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_VIEWPORTS
,
37 WINED3D_CS_OP_SET_SCISSOR_RECTS
,
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_BLEND_STATE
,
52 WINED3D_CS_OP_SET_RASTERIZER_STATE
,
53 WINED3D_CS_OP_SET_RENDER_STATE
,
54 WINED3D_CS_OP_SET_TEXTURE_STATE
,
55 WINED3D_CS_OP_SET_SAMPLER_STATE
,
56 WINED3D_CS_OP_SET_TRANSFORM
,
57 WINED3D_CS_OP_SET_CLIP_PLANE
,
58 WINED3D_CS_OP_SET_COLOR_KEY
,
59 WINED3D_CS_OP_SET_MATERIAL
,
60 WINED3D_CS_OP_SET_LIGHT
,
61 WINED3D_CS_OP_SET_LIGHT_ENABLE
,
62 WINED3D_CS_OP_PUSH_CONSTANTS
,
63 WINED3D_CS_OP_RESET_STATE
,
64 WINED3D_CS_OP_CALLBACK
,
65 WINED3D_CS_OP_QUERY_ISSUE
,
66 WINED3D_CS_OP_PRELOAD_RESOURCE
,
67 WINED3D_CS_OP_UNLOAD_RESOURCE
,
70 WINED3D_CS_OP_BLT_SUB_RESOURCE
,
71 WINED3D_CS_OP_UPDATE_SUB_RESOURCE
,
72 WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION
,
73 WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW
,
74 WINED3D_CS_OP_COPY_UAV_COUNTER
,
75 WINED3D_CS_OP_GENERATE_MIPMAPS
,
79 struct wined3d_cs_packet
87 enum wined3d_cs_op opcode
;
90 struct wined3d_cs_present
92 enum wined3d_cs_op opcode
;
93 HWND dst_window_override
;
94 struct wined3d_swapchain
*swapchain
;
97 unsigned int swap_interval
;
101 struct wined3d_cs_clear
103 enum wined3d_cs_op opcode
;
105 unsigned int rt_count
;
106 struct wined3d_fb_state
*fb
;
108 struct wined3d_color color
;
111 unsigned int rect_count
;
115 struct wined3d_cs_dispatch
117 enum wined3d_cs_op opcode
;
118 struct wined3d_dispatch_parameters parameters
;
121 struct wined3d_cs_draw
123 enum wined3d_cs_op opcode
;
124 GLenum primitive_type
;
125 GLint patch_vertex_count
;
126 struct wined3d_draw_parameters parameters
;
129 struct wined3d_cs_flush
131 enum wined3d_cs_op opcode
;
134 struct wined3d_cs_set_predication
136 enum wined3d_cs_op opcode
;
137 struct wined3d_query
*predicate
;
141 struct wined3d_cs_set_viewports
143 enum wined3d_cs_op opcode
;
144 unsigned int viewport_count
;
145 struct wined3d_viewport viewports
[1];
148 struct wined3d_cs_set_scissor_rects
150 enum wined3d_cs_op opcode
;
151 unsigned int rect_count
;
155 struct wined3d_cs_set_rendertarget_view
157 enum wined3d_cs_op opcode
;
158 unsigned int view_idx
;
159 struct wined3d_rendertarget_view
*view
;
162 struct wined3d_cs_set_depth_stencil_view
164 enum wined3d_cs_op opcode
;
165 struct wined3d_rendertarget_view
*view
;
168 struct wined3d_cs_set_vertex_declaration
170 enum wined3d_cs_op opcode
;
171 struct wined3d_vertex_declaration
*declaration
;
174 struct wined3d_cs_set_stream_source
176 enum wined3d_cs_op opcode
;
178 struct wined3d_buffer
*buffer
;
183 struct wined3d_cs_set_stream_source_freq
185 enum wined3d_cs_op opcode
;
191 struct wined3d_cs_set_stream_output
193 enum wined3d_cs_op opcode
;
195 struct wined3d_buffer
*buffer
;
199 struct wined3d_cs_set_index_buffer
201 enum wined3d_cs_op opcode
;
202 struct wined3d_buffer
*buffer
;
203 enum wined3d_format_id format_id
;
207 struct wined3d_cs_set_constant_buffer
209 enum wined3d_cs_op opcode
;
210 enum wined3d_shader_type type
;
212 struct wined3d_buffer
*buffer
;
215 struct wined3d_cs_set_texture
217 enum wined3d_cs_op opcode
;
219 struct wined3d_texture
*texture
;
222 struct wined3d_cs_set_color_key
224 enum wined3d_cs_op opcode
;
225 struct wined3d_texture
*texture
;
228 struct wined3d_color_key color_key
;
231 struct wined3d_cs_set_shader_resource_view
233 enum wined3d_cs_op opcode
;
234 enum wined3d_shader_type type
;
236 struct wined3d_shader_resource_view
*view
;
239 struct wined3d_cs_set_unordered_access_view
241 enum wined3d_cs_op opcode
;
242 enum wined3d_pipeline pipeline
;
243 unsigned int view_idx
;
244 struct wined3d_unordered_access_view
*view
;
245 unsigned int initial_count
;
248 struct wined3d_cs_set_sampler
250 enum wined3d_cs_op opcode
;
251 enum wined3d_shader_type type
;
253 struct wined3d_sampler
*sampler
;
256 struct wined3d_cs_set_shader
258 enum wined3d_cs_op opcode
;
259 enum wined3d_shader_type type
;
260 struct wined3d_shader
*shader
;
263 struct wined3d_cs_set_blend_state
265 enum wined3d_cs_op opcode
;
266 struct wined3d_blend_state
*state
;
269 struct wined3d_cs_set_rasterizer_state
271 enum wined3d_cs_op opcode
;
272 struct wined3d_rasterizer_state
*state
;
275 struct wined3d_cs_set_render_state
277 enum wined3d_cs_op opcode
;
278 enum wined3d_render_state state
;
282 struct wined3d_cs_set_texture_state
284 enum wined3d_cs_op opcode
;
286 enum wined3d_texture_stage_state state
;
290 struct wined3d_cs_set_sampler_state
292 enum wined3d_cs_op opcode
;
294 enum wined3d_sampler_state state
;
298 struct wined3d_cs_set_transform
300 enum wined3d_cs_op opcode
;
301 enum wined3d_transform_state state
;
302 struct wined3d_matrix matrix
;
305 struct wined3d_cs_set_clip_plane
307 enum wined3d_cs_op opcode
;
309 struct wined3d_vec4 plane
;
312 struct wined3d_cs_set_material
314 enum wined3d_cs_op opcode
;
315 struct wined3d_material material
;
318 struct wined3d_cs_set_light
320 enum wined3d_cs_op opcode
;
321 struct wined3d_light_info light
;
324 struct wined3d_cs_set_light_enable
326 enum wined3d_cs_op opcode
;
331 struct wined3d_cs_push_constants
333 enum wined3d_cs_op opcode
;
334 enum wined3d_push_constants type
;
335 unsigned int start_idx
;
340 struct wined3d_cs_reset_state
342 enum wined3d_cs_op opcode
;
345 struct wined3d_cs_callback
347 enum wined3d_cs_op opcode
;
348 void (*callback
)(void *object
);
352 struct wined3d_cs_query_issue
354 enum wined3d_cs_op opcode
;
355 struct wined3d_query
*query
;
359 struct wined3d_cs_preload_resource
361 enum wined3d_cs_op opcode
;
362 struct wined3d_resource
*resource
;
365 struct wined3d_cs_unload_resource
367 enum wined3d_cs_op opcode
;
368 struct wined3d_resource
*resource
;
371 struct wined3d_cs_map
373 enum wined3d_cs_op opcode
;
374 struct wined3d_resource
*resource
;
375 unsigned int sub_resource_idx
;
376 struct wined3d_map_desc
*map_desc
;
377 const struct wined3d_box
*box
;
382 struct wined3d_cs_unmap
384 enum wined3d_cs_op opcode
;
385 struct wined3d_resource
*resource
;
386 unsigned int sub_resource_idx
;
390 struct wined3d_cs_blt_sub_resource
392 enum wined3d_cs_op opcode
;
393 struct wined3d_resource
*dst_resource
;
394 unsigned int dst_sub_resource_idx
;
395 struct wined3d_box dst_box
;
396 struct wined3d_resource
*src_resource
;
397 unsigned int src_sub_resource_idx
;
398 struct wined3d_box src_box
;
400 struct wined3d_blt_fx fx
;
401 enum wined3d_texture_filter_type filter
;
404 struct wined3d_cs_update_sub_resource
406 enum wined3d_cs_op opcode
;
407 struct wined3d_resource
*resource
;
408 unsigned int sub_resource_idx
;
409 struct wined3d_box box
;
410 struct wined3d_sub_resource_data data
;
413 struct wined3d_cs_add_dirty_texture_region
415 enum wined3d_cs_op opcode
;
416 struct wined3d_texture
*texture
;
420 struct wined3d_cs_clear_unordered_access_view
422 enum wined3d_cs_op opcode
;
423 struct wined3d_unordered_access_view
*view
;
424 struct wined3d_uvec4 clear_value
;
427 struct wined3d_cs_copy_uav_counter
429 enum wined3d_cs_op opcode
;
430 struct wined3d_buffer
*buffer
;
432 struct wined3d_unordered_access_view
*view
;
435 struct wined3d_cs_generate_mipmaps
437 enum wined3d_cs_op opcode
;
438 struct wined3d_shader_resource_view
*view
;
441 struct wined3d_cs_stop
443 enum wined3d_cs_op opcode
;
446 static void wined3d_cs_exec_nop(struct wined3d_cs
*cs
, const void *data
)
450 static void wined3d_cs_exec_present(struct wined3d_cs
*cs
, const void *data
)
452 const struct wined3d_cs_present
*op
= data
;
453 struct wined3d_swapchain
*swapchain
;
456 swapchain
= op
->swapchain
;
457 wined3d_swapchain_set_window(swapchain
, op
->dst_window_override
);
458 wined3d_swapchain_set_swap_interval(swapchain
, op
->swap_interval
);
460 swapchain
->swapchain_ops
->swapchain_present(swapchain
, &op
->src_rect
, &op
->dst_rect
, op
->flags
);
462 wined3d_resource_release(&swapchain
->front_buffer
->resource
);
463 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
465 wined3d_resource_release(&swapchain
->back_buffers
[i
]->resource
);
468 InterlockedDecrement(&cs
->pending_presents
);
471 void wined3d_cs_emit_present(struct wined3d_cs
*cs
, struct wined3d_swapchain
*swapchain
,
472 const RECT
*src_rect
, const RECT
*dst_rect
, HWND dst_window_override
,
473 unsigned int swap_interval
, DWORD flags
)
475 struct wined3d_cs_present
*op
;
479 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
480 op
->opcode
= WINED3D_CS_OP_PRESENT
;
481 op
->dst_window_override
= dst_window_override
;
482 op
->swapchain
= swapchain
;
483 op
->src_rect
= *src_rect
;
484 op
->dst_rect
= *dst_rect
;
485 op
->swap_interval
= swap_interval
;
488 pending
= InterlockedIncrement(&cs
->pending_presents
);
490 wined3d_resource_acquire(&swapchain
->front_buffer
->resource
);
491 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
493 wined3d_resource_acquire(&swapchain
->back_buffers
[i
]->resource
);
496 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
498 /* Limit input latency by limiting the number of presents that we can get
499 * ahead of the worker thread. We have a constant limit here, but
500 * IDXGIDevice1 allows tuning this. */
504 pending
= InterlockedCompareExchange(&cs
->pending_presents
, 0, 0);
508 static void wined3d_cs_exec_clear(struct wined3d_cs
*cs
, const void *data
)
510 const struct wined3d_cs_clear
*op
= data
;
511 struct wined3d_device
*device
;
515 device
->blitter
->ops
->blitter_clear(device
->blitter
, device
, op
->rt_count
, op
->fb
,
516 op
->rect_count
, op
->rects
, &op
->draw_rect
, op
->flags
, &op
->color
, op
->depth
, op
->stencil
);
518 if (op
->flags
& WINED3DCLEAR_TARGET
)
520 for (i
= 0; i
< op
->rt_count
; ++i
)
522 if (op
->fb
->render_targets
[i
])
523 wined3d_resource_release(op
->fb
->render_targets
[i
]->resource
);
526 if (op
->flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
527 wined3d_resource_release(op
->fb
->depth_stencil
->resource
);
530 void wined3d_cs_emit_clear(struct wined3d_cs
*cs
, DWORD rect_count
, const RECT
*rects
,
531 DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
533 unsigned int rt_count
= cs
->device
->adapter
->gl_info
.limits
.buffers
;
534 const struct wined3d_state
*state
= &cs
->device
->state
;
535 const struct wined3d_viewport
*vp
= &state
->viewports
[0];
536 struct wined3d_rendertarget_view
*view
;
537 struct wined3d_cs_clear
*op
;
541 op
= cs
->ops
->require_space(cs
, FIELD_OFFSET(struct wined3d_cs_clear
, rects
[rect_count
]),
542 WINED3D_CS_QUEUE_DEFAULT
);
543 op
->opcode
= WINED3D_CS_OP_CLEAR
;
545 op
->rt_count
= rt_count
;
547 SetRect(&op
->draw_rect
, vp
->x
, vp
->y
, vp
->x
+ vp
->width
, vp
->y
+ vp
->height
);
548 if (state
->render_states
[WINED3D_RS_SCISSORTESTENABLE
])
549 IntersectRect(&op
->draw_rect
, &op
->draw_rect
, &state
->scissor_rects
[0]);
552 op
->stencil
= stencil
;
553 op
->rect_count
= rect_count
;
554 memcpy(op
->rects
, rects
, sizeof(*rects
) * rect_count
);
556 if (flags
& WINED3DCLEAR_TARGET
)
558 for (i
= 0; i
< rt_count
; ++i
)
560 if ((view
= state
->fb
->render_targets
[i
]))
562 SetRect(&view_rect
, 0, 0, view
->width
, view
->height
);
563 IntersectRect(&op
->draw_rect
, &op
->draw_rect
, &view_rect
);
564 wined3d_resource_acquire(view
->resource
);
568 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
570 view
= state
->fb
->depth_stencil
;
571 SetRect(&view_rect
, 0, 0, view
->width
, view
->height
);
572 IntersectRect(&op
->draw_rect
, &op
->draw_rect
, &view_rect
);
573 wined3d_resource_acquire(view
->resource
);
576 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
579 void wined3d_cs_emit_clear_rendertarget_view(struct wined3d_cs
*cs
, struct wined3d_rendertarget_view
*view
,
580 const RECT
*rect
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
582 struct wined3d_cs_clear
*op
;
585 size
= FIELD_OFFSET(struct wined3d_cs_clear
, rects
[1]) + sizeof(struct wined3d_fb_state
);
586 op
= cs
->ops
->require_space(cs
, size
, WINED3D_CS_QUEUE_DEFAULT
);
587 op
->fb
= (void *)&op
->rects
[1];
589 op
->opcode
= WINED3D_CS_OP_CLEAR
;
591 if (flags
& WINED3DCLEAR_TARGET
)
594 op
->fb
->render_targets
[0] = view
;
595 op
->fb
->depth_stencil
= NULL
;
601 op
->fb
->render_targets
[0] = NULL
;
602 op
->fb
->depth_stencil
= view
;
604 op
->stencil
= stencil
;
606 SetRect(&op
->draw_rect
, 0, 0, view
->width
, view
->height
);
608 op
->rects
[0] = *rect
;
610 wined3d_resource_acquire(view
->resource
);
612 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
615 static void acquire_shader_resources(const struct wined3d_state
*state
, unsigned int shader_mask
)
617 struct wined3d_shader_sampler_map_entry
*entry
;
618 struct wined3d_shader_resource_view
*view
;
619 struct wined3d_shader
*shader
;
622 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
624 if (!(shader_mask
& (1u << i
)))
627 if (!(shader
= state
->shader
[i
]))
630 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
633 wined3d_resource_acquire(&state
->cb
[i
][j
]->resource
);
636 for (j
= 0; j
< shader
->reg_maps
.sampler_map
.count
; ++j
)
638 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
640 if (!(view
= state
->shader_resource_view
[i
][entry
->resource_idx
]))
643 wined3d_resource_acquire(view
->resource
);
648 static void release_shader_resources(const struct wined3d_state
*state
, unsigned int shader_mask
)
650 struct wined3d_shader_sampler_map_entry
*entry
;
651 struct wined3d_shader_resource_view
*view
;
652 struct wined3d_shader
*shader
;
655 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
657 if (!(shader_mask
& (1u << i
)))
660 if (!(shader
= state
->shader
[i
]))
663 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
666 wined3d_resource_release(&state
->cb
[i
][j
]->resource
);
669 for (j
= 0; j
< shader
->reg_maps
.sampler_map
.count
; ++j
)
671 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
673 if (!(view
= state
->shader_resource_view
[i
][entry
->resource_idx
]))
676 wined3d_resource_release(view
->resource
);
681 static void acquire_unordered_access_resources(const struct wined3d_shader
*shader
,
682 struct wined3d_unordered_access_view
* const *views
)
689 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
691 if (!shader
->reg_maps
.uav_resource_info
[i
].type
)
697 wined3d_resource_acquire(views
[i
]->resource
);
701 static void release_unordered_access_resources(const struct wined3d_shader
*shader
,
702 struct wined3d_unordered_access_view
* const *views
)
709 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
711 if (!shader
->reg_maps
.uav_resource_info
[i
].type
)
717 wined3d_resource_release(views
[i
]->resource
);
721 static void wined3d_cs_exec_dispatch(struct wined3d_cs
*cs
, const void *data
)
723 const struct wined3d_cs_dispatch
*op
= data
;
724 struct wined3d_state
*state
= &cs
->state
;
726 dispatch_compute(cs
->device
, state
, &op
->parameters
);
728 if (op
->parameters
.indirect
)
729 wined3d_resource_release(&op
->parameters
.u
.indirect
.buffer
->resource
);
731 release_shader_resources(state
, 1u << WINED3D_SHADER_TYPE_COMPUTE
);
732 release_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
733 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
736 static void acquire_compute_pipeline_resources(const struct wined3d_state
*state
)
738 acquire_shader_resources(state
, 1u << WINED3D_SHADER_TYPE_COMPUTE
);
739 acquire_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
740 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
743 void wined3d_cs_emit_dispatch(struct wined3d_cs
*cs
,
744 unsigned int group_count_x
, unsigned int group_count_y
, unsigned int group_count_z
)
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
= FALSE
;
752 op
->parameters
.u
.direct
.group_count_x
= group_count_x
;
753 op
->parameters
.u
.direct
.group_count_y
= group_count_y
;
754 op
->parameters
.u
.direct
.group_count_z
= group_count_z
;
756 acquire_compute_pipeline_resources(state
);
758 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
761 void wined3d_cs_emit_dispatch_indirect(struct wined3d_cs
*cs
,
762 struct wined3d_buffer
*buffer
, unsigned int offset
)
764 const struct wined3d_state
*state
= &cs
->device
->state
;
765 struct wined3d_cs_dispatch
*op
;
767 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
768 op
->opcode
= WINED3D_CS_OP_DISPATCH
;
769 op
->parameters
.indirect
= TRUE
;
770 op
->parameters
.u
.indirect
.buffer
= buffer
;
771 op
->parameters
.u
.indirect
.offset
= offset
;
773 acquire_compute_pipeline_resources(state
);
774 wined3d_resource_acquire(&buffer
->resource
);
776 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
779 static void wined3d_cs_exec_draw(struct wined3d_cs
*cs
, const void *data
)
781 const struct wined3d_gl_info
*gl_info
= &cs
->device
->adapter
->gl_info
;
782 struct wined3d_state
*state
= &cs
->state
;
783 const struct wined3d_cs_draw
*op
= data
;
784 int load_base_vertex_idx
;
787 /* ARB_draw_indirect always supports a base vertex offset. */
788 if (!op
->parameters
.indirect
&& !gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
])
789 load_base_vertex_idx
= op
->parameters
.u
.direct
.base_vertex_idx
;
791 load_base_vertex_idx
= 0;
793 if (state
->load_base_vertex_index
!= load_base_vertex_idx
)
795 state
->load_base_vertex_index
= load_base_vertex_idx
;
796 device_invalidate_state(cs
->device
, STATE_BASEVERTEXINDEX
);
799 if (state
->gl_primitive_type
!= op
->primitive_type
)
801 if (state
->gl_primitive_type
== GL_POINTS
|| op
->primitive_type
== GL_POINTS
)
802 device_invalidate_state(cs
->device
, STATE_POINT_ENABLE
);
803 state
->gl_primitive_type
= op
->primitive_type
;
805 state
->gl_patch_vertices
= op
->patch_vertex_count
;
807 draw_primitive(cs
->device
, state
, &op
->parameters
);
809 if (op
->parameters
.indirect
)
811 struct wined3d_buffer
*buffer
= op
->parameters
.u
.indirect
.buffer
;
812 wined3d_resource_release(&buffer
->resource
);
815 if (op
->parameters
.indexed
)
816 wined3d_resource_release(&state
->index_buffer
->resource
);
817 for (i
= 0; i
< ARRAY_SIZE(state
->streams
); ++i
)
819 if (state
->streams
[i
].buffer
)
820 wined3d_resource_release(&state
->streams
[i
].buffer
->resource
);
822 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
824 if (state
->stream_output
[i
].buffer
)
825 wined3d_resource_release(&state
->stream_output
[i
].buffer
->resource
);
827 for (i
= 0; i
< ARRAY_SIZE(state
->textures
); ++i
)
829 if (state
->textures
[i
])
830 wined3d_resource_release(&state
->textures
[i
]->resource
);
832 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
834 if (state
->fb
->render_targets
[i
])
835 wined3d_resource_release(state
->fb
->render_targets
[i
]->resource
);
837 if (state
->fb
->depth_stencil
)
838 wined3d_resource_release(state
->fb
->depth_stencil
->resource
);
839 release_shader_resources(state
, ~(1u << WINED3D_SHADER_TYPE_COMPUTE
));
840 release_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
841 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
844 static void acquire_graphics_pipeline_resources(const struct wined3d_state
*state
,
845 BOOL indexed
, const struct wined3d_gl_info
*gl_info
)
850 wined3d_resource_acquire(&state
->index_buffer
->resource
);
851 for (i
= 0; i
< ARRAY_SIZE(state
->streams
); ++i
)
853 if (state
->streams
[i
].buffer
)
854 wined3d_resource_acquire(&state
->streams
[i
].buffer
->resource
);
856 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
858 if (state
->stream_output
[i
].buffer
)
859 wined3d_resource_acquire(&state
->stream_output
[i
].buffer
->resource
);
861 for (i
= 0; i
< ARRAY_SIZE(state
->textures
); ++i
)
863 if (state
->textures
[i
])
864 wined3d_resource_acquire(&state
->textures
[i
]->resource
);
866 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
868 if (state
->fb
->render_targets
[i
])
869 wined3d_resource_acquire(state
->fb
->render_targets
[i
]->resource
);
871 if (state
->fb
->depth_stencil
)
872 wined3d_resource_acquire(state
->fb
->depth_stencil
->resource
);
873 acquire_shader_resources(state
, ~(1u << WINED3D_SHADER_TYPE_COMPUTE
));
874 acquire_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
875 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
878 void wined3d_cs_emit_draw(struct wined3d_cs
*cs
, GLenum primitive_type
, unsigned int patch_vertex_count
,
879 int base_vertex_idx
, unsigned int start_idx
, unsigned int index_count
,
880 unsigned int start_instance
, unsigned int instance_count
, BOOL indexed
)
882 const struct wined3d_gl_info
*gl_info
= &cs
->device
->adapter
->gl_info
;
883 const struct wined3d_state
*state
= &cs
->device
->state
;
884 struct wined3d_cs_draw
*op
;
886 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
887 op
->opcode
= WINED3D_CS_OP_DRAW
;
888 op
->primitive_type
= primitive_type
;
889 op
->patch_vertex_count
= patch_vertex_count
;
890 op
->parameters
.indirect
= FALSE
;
891 op
->parameters
.u
.direct
.base_vertex_idx
= base_vertex_idx
;
892 op
->parameters
.u
.direct
.start_idx
= start_idx
;
893 op
->parameters
.u
.direct
.index_count
= index_count
;
894 op
->parameters
.u
.direct
.start_instance
= start_instance
;
895 op
->parameters
.u
.direct
.instance_count
= instance_count
;
896 op
->parameters
.indexed
= indexed
;
898 acquire_graphics_pipeline_resources(state
, indexed
, gl_info
);
900 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
903 void wined3d_cs_emit_draw_indirect(struct wined3d_cs
*cs
, GLenum primitive_type
, unsigned int patch_vertex_count
,
904 struct wined3d_buffer
*buffer
, unsigned int offset
, BOOL indexed
)
906 const struct wined3d_gl_info
*gl_info
= &cs
->device
->adapter
->gl_info
;
907 const struct wined3d_state
*state
= &cs
->device
->state
;
908 struct wined3d_cs_draw
*op
;
910 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
911 op
->opcode
= WINED3D_CS_OP_DRAW
;
912 op
->primitive_type
= primitive_type
;
913 op
->patch_vertex_count
= patch_vertex_count
;
914 op
->parameters
.indirect
= TRUE
;
915 op
->parameters
.u
.indirect
.buffer
= buffer
;
916 op
->parameters
.u
.indirect
.offset
= offset
;
917 op
->parameters
.indexed
= indexed
;
919 acquire_graphics_pipeline_resources(state
, indexed
, gl_info
);
920 wined3d_resource_acquire(&buffer
->resource
);
922 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
925 static void wined3d_cs_exec_flush(struct wined3d_cs
*cs
, const void *data
)
927 struct wined3d_context
*context
;
929 context
= context_acquire(cs
->device
, NULL
, 0);
931 context
->gl_info
->gl_ops
.gl
.p_glFlush();
932 context_release(context
);
935 void wined3d_cs_emit_flush(struct wined3d_cs
*cs
)
937 struct wined3d_cs_flush
*op
;
939 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
940 op
->opcode
= WINED3D_CS_OP_FLUSH
;
942 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
943 cs
->queries_flushed
= TRUE
;
946 static void wined3d_cs_exec_set_predication(struct wined3d_cs
*cs
, const void *data
)
948 const struct wined3d_cs_set_predication
*op
= data
;
950 cs
->state
.predicate
= op
->predicate
;
951 cs
->state
.predicate_value
= op
->value
;
954 void wined3d_cs_emit_set_predication(struct wined3d_cs
*cs
, struct wined3d_query
*predicate
, BOOL value
)
956 struct wined3d_cs_set_predication
*op
;
958 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
959 op
->opcode
= WINED3D_CS_OP_SET_PREDICATION
;
960 op
->predicate
= predicate
;
963 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
966 static void wined3d_cs_exec_set_viewports(struct wined3d_cs
*cs
, const void *data
)
968 const struct wined3d_cs_set_viewports
*op
= data
;
970 if (op
->viewport_count
)
971 memcpy(cs
->state
.viewports
, op
->viewports
, op
->viewport_count
* sizeof(*op
->viewports
));
973 memset(cs
->state
.viewports
, 0, sizeof(*cs
->state
.viewports
));
974 cs
->state
.viewport_count
= op
->viewport_count
;
975 device_invalidate_state(cs
->device
, STATE_VIEWPORT
);
978 void wined3d_cs_emit_set_viewports(struct wined3d_cs
*cs
, unsigned int viewport_count
,
979 const struct wined3d_viewport
*viewports
)
981 struct wined3d_cs_set_viewports
*op
;
983 op
= cs
->ops
->require_space(cs
, FIELD_OFFSET(struct wined3d_cs_set_viewports
, viewports
[viewport_count
]),
984 WINED3D_CS_QUEUE_DEFAULT
);
985 op
->opcode
= WINED3D_CS_OP_SET_VIEWPORTS
;
987 memcpy(op
->viewports
, viewports
, viewport_count
* sizeof(*viewports
));
988 op
->viewport_count
= viewport_count
;
990 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
993 static void wined3d_cs_exec_set_scissor_rects(struct wined3d_cs
*cs
, const void *data
)
995 const struct wined3d_cs_set_scissor_rects
*op
= data
;
998 memcpy(cs
->state
.scissor_rects
, op
->rects
, op
->rect_count
* sizeof(*op
->rects
));
1000 SetRectEmpty(cs
->state
.scissor_rects
);
1001 cs
->state
.scissor_rect_count
= op
->rect_count
;
1002 device_invalidate_state(cs
->device
, STATE_SCISSORRECT
);
1005 void wined3d_cs_emit_set_scissor_rects(struct wined3d_cs
*cs
, unsigned int rect_count
, const RECT
*rects
)
1007 struct wined3d_cs_set_scissor_rects
*op
;
1009 op
= cs
->ops
->require_space(cs
, FIELD_OFFSET(struct wined3d_cs_set_scissor_rects
, rects
[rect_count
]),
1010 WINED3D_CS_QUEUE_DEFAULT
);
1011 op
->opcode
= WINED3D_CS_OP_SET_SCISSOR_RECTS
;
1013 memcpy(op
->rects
, rects
, rect_count
* sizeof(*rects
));
1014 op
->rect_count
= rect_count
;
1016 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1019 static void wined3d_cs_exec_set_rendertarget_view(struct wined3d_cs
*cs
, const void *data
)
1021 const struct wined3d_cs_set_rendertarget_view
*op
= data
;
1023 cs
->fb
.render_targets
[op
->view_idx
] = op
->view
;
1024 device_invalidate_state(cs
->device
, STATE_FRAMEBUFFER
);
1027 void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs
*cs
, unsigned int view_idx
,
1028 struct wined3d_rendertarget_view
*view
)
1030 struct wined3d_cs_set_rendertarget_view
*op
;
1032 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1033 op
->opcode
= WINED3D_CS_OP_SET_RENDERTARGET_VIEW
;
1034 op
->view_idx
= view_idx
;
1037 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1040 static void wined3d_cs_exec_set_depth_stencil_view(struct wined3d_cs
*cs
, const void *data
)
1042 const struct wined3d_cs_set_depth_stencil_view
*op
= data
;
1043 struct wined3d_device
*device
= cs
->device
;
1044 struct wined3d_rendertarget_view
*prev
;
1046 if ((prev
= cs
->state
.fb
->depth_stencil
) && prev
->resource
->type
!= WINED3D_RTYPE_BUFFER
)
1048 struct wined3d_texture
*prev_texture
= texture_from_resource(prev
->resource
);
1050 if (device
->swapchains
[0]->desc
.flags
& WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL
1051 || prev_texture
->flags
& WINED3D_TEXTURE_DISCARD
)
1052 wined3d_texture_validate_location(prev_texture
,
1053 prev
->sub_resource_idx
, WINED3D_LOCATION_DISCARDED
);
1056 cs
->fb
.depth_stencil
= op
->view
;
1058 if (!prev
!= !op
->view
)
1060 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
1061 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_ZENABLE
));
1062 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_STENCILENABLE
));
1063 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
1064 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
));
1066 else if (prev
&& prev
->format
->depth_bias_scale
!= op
->view
->format
->depth_bias_scale
)
1068 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
));
1071 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
1074 void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs
*cs
, struct wined3d_rendertarget_view
*view
)
1076 struct wined3d_cs_set_depth_stencil_view
*op
;
1078 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1079 op
->opcode
= WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW
;
1082 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1085 static void wined3d_cs_exec_set_vertex_declaration(struct wined3d_cs
*cs
, const void *data
)
1087 const struct wined3d_cs_set_vertex_declaration
*op
= data
;
1089 cs
->state
.vertex_declaration
= op
->declaration
;
1090 device_invalidate_state(cs
->device
, STATE_VDECL
);
1093 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs
*cs
, struct wined3d_vertex_declaration
*declaration
)
1095 struct wined3d_cs_set_vertex_declaration
*op
;
1097 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1098 op
->opcode
= WINED3D_CS_OP_SET_VERTEX_DECLARATION
;
1099 op
->declaration
= declaration
;
1101 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1104 static void wined3d_cs_exec_set_stream_source(struct wined3d_cs
*cs
, const void *data
)
1106 const struct wined3d_cs_set_stream_source
*op
= data
;
1107 struct wined3d_stream_state
*stream
;
1108 struct wined3d_buffer
*prev
;
1110 stream
= &cs
->state
.streams
[op
->stream_idx
];
1111 prev
= stream
->buffer
;
1112 stream
->buffer
= op
->buffer
;
1113 stream
->offset
= op
->offset
;
1114 stream
->stride
= op
->stride
;
1117 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1119 InterlockedDecrement(&prev
->resource
.bind_count
);
1121 device_invalidate_state(cs
->device
, STATE_STREAMSRC
);
1124 void wined3d_cs_emit_set_stream_source(struct wined3d_cs
*cs
, UINT stream_idx
,
1125 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1127 struct wined3d_cs_set_stream_source
*op
;
1129 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1130 op
->opcode
= WINED3D_CS_OP_SET_STREAM_SOURCE
;
1131 op
->stream_idx
= stream_idx
;
1132 op
->buffer
= buffer
;
1133 op
->offset
= offset
;
1134 op
->stride
= stride
;
1136 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1139 static void wined3d_cs_exec_set_stream_source_freq(struct wined3d_cs
*cs
, const void *data
)
1141 const struct wined3d_cs_set_stream_source_freq
*op
= data
;
1142 struct wined3d_stream_state
*stream
;
1144 stream
= &cs
->state
.streams
[op
->stream_idx
];
1145 stream
->frequency
= op
->frequency
;
1146 stream
->flags
= op
->flags
;
1148 device_invalidate_state(cs
->device
, STATE_STREAMSRC
);
1151 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs
*cs
, UINT stream_idx
, UINT frequency
, UINT flags
)
1153 struct wined3d_cs_set_stream_source_freq
*op
;
1155 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1156 op
->opcode
= WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ
;
1157 op
->stream_idx
= stream_idx
;
1158 op
->frequency
= frequency
;
1161 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1164 static void wined3d_cs_exec_set_stream_output(struct wined3d_cs
*cs
, const void *data
)
1166 const struct wined3d_cs_set_stream_output
*op
= data
;
1167 struct wined3d_stream_output
*stream
;
1168 struct wined3d_buffer
*prev
;
1170 stream
= &cs
->state
.stream_output
[op
->stream_idx
];
1171 prev
= stream
->buffer
;
1172 stream
->buffer
= op
->buffer
;
1173 stream
->offset
= op
->offset
;
1176 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1178 InterlockedDecrement(&prev
->resource
.bind_count
);
1180 device_invalidate_state(cs
->device
, STATE_STREAM_OUTPUT
);
1183 void wined3d_cs_emit_set_stream_output(struct wined3d_cs
*cs
, UINT stream_idx
,
1184 struct wined3d_buffer
*buffer
, UINT offset
)
1186 struct wined3d_cs_set_stream_output
*op
;
1188 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1189 op
->opcode
= WINED3D_CS_OP_SET_STREAM_OUTPUT
;
1190 op
->stream_idx
= stream_idx
;
1191 op
->buffer
= buffer
;
1192 op
->offset
= offset
;
1194 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1197 static void wined3d_cs_exec_set_index_buffer(struct wined3d_cs
*cs
, const void *data
)
1199 const struct wined3d_cs_set_index_buffer
*op
= data
;
1200 struct wined3d_buffer
*prev
;
1202 prev
= cs
->state
.index_buffer
;
1203 cs
->state
.index_buffer
= op
->buffer
;
1204 cs
->state
.index_format
= op
->format_id
;
1205 cs
->state
.index_offset
= op
->offset
;
1208 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1210 InterlockedDecrement(&prev
->resource
.bind_count
);
1212 device_invalidate_state(cs
->device
, STATE_INDEXBUFFER
);
1215 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs
*cs
, struct wined3d_buffer
*buffer
,
1216 enum wined3d_format_id format_id
, unsigned int offset
)
1218 struct wined3d_cs_set_index_buffer
*op
;
1220 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1221 op
->opcode
= WINED3D_CS_OP_SET_INDEX_BUFFER
;
1222 op
->buffer
= buffer
;
1223 op
->format_id
= format_id
;
1224 op
->offset
= offset
;
1226 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1229 static void wined3d_cs_exec_set_constant_buffer(struct wined3d_cs
*cs
, const void *data
)
1231 const struct wined3d_cs_set_constant_buffer
*op
= data
;
1232 struct wined3d_buffer
*prev
;
1234 prev
= cs
->state
.cb
[op
->type
][op
->cb_idx
];
1235 cs
->state
.cb
[op
->type
][op
->cb_idx
] = op
->buffer
;
1238 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1240 InterlockedDecrement(&prev
->resource
.bind_count
);
1242 device_invalidate_state(cs
->device
, STATE_CONSTANT_BUFFER(op
->type
));
1245 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs
*cs
, enum wined3d_shader_type type
,
1246 UINT cb_idx
, struct wined3d_buffer
*buffer
)
1248 struct wined3d_cs_set_constant_buffer
*op
;
1250 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1251 op
->opcode
= WINED3D_CS_OP_SET_CONSTANT_BUFFER
;
1253 op
->cb_idx
= cb_idx
;
1254 op
->buffer
= buffer
;
1256 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1259 static void wined3d_cs_exec_set_texture(struct wined3d_cs
*cs
, const void *data
)
1261 const struct wined3d_gl_info
*gl_info
= &cs
->device
->adapter
->gl_info
;
1262 const struct wined3d_d3d_info
*d3d_info
= &cs
->device
->adapter
->d3d_info
;
1263 const struct wined3d_cs_set_texture
*op
= data
;
1264 struct wined3d_texture
*prev
;
1265 BOOL old_use_color_key
= FALSE
, new_use_color_key
= FALSE
;
1267 prev
= cs
->state
.textures
[op
->stage
];
1268 cs
->state
.textures
[op
->stage
] = op
->texture
;
1272 const struct wined3d_format
*new_format
= op
->texture
->resource
.format
;
1273 const struct wined3d_format
*old_format
= prev
? prev
->resource
.format
: NULL
;
1274 unsigned int old_fmt_flags
= prev
? prev
->resource
.format_flags
: 0;
1275 unsigned int new_fmt_flags
= op
->texture
->resource
.format_flags
;
1277 if (InterlockedIncrement(&op
->texture
->resource
.bind_count
) == 1)
1278 op
->texture
->sampler
= op
->stage
;
1280 if (!prev
|| op
->texture
->target
!= prev
->target
1281 || (!is_same_fixup(new_format
->color_fixup
, old_format
->color_fixup
)
1282 && !(can_use_texture_swizzle(gl_info
, new_format
) && can_use_texture_swizzle(gl_info
, old_format
)))
1283 || (new_fmt_flags
& WINED3DFMT_FLAG_SHADOW
) != (old_fmt_flags
& WINED3DFMT_FLAG_SHADOW
))
1284 device_invalidate_state(cs
->device
, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
));
1286 if (!prev
&& op
->stage
< d3d_info
->limits
.ffp_blend_stages
)
1288 /* The source arguments for color and alpha ops have different
1289 * meanings when a NULL texture is bound, so the COLOR_OP and
1290 * ALPHA_OP have to be dirtified. */
1291 device_invalidate_state(cs
->device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_COLOR_OP
));
1292 device_invalidate_state(cs
->device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_ALPHA_OP
));
1295 if (!op
->stage
&& op
->texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1296 new_use_color_key
= TRUE
;
1301 if (InterlockedDecrement(&prev
->resource
.bind_count
) && prev
->sampler
== op
->stage
)
1305 /* Search for other stages the texture is bound to. Shouldn't
1306 * happen if applications bind textures to a single stage only. */
1307 TRACE("Searching for other stages the texture is bound to.\n");
1308 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
1310 if (cs
->state
.textures
[i
] == prev
)
1312 TRACE("Texture is also bound to stage %u.\n", i
);
1319 if (!op
->texture
&& op
->stage
< d3d_info
->limits
.ffp_blend_stages
)
1321 device_invalidate_state(cs
->device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_COLOR_OP
));
1322 device_invalidate_state(cs
->device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_ALPHA_OP
));
1325 if (!op
->stage
&& prev
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1326 old_use_color_key
= TRUE
;
1329 device_invalidate_state(cs
->device
, STATE_SAMPLER(op
->stage
));
1331 if (new_use_color_key
!= old_use_color_key
)
1332 device_invalidate_state(cs
->device
, STATE_RENDER(WINED3D_RS_COLORKEYENABLE
));
1334 if (new_use_color_key
)
1335 device_invalidate_state(cs
->device
, STATE_COLOR_KEY
);
1338 void wined3d_cs_emit_set_texture(struct wined3d_cs
*cs
, UINT stage
, struct wined3d_texture
*texture
)
1340 struct wined3d_cs_set_texture
*op
;
1342 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1343 op
->opcode
= WINED3D_CS_OP_SET_TEXTURE
;
1345 op
->texture
= texture
;
1347 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1350 static void wined3d_cs_exec_set_shader_resource_view(struct wined3d_cs
*cs
, const void *data
)
1352 const struct wined3d_cs_set_shader_resource_view
*op
= data
;
1353 struct wined3d_shader_resource_view
*prev
;
1355 prev
= cs
->state
.shader_resource_view
[op
->type
][op
->view_idx
];
1356 cs
->state
.shader_resource_view
[op
->type
][op
->view_idx
] = op
->view
;
1359 InterlockedIncrement(&op
->view
->resource
->bind_count
);
1361 InterlockedDecrement(&prev
->resource
->bind_count
);
1363 if (op
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
1364 device_invalidate_state(cs
->device
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1366 device_invalidate_state(cs
->device
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1369 void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs
*cs
, enum wined3d_shader_type type
,
1370 UINT view_idx
, struct wined3d_shader_resource_view
*view
)
1372 struct wined3d_cs_set_shader_resource_view
*op
;
1374 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1375 op
->opcode
= WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW
;
1377 op
->view_idx
= view_idx
;
1380 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1383 static void wined3d_cs_exec_set_unordered_access_view(struct wined3d_cs
*cs
, const void *data
)
1385 const struct wined3d_cs_set_unordered_access_view
*op
= data
;
1386 struct wined3d_unordered_access_view
*prev
;
1388 prev
= cs
->state
.unordered_access_view
[op
->pipeline
][op
->view_idx
];
1389 cs
->state
.unordered_access_view
[op
->pipeline
][op
->view_idx
] = op
->view
;
1392 InterlockedIncrement(&op
->view
->resource
->bind_count
);
1394 InterlockedDecrement(&prev
->resource
->bind_count
);
1396 if (op
->view
&& op
->initial_count
!= ~0u)
1397 wined3d_unordered_access_view_set_counter(op
->view
, op
->initial_count
);
1399 device_invalidate_state(cs
->device
, STATE_UNORDERED_ACCESS_VIEW_BINDING(op
->pipeline
));
1402 void wined3d_cs_emit_set_unordered_access_view(struct wined3d_cs
*cs
, enum wined3d_pipeline pipeline
,
1403 unsigned int view_idx
, struct wined3d_unordered_access_view
*view
, unsigned int initial_count
)
1405 struct wined3d_cs_set_unordered_access_view
*op
;
1407 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1408 op
->opcode
= WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW
;
1409 op
->pipeline
= pipeline
;
1410 op
->view_idx
= view_idx
;
1412 op
->initial_count
= initial_count
;
1414 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1417 static void wined3d_cs_exec_set_sampler(struct wined3d_cs
*cs
, const void *data
)
1419 const struct wined3d_cs_set_sampler
*op
= data
;
1421 cs
->state
.sampler
[op
->type
][op
->sampler_idx
] = op
->sampler
;
1422 if (op
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
1423 device_invalidate_state(cs
->device
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1425 device_invalidate_state(cs
->device
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1428 void wined3d_cs_emit_set_sampler(struct wined3d_cs
*cs
, enum wined3d_shader_type type
,
1429 UINT sampler_idx
, struct wined3d_sampler
*sampler
)
1431 struct wined3d_cs_set_sampler
*op
;
1433 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1434 op
->opcode
= WINED3D_CS_OP_SET_SAMPLER
;
1436 op
->sampler_idx
= sampler_idx
;
1437 op
->sampler
= sampler
;
1439 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1442 static void wined3d_cs_exec_set_shader(struct wined3d_cs
*cs
, const void *data
)
1444 const struct wined3d_cs_set_shader
*op
= data
;
1446 cs
->state
.shader
[op
->type
] = op
->shader
;
1447 device_invalidate_state(cs
->device
, STATE_SHADER(op
->type
));
1448 if (op
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
1449 device_invalidate_state(cs
->device
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1451 device_invalidate_state(cs
->device
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1454 void wined3d_cs_emit_set_shader(struct wined3d_cs
*cs
, enum wined3d_shader_type type
, struct wined3d_shader
*shader
)
1456 struct wined3d_cs_set_shader
*op
;
1458 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1459 op
->opcode
= WINED3D_CS_OP_SET_SHADER
;
1461 op
->shader
= shader
;
1463 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1466 static void wined3d_cs_exec_set_blend_state(struct wined3d_cs
*cs
, const void *data
)
1468 const struct wined3d_cs_set_blend_state
*op
= data
;
1470 cs
->state
.blend_state
= op
->state
;
1471 device_invalidate_state(cs
->device
, STATE_BLEND
);
1474 void wined3d_cs_emit_set_blend_state(struct wined3d_cs
*cs
, struct wined3d_blend_state
*state
)
1476 struct wined3d_cs_set_blend_state
*op
;
1478 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1479 op
->opcode
= WINED3D_CS_OP_SET_BLEND_STATE
;
1482 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1485 static void wined3d_cs_exec_set_rasterizer_state(struct wined3d_cs
*cs
, const void *data
)
1487 const struct wined3d_cs_set_rasterizer_state
*op
= data
;
1489 cs
->state
.rasterizer_state
= op
->state
;
1490 device_invalidate_state(cs
->device
, STATE_FRONTFACE
);
1493 void wined3d_cs_emit_set_rasterizer_state(struct wined3d_cs
*cs
,
1494 struct wined3d_rasterizer_state
*rasterizer_state
)
1496 struct wined3d_cs_set_rasterizer_state
*op
;
1498 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1499 op
->opcode
= WINED3D_CS_OP_SET_RASTERIZER_STATE
;
1500 op
->state
= rasterizer_state
;
1502 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1505 static void wined3d_cs_exec_set_render_state(struct wined3d_cs
*cs
, const void *data
)
1507 const struct wined3d_cs_set_render_state
*op
= data
;
1509 cs
->state
.render_states
[op
->state
] = op
->value
;
1510 device_invalidate_state(cs
->device
, STATE_RENDER(op
->state
));
1513 void wined3d_cs_emit_set_render_state(struct wined3d_cs
*cs
, enum wined3d_render_state state
, DWORD value
)
1515 struct wined3d_cs_set_render_state
*op
;
1517 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1518 op
->opcode
= WINED3D_CS_OP_SET_RENDER_STATE
;
1522 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1525 static void wined3d_cs_exec_set_texture_state(struct wined3d_cs
*cs
, const void *data
)
1527 const struct wined3d_cs_set_texture_state
*op
= data
;
1529 cs
->state
.texture_states
[op
->stage
][op
->state
] = op
->value
;
1530 device_invalidate_state(cs
->device
, STATE_TEXTURESTAGE(op
->stage
, op
->state
));
1533 void wined3d_cs_emit_set_texture_state(struct wined3d_cs
*cs
, UINT stage
,
1534 enum wined3d_texture_stage_state state
, DWORD value
)
1536 struct wined3d_cs_set_texture_state
*op
;
1538 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1539 op
->opcode
= WINED3D_CS_OP_SET_TEXTURE_STATE
;
1544 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1547 static void wined3d_cs_exec_set_sampler_state(struct wined3d_cs
*cs
, const void *data
)
1549 const struct wined3d_cs_set_sampler_state
*op
= data
;
1551 cs
->state
.sampler_states
[op
->sampler_idx
][op
->state
] = op
->value
;
1552 device_invalidate_state(cs
->device
, STATE_SAMPLER(op
->sampler_idx
));
1555 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs
*cs
, UINT sampler_idx
,
1556 enum wined3d_sampler_state state
, DWORD value
)
1558 struct wined3d_cs_set_sampler_state
*op
;
1560 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1561 op
->opcode
= WINED3D_CS_OP_SET_SAMPLER_STATE
;
1562 op
->sampler_idx
= sampler_idx
;
1566 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1569 static void wined3d_cs_exec_set_transform(struct wined3d_cs
*cs
, const void *data
)
1571 const struct wined3d_cs_set_transform
*op
= data
;
1573 cs
->state
.transforms
[op
->state
] = op
->matrix
;
1574 if (op
->state
< WINED3D_TS_WORLD_MATRIX(cs
->device
->adapter
->d3d_info
.limits
.ffp_vertex_blend_matrices
))
1575 device_invalidate_state(cs
->device
, STATE_TRANSFORM(op
->state
));
1578 void wined3d_cs_emit_set_transform(struct wined3d_cs
*cs
, enum wined3d_transform_state state
,
1579 const struct wined3d_matrix
*matrix
)
1581 struct wined3d_cs_set_transform
*op
;
1583 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1584 op
->opcode
= WINED3D_CS_OP_SET_TRANSFORM
;
1586 op
->matrix
= *matrix
;
1588 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1591 static void wined3d_cs_exec_set_clip_plane(struct wined3d_cs
*cs
, const void *data
)
1593 const struct wined3d_cs_set_clip_plane
*op
= data
;
1595 cs
->state
.clip_planes
[op
->plane_idx
] = op
->plane
;
1596 device_invalidate_state(cs
->device
, STATE_CLIPPLANE(op
->plane_idx
));
1599 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs
*cs
, UINT plane_idx
, const struct wined3d_vec4
*plane
)
1601 struct wined3d_cs_set_clip_plane
*op
;
1603 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1604 op
->opcode
= WINED3D_CS_OP_SET_CLIP_PLANE
;
1605 op
->plane_idx
= plane_idx
;
1608 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1611 static void wined3d_cs_exec_set_color_key(struct wined3d_cs
*cs
, const void *data
)
1613 const struct wined3d_cs_set_color_key
*op
= data
;
1614 struct wined3d_texture
*texture
= op
->texture
;
1620 case WINED3D_CKEY_DST_BLT
:
1621 texture
->async
.dst_blt_color_key
= op
->color_key
;
1622 texture
->async
.color_key_flags
|= WINED3D_CKEY_DST_BLT
;
1625 case WINED3D_CKEY_DST_OVERLAY
:
1626 texture
->async
.dst_overlay_color_key
= op
->color_key
;
1627 texture
->async
.color_key_flags
|= WINED3D_CKEY_DST_OVERLAY
;
1630 case WINED3D_CKEY_SRC_BLT
:
1631 if (texture
== cs
->state
.textures
[0])
1633 device_invalidate_state(cs
->device
, STATE_COLOR_KEY
);
1634 if (!(texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
))
1635 device_invalidate_state(cs
->device
, STATE_RENDER(WINED3D_RS_COLORKEYENABLE
));
1638 texture
->async
.src_blt_color_key
= op
->color_key
;
1639 texture
->async
.color_key_flags
|= WINED3D_CKEY_SRC_BLT
;
1642 case WINED3D_CKEY_SRC_OVERLAY
:
1643 texture
->async
.src_overlay_color_key
= op
->color_key
;
1644 texture
->async
.color_key_flags
|= WINED3D_CKEY_SRC_OVERLAY
;
1652 case WINED3D_CKEY_DST_BLT
:
1653 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_DST_BLT
;
1656 case WINED3D_CKEY_DST_OVERLAY
:
1657 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_DST_OVERLAY
;
1660 case WINED3D_CKEY_SRC_BLT
:
1661 if (texture
== cs
->state
.textures
[0] && texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1662 device_invalidate_state(cs
->device
, STATE_RENDER(WINED3D_RS_COLORKEYENABLE
));
1664 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_SRC_BLT
;
1667 case WINED3D_CKEY_SRC_OVERLAY
:
1668 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_SRC_OVERLAY
;
1674 void wined3d_cs_emit_set_color_key(struct wined3d_cs
*cs
, struct wined3d_texture
*texture
,
1675 WORD flags
, const struct wined3d_color_key
*color_key
)
1677 struct wined3d_cs_set_color_key
*op
;
1679 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1680 op
->opcode
= WINED3D_CS_OP_SET_COLOR_KEY
;
1681 op
->texture
= texture
;
1685 op
->color_key
= *color_key
;
1691 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1694 static void wined3d_cs_exec_set_material(struct wined3d_cs
*cs
, const void *data
)
1696 const struct wined3d_cs_set_material
*op
= data
;
1698 cs
->state
.material
= op
->material
;
1699 device_invalidate_state(cs
->device
, STATE_MATERIAL
);
1702 void wined3d_cs_emit_set_material(struct wined3d_cs
*cs
, const struct wined3d_material
*material
)
1704 struct wined3d_cs_set_material
*op
;
1706 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1707 op
->opcode
= WINED3D_CS_OP_SET_MATERIAL
;
1708 op
->material
= *material
;
1710 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1713 static void wined3d_cs_exec_set_light(struct wined3d_cs
*cs
, const void *data
)
1715 const struct wined3d_cs_set_light
*op
= data
;
1716 struct wined3d_light_info
*light_info
;
1717 unsigned int light_idx
, hash_idx
;
1719 light_idx
= op
->light
.OriginalIndex
;
1721 if (!(light_info
= wined3d_state_get_light(&cs
->state
, light_idx
)))
1723 TRACE("Adding new light.\n");
1724 if (!(light_info
= heap_alloc_zero(sizeof(*light_info
))))
1726 ERR("Failed to allocate light info.\n");
1730 hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1731 list_add_head(&cs
->state
.light_map
[hash_idx
], &light_info
->entry
);
1732 light_info
->glIndex
= -1;
1733 light_info
->OriginalIndex
= light_idx
;
1736 if (light_info
->glIndex
!= -1)
1738 if (light_info
->OriginalParms
.type
!= op
->light
.OriginalParms
.type
)
1739 device_invalidate_state(cs
->device
, STATE_LIGHT_TYPE
);
1740 device_invalidate_state(cs
->device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
1743 light_info
->OriginalParms
= op
->light
.OriginalParms
;
1744 light_info
->position
= op
->light
.position
;
1745 light_info
->direction
= op
->light
.direction
;
1746 light_info
->exponent
= op
->light
.exponent
;
1747 light_info
->cutoff
= op
->light
.cutoff
;
1750 void wined3d_cs_emit_set_light(struct wined3d_cs
*cs
, const struct wined3d_light_info
*light
)
1752 struct wined3d_cs_set_light
*op
;
1754 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1755 op
->opcode
= WINED3D_CS_OP_SET_LIGHT
;
1758 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1761 static void wined3d_cs_exec_set_light_enable(struct wined3d_cs
*cs
, const void *data
)
1763 const struct wined3d_cs_set_light_enable
*op
= data
;
1764 struct wined3d_device
*device
= cs
->device
;
1765 struct wined3d_light_info
*light_info
;
1768 if (!(light_info
= wined3d_state_get_light(&cs
->state
, op
->idx
)))
1770 ERR("Light doesn't exist.\n");
1774 prev_idx
= light_info
->glIndex
;
1775 wined3d_state_enable_light(&cs
->state
, &device
->adapter
->d3d_info
, light_info
, op
->enable
);
1776 if (light_info
->glIndex
!= prev_idx
)
1778 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1779 device_invalidate_state(device
, STATE_ACTIVELIGHT(op
->enable
? light_info
->glIndex
: prev_idx
));
1783 void wined3d_cs_emit_set_light_enable(struct wined3d_cs
*cs
, unsigned int idx
, BOOL enable
)
1785 struct wined3d_cs_set_light_enable
*op
;
1787 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1788 op
->opcode
= WINED3D_CS_OP_SET_LIGHT_ENABLE
;
1790 op
->enable
= enable
;
1792 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1801 wined3d_cs_push_constant_info
[] =
1803 /* WINED3D_PUSH_CONSTANTS_VS_F */
1804 {FIELD_OFFSET(struct wined3d_state
, vs_consts_f
), sizeof(struct wined3d_vec4
), WINED3D_SHADER_CONST_VS_F
},
1805 /* WINED3D_PUSH_CONSTANTS_PS_F */
1806 {FIELD_OFFSET(struct wined3d_state
, ps_consts_f
), sizeof(struct wined3d_vec4
), WINED3D_SHADER_CONST_PS_F
},
1807 /* WINED3D_PUSH_CONSTANTS_VS_I */
1808 {FIELD_OFFSET(struct wined3d_state
, vs_consts_i
), sizeof(struct wined3d_ivec4
), WINED3D_SHADER_CONST_VS_I
},
1809 /* WINED3D_PUSH_CONSTANTS_PS_I */
1810 {FIELD_OFFSET(struct wined3d_state
, ps_consts_i
), sizeof(struct wined3d_ivec4
), WINED3D_SHADER_CONST_PS_I
},
1811 /* WINED3D_PUSH_CONSTANTS_VS_B */
1812 {FIELD_OFFSET(struct wined3d_state
, vs_consts_b
), sizeof(BOOL
), WINED3D_SHADER_CONST_VS_B
},
1813 /* WINED3D_PUSH_CONSTANTS_PS_B */
1814 {FIELD_OFFSET(struct wined3d_state
, ps_consts_b
), sizeof(BOOL
), WINED3D_SHADER_CONST_PS_B
},
1817 static void wined3d_cs_st_push_constants(struct wined3d_cs
*cs
, enum wined3d_push_constants p
,
1818 unsigned int start_idx
, unsigned int count
, const void *constants
)
1820 struct wined3d_device
*device
= cs
->device
;
1821 unsigned int context_count
;
1825 if (p
== WINED3D_PUSH_CONSTANTS_VS_F
)
1826 device
->shader_backend
->shader_update_float_vertex_constants(device
, start_idx
, count
);
1827 else if (p
== WINED3D_PUSH_CONSTANTS_PS_F
)
1828 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_idx
, count
);
1830 offset
= wined3d_cs_push_constant_info
[p
].offset
+ start_idx
* wined3d_cs_push_constant_info
[p
].size
;
1831 memcpy((BYTE
*)&cs
->state
+ offset
, constants
, count
* wined3d_cs_push_constant_info
[p
].size
);
1832 for (i
= 0, context_count
= device
->context_count
; i
< context_count
; ++i
)
1834 device
->contexts
[i
]->constant_update_mask
|= wined3d_cs_push_constant_info
[p
].mask
;
1838 static void wined3d_cs_exec_push_constants(struct wined3d_cs
*cs
, const void *data
)
1840 const struct wined3d_cs_push_constants
*op
= data
;
1842 wined3d_cs_st_push_constants(cs
, op
->type
, op
->start_idx
, op
->count
, op
->constants
);
1845 static void wined3d_cs_mt_push_constants(struct wined3d_cs
*cs
, enum wined3d_push_constants p
,
1846 unsigned int start_idx
, unsigned int count
, const void *constants
)
1848 struct wined3d_cs_push_constants
*op
;
1851 size
= count
* wined3d_cs_push_constant_info
[p
].size
;
1852 op
= cs
->ops
->require_space(cs
, FIELD_OFFSET(struct wined3d_cs_push_constants
, constants
[size
]),
1853 WINED3D_CS_QUEUE_DEFAULT
);
1854 op
->opcode
= WINED3D_CS_OP_PUSH_CONSTANTS
;
1856 op
->start_idx
= start_idx
;
1858 memcpy(op
->constants
, constants
, size
);
1860 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1863 static void wined3d_cs_exec_reset_state(struct wined3d_cs
*cs
, const void *data
)
1865 struct wined3d_adapter
*adapter
= cs
->device
->adapter
;
1867 state_cleanup(&cs
->state
);
1868 memset(&cs
->state
, 0, sizeof(cs
->state
));
1869 state_init(&cs
->state
, &cs
->fb
, &adapter
->gl_info
, &adapter
->d3d_info
,
1870 WINED3D_STATE_NO_REF
| WINED3D_STATE_INIT_DEFAULT
);
1873 void wined3d_cs_emit_reset_state(struct wined3d_cs
*cs
)
1875 struct wined3d_cs_reset_state
*op
;
1877 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1878 op
->opcode
= WINED3D_CS_OP_RESET_STATE
;
1880 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1883 static void wined3d_cs_exec_callback(struct wined3d_cs
*cs
, const void *data
)
1885 const struct wined3d_cs_callback
*op
= data
;
1887 op
->callback(op
->object
);
1890 static void wined3d_cs_emit_callback(struct wined3d_cs
*cs
, void (*callback
)(void *object
), void *object
)
1892 struct wined3d_cs_callback
*op
;
1894 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1895 op
->opcode
= WINED3D_CS_OP_CALLBACK
;
1896 op
->callback
= callback
;
1897 op
->object
= object
;
1899 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1902 void wined3d_cs_destroy_object(struct wined3d_cs
*cs
, void (*callback
)(void *object
), void *object
)
1904 wined3d_cs_emit_callback(cs
, callback
, object
);
1907 void wined3d_cs_init_object(struct wined3d_cs
*cs
, void (*callback
)(void *object
), void *object
)
1909 wined3d_cs_emit_callback(cs
, callback
, object
);
1912 static void wined3d_cs_exec_query_issue(struct wined3d_cs
*cs
, const void *data
)
1914 const struct wined3d_cs_query_issue
*op
= data
;
1915 struct wined3d_query
*query
= op
->query
;
1918 poll
= query
->query_ops
->query_issue(query
, op
->flags
);
1923 if (poll
&& list_empty(&query
->poll_list_entry
))
1925 list_add_tail(&cs
->query_poll_list
, &query
->poll_list_entry
);
1929 /* This can happen if occlusion queries are restarted. This discards the
1930 * old result, since polling it could result in a GL error. */
1931 if ((op
->flags
& WINED3DISSUE_BEGIN
) && !poll
&& !list_empty(&query
->poll_list_entry
))
1933 list_remove(&query
->poll_list_entry
);
1934 list_init(&query
->poll_list_entry
);
1935 InterlockedIncrement(&query
->counter_retrieved
);
1939 /* This can happen when an occlusion query is ended without being started,
1940 * in which case we don't want to poll, but still have to counter-balance
1941 * the increment of the main counter.
1943 * This can also happen if an event query is re-issued before the first
1944 * fence was reached. In this case the query is already in the list and
1945 * the poll function will check the new fence. We have to counter-balance
1946 * the discarded increment. */
1947 if (op
->flags
& WINED3DISSUE_END
)
1948 InterlockedIncrement(&query
->counter_retrieved
);
1951 void wined3d_cs_emit_query_issue(struct wined3d_cs
*cs
, struct wined3d_query
*query
, DWORD flags
)
1953 struct wined3d_cs_query_issue
*op
;
1955 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1956 op
->opcode
= WINED3D_CS_OP_QUERY_ISSUE
;
1960 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1961 cs
->queries_flushed
= FALSE
;
1964 static void wined3d_cs_exec_preload_resource(struct wined3d_cs
*cs
, const void *data
)
1966 const struct wined3d_cs_preload_resource
*op
= data
;
1967 struct wined3d_resource
*resource
= op
->resource
;
1969 resource
->resource_ops
->resource_preload(resource
);
1970 wined3d_resource_release(resource
);
1973 void wined3d_cs_emit_preload_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
)
1975 struct wined3d_cs_preload_resource
*op
;
1977 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1978 op
->opcode
= WINED3D_CS_OP_PRELOAD_RESOURCE
;
1979 op
->resource
= resource
;
1981 wined3d_resource_acquire(resource
);
1983 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1986 static void wined3d_cs_exec_unload_resource(struct wined3d_cs
*cs
, const void *data
)
1988 const struct wined3d_cs_unload_resource
*op
= data
;
1989 struct wined3d_resource
*resource
= op
->resource
;
1991 resource
->resource_ops
->resource_unload(resource
);
1992 wined3d_resource_release(resource
);
1995 void wined3d_cs_emit_unload_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
)
1997 struct wined3d_cs_unload_resource
*op
;
1999 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2000 op
->opcode
= WINED3D_CS_OP_UNLOAD_RESOURCE
;
2001 op
->resource
= resource
;
2003 wined3d_resource_acquire(resource
);
2005 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2008 static void wined3d_cs_exec_map(struct wined3d_cs
*cs
, const void *data
)
2010 const struct wined3d_cs_map
*op
= data
;
2011 struct wined3d_resource
*resource
= op
->resource
;
2013 *op
->hr
= resource
->resource_ops
->resource_sub_resource_map(resource
,
2014 op
->sub_resource_idx
, op
->map_desc
, op
->box
, op
->flags
);
2017 HRESULT
wined3d_cs_map(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
, unsigned int sub_resource_idx
,
2018 struct wined3d_map_desc
*map_desc
, const struct wined3d_box
*box
, unsigned int flags
)
2020 struct wined3d_cs_map
*op
;
2023 /* Mapping resources from the worker thread isn't an issue by itself, but
2024 * increasing the map count would be visible to applications. */
2025 wined3d_not_from_cs(cs
);
2027 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_MAP
);
2028 op
->opcode
= WINED3D_CS_OP_MAP
;
2029 op
->resource
= resource
;
2030 op
->sub_resource_idx
= sub_resource_idx
;
2031 op
->map_desc
= map_desc
;
2036 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_MAP
);
2037 cs
->ops
->finish(cs
, WINED3D_CS_QUEUE_MAP
);
2042 static void wined3d_cs_exec_unmap(struct wined3d_cs
*cs
, const void *data
)
2044 const struct wined3d_cs_unmap
*op
= data
;
2045 struct wined3d_resource
*resource
= op
->resource
;
2047 *op
->hr
= resource
->resource_ops
->resource_sub_resource_unmap(resource
, op
->sub_resource_idx
);
2050 HRESULT
wined3d_cs_unmap(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
, unsigned int sub_resource_idx
)
2052 struct wined3d_cs_unmap
*op
;
2055 wined3d_not_from_cs(cs
);
2057 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_MAP
);
2058 op
->opcode
= WINED3D_CS_OP_UNMAP
;
2059 op
->resource
= resource
;
2060 op
->sub_resource_idx
= sub_resource_idx
;
2063 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_MAP
);
2064 cs
->ops
->finish(cs
, WINED3D_CS_QUEUE_MAP
);
2069 static void wined3d_cs_exec_blt_sub_resource(struct wined3d_cs
*cs
, const void *data
)
2071 const struct wined3d_cs_blt_sub_resource
*op
= data
;
2073 if (op
->dst_resource
->type
== WINED3D_RTYPE_BUFFER
)
2075 wined3d_buffer_copy(buffer_from_resource(op
->dst_resource
), op
->dst_box
.left
,
2076 buffer_from_resource(op
->src_resource
), op
->src_box
.left
,
2077 op
->src_box
.right
- op
->src_box
.left
);
2079 else if (op
->dst_resource
->type
== WINED3D_RTYPE_TEXTURE_2D
)
2081 if (FAILED(texture2d_blt(texture_from_resource(op
->dst_resource
), op
->dst_sub_resource_idx
,
2082 &op
->dst_box
, texture_from_resource(op
->src_resource
), op
->src_sub_resource_idx
,
2083 &op
->src_box
, op
->flags
, &op
->fx
, op
->filter
)))
2084 FIXME("Blit failed.\n");
2086 else if (op
->dst_resource
->type
== WINED3D_RTYPE_TEXTURE_3D
)
2088 struct wined3d_texture
*src_texture
, *dst_texture
;
2089 unsigned int level
, update_w
, update_h
, update_d
;
2090 unsigned int row_pitch
, slice_pitch
;
2091 struct wined3d_context
*context
;
2092 struct wined3d_bo_address addr
;
2094 if (op
->flags
& ~WINED3D_BLT_RAW
)
2096 FIXME("Flags %#x not implemented for %s resources.\n",
2097 op
->flags
, debug_d3dresourcetype(op
->dst_resource
->type
));
2101 if (!(op
->flags
& WINED3D_BLT_RAW
) && op
->src_resource
->format
!= op
->dst_resource
->format
)
2103 FIXME("Format conversion not implemented for %s resources.\n",
2104 debug_d3dresourcetype(op
->dst_resource
->type
));
2108 update_w
= op
->dst_box
.right
- op
->dst_box
.left
;
2109 update_h
= op
->dst_box
.bottom
- op
->dst_box
.top
;
2110 update_d
= op
->dst_box
.back
- op
->dst_box
.front
;
2111 if (op
->src_box
.right
- op
->src_box
.left
!= update_w
2112 || op
->src_box
.bottom
- op
->src_box
.top
!= update_h
2113 || op
->src_box
.back
- op
->src_box
.front
!= update_d
)
2115 FIXME("Stretching not implemented for %s resources.\n",
2116 debug_d3dresourcetype(op
->dst_resource
->type
));
2120 dst_texture
= texture_from_resource(op
->dst_resource
);
2121 src_texture
= texture_from_resource(op
->src_resource
);
2123 context
= context_acquire(cs
->device
, NULL
, 0);
2125 if (!wined3d_texture_load_location(src_texture
, op
->src_sub_resource_idx
,
2126 context
, src_texture
->resource
.map_binding
))
2128 ERR("Failed to load source sub-resource into %s.\n",
2129 wined3d_debug_location(src_texture
->resource
.map_binding
));
2130 context_release(context
);
2134 level
= op
->dst_sub_resource_idx
% dst_texture
->level_count
;
2135 if (update_w
== wined3d_texture_get_level_width(dst_texture
, level
)
2136 && update_h
== wined3d_texture_get_level_height(dst_texture
, level
)
2137 && update_d
== wined3d_texture_get_level_depth(dst_texture
, level
))
2139 wined3d_texture_prepare_texture(dst_texture
, context
, FALSE
);
2141 else if (!wined3d_texture_load_location(dst_texture
, op
->dst_sub_resource_idx
,
2142 context
, WINED3D_LOCATION_TEXTURE_RGB
))
2144 ERR("Failed to load destination sub-resource.\n");
2145 context_release(context
);
2149 wined3d_texture_get_memory(src_texture
, op
->src_sub_resource_idx
, &addr
, src_texture
->resource
.map_binding
);
2150 wined3d_texture_get_pitch(src_texture
, op
->src_sub_resource_idx
% src_texture
->level_count
,
2151 &row_pitch
, &slice_pitch
);
2153 wined3d_texture_bind_and_dirtify(dst_texture
, context
, FALSE
);
2154 wined3d_texture_upload_data(dst_texture
, op
->dst_sub_resource_idx
, context
,
2155 dst_texture
->resource
.format
, &op
->src_box
, wined3d_const_bo_address(&addr
),
2156 row_pitch
, slice_pitch
, op
->dst_box
.left
, op
->dst_box
.top
, op
->dst_box
.front
, FALSE
);
2157 wined3d_texture_validate_location(dst_texture
, op
->dst_sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
);
2158 wined3d_texture_invalidate_location(dst_texture
, op
->dst_sub_resource_idx
, ~WINED3D_LOCATION_TEXTURE_RGB
);
2160 context_release(context
);
2164 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(op
->dst_resource
->type
));
2168 if (op
->src_resource
)
2169 wined3d_resource_release(op
->src_resource
);
2170 wined3d_resource_release(op
->dst_resource
);
2173 void wined3d_cs_emit_blt_sub_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*dst_resource
,
2174 unsigned int dst_sub_resource_idx
, const struct wined3d_box
*dst_box
, struct wined3d_resource
*src_resource
,
2175 unsigned int src_sub_resource_idx
, const struct wined3d_box
*src_box
, DWORD flags
,
2176 const struct wined3d_blt_fx
*fx
, enum wined3d_texture_filter_type filter
)
2178 struct wined3d_cs_blt_sub_resource
*op
;
2180 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2181 op
->opcode
= WINED3D_CS_OP_BLT_SUB_RESOURCE
;
2182 op
->dst_resource
= dst_resource
;
2183 op
->dst_sub_resource_idx
= dst_sub_resource_idx
;
2184 op
->dst_box
= *dst_box
;
2185 op
->src_resource
= src_resource
;
2186 op
->src_sub_resource_idx
= src_sub_resource_idx
;
2187 op
->src_box
= *src_box
;
2192 memset(&op
->fx
, 0, sizeof(op
->fx
));
2193 op
->filter
= filter
;
2195 wined3d_resource_acquire(dst_resource
);
2197 wined3d_resource_acquire(src_resource
);
2199 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2200 if (flags
& WINED3D_BLT_SYNCHRONOUS
)
2201 cs
->ops
->finish(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2204 static void wined3d_cs_exec_update_sub_resource(struct wined3d_cs
*cs
, const void *data
)
2206 const struct wined3d_cs_update_sub_resource
*op
= data
;
2207 struct wined3d_resource
*resource
= op
->resource
;
2208 const struct wined3d_box
*box
= &op
->box
;
2209 unsigned int width
, height
, depth
, level
;
2210 struct wined3d_const_bo_address addr
;
2211 struct wined3d_context
*context
;
2212 struct wined3d_texture
*texture
;
2213 struct wined3d_box src_box
;
2215 context
= context_acquire(cs
->device
, NULL
, 0);
2217 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
2219 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
2221 if (!wined3d_buffer_load_location(buffer
, context
, WINED3D_LOCATION_BUFFER
))
2223 ERR("Failed to load buffer location.\n");
2227 wined3d_buffer_upload_data(buffer
, context
, box
, op
->data
.data
);
2228 wined3d_buffer_invalidate_location(buffer
, ~WINED3D_LOCATION_BUFFER
);
2232 texture
= wined3d_texture_from_resource(resource
);
2234 level
= op
->sub_resource_idx
% texture
->level_count
;
2235 width
= wined3d_texture_get_level_width(texture
, level
);
2236 height
= wined3d_texture_get_level_height(texture
, level
);
2237 depth
= wined3d_texture_get_level_depth(texture
, level
);
2239 addr
.buffer_object
= 0;
2240 addr
.addr
= op
->data
.data
;
2242 /* Only load the sub-resource for partial updates. */
2243 if (!box
->left
&& !box
->top
&& !box
->front
2244 && box
->right
== width
&& box
->bottom
== height
&& box
->back
== depth
)
2245 wined3d_texture_prepare_texture(texture
, context
, FALSE
);
2247 wined3d_texture_load_location(texture
, op
->sub_resource_idx
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
2248 wined3d_texture_bind_and_dirtify(texture
, context
, FALSE
);
2250 wined3d_box_set(&src_box
, 0, 0, box
->right
- box
->left
, box
->bottom
- box
->top
, 0, box
->back
- box
->front
);
2251 wined3d_texture_upload_data(texture
, op
->sub_resource_idx
, context
, texture
->resource
.format
, &src_box
,
2252 &addr
, op
->data
.row_pitch
, op
->data
.slice_pitch
, box
->left
, box
->top
, box
->front
, FALSE
);
2254 wined3d_texture_validate_location(texture
, op
->sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
);
2255 wined3d_texture_invalidate_location(texture
, op
->sub_resource_idx
, ~WINED3D_LOCATION_TEXTURE_RGB
);
2258 context_release(context
);
2260 wined3d_resource_release(resource
);
2263 void wined3d_cs_emit_update_sub_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
,
2264 unsigned int sub_resource_idx
, const struct wined3d_box
*box
, const void *data
, unsigned int row_pitch
,
2265 unsigned int slice_pitch
)
2267 struct wined3d_cs_update_sub_resource
*op
;
2269 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_MAP
);
2270 op
->opcode
= WINED3D_CS_OP_UPDATE_SUB_RESOURCE
;
2271 op
->resource
= resource
;
2272 op
->sub_resource_idx
= sub_resource_idx
;
2274 op
->data
.row_pitch
= row_pitch
;
2275 op
->data
.slice_pitch
= slice_pitch
;
2276 op
->data
.data
= data
;
2278 wined3d_resource_acquire(resource
);
2280 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_MAP
);
2281 /* The data pointer may go away, so we need to wait until it is read.
2282 * Copying the data may be faster if it's small. */
2283 cs
->ops
->finish(cs
, WINED3D_CS_QUEUE_MAP
);
2286 static void wined3d_cs_exec_add_dirty_texture_region(struct wined3d_cs
*cs
, const void *data
)
2288 const struct wined3d_cs_add_dirty_texture_region
*op
= data
;
2289 struct wined3d_texture
*texture
= op
->texture
;
2290 unsigned int sub_resource_idx
, i
;
2291 struct wined3d_context
*context
;
2293 context
= context_acquire(cs
->device
, NULL
, 0);
2294 sub_resource_idx
= op
->layer
* texture
->level_count
;
2295 for (i
= 0; i
< texture
->level_count
; ++i
, ++sub_resource_idx
)
2297 if (wined3d_texture_load_location(texture
, sub_resource_idx
, context
, texture
->resource
.map_binding
))
2298 wined3d_texture_invalidate_location(texture
, sub_resource_idx
, ~texture
->resource
.map_binding
);
2300 ERR("Failed to load location %s.\n", wined3d_debug_location(texture
->resource
.map_binding
));
2302 context_release(context
);
2304 wined3d_resource_release(&texture
->resource
);
2307 void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs
*cs
,
2308 struct wined3d_texture
*texture
, unsigned int layer
)
2310 struct wined3d_cs_add_dirty_texture_region
*op
;
2312 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2313 op
->opcode
= WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION
;
2314 op
->texture
= texture
;
2317 wined3d_resource_acquire(&texture
->resource
);
2319 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2322 static void wined3d_cs_exec_clear_unordered_access_view(struct wined3d_cs
*cs
, const void *data
)
2324 const struct wined3d_cs_clear_unordered_access_view
*op
= data
;
2325 struct wined3d_unordered_access_view
*view
= op
->view
;
2326 struct wined3d_context
*context
;
2328 context
= context_acquire(cs
->device
, NULL
, 0);
2329 wined3d_unordered_access_view_clear_uint(view
, &op
->clear_value
, context
);
2330 context_release(context
);
2332 wined3d_resource_release(view
->resource
);
2335 void wined3d_cs_emit_clear_unordered_access_view_uint(struct wined3d_cs
*cs
,
2336 struct wined3d_unordered_access_view
*view
, const struct wined3d_uvec4
*clear_value
)
2338 struct wined3d_cs_clear_unordered_access_view
*op
;
2340 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2341 op
->opcode
= WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW
;
2343 op
->clear_value
= *clear_value
;
2345 wined3d_resource_acquire(view
->resource
);
2347 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2350 static void wined3d_cs_exec_copy_uav_counter(struct wined3d_cs
*cs
, const void *data
)
2352 const struct wined3d_cs_copy_uav_counter
*op
= data
;
2353 struct wined3d_unordered_access_view
*view
= op
->view
;
2354 struct wined3d_context
*context
;
2356 context
= context_acquire(cs
->device
, NULL
, 0);
2357 wined3d_unordered_access_view_copy_counter(view
, op
->buffer
, op
->offset
, context
);
2358 context_release(context
);
2360 wined3d_resource_release(&op
->buffer
->resource
);
2363 void wined3d_cs_emit_copy_uav_counter(struct wined3d_cs
*cs
, struct wined3d_buffer
*dst_buffer
,
2364 unsigned int offset
, struct wined3d_unordered_access_view
*uav
)
2366 struct wined3d_cs_copy_uav_counter
*op
;
2368 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2369 op
->opcode
= WINED3D_CS_OP_COPY_UAV_COUNTER
;
2370 op
->buffer
= dst_buffer
;
2371 op
->offset
= offset
;
2374 wined3d_resource_acquire(&dst_buffer
->resource
);
2376 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2379 static void wined3d_cs_exec_generate_mipmaps(struct wined3d_cs
*cs
, const void *data
)
2381 const struct wined3d_cs_generate_mipmaps
*op
= data
;
2382 struct wined3d_shader_resource_view
*view
= op
->view
;
2384 shader_resource_view_generate_mipmaps(view
);
2385 wined3d_resource_release(view
->resource
);
2388 void wined3d_cs_emit_generate_mipmaps(struct wined3d_cs
*cs
, struct wined3d_shader_resource_view
*view
)
2390 struct wined3d_cs_generate_mipmaps
*op
;
2392 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2393 op
->opcode
= WINED3D_CS_OP_GENERATE_MIPMAPS
;
2396 wined3d_resource_acquire(view
->resource
);
2398 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2401 static void wined3d_cs_emit_stop(struct wined3d_cs
*cs
)
2403 struct wined3d_cs_stop
*op
;
2405 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2406 op
->opcode
= WINED3D_CS_OP_STOP
;
2408 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2409 cs
->ops
->finish(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2412 static void (* const wined3d_cs_op_handlers
[])(struct wined3d_cs
*cs
, const void *data
) =
2414 /* WINED3D_CS_OP_NOP */ wined3d_cs_exec_nop
,
2415 /* WINED3D_CS_OP_PRESENT */ wined3d_cs_exec_present
,
2416 /* WINED3D_CS_OP_CLEAR */ wined3d_cs_exec_clear
,
2417 /* WINED3D_CS_OP_DISPATCH */ wined3d_cs_exec_dispatch
,
2418 /* WINED3D_CS_OP_DRAW */ wined3d_cs_exec_draw
,
2419 /* WINED3D_CS_OP_FLUSH */ wined3d_cs_exec_flush
,
2420 /* WINED3D_CS_OP_SET_PREDICATION */ wined3d_cs_exec_set_predication
,
2421 /* WINED3D_CS_OP_SET_VIEWPORTS */ wined3d_cs_exec_set_viewports
,
2422 /* WINED3D_CS_OP_SET_SCISSOR_RECTS */ wined3d_cs_exec_set_scissor_rects
,
2423 /* WINED3D_CS_OP_SET_RENDERTARGET_VIEW */ wined3d_cs_exec_set_rendertarget_view
,
2424 /* WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW */ wined3d_cs_exec_set_depth_stencil_view
,
2425 /* WINED3D_CS_OP_SET_VERTEX_DECLARATION */ wined3d_cs_exec_set_vertex_declaration
,
2426 /* WINED3D_CS_OP_SET_STREAM_SOURCE */ wined3d_cs_exec_set_stream_source
,
2427 /* WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ */ wined3d_cs_exec_set_stream_source_freq
,
2428 /* WINED3D_CS_OP_SET_STREAM_OUTPUT */ wined3d_cs_exec_set_stream_output
,
2429 /* WINED3D_CS_OP_SET_INDEX_BUFFER */ wined3d_cs_exec_set_index_buffer
,
2430 /* WINED3D_CS_OP_SET_CONSTANT_BUFFER */ wined3d_cs_exec_set_constant_buffer
,
2431 /* WINED3D_CS_OP_SET_TEXTURE */ wined3d_cs_exec_set_texture
,
2432 /* WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW */ wined3d_cs_exec_set_shader_resource_view
,
2433 /* WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW */ wined3d_cs_exec_set_unordered_access_view
,
2434 /* WINED3D_CS_OP_SET_SAMPLER */ wined3d_cs_exec_set_sampler
,
2435 /* WINED3D_CS_OP_SET_SHADER */ wined3d_cs_exec_set_shader
,
2436 /* WINED3D_CS_OP_SET_BLEND_STATE */ wined3d_cs_exec_set_blend_state
,
2437 /* WINED3D_CS_OP_SET_RASTERIZER_STATE */ wined3d_cs_exec_set_rasterizer_state
,
2438 /* WINED3D_CS_OP_SET_RENDER_STATE */ wined3d_cs_exec_set_render_state
,
2439 /* WINED3D_CS_OP_SET_TEXTURE_STATE */ wined3d_cs_exec_set_texture_state
,
2440 /* WINED3D_CS_OP_SET_SAMPLER_STATE */ wined3d_cs_exec_set_sampler_state
,
2441 /* WINED3D_CS_OP_SET_TRANSFORM */ wined3d_cs_exec_set_transform
,
2442 /* WINED3D_CS_OP_SET_CLIP_PLANE */ wined3d_cs_exec_set_clip_plane
,
2443 /* WINED3D_CS_OP_SET_COLOR_KEY */ wined3d_cs_exec_set_color_key
,
2444 /* WINED3D_CS_OP_SET_MATERIAL */ wined3d_cs_exec_set_material
,
2445 /* WINED3D_CS_OP_SET_LIGHT */ wined3d_cs_exec_set_light
,
2446 /* WINED3D_CS_OP_SET_LIGHT_ENABLE */ wined3d_cs_exec_set_light_enable
,
2447 /* WINED3D_CS_OP_PUSH_CONSTANTS */ wined3d_cs_exec_push_constants
,
2448 /* WINED3D_CS_OP_RESET_STATE */ wined3d_cs_exec_reset_state
,
2449 /* WINED3D_CS_OP_CALLBACK */ wined3d_cs_exec_callback
,
2450 /* WINED3D_CS_OP_QUERY_ISSUE */ wined3d_cs_exec_query_issue
,
2451 /* WINED3D_CS_OP_PRELOAD_RESOURCE */ wined3d_cs_exec_preload_resource
,
2452 /* WINED3D_CS_OP_UNLOAD_RESOURCE */ wined3d_cs_exec_unload_resource
,
2453 /* WINED3D_CS_OP_MAP */ wined3d_cs_exec_map
,
2454 /* WINED3D_CS_OP_UNMAP */ wined3d_cs_exec_unmap
,
2455 /* WINED3D_CS_OP_BLT_SUB_RESOURCE */ wined3d_cs_exec_blt_sub_resource
,
2456 /* WINED3D_CS_OP_UPDATE_SUB_RESOURCE */ wined3d_cs_exec_update_sub_resource
,
2457 /* WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION */ wined3d_cs_exec_add_dirty_texture_region
,
2458 /* WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW */ wined3d_cs_exec_clear_unordered_access_view
,
2459 /* WINED3D_CS_OP_COPY_UAV_COUNTER */ wined3d_cs_exec_copy_uav_counter
,
2460 /* WINED3D_CS_OP_GENERATE_MIPMAPS */ wined3d_cs_exec_generate_mipmaps
,
2463 static void *wined3d_cs_st_require_space(struct wined3d_cs
*cs
, size_t size
, enum wined3d_cs_queue_id queue_id
)
2465 if (size
> (cs
->data_size
- cs
->end
))
2470 new_size
= max(size
, cs
->data_size
* 2);
2472 new_data
= heap_realloc(cs
->data
, new_size
);
2474 new_data
= heap_alloc(new_size
);
2478 cs
->data_size
= new_size
;
2479 cs
->start
= cs
->end
= 0;
2480 cs
->data
= new_data
;
2485 return (BYTE
*)cs
->data
+ cs
->start
;
2488 static void wined3d_cs_st_submit(struct wined3d_cs
*cs
, enum wined3d_cs_queue_id queue_id
)
2490 enum wined3d_cs_op opcode
;
2496 cs
->start
= cs
->end
;
2498 opcode
= *(const enum wined3d_cs_op
*)&data
[start
];
2499 if (opcode
>= WINED3D_CS_OP_STOP
)
2500 ERR("Invalid opcode %#x.\n", opcode
);
2502 wined3d_cs_op_handlers
[opcode
](cs
, &data
[start
]);
2504 if (cs
->data
== data
)
2505 cs
->start
= cs
->end
= start
;
2510 static void wined3d_cs_st_finish(struct wined3d_cs
*cs
, enum wined3d_cs_queue_id queue_id
)
2514 static const struct wined3d_cs_ops wined3d_cs_st_ops
=
2516 wined3d_cs_st_require_space
,
2517 wined3d_cs_st_submit
,
2518 wined3d_cs_st_finish
,
2519 wined3d_cs_st_push_constants
,
2522 static BOOL
wined3d_cs_queue_is_empty(const struct wined3d_cs
*cs
, const struct wined3d_cs_queue
*queue
)
2524 wined3d_from_cs(cs
);
2525 return *(volatile LONG
*)&queue
->head
== queue
->tail
;
2528 static void wined3d_cs_queue_submit(struct wined3d_cs_queue
*queue
, struct wined3d_cs
*cs
)
2530 struct wined3d_cs_packet
*packet
;
2533 packet
= (struct wined3d_cs_packet
*)&queue
->data
[queue
->head
];
2534 packet_size
= FIELD_OFFSET(struct wined3d_cs_packet
, data
[packet
->size
]);
2535 InterlockedExchange(&queue
->head
, (queue
->head
+ packet_size
) & (WINED3D_CS_QUEUE_SIZE
- 1));
2537 if (InterlockedCompareExchange(&cs
->waiting_for_event
, FALSE
, TRUE
))
2538 SetEvent(cs
->event
);
2541 static void wined3d_cs_mt_submit(struct wined3d_cs
*cs
, enum wined3d_cs_queue_id queue_id
)
2543 if (cs
->thread_id
== GetCurrentThreadId())
2544 return wined3d_cs_st_submit(cs
, queue_id
);
2546 wined3d_cs_queue_submit(&cs
->queue
[queue_id
], cs
);
2549 static void *wined3d_cs_queue_require_space(struct wined3d_cs_queue
*queue
, size_t size
, struct wined3d_cs
*cs
)
2551 size_t queue_size
= ARRAY_SIZE(queue
->data
);
2552 size_t header_size
, packet_size
, remaining
;
2553 struct wined3d_cs_packet
*packet
;
2555 header_size
= FIELD_OFFSET(struct wined3d_cs_packet
, data
[0]);
2556 size
= (size
+ header_size
- 1) & ~(header_size
- 1);
2557 packet_size
= FIELD_OFFSET(struct wined3d_cs_packet
, data
[size
]);
2558 if (packet_size
>= WINED3D_CS_QUEUE_SIZE
)
2560 ERR("Packet size %lu >= queue size %u.\n",
2561 (unsigned long)packet_size
, WINED3D_CS_QUEUE_SIZE
);
2565 remaining
= queue_size
- queue
->head
;
2566 if (remaining
< packet_size
)
2568 size_t nop_size
= remaining
- header_size
;
2569 struct wined3d_cs_nop
*nop
;
2571 TRACE("Inserting a nop for %lu + %lu bytes.\n",
2572 (unsigned long)header_size
, (unsigned long)nop_size
);
2574 nop
= wined3d_cs_queue_require_space(queue
, nop_size
, cs
);
2576 nop
->opcode
= WINED3D_CS_OP_NOP
;
2578 wined3d_cs_queue_submit(queue
, cs
);
2579 assert(!queue
->head
);
2584 LONG tail
= *(volatile LONG
*)&queue
->tail
;
2585 LONG head
= queue
->head
;
2591 new_pos
= (head
+ packet_size
) & (WINED3D_CS_QUEUE_SIZE
- 1);
2592 /* Head ahead of tail. We checked the remaining size above, so we only
2593 * need to make sure we don't make head equal to tail. */
2594 if (head
> tail
&& (new_pos
!= tail
))
2596 /* Tail ahead of head. Make sure the new head is before the tail as
2597 * well. Note that new_pos is 0 when it's at the end of the queue. */
2598 if (new_pos
< tail
&& new_pos
)
2601 TRACE("Waiting for free space. Head %u, tail %u, packet size %lu.\n",
2602 head
, tail
, (unsigned long)packet_size
);
2605 packet
= (struct wined3d_cs_packet
*)&queue
->data
[queue
->head
];
2606 packet
->size
= size
;
2607 return packet
->data
;
2610 static void *wined3d_cs_mt_require_space(struct wined3d_cs
*cs
, size_t size
, enum wined3d_cs_queue_id queue_id
)
2612 if (cs
->thread_id
== GetCurrentThreadId())
2613 return wined3d_cs_st_require_space(cs
, size
, queue_id
);
2615 return wined3d_cs_queue_require_space(&cs
->queue
[queue_id
], size
, cs
);
2618 static void wined3d_cs_mt_finish(struct wined3d_cs
*cs
, enum wined3d_cs_queue_id queue_id
)
2620 if (cs
->thread_id
== GetCurrentThreadId())
2621 return wined3d_cs_st_finish(cs
, queue_id
);
2623 while (cs
->queue
[queue_id
].head
!= *(volatile LONG
*)&cs
->queue
[queue_id
].tail
)
2627 static const struct wined3d_cs_ops wined3d_cs_mt_ops
=
2629 wined3d_cs_mt_require_space
,
2630 wined3d_cs_mt_submit
,
2631 wined3d_cs_mt_finish
,
2632 wined3d_cs_mt_push_constants
,
2635 static void poll_queries(struct wined3d_cs
*cs
)
2637 struct wined3d_query
*query
, *cursor
;
2639 LIST_FOR_EACH_ENTRY_SAFE(query
, cursor
, &cs
->query_poll_list
, struct wined3d_query
, poll_list_entry
)
2641 if (!query
->query_ops
->query_poll(query
, 0))
2644 list_remove(&query
->poll_list_entry
);
2645 list_init(&query
->poll_list_entry
);
2646 InterlockedIncrement(&query
->counter_retrieved
);
2650 static void wined3d_cs_wait_event(struct wined3d_cs
*cs
)
2652 InterlockedExchange(&cs
->waiting_for_event
, TRUE
);
2654 /* The main thread might have enqueued a command and blocked on it after
2655 * the CS thread decided to enter wined3d_cs_wait_event(), but before
2656 * "waiting_for_event" was set.
2658 * Likewise, we can race with the main thread when resetting
2659 * "waiting_for_event", in which case we would need to call
2660 * WaitForSingleObject() because the main thread called SetEvent(). */
2661 if (!(wined3d_cs_queue_is_empty(cs
, &cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
])
2662 && wined3d_cs_queue_is_empty(cs
, &cs
->queue
[WINED3D_CS_QUEUE_MAP
]))
2663 && InterlockedCompareExchange(&cs
->waiting_for_event
, FALSE
, TRUE
))
2666 WaitForSingleObject(cs
->event
, INFINITE
);
2669 static DWORD WINAPI
wined3d_cs_run(void *ctx
)
2671 struct wined3d_cs_packet
*packet
;
2672 struct wined3d_cs_queue
*queue
;
2673 unsigned int spin_count
= 0;
2674 struct wined3d_cs
*cs
= ctx
;
2675 enum wined3d_cs_op opcode
;
2676 HMODULE wined3d_module
;
2677 unsigned int poll
= 0;
2680 TRACE("Started.\n");
2682 /* Copy the module handle to a local variable to avoid racing with the
2683 * thread freeing "cs" before the FreeLibraryAndExitThread() call. */
2684 wined3d_module
= cs
->wined3d_module
;
2686 list_init(&cs
->query_poll_list
);
2687 cs
->thread_id
= GetCurrentThreadId();
2690 if (++poll
== WINED3D_CS_QUERY_POLL_INTERVAL
)
2696 queue
= &cs
->queue
[WINED3D_CS_QUEUE_MAP
];
2697 if (wined3d_cs_queue_is_empty(cs
, queue
))
2699 queue
= &cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
];
2700 if (wined3d_cs_queue_is_empty(cs
, queue
))
2702 if (++spin_count
>= WINED3D_CS_SPIN_COUNT
&& list_empty(&cs
->query_poll_list
))
2703 wined3d_cs_wait_event(cs
);
2710 packet
= (struct wined3d_cs_packet
*)&queue
->data
[tail
];
2713 opcode
= *(const enum wined3d_cs_op
*)packet
->data
;
2715 if (opcode
>= WINED3D_CS_OP_STOP
)
2717 if (opcode
> WINED3D_CS_OP_STOP
)
2718 ERR("Invalid opcode %#x.\n", opcode
);
2722 wined3d_cs_op_handlers
[opcode
](cs
, packet
->data
);
2725 tail
+= FIELD_OFFSET(struct wined3d_cs_packet
, data
[packet
->size
]);
2726 tail
&= (WINED3D_CS_QUEUE_SIZE
- 1);
2727 InterlockedExchange(&queue
->tail
, tail
);
2730 cs
->queue
[WINED3D_CS_QUEUE_MAP
].tail
= cs
->queue
[WINED3D_CS_QUEUE_MAP
].head
;
2731 cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
].tail
= cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
].head
;
2732 TRACE("Stopped.\n");
2733 FreeLibraryAndExitThread(wined3d_module
, 0);
2736 struct wined3d_cs
*wined3d_cs_create(struct wined3d_device
*device
)
2738 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2739 struct wined3d_cs
*cs
;
2741 if (!(cs
= heap_alloc_zero(sizeof(*cs
))))
2744 cs
->ops
= &wined3d_cs_st_ops
;
2745 cs
->device
= device
;
2747 state_init(&cs
->state
, &cs
->fb
, gl_info
, &device
->adapter
->d3d_info
,
2748 WINED3D_STATE_NO_REF
| WINED3D_STATE_INIT_DEFAULT
);
2750 cs
->data_size
= WINED3D_INITIAL_CS_SIZE
;
2751 if (!(cs
->data
= heap_alloc(cs
->data_size
)))
2754 if (wined3d_settings
.cs_multithreaded
2755 && !RtlIsCriticalSectionLockedByThread(NtCurrentTeb()->Peb
->LoaderLock
))
2757 cs
->ops
= &wined3d_cs_mt_ops
;
2759 if (!(cs
->event
= CreateEventW(NULL
, FALSE
, FALSE
, NULL
)))
2761 ERR("Failed to create command stream event.\n");
2762 heap_free(cs
->data
);
2766 if (!(GetModuleHandleExW(GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS
,
2767 (const WCHAR
*)wined3d_cs_run
, &cs
->wined3d_module
)))
2769 ERR("Failed to get wined3d module handle.\n");
2770 CloseHandle(cs
->event
);
2771 heap_free(cs
->data
);
2775 if (!(cs
->thread
= CreateThread(NULL
, 0, wined3d_cs_run
, cs
, 0, NULL
)))
2777 ERR("Failed to create wined3d command stream thread.\n");
2778 FreeLibrary(cs
->wined3d_module
);
2779 CloseHandle(cs
->event
);
2780 heap_free(cs
->data
);
2788 state_cleanup(&cs
->state
);
2793 void wined3d_cs_destroy(struct wined3d_cs
*cs
)
2797 wined3d_cs_emit_stop(cs
);
2798 CloseHandle(cs
->thread
);
2799 if (!CloseHandle(cs
->event
))
2800 ERR("Closing event failed.\n");
2803 state_cleanup(&cs
->state
);
2804 heap_free(cs
->data
);