570 packet
= (struct wined3d_cs_packet
*)&queue
->data
[queue
->head
];
2571 packet
->size
= size
;
2572 return packet
->data
;
2575 static void *wined3d_cs_mt_require_space(struct wined3d_cs
*cs
, size_t size
, enum wined3d_cs_queue_id queue_id
)
2577 if (cs
->thread_id
== GetCurrentThreadId())
2578 return wined3d_cs_st_require_space(cs
, size
, queue_id
);
2580 return wined3d_cs_queue_require_space(&cs
->queue
[queue_id
], size
, cs
);
2583 static void wined3d_cs_mt_finish(struct wined3d_cs
*cs
, enum wined3d_cs_queue_id queue_id
)
2585 if (cs
->thread_id
== GetCurrentThreadId())
2586 return wined3d_cs_st_finish(cs
, queue_id
);
2588 while (cs
->queue
[queue_id
].head
!= *(volatile LONG
*)&cs
->queue
[queue_id
].tail
)
2592 static const struct wined3d_cs_ops wined3d_cs_mt_ops
=
2594 wined3d_cs_mt_require_space
,
2595 wined3d_cs_mt_submit
,
2596 wined3d_cs_mt_finish
,
2597 wined3d_cs_mt_push_constants
,
2600 static void poll_queries(struct wined3d_cs
*cs
)
2602 struct wined3d_query
*query
, *cursor
;
2604 LIST_FOR_EACH_ENTRY_SAFE(query
, cursor
, &cs
->query_poll_list
, struct wined3d_query
, poll_list_entry
)
2606 if (!query
->query_ops
->query_poll(query
, 0))
2609 list_remove(&query
->poll_list_entry
);
2610 list_init(&query
->poll_list_entry
);
2611 InterlockedIncrement(&query
->counter_retrieved
);
2615 static void wined3d_cs_wait_event(struct wined3d_cs
*cs
)
2617 InterlockedExchange(&cs
->waiting_for_event
, TRUE
);
2619 /* The main thread might have enqueued a command and blocked on it after
2620 * the CS thread decided to enter wined3d_cs_wait_event(), but before
2621 * "waiting_for_event" was set.
2623 * Likewise, we can race with the main thread when resetting
2624 * "waiting_for_event", in which case we would need to call
2625 * WaitForSingleObject() because the main thread called SetEvent(). */
2626 if (!(wined3d_cs_queue_is_empty(cs
, &cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
])
2627 && wined3d_cs_queue_is_empty(cs
, &cs
->queue
[WINED3D_CS_QUEUE_MAP
]))
2628 && InterlockedCompareExchange(&cs
->waiting_for_event
, FALSE
, TRUE
))
2631 WaitForSingleObject(cs
->event
, INFINITE
);
2634 static DWORD WINAPI
wined3d_cs_run(void *ctx
)
2636 struct wined3d_cs_packet
*packet
;
2637 struct wined3d_cs_queue
*queue
;
2638 unsigned int spin_count
= 0;
2639 struct wined3d_cs
*cs
= ctx
;
2640 enum wined3d_cs_op opcode
;
2641 HMODULE wined3d_module
;
2642 unsigned int poll
= 0;
2645 TRACE("Started.\n");
2647 /* Copy the module handle to a local variable to avoid racing with the
2648 * thread freeing "cs" before the FreeLibraryAndExitThread() call. */
2649 wined3d_module
= cs
->wined3d_module
;
2651 list_init(&cs
->query_poll_list
);
2652 cs
->thread_id
= GetCurrentThreadId();
2655 if (++poll
== WINED3D_CS_QUERY_POLL_INTERVAL
)
2661 queue
= &cs
->queue
[WINED3D_CS_QUEUE_MAP
];
2662 if (wined3d_cs_queue_is_empty(cs
, queue
))
2664 queue
= &cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
];
2665 if (wined3d_cs_queue_is_empty(cs
, queue
))
2667 if (++spin_count
>= WINED3D_CS_SPIN_COUNT
&& list_empty(&cs
->query_poll_list
))
2668 wined3d_cs_wait_event(cs
);
2675 packet
= (struct wined3d_cs_packet
*)&queue
->data
[tail
];
2678 opcode
= *(const enum wined3d_cs_op
*)packet
->data
;
2680 if (opcode
>= WINED3D_CS_OP_STOP
)
2682 if (opcode
> WINED3D_CS_OP_STOP
)
2683 ERR("Invalid opcode %#x.\n", opcode
);
2687 wined3d_cs_op_handlers
[opcode
](cs
, packet
->data
);
2690 tail
+= FIELD_OFFSET(struct wined3d_cs_packet
, data
[packet
->size
]);
2691 tail
&= (WINED3D_CS_QUEUE_SIZE
- 1);
2692 InterlockedExchange(&queue
->tail
, tail
);
2695 cs
->queue
[WINED3D_CS_QUEUE_MAP
].tail
= cs
->queue
[WINED3D_CS_QUEUE_MAP
].head
;
2696 cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
].tail
= cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
].head
;
2697 TRACE("Stopped.\n");
2698 FreeLibraryAndExitThread(wined3d_module
, 0);
2701 struct wined3d_cs
*wined3d_cs_create(struct wined3d_device
*device
)
2703 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2704 struct wined3d_cs
*cs
;
2706 if (!(cs
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*cs
))))
2709 cs
->ops
= &wined3d_cs_st_ops
;
2710 cs
->device
= device
;
2712 if (!(cs
->fb
.render_targets
= wined3d_calloc(gl_info
->limits
.buffers
, sizeof(*cs
->fb
.render_targets
))))
2714 HeapFree(GetProcessHeap(), 0, cs
);
2718 state_init(&cs
->state
, &cs
->fb
, gl_info
, &device
->adapter
->d3d_info
,
2719 WINED3D_STATE_NO_REF
| WINED3D_STATE_INIT_DEFAULT
);
2721 cs
->data_size
= WINED3D_INITIAL_CS_SIZE
;
2722 if (!(cs
->data
= HeapAlloc(GetProcessHeap(), 0, cs
->data_size
)))
2725 if (wined3d_settings
.cs_multithreaded
2726 && !RtlIsCriticalSectionLockedByThread(NtCurrentTeb()->Peb
->LoaderLock
))
2728 cs
->ops
= &wined3d_cs_mt_ops
;
2730 if (!(cs
->event
= CreateEventW(NULL
, FALSE
, FALSE
, NULL
)))
2732 ERR("Failed to create command stream event.\n");
2733 HeapFree(GetProcessHeap(), 0, cs
->data
);
2737 if (!(GetModuleHandleExW(GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS
,
2738 (const WCHAR
*)wined3d_cs_run
, &cs
->wined3d_module
)))
2740 ERR("Failed to get wined3d module handle.\n");
2741 CloseHandle(cs
->event
);
2742 HeapFree(GetProcessHeap(), 0, cs
->data
);
2746 if (!(cs
->thread
= CreateThread(NULL
, 0, wined3d_cs_run
, cs
, 0, NULL
)))
2748 ERR("Failed to create wined3d command stream thread.\n");
2749 FreeLibrary(cs
->wined3d_module
);
2750 CloseHandle(cs
->event
);
2751 HeapFree(GetProcessHeap(), 0, cs
->data
);
2759 state_cleanup(&cs
->state
);
2760 HeapFree(GetProcessHeap(), 0, cs
->fb
.render_targets
);
2761 HeapFree(GetProcessHeap(), 0, cs
);
2765 void wined3d_cs_destroy(struct wined3d_cs
*cs
)
2769 wined3d_cs_emit_stop(cs
);
2770 CloseHandle(cs
->thread
);
2771 if (!CloseHandle(cs
->event
))
2772 ERR("Closing event failed.\n");
2775 state_cleanup(&cs
->state
);
2776 HeapFree(GetProcessHeap(), 0, cs
->fb
.render_targets
);
2777 HeapFree(GetProcessHeap(), 0, cs
->data
);
2778 HeapFree(GetProcessHeap(), 0, cs
);