wined3d: Introduce wined3d_device_context_dispatch_indirect().
[wine.git] / dlls / wined3d / cs.c
blob390a97a64d3f0ee4720777931a4dbbacdc57e490
1 /*
2 * Copyright 2013 Henri Verbeet for CodeWeavers
4 * This library is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU Lesser General Public
6 * License as published by the Free Software Foundation; either
7 * version 2.1 of the License, or (at your option) any later version.
9 * This library is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * Lesser General Public License for more details.
14 * You should have received a copy of the GNU Lesser General Public
15 * License along with this library; if not, write to the Free Software
16 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
19 #include "config.h"
20 #include "wine/port.h"
21 #include "wined3d_private.h"
23 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
24 WINE_DECLARE_DEBUG_CHANNEL(d3d_sync);
25 WINE_DECLARE_DEBUG_CHANNEL(fps);
27 #define WINED3D_INITIAL_CS_SIZE 4096
29 enum wined3d_cs_op
31 WINED3D_CS_OP_NOP,
32 WINED3D_CS_OP_PRESENT,
33 WINED3D_CS_OP_CLEAR,
34 WINED3D_CS_OP_DISPATCH,
35 WINED3D_CS_OP_DRAW,
36 WINED3D_CS_OP_FLUSH,
37 WINED3D_CS_OP_SET_PREDICATION,
38 WINED3D_CS_OP_SET_VIEWPORTS,
39 WINED3D_CS_OP_SET_SCISSOR_RECTS,
40 WINED3D_CS_OP_SET_RENDERTARGET_VIEW,
41 WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW,
42 WINED3D_CS_OP_SET_VERTEX_DECLARATION,
43 WINED3D_CS_OP_SET_STREAM_SOURCE,
44 WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ,
45 WINED3D_CS_OP_SET_STREAM_OUTPUT,
46 WINED3D_CS_OP_SET_INDEX_BUFFER,
47 WINED3D_CS_OP_SET_CONSTANT_BUFFER,
48 WINED3D_CS_OP_SET_TEXTURE,
49 WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW,
50 WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW,
51 WINED3D_CS_OP_SET_SAMPLER,
52 WINED3D_CS_OP_SET_SHADER,
53 WINED3D_CS_OP_SET_BLEND_STATE,
54 WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE,
55 WINED3D_CS_OP_SET_RASTERIZER_STATE,
56 WINED3D_CS_OP_SET_RENDER_STATE,
57 WINED3D_CS_OP_SET_TEXTURE_STATE,
58 WINED3D_CS_OP_SET_SAMPLER_STATE,
59 WINED3D_CS_OP_SET_TRANSFORM,
60 WINED3D_CS_OP_SET_CLIP_PLANE,
61 WINED3D_CS_OP_SET_COLOR_KEY,
62 WINED3D_CS_OP_SET_MATERIAL,
63 WINED3D_CS_OP_SET_LIGHT,
64 WINED3D_CS_OP_SET_LIGHT_ENABLE,
65 WINED3D_CS_OP_SET_FEATURE_LEVEL,
66 WINED3D_CS_OP_PUSH_CONSTANTS,
67 WINED3D_CS_OP_RESET_STATE,
68 WINED3D_CS_OP_CALLBACK,
69 WINED3D_CS_OP_QUERY_ISSUE,
70 WINED3D_CS_OP_PRELOAD_RESOURCE,
71 WINED3D_CS_OP_UNLOAD_RESOURCE,
72 WINED3D_CS_OP_MAP,
73 WINED3D_CS_OP_UNMAP,
74 WINED3D_CS_OP_BLT_SUB_RESOURCE,
75 WINED3D_CS_OP_UPDATE_SUB_RESOURCE,
76 WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION,
77 WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW,
78 WINED3D_CS_OP_COPY_UAV_COUNTER,
79 WINED3D_CS_OP_GENERATE_MIPMAPS,
80 WINED3D_CS_OP_STOP,
83 struct wined3d_cs_packet
85 size_t size;
86 BYTE data[1];
89 struct wined3d_cs_nop
91 enum wined3d_cs_op opcode;
94 struct wined3d_cs_present
96 enum wined3d_cs_op opcode;
97 HWND dst_window_override;
98 struct wined3d_swapchain *swapchain;
99 RECT src_rect;
100 RECT dst_rect;
101 unsigned int swap_interval;
102 DWORD flags;
105 struct wined3d_cs_clear
107 enum wined3d_cs_op opcode;
108 DWORD flags;
109 unsigned int rt_count;
110 struct wined3d_fb_state *fb;
111 RECT draw_rect;
112 struct wined3d_color color;
113 float depth;
114 DWORD stencil;
115 unsigned int rect_count;
116 RECT rects[1];
119 struct wined3d_cs_dispatch
121 enum wined3d_cs_op opcode;
122 struct wined3d_dispatch_parameters parameters;
125 struct wined3d_cs_draw
127 enum wined3d_cs_op opcode;
128 enum wined3d_primitive_type primitive_type;
129 GLint patch_vertex_count;
130 struct wined3d_draw_parameters parameters;
133 struct wined3d_cs_flush
135 enum wined3d_cs_op opcode;
138 struct wined3d_cs_set_predication
140 enum wined3d_cs_op opcode;
141 struct wined3d_query *predicate;
142 BOOL value;
145 struct wined3d_cs_set_viewports
147 enum wined3d_cs_op opcode;
148 unsigned int viewport_count;
149 struct wined3d_viewport viewports[1];
152 struct wined3d_cs_set_scissor_rects
154 enum wined3d_cs_op opcode;
155 unsigned int rect_count;
156 RECT rects[1];
159 struct wined3d_cs_set_rendertarget_view
161 enum wined3d_cs_op opcode;
162 unsigned int view_idx;
163 struct wined3d_rendertarget_view *view;
166 struct wined3d_cs_set_depth_stencil_view
168 enum wined3d_cs_op opcode;
169 struct wined3d_rendertarget_view *view;
172 struct wined3d_cs_set_vertex_declaration
174 enum wined3d_cs_op opcode;
175 struct wined3d_vertex_declaration *declaration;
178 struct wined3d_cs_set_stream_source
180 enum wined3d_cs_op opcode;
181 UINT stream_idx;
182 struct wined3d_buffer *buffer;
183 UINT offset;
184 UINT stride;
187 struct wined3d_cs_set_stream_source_freq
189 enum wined3d_cs_op opcode;
190 UINT stream_idx;
191 UINT frequency;
192 UINT flags;
195 struct wined3d_cs_set_stream_output
197 enum wined3d_cs_op opcode;
198 UINT stream_idx;
199 struct wined3d_buffer *buffer;
200 UINT offset;
203 struct wined3d_cs_set_index_buffer
205 enum wined3d_cs_op opcode;
206 struct wined3d_buffer *buffer;
207 enum wined3d_format_id format_id;
208 unsigned int offset;
211 struct wined3d_cs_set_constant_buffer
213 enum wined3d_cs_op opcode;
214 enum wined3d_shader_type type;
215 UINT cb_idx;
216 struct wined3d_buffer *buffer;
219 struct wined3d_cs_set_texture
221 enum wined3d_cs_op opcode;
222 UINT stage;
223 struct wined3d_texture *texture;
226 struct wined3d_cs_set_color_key
228 enum wined3d_cs_op opcode;
229 struct wined3d_texture *texture;
230 WORD flags;
231 WORD set;
232 struct wined3d_color_key color_key;
235 struct wined3d_cs_set_shader_resource_view
237 enum wined3d_cs_op opcode;
238 enum wined3d_shader_type type;
239 UINT view_idx;
240 struct wined3d_shader_resource_view *view;
243 struct wined3d_cs_set_unordered_access_view
245 enum wined3d_cs_op opcode;
246 enum wined3d_pipeline pipeline;
247 unsigned int view_idx;
248 struct wined3d_unordered_access_view *view;
249 unsigned int initial_count;
252 struct wined3d_cs_set_sampler
254 enum wined3d_cs_op opcode;
255 enum wined3d_shader_type type;
256 UINT sampler_idx;
257 struct wined3d_sampler *sampler;
260 struct wined3d_cs_set_shader
262 enum wined3d_cs_op opcode;
263 enum wined3d_shader_type type;
264 struct wined3d_shader *shader;
267 struct wined3d_cs_set_blend_state
269 enum wined3d_cs_op opcode;
270 struct wined3d_blend_state *state;
271 struct wined3d_color factor;
272 unsigned int sample_mask;
275 struct wined3d_cs_set_depth_stencil_state
277 enum wined3d_cs_op opcode;
278 struct wined3d_depth_stencil_state *state;
279 unsigned int stencil_ref;
282 struct wined3d_cs_set_rasterizer_state
284 enum wined3d_cs_op opcode;
285 struct wined3d_rasterizer_state *state;
288 struct wined3d_cs_set_render_state
290 enum wined3d_cs_op opcode;
291 enum wined3d_render_state state;
292 DWORD value;
295 struct wined3d_cs_set_texture_state
297 enum wined3d_cs_op opcode;
298 UINT stage;
299 enum wined3d_texture_stage_state state;
300 DWORD value;
303 struct wined3d_cs_set_sampler_state
305 enum wined3d_cs_op opcode;
306 UINT sampler_idx;
307 enum wined3d_sampler_state state;
308 DWORD value;
311 struct wined3d_cs_set_transform
313 enum wined3d_cs_op opcode;
314 enum wined3d_transform_state state;
315 struct wined3d_matrix matrix;
318 struct wined3d_cs_set_clip_plane
320 enum wined3d_cs_op opcode;
321 UINT plane_idx;
322 struct wined3d_vec4 plane;
325 struct wined3d_cs_set_material
327 enum wined3d_cs_op opcode;
328 struct wined3d_material material;
331 struct wined3d_cs_set_light
333 enum wined3d_cs_op opcode;
334 struct wined3d_light_info light;
337 struct wined3d_cs_set_light_enable
339 enum wined3d_cs_op opcode;
340 unsigned int idx;
341 BOOL enable;
344 struct wined3d_cs_set_feature_level
346 enum wined3d_cs_op opcode;
347 enum wined3d_feature_level level;
350 struct wined3d_cs_push_constants
352 enum wined3d_cs_op opcode;
353 enum wined3d_push_constants type;
354 unsigned int start_idx;
355 unsigned int count;
356 BYTE constants[1];
359 struct wined3d_cs_reset_state
361 enum wined3d_cs_op opcode;
364 struct wined3d_cs_callback
366 enum wined3d_cs_op opcode;
367 void (*callback)(void *object);
368 void *object;
371 struct wined3d_cs_query_issue
373 enum wined3d_cs_op opcode;
374 struct wined3d_query *query;
375 DWORD flags;
378 struct wined3d_cs_preload_resource
380 enum wined3d_cs_op opcode;
381 struct wined3d_resource *resource;
384 struct wined3d_cs_unload_resource
386 enum wined3d_cs_op opcode;
387 struct wined3d_resource *resource;
390 struct wined3d_cs_map
392 enum wined3d_cs_op opcode;
393 struct wined3d_resource *resource;
394 unsigned int sub_resource_idx;
395 struct wined3d_map_desc *map_desc;
396 const struct wined3d_box *box;
397 DWORD flags;
398 HRESULT *hr;
401 struct wined3d_cs_unmap
403 enum wined3d_cs_op opcode;
404 struct wined3d_resource *resource;
405 unsigned int sub_resource_idx;
406 HRESULT *hr;
409 struct wined3d_cs_blt_sub_resource
411 enum wined3d_cs_op opcode;
412 struct wined3d_resource *dst_resource;
413 unsigned int dst_sub_resource_idx;
414 struct wined3d_box dst_box;
415 struct wined3d_resource *src_resource;
416 unsigned int src_sub_resource_idx;
417 struct wined3d_box src_box;
418 DWORD flags;
419 struct wined3d_blt_fx fx;
420 enum wined3d_texture_filter_type filter;
423 struct wined3d_cs_update_sub_resource
425 enum wined3d_cs_op opcode;
426 struct wined3d_resource *resource;
427 unsigned int sub_resource_idx;
428 struct wined3d_box box;
429 struct wined3d_sub_resource_data data;
432 struct wined3d_cs_add_dirty_texture_region
434 enum wined3d_cs_op opcode;
435 struct wined3d_texture *texture;
436 unsigned int layer;
439 struct wined3d_cs_clear_unordered_access_view
441 enum wined3d_cs_op opcode;
442 struct wined3d_unordered_access_view *view;
443 struct wined3d_uvec4 clear_value;
446 struct wined3d_cs_copy_uav_counter
448 enum wined3d_cs_op opcode;
449 struct wined3d_buffer *buffer;
450 unsigned int offset;
451 struct wined3d_unordered_access_view *view;
454 struct wined3d_cs_generate_mipmaps
456 enum wined3d_cs_op opcode;
457 struct wined3d_shader_resource_view *view;
460 struct wined3d_cs_stop
462 enum wined3d_cs_op opcode;
465 static inline void *wined3d_device_context_require_space(struct wined3d_device_context *context,
466 size_t size, enum wined3d_cs_queue_id queue_id)
468 return context->ops->require_space(context, size, queue_id);
471 static inline void wined3d_device_context_submit(struct wined3d_device_context *context,
472 enum wined3d_cs_queue_id queue_id)
474 context->ops->submit(context, queue_id);
477 static const char *debug_cs_op(enum wined3d_cs_op op)
479 switch (op)
481 #define WINED3D_TO_STR(type) case type: return #type
482 WINED3D_TO_STR(WINED3D_CS_OP_NOP);
483 WINED3D_TO_STR(WINED3D_CS_OP_PRESENT);
484 WINED3D_TO_STR(WINED3D_CS_OP_CLEAR);
485 WINED3D_TO_STR(WINED3D_CS_OP_DISPATCH);
486 WINED3D_TO_STR(WINED3D_CS_OP_DRAW);
487 WINED3D_TO_STR(WINED3D_CS_OP_FLUSH);
488 WINED3D_TO_STR(WINED3D_CS_OP_SET_PREDICATION);
489 WINED3D_TO_STR(WINED3D_CS_OP_SET_VIEWPORTS);
490 WINED3D_TO_STR(WINED3D_CS_OP_SET_SCISSOR_RECTS);
491 WINED3D_TO_STR(WINED3D_CS_OP_SET_RENDERTARGET_VIEW);
492 WINED3D_TO_STR(WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW);
493 WINED3D_TO_STR(WINED3D_CS_OP_SET_VERTEX_DECLARATION);
494 WINED3D_TO_STR(WINED3D_CS_OP_SET_STREAM_SOURCE);
495 WINED3D_TO_STR(WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ);
496 WINED3D_TO_STR(WINED3D_CS_OP_SET_STREAM_OUTPUT);
497 WINED3D_TO_STR(WINED3D_CS_OP_SET_INDEX_BUFFER);
498 WINED3D_TO_STR(WINED3D_CS_OP_SET_CONSTANT_BUFFER);
499 WINED3D_TO_STR(WINED3D_CS_OP_SET_TEXTURE);
500 WINED3D_TO_STR(WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW);
501 WINED3D_TO_STR(WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW);
502 WINED3D_TO_STR(WINED3D_CS_OP_SET_SAMPLER);
503 WINED3D_TO_STR(WINED3D_CS_OP_SET_SHADER);
504 WINED3D_TO_STR(WINED3D_CS_OP_SET_BLEND_STATE);
505 WINED3D_TO_STR(WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE);
506 WINED3D_TO_STR(WINED3D_CS_OP_SET_RASTERIZER_STATE);
507 WINED3D_TO_STR(WINED3D_CS_OP_SET_RENDER_STATE);
508 WINED3D_TO_STR(WINED3D_CS_OP_SET_TEXTURE_STATE);
509 WINED3D_TO_STR(WINED3D_CS_OP_SET_SAMPLER_STATE);
510 WINED3D_TO_STR(WINED3D_CS_OP_SET_TRANSFORM);
511 WINED3D_TO_STR(WINED3D_CS_OP_SET_CLIP_PLANE);
512 WINED3D_TO_STR(WINED3D_CS_OP_SET_COLOR_KEY);
513 WINED3D_TO_STR(WINED3D_CS_OP_SET_MATERIAL);
514 WINED3D_TO_STR(WINED3D_CS_OP_SET_LIGHT);
515 WINED3D_TO_STR(WINED3D_CS_OP_SET_LIGHT_ENABLE);
516 WINED3D_TO_STR(WINED3D_CS_OP_SET_FEATURE_LEVEL);
517 WINED3D_TO_STR(WINED3D_CS_OP_PUSH_CONSTANTS);
518 WINED3D_TO_STR(WINED3D_CS_OP_RESET_STATE);
519 WINED3D_TO_STR(WINED3D_CS_OP_CALLBACK);
520 WINED3D_TO_STR(WINED3D_CS_OP_QUERY_ISSUE);
521 WINED3D_TO_STR(WINED3D_CS_OP_PRELOAD_RESOURCE);
522 WINED3D_TO_STR(WINED3D_CS_OP_UNLOAD_RESOURCE);
523 WINED3D_TO_STR(WINED3D_CS_OP_MAP);
524 WINED3D_TO_STR(WINED3D_CS_OP_UNMAP);
525 WINED3D_TO_STR(WINED3D_CS_OP_BLT_SUB_RESOURCE);
526 WINED3D_TO_STR(WINED3D_CS_OP_UPDATE_SUB_RESOURCE);
527 WINED3D_TO_STR(WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION);
528 WINED3D_TO_STR(WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW);
529 WINED3D_TO_STR(WINED3D_CS_OP_COPY_UAV_COUNTER);
530 WINED3D_TO_STR(WINED3D_CS_OP_GENERATE_MIPMAPS);
531 WINED3D_TO_STR(WINED3D_CS_OP_STOP);
532 #undef WINED3D_TO_STR
534 return wine_dbg_sprintf("UNKNOWN_OP(%#x)", op);
537 static void wined3d_cs_exec_nop(struct wined3d_cs *cs, const void *data)
541 static void wined3d_cs_exec_present(struct wined3d_cs *cs, const void *data)
543 struct wined3d_texture *logo_texture, *cursor_texture, *back_buffer;
544 struct wined3d_rendertarget_view *dsv = cs->state.fb.depth_stencil;
545 const struct wined3d_cs_present *op = data;
546 const struct wined3d_swapchain_desc *desc;
547 struct wined3d_swapchain *swapchain;
548 unsigned int i;
550 swapchain = op->swapchain;
551 desc = &swapchain->state.desc;
552 back_buffer = swapchain->back_buffers[0];
553 wined3d_swapchain_set_window(swapchain, op->dst_window_override);
555 if ((logo_texture = swapchain->device->logo_texture))
557 RECT rect = {0, 0, logo_texture->resource.width, logo_texture->resource.height};
559 /* Blit the logo into the upper left corner of the back-buffer. */
560 wined3d_texture_blt(back_buffer, 0, &rect, logo_texture, 0,
561 &rect, WINED3D_BLT_SRC_CKEY, NULL, WINED3D_TEXF_POINT);
564 if ((cursor_texture = swapchain->device->cursor_texture)
565 && swapchain->device->bCursorVisible && !swapchain->device->hardwareCursor)
567 RECT dst_rect =
569 swapchain->device->xScreenSpace - swapchain->device->xHotSpot,
570 swapchain->device->yScreenSpace - swapchain->device->yHotSpot,
571 swapchain->device->xScreenSpace + swapchain->device->cursorWidth - swapchain->device->xHotSpot,
572 swapchain->device->yScreenSpace + swapchain->device->cursorHeight - swapchain->device->yHotSpot,
574 RECT src_rect =
576 0, 0, cursor_texture->resource.width, cursor_texture->resource.height
578 const RECT clip_rect = {0, 0, back_buffer->resource.width, back_buffer->resource.height};
580 TRACE("Rendering the software cursor.\n");
582 if (desc->windowed)
583 MapWindowPoints(NULL, swapchain->win_handle, (POINT *)&dst_rect, 2);
584 if (wined3d_clip_blit(&clip_rect, &dst_rect, &src_rect))
585 wined3d_texture_blt(back_buffer, 0, &dst_rect, cursor_texture, 0,
586 &src_rect, WINED3D_BLT_ALPHA_TEST, NULL, WINED3D_TEXF_POINT);
589 swapchain->swapchain_ops->swapchain_present(swapchain, &op->src_rect, &op->dst_rect, op->swap_interval, op->flags);
591 /* Discard buffers if the swap effect allows it. */
592 back_buffer = swapchain->back_buffers[desc->backbuffer_count - 1];
593 if (desc->swap_effect == WINED3D_SWAP_EFFECT_DISCARD || desc->swap_effect == WINED3D_SWAP_EFFECT_FLIP_DISCARD)
594 wined3d_texture_validate_location(back_buffer, 0, WINED3D_LOCATION_DISCARDED);
596 if (dsv && dsv->resource->type != WINED3D_RTYPE_BUFFER)
598 struct wined3d_texture *ds = texture_from_resource(dsv->resource);
600 if ((desc->flags & WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL || ds->flags & WINED3D_TEXTURE_DISCARD))
601 wined3d_rendertarget_view_validate_location(dsv, WINED3D_LOCATION_DISCARDED);
604 if (TRACE_ON(fps))
606 DWORD time = GetTickCount();
607 ++swapchain->frames;
609 /* every 1.5 seconds */
610 if (time - swapchain->prev_time > 1500)
612 TRACE_(fps)("%p @ approx %.2ffps\n",
613 swapchain, 1000.0 * swapchain->frames / (time - swapchain->prev_time));
614 swapchain->prev_time = time;
615 swapchain->frames = 0;
619 wined3d_resource_release(&swapchain->front_buffer->resource);
620 for (i = 0; i < desc->backbuffer_count; ++i)
622 wined3d_resource_release(&swapchain->back_buffers[i]->resource);
625 InterlockedDecrement(&cs->pending_presents);
628 void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain,
629 const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override,
630 unsigned int swap_interval, DWORD flags)
632 struct wined3d_cs_present *op;
633 unsigned int i;
634 LONG pending;
636 op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
637 op->opcode = WINED3D_CS_OP_PRESENT;
638 op->dst_window_override = dst_window_override;
639 op->swapchain = swapchain;
640 op->src_rect = *src_rect;
641 op->dst_rect = *dst_rect;
642 op->swap_interval = swap_interval;
643 op->flags = flags;
645 pending = InterlockedIncrement(&cs->pending_presents);
647 wined3d_resource_acquire(&swapchain->front_buffer->resource);
648 for (i = 0; i < swapchain->state.desc.backbuffer_count; ++i)
650 wined3d_resource_acquire(&swapchain->back_buffers[i]->resource);
653 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
655 /* Limit input latency by limiting the number of presents that we can get
656 * ahead of the worker thread. */
657 while (pending >= swapchain->max_frame_latency)
659 YieldProcessor();
660 pending = InterlockedCompareExchange(&cs->pending_presents, 0, 0);
664 static void wined3d_cs_exec_clear(struct wined3d_cs *cs, const void *data)
666 struct wined3d_device *device = cs->c.device;
667 const struct wined3d_cs_clear *op = data;
668 unsigned int i;
670 device->blitter->ops->blitter_clear(device->blitter, device, op->rt_count, op->fb,
671 op->rect_count, op->rects, &op->draw_rect, op->flags, &op->color, op->depth, op->stencil);
673 if (op->flags & WINED3DCLEAR_TARGET)
675 for (i = 0; i < op->rt_count; ++i)
677 if (op->fb->render_targets[i])
678 wined3d_resource_release(op->fb->render_targets[i]->resource);
681 if (op->flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
682 wined3d_resource_release(op->fb->depth_stencil->resource);
685 void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
686 DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
688 const struct wined3d_state *state = cs->c.state;
689 const struct wined3d_viewport *vp = &state->viewports[0];
690 struct wined3d_rendertarget_view *view;
691 struct wined3d_cs_clear *op;
692 unsigned int rt_count, i;
694 rt_count = flags & WINED3DCLEAR_TARGET ? cs->c.device->adapter->d3d_info.limits.max_rt_count : 0;
696 op = wined3d_device_context_require_space(&cs->c, FIELD_OFFSET(struct wined3d_cs_clear, rects[rect_count]),
697 WINED3D_CS_QUEUE_DEFAULT);
698 op->opcode = WINED3D_CS_OP_CLEAR;
699 op->flags = flags & (WINED3DCLEAR_TARGET | WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL);
700 op->rt_count = rt_count;
701 op->fb = &cs->state.fb;
702 SetRect(&op->draw_rect, vp->x, vp->y, vp->x + vp->width, vp->y + vp->height);
703 if (state->rasterizer_state && state->rasterizer_state->desc.scissor)
704 IntersectRect(&op->draw_rect, &op->draw_rect, &state->scissor_rects[0]);
705 op->color = *color;
706 op->depth = depth;
707 op->stencil = stencil;
708 op->rect_count = rect_count;
709 memcpy(op->rects, rects, sizeof(*rects) * rect_count);
711 for (i = 0; i < rt_count; ++i)
713 if ((view = state->fb.render_targets[i]))
714 wined3d_resource_acquire(view->resource);
716 if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
718 view = state->fb.depth_stencil;
719 wined3d_resource_acquire(view->resource);
722 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
725 void wined3d_cs_emit_clear_rendertarget_view(struct wined3d_cs *cs, struct wined3d_rendertarget_view *view,
726 const RECT *rect, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
728 struct wined3d_cs_clear *op;
729 size_t size;
731 size = FIELD_OFFSET(struct wined3d_cs_clear, rects[1]) + sizeof(struct wined3d_fb_state);
732 op = wined3d_device_context_require_space(&cs->c, size, WINED3D_CS_QUEUE_DEFAULT);
733 op->fb = (void *)&op->rects[1];
735 op->opcode = WINED3D_CS_OP_CLEAR;
736 op->flags = flags & (WINED3DCLEAR_TARGET | WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL);
737 if (flags & WINED3DCLEAR_TARGET)
739 op->rt_count = 1;
740 op->fb->render_targets[0] = view;
741 op->fb->depth_stencil = NULL;
742 op->color = *color;
744 else
746 op->rt_count = 0;
747 op->fb->render_targets[0] = NULL;
748 op->fb->depth_stencil = view;
749 op->depth = depth;
750 op->stencil = stencil;
752 SetRect(&op->draw_rect, 0, 0, view->width, view->height);
753 op->rect_count = 1;
754 op->rects[0] = *rect;
756 wined3d_resource_acquire(view->resource);
758 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
759 if (flags & WINED3DCLEAR_SYNCHRONOUS)
760 wined3d_cs_finish(cs, WINED3D_CS_QUEUE_DEFAULT);
763 static void acquire_shader_resources(const struct wined3d_state *state, unsigned int shader_mask)
765 struct wined3d_shader_sampler_map_entry *entry;
766 struct wined3d_shader_resource_view *view;
767 struct wined3d_shader *shader;
768 unsigned int i, j;
770 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
772 if (!(shader_mask & (1u << i)))
773 continue;
775 if (!(shader = state->shader[i]))
776 continue;
778 for (j = 0; j < WINED3D_MAX_CBS; ++j)
780 if (state->cb[i][j])
781 wined3d_resource_acquire(&state->cb[i][j]->resource);
784 for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
786 entry = &shader->reg_maps.sampler_map.entries[j];
788 if (!(view = state->shader_resource_view[i][entry->resource_idx]))
789 continue;
791 wined3d_resource_acquire(view->resource);
796 static void release_shader_resources(const struct wined3d_state *state, unsigned int shader_mask)
798 struct wined3d_shader_sampler_map_entry *entry;
799 struct wined3d_shader_resource_view *view;
800 struct wined3d_shader *shader;
801 unsigned int i, j;
803 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
805 if (!(shader_mask & (1u << i)))
806 continue;
808 if (!(shader = state->shader[i]))
809 continue;
811 for (j = 0; j < WINED3D_MAX_CBS; ++j)
813 if (state->cb[i][j])
814 wined3d_resource_release(&state->cb[i][j]->resource);
817 for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
819 entry = &shader->reg_maps.sampler_map.entries[j];
821 if (!(view = state->shader_resource_view[i][entry->resource_idx]))
822 continue;
824 wined3d_resource_release(view->resource);
829 static void acquire_unordered_access_resources(const struct wined3d_shader *shader,
830 struct wined3d_unordered_access_view * const *views)
832 unsigned int i;
834 if (!shader)
835 return;
837 for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
839 if (!shader->reg_maps.uav_resource_info[i].type)
840 continue;
842 if (!views[i])
843 continue;
845 wined3d_resource_acquire(views[i]->resource);
849 static void release_unordered_access_resources(const struct wined3d_shader *shader,
850 struct wined3d_unordered_access_view * const *views)
852 unsigned int i;
854 if (!shader)
855 return;
857 for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
859 if (!shader->reg_maps.uav_resource_info[i].type)
860 continue;
862 if (!views[i])
863 continue;
865 wined3d_resource_release(views[i]->resource);
869 static void wined3d_cs_exec_dispatch(struct wined3d_cs *cs, const void *data)
871 const struct wined3d_cs_dispatch *op = data;
872 struct wined3d_state *state = &cs->state;
874 if (!state->shader[WINED3D_SHADER_TYPE_COMPUTE])
875 WARN("No compute shader bound, skipping dispatch.\n");
876 else
877 cs->c.device->adapter->adapter_ops->adapter_dispatch_compute(cs->c.device, state, &op->parameters);
879 if (op->parameters.indirect)
880 wined3d_resource_release(&op->parameters.u.indirect.buffer->resource);
882 release_shader_resources(state, 1u << WINED3D_SHADER_TYPE_COMPUTE);
883 release_unordered_access_resources(state->shader[WINED3D_SHADER_TYPE_COMPUTE],
884 state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
887 static void acquire_compute_pipeline_resources(const struct wined3d_state *state)
889 acquire_shader_resources(state, 1u << WINED3D_SHADER_TYPE_COMPUTE);
890 acquire_unordered_access_resources(state->shader[WINED3D_SHADER_TYPE_COMPUTE],
891 state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
894 void CDECL wined3d_device_context_dispatch(struct wined3d_device_context *context,
895 unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z)
897 struct wined3d_cs_dispatch *op;
899 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
900 op->opcode = WINED3D_CS_OP_DISPATCH;
901 op->parameters.indirect = FALSE;
902 op->parameters.u.direct.group_count_x = group_count_x;
903 op->parameters.u.direct.group_count_y = group_count_y;
904 op->parameters.u.direct.group_count_z = group_count_z;
906 acquire_compute_pipeline_resources(context->state);
908 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
911 void CDECL wined3d_device_context_dispatch_indirect(struct wined3d_device_context *context,
912 struct wined3d_buffer *buffer, unsigned int offset)
914 struct wined3d_cs_dispatch *op;
916 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
917 op->opcode = WINED3D_CS_OP_DISPATCH;
918 op->parameters.indirect = TRUE;
919 op->parameters.u.indirect.buffer = buffer;
920 op->parameters.u.indirect.offset = offset;
922 acquire_compute_pipeline_resources(context->state);
923 wined3d_resource_acquire(&buffer->resource);
925 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
928 static void wined3d_cs_exec_draw(struct wined3d_cs *cs, const void *data)
930 const struct wined3d_d3d_info *d3d_info = &cs->c.device->adapter->d3d_info;
931 const struct wined3d_shader *geometry_shader;
932 struct wined3d_device *device = cs->c.device;
933 int base_vertex_idx, load_base_vertex_idx;
934 struct wined3d_state *state = &cs->state;
935 const struct wined3d_cs_draw *op = data;
936 unsigned int i;
938 base_vertex_idx = 0;
939 if (!op->parameters.indirect)
941 const struct wined3d_direct_draw_parameters *direct = &op->parameters.u.direct;
943 if (op->parameters.indexed && d3d_info->draw_base_vertex_offset)
944 base_vertex_idx = direct->base_vertex_idx;
945 else if (!op->parameters.indexed)
946 base_vertex_idx = direct->start_idx;
949 /* ARB_draw_indirect always supports a base vertex offset. */
950 if (!op->parameters.indirect && !d3d_info->draw_base_vertex_offset)
951 load_base_vertex_idx = op->parameters.u.direct.base_vertex_idx;
952 else
953 load_base_vertex_idx = 0;
955 if (state->base_vertex_index != base_vertex_idx)
957 state->base_vertex_index = base_vertex_idx;
958 for (i = 0; i < device->context_count; ++i)
959 device->contexts[i]->constant_update_mask |= WINED3D_SHADER_CONST_BASE_VERTEX_ID;
962 if (state->load_base_vertex_index != load_base_vertex_idx)
964 state->load_base_vertex_index = load_base_vertex_idx;
965 device_invalidate_state(cs->c.device, STATE_BASEVERTEXINDEX);
968 if (state->primitive_type != op->primitive_type)
970 if ((geometry_shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY]) && !geometry_shader->function)
971 device_invalidate_state(cs->c.device, STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY));
972 if (state->primitive_type == WINED3D_PT_POINTLIST || op->primitive_type == WINED3D_PT_POINTLIST)
973 device_invalidate_state(cs->c.device, STATE_POINT_ENABLE);
974 state->primitive_type = op->primitive_type;
976 state->patch_vertex_count = op->patch_vertex_count;
978 cs->c.device->adapter->adapter_ops->adapter_draw_primitive(cs->c.device, state, &op->parameters);
980 if (op->parameters.indirect)
982 struct wined3d_buffer *buffer = op->parameters.u.indirect.buffer;
983 wined3d_resource_release(&buffer->resource);
986 if (op->parameters.indexed)
987 wined3d_resource_release(&state->index_buffer->resource);
988 for (i = 0; i < ARRAY_SIZE(state->streams); ++i)
990 if (state->streams[i].buffer)
991 wined3d_resource_release(&state->streams[i].buffer->resource);
993 for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
995 if (state->stream_output[i].buffer)
996 wined3d_resource_release(&state->stream_output[i].buffer->resource);
998 for (i = 0; i < ARRAY_SIZE(state->textures); ++i)
1000 if (state->textures[i])
1001 wined3d_resource_release(&state->textures[i]->resource);
1003 for (i = 0; i < d3d_info->limits.max_rt_count; ++i)
1005 if (state->fb.render_targets[i])
1006 wined3d_resource_release(state->fb.render_targets[i]->resource);
1008 if (state->fb.depth_stencil)
1009 wined3d_resource_release(state->fb.depth_stencil->resource);
1010 release_shader_resources(state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE));
1011 release_unordered_access_resources(state->shader[WINED3D_SHADER_TYPE_PIXEL],
1012 state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
1015 static void acquire_graphics_pipeline_resources(const struct wined3d_state *state,
1016 BOOL indexed, const struct wined3d_d3d_info *d3d_info)
1018 unsigned int i;
1020 if (indexed)
1021 wined3d_resource_acquire(&state->index_buffer->resource);
1022 for (i = 0; i < ARRAY_SIZE(state->streams); ++i)
1024 if (state->streams[i].buffer)
1025 wined3d_resource_acquire(&state->streams[i].buffer->resource);
1027 for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
1029 if (state->stream_output[i].buffer)
1030 wined3d_resource_acquire(&state->stream_output[i].buffer->resource);
1032 for (i = 0; i < ARRAY_SIZE(state->textures); ++i)
1034 if (state->textures[i])
1035 wined3d_resource_acquire(&state->textures[i]->resource);
1037 for (i = 0; i < d3d_info->limits.max_rt_count; ++i)
1039 if (state->fb.render_targets[i])
1040 wined3d_resource_acquire(state->fb.render_targets[i]->resource);
1042 if (state->fb.depth_stencil)
1043 wined3d_resource_acquire(state->fb.depth_stencil->resource);
1044 acquire_shader_resources(state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE));
1045 acquire_unordered_access_resources(state->shader[WINED3D_SHADER_TYPE_PIXEL],
1046 state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
1049 void wined3d_cs_emit_draw(struct wined3d_cs *cs, enum wined3d_primitive_type primitive_type,
1050 unsigned int patch_vertex_count, int base_vertex_idx, unsigned int start_idx,
1051 unsigned int index_count, unsigned int start_instance, unsigned int instance_count, bool indexed)
1053 const struct wined3d_d3d_info *d3d_info = &cs->c.device->adapter->d3d_info;
1054 const struct wined3d_state *state = cs->c.state;
1055 struct wined3d_cs_draw *op;
1057 op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1058 op->opcode = WINED3D_CS_OP_DRAW;
1059 op->primitive_type = primitive_type;
1060 op->patch_vertex_count = patch_vertex_count;
1061 op->parameters.indirect = FALSE;
1062 op->parameters.u.direct.base_vertex_idx = base_vertex_idx;
1063 op->parameters.u.direct.start_idx = start_idx;
1064 op->parameters.u.direct.index_count = index_count;
1065 op->parameters.u.direct.start_instance = start_instance;
1066 op->parameters.u.direct.instance_count = instance_count;
1067 op->parameters.indexed = indexed;
1069 acquire_graphics_pipeline_resources(state, indexed, d3d_info);
1071 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
1074 void wined3d_cs_emit_draw_indirect(struct wined3d_cs *cs, enum wined3d_primitive_type primitive_type,
1075 unsigned int patch_vertex_count, struct wined3d_buffer *buffer, unsigned int offset, bool indexed)
1077 const struct wined3d_d3d_info *d3d_info = &cs->c.device->adapter->d3d_info;
1078 const struct wined3d_state *state = cs->c.state;
1079 struct wined3d_cs_draw *op;
1081 op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1082 op->opcode = WINED3D_CS_OP_DRAW;
1083 op->primitive_type = primitive_type;
1084 op->patch_vertex_count = patch_vertex_count;
1085 op->parameters.indirect = TRUE;
1086 op->parameters.u.indirect.buffer = buffer;
1087 op->parameters.u.indirect.offset = offset;
1088 op->parameters.indexed = indexed;
1090 acquire_graphics_pipeline_resources(state, indexed, d3d_info);
1091 wined3d_resource_acquire(&buffer->resource);
1093 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
1096 static void wined3d_cs_exec_flush(struct wined3d_cs *cs, const void *data)
1098 struct wined3d_context *context;
1100 context = context_acquire(cs->c.device, NULL, 0);
1101 cs->c.device->adapter->adapter_ops->adapter_flush_context(context);
1102 context_release(context);
1105 void wined3d_cs_emit_flush(struct wined3d_cs *cs)
1107 struct wined3d_cs_flush *op;
1109 op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1110 op->opcode = WINED3D_CS_OP_FLUSH;
1112 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
1113 cs->queries_flushed = TRUE;
1116 static void wined3d_cs_exec_set_predication(struct wined3d_cs *cs, const void *data)
1118 const struct wined3d_cs_set_predication *op = data;
1120 cs->state.predicate = op->predicate;
1121 cs->state.predicate_value = op->value;
1124 void wined3d_device_context_emit_set_predication(struct wined3d_device_context *context,
1125 struct wined3d_query *predicate, BOOL value)
1127 struct wined3d_cs_set_predication *op;
1129 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1130 op->opcode = WINED3D_CS_OP_SET_PREDICATION;
1131 op->predicate = predicate;
1132 op->value = value;
1134 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1137 static void wined3d_cs_exec_set_viewports(struct wined3d_cs *cs, const void *data)
1139 const struct wined3d_cs_set_viewports *op = data;
1141 if (op->viewport_count)
1142 memcpy(cs->state.viewports, op->viewports, op->viewport_count * sizeof(*op->viewports));
1143 else
1144 memset(cs->state.viewports, 0, sizeof(*cs->state.viewports));
1145 cs->state.viewport_count = op->viewport_count;
1146 device_invalidate_state(cs->c.device, STATE_VIEWPORT);
1149 void wined3d_device_context_emit_set_viewports(struct wined3d_device_context *context, unsigned int viewport_count,
1150 const struct wined3d_viewport *viewports)
1152 struct wined3d_cs_set_viewports *op;
1154 op = wined3d_device_context_require_space(context,
1155 FIELD_OFFSET(struct wined3d_cs_set_viewports,viewports[viewport_count]), WINED3D_CS_QUEUE_DEFAULT);
1156 op->opcode = WINED3D_CS_OP_SET_VIEWPORTS;
1157 memcpy(op->viewports, viewports, viewport_count * sizeof(*viewports));
1158 op->viewport_count = viewport_count;
1160 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1163 static void wined3d_cs_exec_set_scissor_rects(struct wined3d_cs *cs, const void *data)
1165 const struct wined3d_cs_set_scissor_rects *op = data;
1167 if (op->rect_count)
1168 memcpy(cs->state.scissor_rects, op->rects, op->rect_count * sizeof(*op->rects));
1169 else
1170 SetRectEmpty(cs->state.scissor_rects);
1171 cs->state.scissor_rect_count = op->rect_count;
1172 device_invalidate_state(cs->c.device, STATE_SCISSORRECT);
1175 void wined3d_device_context_emit_set_scissor_rects(struct wined3d_device_context *context,
1176 unsigned int rect_count, const RECT *rects)
1178 struct wined3d_cs_set_scissor_rects *op;
1180 op = wined3d_device_context_require_space(context, FIELD_OFFSET(struct wined3d_cs_set_scissor_rects, rects[rect_count]),
1181 WINED3D_CS_QUEUE_DEFAULT);
1182 op->opcode = WINED3D_CS_OP_SET_SCISSOR_RECTS;
1183 memcpy(op->rects, rects, rect_count * sizeof(*rects));
1184 op->rect_count = rect_count;
1186 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1189 static void wined3d_cs_exec_set_rendertarget_view(struct wined3d_cs *cs, const void *data)
1191 const struct wined3d_cs_set_rendertarget_view *op = data;
1192 bool prev_alpha_swizzle, curr_alpha_swizzle;
1193 struct wined3d_rendertarget_view *prev;
1194 bool prev_srgb_write, curr_srgb_write;
1195 struct wined3d_device *device;
1197 device = cs->c.device;
1198 prev = cs->state.fb.render_targets[op->view_idx];
1199 cs->state.fb.render_targets[op->view_idx] = op->view;
1200 device_invalidate_state(device, STATE_FRAMEBUFFER);
1202 prev_alpha_swizzle = prev && prev->format->id == WINED3DFMT_A8_UNORM;
1203 curr_alpha_swizzle = op->view && op->view->format->id == WINED3DFMT_A8_UNORM;
1204 if (prev_alpha_swizzle != curr_alpha_swizzle)
1205 device_invalidate_state(device, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL));
1207 if (!(device->adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
1208 || cs->state.render_states[WINED3D_RS_SRGBWRITEENABLE])
1210 prev_srgb_write = prev && prev->format_flags & WINED3DFMT_FLAG_SRGB_WRITE;
1211 curr_srgb_write = op->view && op->view->format_flags & WINED3DFMT_FLAG_SRGB_WRITE;
1212 if (prev_srgb_write != curr_srgb_write)
1213 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
1217 void wined3d_device_context_emit_set_rendertarget_view(struct wined3d_device_context *context, unsigned int view_idx,
1218 struct wined3d_rendertarget_view *view)
1220 struct wined3d_cs_set_rendertarget_view *op;
1222 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1223 op->opcode = WINED3D_CS_OP_SET_RENDERTARGET_VIEW;
1224 op->view_idx = view_idx;
1225 op->view = view;
1227 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1230 static void wined3d_cs_exec_set_depth_stencil_view(struct wined3d_cs *cs, const void *data)
1232 const struct wined3d_cs_set_depth_stencil_view *op = data;
1233 struct wined3d_device *device = cs->c.device;
1234 struct wined3d_rendertarget_view *prev;
1236 if ((prev = cs->state.fb.depth_stencil) && prev->resource->type != WINED3D_RTYPE_BUFFER)
1238 struct wined3d_texture *prev_texture = texture_from_resource(prev->resource);
1240 if (device->swapchains[0]->state.desc.flags & WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL
1241 || prev_texture->flags & WINED3D_TEXTURE_DISCARD)
1242 wined3d_texture_validate_location(prev_texture,
1243 prev->sub_resource_idx, WINED3D_LOCATION_DISCARDED);
1246 cs->state.fb.depth_stencil = op->view;
1248 if (!prev != !op->view)
1250 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
1251 device_invalidate_state(device, STATE_DEPTH_STENCIL);
1252 device_invalidate_state(device, STATE_STENCIL_REF);
1253 device_invalidate_state(device, STATE_RASTERIZER);
1255 else if (prev)
1257 if (prev->format->depth_bias_scale != op->view->format->depth_bias_scale)
1258 device_invalidate_state(device, STATE_RASTERIZER);
1259 if (prev->format->stencil_size != op->view->format->stencil_size)
1260 device_invalidate_state(device, STATE_STENCIL_REF);
1263 device_invalidate_state(device, STATE_FRAMEBUFFER);
1266 void wined3d_device_context_emit_set_depth_stencil_view(struct wined3d_device_context *context,
1267 struct wined3d_rendertarget_view *view)
1269 struct wined3d_cs_set_depth_stencil_view *op;
1271 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1272 op->opcode = WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW;
1273 op->view = view;
1275 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1278 static void wined3d_cs_exec_set_vertex_declaration(struct wined3d_cs *cs, const void *data)
1280 const struct wined3d_cs_set_vertex_declaration *op = data;
1282 cs->state.vertex_declaration = op->declaration;
1283 device_invalidate_state(cs->c.device, STATE_VDECL);
1286 void wined3d_device_context_emit_set_vertex_declaration(struct wined3d_device_context *context,
1287 struct wined3d_vertex_declaration *declaration)
1289 struct wined3d_cs_set_vertex_declaration *op;
1291 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1292 op->opcode = WINED3D_CS_OP_SET_VERTEX_DECLARATION;
1293 op->declaration = declaration;
1295 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1298 static void wined3d_cs_exec_set_stream_source(struct wined3d_cs *cs, const void *data)
1300 const struct wined3d_cs_set_stream_source *op = data;
1301 struct wined3d_stream_state *stream;
1302 struct wined3d_buffer *prev;
1304 stream = &cs->state.streams[op->stream_idx];
1305 prev = stream->buffer;
1306 stream->buffer = op->buffer;
1307 stream->offset = op->offset;
1308 stream->stride = op->stride;
1310 if (op->buffer)
1311 InterlockedIncrement(&op->buffer->resource.bind_count);
1312 if (prev)
1313 InterlockedDecrement(&prev->resource.bind_count);
1315 device_invalidate_state(cs->c.device, STATE_STREAMSRC);
1318 void wined3d_device_context_emit_set_stream_source(struct wined3d_device_context *context, unsigned int stream_idx,
1319 struct wined3d_buffer *buffer, unsigned int offset, unsigned int stride)
1321 struct wined3d_cs_set_stream_source *op;
1323 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1324 op->opcode = WINED3D_CS_OP_SET_STREAM_SOURCE;
1325 op->stream_idx = stream_idx;
1326 op->buffer = buffer;
1327 op->offset = offset;
1328 op->stride = stride;
1330 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1333 static void wined3d_cs_exec_set_stream_source_freq(struct wined3d_cs *cs, const void *data)
1335 const struct wined3d_cs_set_stream_source_freq *op = data;
1336 struct wined3d_stream_state *stream;
1338 stream = &cs->state.streams[op->stream_idx];
1339 stream->frequency = op->frequency;
1340 stream->flags = op->flags;
1342 device_invalidate_state(cs->c.device, STATE_STREAMSRC);
1345 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx, UINT frequency, UINT flags)
1347 struct wined3d_cs_set_stream_source_freq *op;
1349 op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1350 op->opcode = WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ;
1351 op->stream_idx = stream_idx;
1352 op->frequency = frequency;
1353 op->flags = flags;
1355 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
1358 static void wined3d_cs_exec_set_stream_output(struct wined3d_cs *cs, const void *data)
1360 const struct wined3d_cs_set_stream_output *op = data;
1361 struct wined3d_stream_output *stream;
1362 struct wined3d_buffer *prev;
1364 stream = &cs->state.stream_output[op->stream_idx];
1365 prev = stream->buffer;
1366 stream->buffer = op->buffer;
1367 stream->offset = op->offset;
1369 if (op->buffer)
1370 InterlockedIncrement(&op->buffer->resource.bind_count);
1371 if (prev)
1372 InterlockedDecrement(&prev->resource.bind_count);
1374 device_invalidate_state(cs->c.device, STATE_STREAM_OUTPUT);
1377 void wined3d_device_context_emit_set_stream_output(struct wined3d_device_context *context, unsigned int stream_idx,
1378 struct wined3d_buffer *buffer, unsigned int offset)
1380 struct wined3d_cs_set_stream_output *op;
1382 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1383 op->opcode = WINED3D_CS_OP_SET_STREAM_OUTPUT;
1384 op->stream_idx = stream_idx;
1385 op->buffer = buffer;
1386 op->offset = offset;
1388 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1391 static void wined3d_cs_exec_set_index_buffer(struct wined3d_cs *cs, const void *data)
1393 const struct wined3d_cs_set_index_buffer *op = data;
1394 struct wined3d_buffer *prev;
1396 prev = cs->state.index_buffer;
1397 cs->state.index_buffer = op->buffer;
1398 cs->state.index_format = op->format_id;
1399 cs->state.index_offset = op->offset;
1401 if (op->buffer)
1402 InterlockedIncrement(&op->buffer->resource.bind_count);
1403 if (prev)
1404 InterlockedDecrement(&prev->resource.bind_count);
1406 device_invalidate_state(cs->c.device, STATE_INDEXBUFFER);
1409 void wined3d_device_context_emit_set_index_buffer(struct wined3d_device_context *context, struct wined3d_buffer *buffer,
1410 enum wined3d_format_id format_id, unsigned int offset)
1412 struct wined3d_cs_set_index_buffer *op;
1414 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1415 op->opcode = WINED3D_CS_OP_SET_INDEX_BUFFER;
1416 op->buffer = buffer;
1417 op->format_id = format_id;
1418 op->offset = offset;
1420 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1423 static void wined3d_cs_exec_set_constant_buffer(struct wined3d_cs *cs, const void *data)
1425 const struct wined3d_cs_set_constant_buffer *op = data;
1426 struct wined3d_buffer *prev;
1428 prev = cs->state.cb[op->type][op->cb_idx];
1429 cs->state.cb[op->type][op->cb_idx] = op->buffer;
1431 if (op->buffer)
1432 InterlockedIncrement(&op->buffer->resource.bind_count);
1433 if (prev)
1434 InterlockedDecrement(&prev->resource.bind_count);
1436 device_invalidate_state(cs->c.device, STATE_CONSTANT_BUFFER(op->type));
1439 void wined3d_device_context_emit_set_constant_buffer(struct wined3d_device_context *context,
1440 enum wined3d_shader_type type, UINT cb_idx, struct wined3d_buffer *buffer)
1442 struct wined3d_cs_set_constant_buffer *op;
1444 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1445 op->opcode = WINED3D_CS_OP_SET_CONSTANT_BUFFER;
1446 op->type = type;
1447 op->cb_idx = cb_idx;
1448 op->buffer = buffer;
1450 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1453 static void wined3d_cs_exec_set_texture(struct wined3d_cs *cs, const void *data)
1455 const struct wined3d_d3d_info *d3d_info = &cs->c.device->adapter->d3d_info;
1456 const struct wined3d_cs_set_texture *op = data;
1457 struct wined3d_texture *prev;
1458 BOOL old_use_color_key = FALSE, new_use_color_key = FALSE;
1460 prev = cs->state.textures[op->stage];
1461 cs->state.textures[op->stage] = op->texture;
1463 if (op->texture)
1465 const struct wined3d_format *new_format = op->texture->resource.format;
1466 const struct wined3d_format *old_format = prev ? prev->resource.format : NULL;
1467 unsigned int old_fmt_flags = prev ? prev->resource.format_flags : 0;
1468 unsigned int new_fmt_flags = op->texture->resource.format_flags;
1470 if (InterlockedIncrement(&op->texture->resource.bind_count) == 1)
1471 op->texture->sampler = op->stage;
1473 if (!prev || wined3d_texture_gl(op->texture)->target != wined3d_texture_gl(prev)->target
1474 || (!is_same_fixup(new_format->color_fixup, old_format->color_fixup)
1475 && !(can_use_texture_swizzle(d3d_info, new_format) && can_use_texture_swizzle(d3d_info, old_format)))
1476 || (new_fmt_flags & WINED3DFMT_FLAG_SHADOW) != (old_fmt_flags & WINED3DFMT_FLAG_SHADOW))
1477 device_invalidate_state(cs->c.device, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL));
1479 if (!prev && op->stage < d3d_info->limits.ffp_blend_stages)
1481 /* The source arguments for color and alpha ops have different
1482 * meanings when a NULL texture is bound, so the COLOR_OP and
1483 * ALPHA_OP have to be dirtified. */
1484 device_invalidate_state(cs->c.device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_COLOR_OP));
1485 device_invalidate_state(cs->c.device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_ALPHA_OP));
1488 if (!op->stage && op->texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
1489 new_use_color_key = TRUE;
1492 if (prev)
1494 if (InterlockedDecrement(&prev->resource.bind_count) && prev->sampler == op->stage)
1496 unsigned int i;
1498 /* Search for other stages the texture is bound to. Shouldn't
1499 * happen if applications bind textures to a single stage only. */
1500 TRACE("Searching for other stages the texture is bound to.\n");
1501 for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i)
1503 if (cs->state.textures[i] == prev)
1505 TRACE("Texture is also bound to stage %u.\n", i);
1506 prev->sampler = i;
1507 break;
1512 if (!op->texture && op->stage < d3d_info->limits.ffp_blend_stages)
1514 device_invalidate_state(cs->c.device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_COLOR_OP));
1515 device_invalidate_state(cs->c.device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_ALPHA_OP));
1518 if (!op->stage && prev->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
1519 old_use_color_key = TRUE;
1522 device_invalidate_state(cs->c.device, STATE_SAMPLER(op->stage));
1524 if (new_use_color_key != old_use_color_key)
1525 device_invalidate_state(cs->c.device, STATE_RENDER(WINED3D_RS_COLORKEYENABLE));
1527 if (new_use_color_key)
1528 device_invalidate_state(cs->c.device, STATE_COLOR_KEY);
1531 void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture)
1533 struct wined3d_cs_set_texture *op;
1535 op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1536 op->opcode = WINED3D_CS_OP_SET_TEXTURE;
1537 op->stage = stage;
1538 op->texture = texture;
1540 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
1543 static void wined3d_cs_exec_set_shader_resource_view(struct wined3d_cs *cs, const void *data)
1545 const struct wined3d_cs_set_shader_resource_view *op = data;
1546 struct wined3d_shader_resource_view *prev;
1548 prev = cs->state.shader_resource_view[op->type][op->view_idx];
1549 cs->state.shader_resource_view[op->type][op->view_idx] = op->view;
1551 if (op->view)
1552 InterlockedIncrement(&op->view->resource->bind_count);
1553 if (prev)
1554 InterlockedDecrement(&prev->resource->bind_count);
1556 if (op->type != WINED3D_SHADER_TYPE_COMPUTE)
1557 device_invalidate_state(cs->c.device, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
1558 else
1559 device_invalidate_state(cs->c.device, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
1562 void wined3d_device_context_emit_set_shader_resource_view(struct wined3d_device_context *context,
1563 enum wined3d_shader_type type, unsigned int view_idx, struct wined3d_shader_resource_view *view)
1565 struct wined3d_cs_set_shader_resource_view *op;
1567 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1568 op->opcode = WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW;
1569 op->type = type;
1570 op->view_idx = view_idx;
1571 op->view = view;
1573 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1576 static void wined3d_cs_exec_set_unordered_access_view(struct wined3d_cs *cs, const void *data)
1578 const struct wined3d_cs_set_unordered_access_view *op = data;
1579 struct wined3d_unordered_access_view *prev;
1581 prev = cs->state.unordered_access_view[op->pipeline][op->view_idx];
1582 cs->state.unordered_access_view[op->pipeline][op->view_idx] = op->view;
1584 if (op->view)
1585 InterlockedIncrement(&op->view->resource->bind_count);
1586 if (prev)
1587 InterlockedDecrement(&prev->resource->bind_count);
1589 if (op->view && op->initial_count != ~0u)
1590 wined3d_unordered_access_view_set_counter(op->view, op->initial_count);
1592 device_invalidate_state(cs->c.device, STATE_UNORDERED_ACCESS_VIEW_BINDING(op->pipeline));
1595 void wined3d_device_context_emit_set_unordered_access_view(struct wined3d_device_context *context,
1596 enum wined3d_pipeline pipeline, unsigned int view_idx, struct wined3d_unordered_access_view *view,
1597 unsigned int initial_count)
1599 struct wined3d_cs_set_unordered_access_view *op;
1601 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1602 op->opcode = WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW;
1603 op->pipeline = pipeline;
1604 op->view_idx = view_idx;
1605 op->view = view;
1606 op->initial_count = initial_count;
1608 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1611 static void wined3d_cs_exec_set_sampler(struct wined3d_cs *cs, const void *data)
1613 const struct wined3d_cs_set_sampler *op = data;
1615 cs->state.sampler[op->type][op->sampler_idx] = op->sampler;
1616 if (op->type != WINED3D_SHADER_TYPE_COMPUTE)
1617 device_invalidate_state(cs->c.device, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
1618 else
1619 device_invalidate_state(cs->c.device, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
1622 void wined3d_device_context_emit_set_sampler(struct wined3d_device_context *context, enum wined3d_shader_type type,
1623 unsigned int sampler_idx, struct wined3d_sampler *sampler)
1625 struct wined3d_cs_set_sampler *op;
1627 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1628 op->opcode = WINED3D_CS_OP_SET_SAMPLER;
1629 op->type = type;
1630 op->sampler_idx = sampler_idx;
1631 op->sampler = sampler;
1633 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1636 static void wined3d_cs_exec_set_shader(struct wined3d_cs *cs, const void *data)
1638 const struct wined3d_cs_set_shader *op = data;
1640 cs->state.shader[op->type] = op->shader;
1641 device_invalidate_state(cs->c.device, STATE_SHADER(op->type));
1642 if (op->type != WINED3D_SHADER_TYPE_COMPUTE)
1643 device_invalidate_state(cs->c.device, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
1644 else
1645 device_invalidate_state(cs->c.device, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
1648 void wined3d_device_context_emit_set_shader(struct wined3d_device_context *context,
1649 enum wined3d_shader_type type, struct wined3d_shader *shader)
1651 struct wined3d_cs_set_shader *op;
1653 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1654 op->opcode = WINED3D_CS_OP_SET_SHADER;
1655 op->type = type;
1656 op->shader = shader;
1658 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1661 static void wined3d_cs_exec_set_blend_state(struct wined3d_cs *cs, const void *data)
1663 const struct wined3d_cs_set_blend_state *op = data;
1664 struct wined3d_state *state = &cs->state;
1666 if (state->blend_state != op->state)
1668 state->blend_state = op->state;
1669 device_invalidate_state(cs->c.device, STATE_BLEND);
1671 state->blend_factor = op->factor;
1672 device_invalidate_state(cs->c.device, STATE_BLEND_FACTOR);
1673 state->sample_mask = op->sample_mask;
1674 device_invalidate_state(cs->c.device, STATE_SAMPLE_MASK);
1677 void wined3d_device_context_emit_set_blend_state(struct wined3d_device_context *context,
1678 struct wined3d_blend_state *state, const struct wined3d_color *blend_factor, unsigned int sample_mask)
1680 struct wined3d_cs_set_blend_state *op;
1682 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1683 op->opcode = WINED3D_CS_OP_SET_BLEND_STATE;
1684 op->state = state;
1685 op->factor = *blend_factor;
1686 op->sample_mask = sample_mask;
1688 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1691 static void wined3d_cs_exec_set_depth_stencil_state(struct wined3d_cs *cs, const void *data)
1693 const struct wined3d_cs_set_depth_stencil_state *op = data;
1694 struct wined3d_state *state = &cs->state;
1696 if (state->depth_stencil_state != op->state)
1698 state->depth_stencil_state = op->state;
1699 device_invalidate_state(cs->c.device, STATE_DEPTH_STENCIL);
1701 state->stencil_ref = op->stencil_ref;
1702 device_invalidate_state(cs->c.device, STATE_STENCIL_REF);
1705 void wined3d_device_context_emit_set_depth_stencil_state(struct wined3d_device_context *context,
1706 struct wined3d_depth_stencil_state *state, unsigned int stencil_ref)
1708 struct wined3d_cs_set_depth_stencil_state *op;
1710 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1711 op->opcode = WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE;
1712 op->state = state;
1713 op->stencil_ref = stencil_ref;
1715 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1718 static void wined3d_cs_exec_set_rasterizer_state(struct wined3d_cs *cs, const void *data)
1720 const struct wined3d_cs_set_rasterizer_state *op = data;
1722 cs->state.rasterizer_state = op->state;
1723 device_invalidate_state(cs->c.device, STATE_RASTERIZER);
1726 void wined3d_device_context_emit_set_rasterizer_state(struct wined3d_device_context *context,
1727 struct wined3d_rasterizer_state *rasterizer_state)
1729 struct wined3d_cs_set_rasterizer_state *op;
1731 op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1732 op->opcode = WINED3D_CS_OP_SET_RASTERIZER_STATE;
1733 op->state = rasterizer_state;
1735 wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
1738 static void wined3d_cs_exec_set_render_state(struct wined3d_cs *cs, const void *data)
1740 const struct wined3d_cs_set_render_state *op = data;
1742 cs->state.render_states[op->state] = op->value;
1743 device_invalidate_state(cs->c.device, STATE_RENDER(op->state));
1746 void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs, enum wined3d_render_state state, DWORD value)
1748 struct wined3d_cs_set_render_state *op;
1750 op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1751 op->opcode = WINED3D_CS_OP_SET_RENDER_STATE;
1752 op->state = state;
1753 op->value = value;
1755 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
1758 static void wined3d_cs_exec_set_texture_state(struct wined3d_cs *cs, const void *data)
1760 const struct wined3d_cs_set_texture_state *op = data;
1762 cs->state.texture_states[op->stage][op->state] = op->value;
1763 device_invalidate_state(cs->c.device, STATE_TEXTURESTAGE(op->stage, op->state));
1766 void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
1767 enum wined3d_texture_stage_state state, DWORD value)
1769 struct wined3d_cs_set_texture_state *op;
1771 op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1772 op->opcode = WINED3D_CS_OP_SET_TEXTURE_STATE;
1773 op->stage = stage;
1774 op->state = state;
1775 op->value = value;
1777 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
1780 static void wined3d_cs_exec_set_sampler_state(struct wined3d_cs *cs, const void *data)
1782 const struct wined3d_cs_set_sampler_state *op = data;
1784 cs->state.sampler_states[op->sampler_idx][op->state] = op->value;
1785 device_invalidate_state(cs->c.device, STATE_SAMPLER(op->sampler_idx));
1788 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
1789 enum wined3d_sampler_state state, DWORD value)
1791 struct wined3d_cs_set_sampler_state *op;
1793 op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1794 op->opcode = WINED3D_CS_OP_SET_SAMPLER_STATE;
1795 op->sampler_idx = sampler_idx;
1796 op->state = state;
1797 op->value = value;
1799 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
1802 static void wined3d_cs_exec_set_transform(struct wined3d_cs *cs, const void *data)
1804 const struct wined3d_cs_set_transform *op = data;
1806 cs->state.transforms[op->state] = op->matrix;
1807 if (op->state < WINED3D_TS_WORLD_MATRIX(cs->c.device->adapter->d3d_info.limits.ffp_vertex_blend_matrices))
1808 device_invalidate_state(cs->c.device, STATE_TRANSFORM(op->state));
1811 void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
1812 const struct wined3d_matrix *matrix)
1814 struct wined3d_cs_set_transform *op;
1816 op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1817 op->opcode = WINED3D_CS_OP_SET_TRANSFORM;
1818 op->state = state;
1819 op->matrix = *matrix;
1821 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
1824 static void wined3d_cs_exec_set_clip_plane(struct wined3d_cs *cs, const void *data)
1826 const struct wined3d_cs_set_clip_plane *op = data;
1828 cs->state.clip_planes[op->plane_idx] = op->plane;
1829 device_invalidate_state(cs->c.device, STATE_CLIPPLANE(op->plane_idx));
1832 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx, const struct wined3d_vec4 *plane)
1834 struct wined3d_cs_set_clip_plane *op;
1836 op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1837 op->opcode = WINED3D_CS_OP_SET_CLIP_PLANE;
1838 op->plane_idx = plane_idx;
1839 op->plane = *plane;
1841 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
1844 static void wined3d_cs_exec_set_color_key(struct wined3d_cs *cs, const void *data)
1846 const struct wined3d_cs_set_color_key *op = data;
1847 struct wined3d_texture *texture = op->texture;
1849 if (op->set)
1851 switch (op->flags)
1853 case WINED3D_CKEY_DST_BLT:
1854 texture->async.dst_blt_color_key = op->color_key;
1855 texture->async.color_key_flags |= WINED3D_CKEY_DST_BLT;
1856 break;
1858 case WINED3D_CKEY_DST_OVERLAY:
1859 texture->async.dst_overlay_color_key = op->color_key;
1860 texture->async.color_key_flags |= WINED3D_CKEY_DST_OVERLAY;
1861 break;
1863 case WINED3D_CKEY_SRC_BLT:
1864 if (texture == cs->state.textures[0])
1866 device_invalidate_state(cs->c.device, STATE_COLOR_KEY);
1867 if (!(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT))
1868 device_invalidate_state(cs->c.device, STATE_RENDER(WINED3D_RS_COLORKEYENABLE));
1871 texture->async.src_blt_color_key = op->color_key;
1872 texture->async.color_key_flags |= WINED3D_CKEY_SRC_BLT;
1873 break;
1875 case WINED3D_CKEY_SRC_OVERLAY:
1876 texture->async.src_overlay_color_key = op->color_key;
1877 texture->async.color_key_flags |= WINED3D_CKEY_SRC_OVERLAY;
1878 break;
1881 else
1883 switch (op->flags)
1885 case WINED3D_CKEY_DST_BLT:
1886 texture->async.color_key_flags &= ~WINED3D_CKEY_DST_BLT;
1887 break;
1889 case WINED3D_CKEY_DST_OVERLAY:
1890 texture->async.color_key_flags &= ~WINED3D_CKEY_DST_OVERLAY;
1891 break;
1893 case WINED3D_CKEY_SRC_BLT:
1894 if (texture == cs->state.textures[0] && texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
1895 device_invalidate_state(cs->c.device, STATE_RENDER(WINED3D_RS_COLORKEYENABLE));
1897 texture->async.color_key_flags &= ~WINED3D_CKEY_SRC_BLT;
1898 break;
1900 case WINED3D_CKEY_SRC_OVERLAY:
1901 texture->async.color_key_flags &= ~WINED3D_CKEY_SRC_OVERLAY;
1902 break;
1907 void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture *texture,
1908 WORD flags, const struct wined3d_color_key *color_key)
1910 struct wined3d_cs_set_color_key *op;
1912 op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1913 op->opcode = WINED3D_CS_OP_SET_COLOR_KEY;
1914 op->texture = texture;
1915 op->flags = flags;
1916 if (color_key)
1918 op->color_key = *color_key;
1919 op->set = 1;
1921 else
1922 op->set = 0;
1924 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
1927 static void wined3d_cs_exec_set_material(struct wined3d_cs *cs, const void *data)
1929 const struct wined3d_cs_set_material *op = data;
1931 cs->state.material = op->material;
1932 device_invalidate_state(cs->c.device, STATE_MATERIAL);
1935 void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material)
1937 struct wined3d_cs_set_material *op;
1939 op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1940 op->opcode = WINED3D_CS_OP_SET_MATERIAL;
1941 op->material = *material;
1943 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
1946 static void wined3d_cs_exec_set_light(struct wined3d_cs *cs, const void *data)
1948 const struct wined3d_cs_set_light *op = data;
1949 struct wined3d_light_info *light_info;
1950 unsigned int light_idx, hash_idx;
1952 light_idx = op->light.OriginalIndex;
1954 if (!(light_info = wined3d_light_state_get_light(&cs->state.light_state, light_idx)))
1956 TRACE("Adding new light.\n");
1957 if (!(light_info = heap_alloc_zero(sizeof(*light_info))))
1959 ERR("Failed to allocate light info.\n");
1960 return;
1963 hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1964 list_add_head(&cs->state.light_state.light_map[hash_idx], &light_info->entry);
1965 light_info->glIndex = -1;
1966 light_info->OriginalIndex = light_idx;
1969 if (light_info->glIndex != -1)
1971 if (light_info->OriginalParms.type != op->light.OriginalParms.type)
1972 device_invalidate_state(cs->c.device, STATE_LIGHT_TYPE);
1973 device_invalidate_state(cs->c.device, STATE_ACTIVELIGHT(light_info->glIndex));
1976 light_info->OriginalParms = op->light.OriginalParms;
1977 light_info->position = op->light.position;
1978 light_info->direction = op->light.direction;
1979 light_info->exponent = op->light.exponent;
1980 light_info->cutoff = op->light.cutoff;
1983 void wined3d_cs_emit_set_light(struct wined3d_cs *cs, const struct wined3d_light_info *light)
1985 struct wined3d_cs_set_light *op;
1987 op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1988 op->opcode = WINED3D_CS_OP_SET_LIGHT;
1989 op->light = *light;
1991 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
1994 static void wined3d_cs_exec_set_light_enable(struct wined3d_cs *cs, const void *data)
1996 const struct wined3d_cs_set_light_enable *op = data;
1997 struct wined3d_device *device = cs->c.device;
1998 struct wined3d_light_info *light_info;
1999 int prev_idx;
2001 if (!(light_info = wined3d_light_state_get_light(&cs->state.light_state, op->idx)))
2003 ERR("Light doesn't exist.\n");
2004 return;
2007 prev_idx = light_info->glIndex;
2008 wined3d_light_state_enable_light(&cs->state.light_state, &device->adapter->d3d_info, light_info, op->enable);
2009 if (light_info->glIndex != prev_idx)
2011 device_invalidate_state(device, STATE_LIGHT_TYPE);
2012 device_invalidate_state(device, STATE_ACTIVELIGHT(op->enable ? light_info->glIndex : prev_idx));
2016 void wined3d_cs_emit_set_light_enable(struct wined3d_cs *cs, unsigned int idx, BOOL enable)
2018 struct wined3d_cs_set_light_enable *op;
2020 op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2021 op->opcode = WINED3D_CS_OP_SET_LIGHT_ENABLE;
2022 op->idx = idx;
2023 op->enable = enable;
2025 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
2028 static void wined3d_cs_exec_set_feature_level(struct wined3d_cs *cs, const void *data)
2030 const struct wined3d_cs_set_feature_level *op = data;
2032 cs->state.feature_level = op->level;
2035 void wined3d_cs_emit_set_feature_level(struct wined3d_cs *cs, enum wined3d_feature_level level)
2037 struct wined3d_cs_set_feature_level *op;
2039 op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2040 op->opcode = WINED3D_CS_OP_SET_FEATURE_LEVEL;
2041 op->level = level;
2043 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
2046 static const struct
2048 size_t offset;
2049 size_t size;
2050 DWORD mask;
2052 wined3d_cs_push_constant_info[] =
2054 /* WINED3D_PUSH_CONSTANTS_VS_F */
2055 {FIELD_OFFSET(struct wined3d_state, vs_consts_f), sizeof(struct wined3d_vec4), WINED3D_SHADER_CONST_VS_F},
2056 /* WINED3D_PUSH_CONSTANTS_PS_F */
2057 {FIELD_OFFSET(struct wined3d_state, ps_consts_f), sizeof(struct wined3d_vec4), WINED3D_SHADER_CONST_PS_F},
2058 /* WINED3D_PUSH_CONSTANTS_VS_I */
2059 {FIELD_OFFSET(struct wined3d_state, vs_consts_i), sizeof(struct wined3d_ivec4), WINED3D_SHADER_CONST_VS_I},
2060 /* WINED3D_PUSH_CONSTANTS_PS_I */
2061 {FIELD_OFFSET(struct wined3d_state, ps_consts_i), sizeof(struct wined3d_ivec4), WINED3D_SHADER_CONST_PS_I},
2062 /* WINED3D_PUSH_CONSTANTS_VS_B */
2063 {FIELD_OFFSET(struct wined3d_state, vs_consts_b), sizeof(BOOL), WINED3D_SHADER_CONST_VS_B},
2064 /* WINED3D_PUSH_CONSTANTS_PS_B */
2065 {FIELD_OFFSET(struct wined3d_state, ps_consts_b), sizeof(BOOL), WINED3D_SHADER_CONST_PS_B},
2068 static struct wined3d_cs *wined3d_cs_from_context(struct wined3d_device_context *context)
2070 return CONTAINING_RECORD(context, struct wined3d_cs, c);
2073 static void wined3d_cs_st_push_constants(struct wined3d_device_context *context, enum wined3d_push_constants p,
2074 unsigned int start_idx, unsigned int count, const void *constants)
2076 struct wined3d_cs *cs = wined3d_cs_from_context(context);
2077 struct wined3d_device *device = cs->c.device;
2078 unsigned int context_count;
2079 unsigned int i;
2080 size_t offset;
2082 if (p == WINED3D_PUSH_CONSTANTS_VS_F)
2083 device->shader_backend->shader_update_float_vertex_constants(device, start_idx, count);
2084 else if (p == WINED3D_PUSH_CONSTANTS_PS_F)
2085 device->shader_backend->shader_update_float_pixel_constants(device, start_idx, count);
2087 offset = wined3d_cs_push_constant_info[p].offset + start_idx * wined3d_cs_push_constant_info[p].size;
2088 memcpy((BYTE *)&cs->state + offset, constants, count * wined3d_cs_push_constant_info[p].size);
2089 for (i = 0, context_count = device->context_count; i < context_count; ++i)
2091 device->contexts[i]->constant_update_mask |= wined3d_cs_push_constant_info[p].mask;
2095 static void wined3d_cs_exec_push_constants(struct wined3d_cs *cs, const void *data)
2097 const struct wined3d_cs_push_constants *op = data;
2099 wined3d_cs_st_push_constants(&cs->c, op->type, op->start_idx, op->count, op->constants);
2102 static void wined3d_cs_mt_push_constants(struct wined3d_device_context *context, enum wined3d_push_constants p,
2103 unsigned int start_idx, unsigned int count, const void *constants)
2105 struct wined3d_cs *cs = wined3d_cs_from_context(context);
2106 struct wined3d_cs_push_constants *op;
2107 size_t size;
2109 size = count * wined3d_cs_push_constant_info[p].size;
2110 op = wined3d_device_context_require_space(&cs->c, FIELD_OFFSET(struct wined3d_cs_push_constants, constants[size]),
2111 WINED3D_CS_QUEUE_DEFAULT);
2112 op->opcode = WINED3D_CS_OP_PUSH_CONSTANTS;
2113 op->type = p;
2114 op->start_idx = start_idx;
2115 op->count = count;
2116 memcpy(op->constants, constants, size);
2118 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
2121 static void wined3d_cs_exec_reset_state(struct wined3d_cs *cs, const void *data)
2123 state_cleanup(&cs->state);
2124 wined3d_state_reset(&cs->state, &cs->c.device->adapter->d3d_info);
2127 void wined3d_cs_emit_reset_state(struct wined3d_cs *cs)
2129 struct wined3d_cs_reset_state *op;
2131 op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2132 op->opcode = WINED3D_CS_OP_RESET_STATE;
2134 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
2137 static void wined3d_cs_exec_callback(struct wined3d_cs *cs, const void *data)
2139 const struct wined3d_cs_callback *op = data;
2141 op->callback(op->object);
2144 static void wined3d_cs_emit_callback(struct wined3d_cs *cs, void (*callback)(void *object), void *object)
2146 struct wined3d_cs_callback *op;
2148 op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2149 op->opcode = WINED3D_CS_OP_CALLBACK;
2150 op->callback = callback;
2151 op->object = object;
2153 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
2156 void wined3d_cs_destroy_object(struct wined3d_cs *cs, void (*callback)(void *object), void *object)
2158 wined3d_cs_emit_callback(cs, callback, object);
2161 void wined3d_cs_init_object(struct wined3d_cs *cs, void (*callback)(void *object), void *object)
2163 wined3d_cs_emit_callback(cs, callback, object);
2166 static void wined3d_cs_exec_query_issue(struct wined3d_cs *cs, const void *data)
2168 const struct wined3d_cs_query_issue *op = data;
2169 struct wined3d_query *query = op->query;
2170 BOOL poll;
2172 poll = query->query_ops->query_issue(query, op->flags);
2174 if (!cs->thread)
2175 return;
2177 if (poll && list_empty(&query->poll_list_entry))
2179 if (query->buffer_object)
2180 InterlockedIncrement(&query->counter_retrieved);
2181 else
2182 list_add_tail(&cs->query_poll_list, &query->poll_list_entry);
2183 return;
2186 /* This can happen if occlusion queries are restarted. This discards the
2187 * old result, since polling it could result in a GL error. */
2188 if ((op->flags & WINED3DISSUE_BEGIN) && !poll && !list_empty(&query->poll_list_entry))
2190 list_remove(&query->poll_list_entry);
2191 list_init(&query->poll_list_entry);
2192 InterlockedIncrement(&query->counter_retrieved);
2193 return;
2196 /* This can happen when an occlusion query is ended without being started,
2197 * in which case we don't want to poll, but still have to counter-balance
2198 * the increment of the main counter.
2200 * This can also happen if an event query is re-issued before the first
2201 * fence was reached. In this case the query is already in the list and
2202 * the poll function will check the new fence. We have to counter-balance
2203 * the discarded increment. */
2204 if (op->flags & WINED3DISSUE_END)
2205 InterlockedIncrement(&query->counter_retrieved);
2208 void wined3d_cs_emit_query_issue(struct wined3d_cs *cs, struct wined3d_query *query, DWORD flags)
2210 struct wined3d_cs_query_issue *op;
2212 op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2213 op->opcode = WINED3D_CS_OP_QUERY_ISSUE;
2214 op->query = query;
2215 op->flags = flags;
2217 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
2218 cs->queries_flushed = FALSE;
2221 static void wined3d_cs_exec_preload_resource(struct wined3d_cs *cs, const void *data)
2223 const struct wined3d_cs_preload_resource *op = data;
2224 struct wined3d_resource *resource = op->resource;
2226 resource->resource_ops->resource_preload(resource);
2227 wined3d_resource_release(resource);
2230 void wined3d_cs_emit_preload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource)
2232 struct wined3d_cs_preload_resource *op;
2234 op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2235 op->opcode = WINED3D_CS_OP_PRELOAD_RESOURCE;
2236 op->resource = resource;
2238 wined3d_resource_acquire(resource);
2240 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
2243 static void wined3d_cs_exec_unload_resource(struct wined3d_cs *cs, const void *data)
2245 const struct wined3d_cs_unload_resource *op = data;
2246 struct wined3d_resource *resource = op->resource;
2248 resource->resource_ops->resource_unload(resource);
2249 wined3d_resource_release(resource);
2252 void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource)
2254 struct wined3d_cs_unload_resource *op;
2256 op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2257 op->opcode = WINED3D_CS_OP_UNLOAD_RESOURCE;
2258 op->resource = resource;
2260 wined3d_resource_acquire(resource);
2262 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
2265 static void wined3d_cs_exec_map(struct wined3d_cs *cs, const void *data)
2267 const struct wined3d_cs_map *op = data;
2268 struct wined3d_resource *resource = op->resource;
2270 *op->hr = resource->resource_ops->resource_sub_resource_map(resource,
2271 op->sub_resource_idx, op->map_desc, op->box, op->flags);
2274 HRESULT wined3d_cs_map(struct wined3d_cs *cs, struct wined3d_resource *resource, unsigned int sub_resource_idx,
2275 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, unsigned int flags)
2277 struct wined3d_cs_map *op;
2278 HRESULT hr;
2280 /* Mapping resources from the worker thread isn't an issue by itself, but
2281 * increasing the map count would be visible to applications. */
2282 wined3d_not_from_cs(cs);
2284 op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_MAP);
2285 op->opcode = WINED3D_CS_OP_MAP;
2286 op->resource = resource;
2287 op->sub_resource_idx = sub_resource_idx;
2288 op->map_desc = map_desc;
2289 op->box = box;
2290 op->flags = flags;
2291 op->hr = &hr;
2293 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_MAP);
2294 wined3d_cs_finish(cs, WINED3D_CS_QUEUE_MAP);
2296 return hr;
2299 static void wined3d_cs_exec_unmap(struct wined3d_cs *cs, const void *data)
2301 const struct wined3d_cs_unmap *op = data;
2302 struct wined3d_resource *resource = op->resource;
2304 *op->hr = resource->resource_ops->resource_sub_resource_unmap(resource, op->sub_resource_idx);
2307 HRESULT wined3d_cs_unmap(struct wined3d_cs *cs, struct wined3d_resource *resource, unsigned int sub_resource_idx)
2309 struct wined3d_cs_unmap *op;
2310 HRESULT hr;
2312 wined3d_not_from_cs(cs);
2314 op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_MAP);
2315 op->opcode = WINED3D_CS_OP_UNMAP;
2316 op->resource = resource;
2317 op->sub_resource_idx = sub_resource_idx;
2318 op->hr = &hr;
2320 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_MAP);
2321 wined3d_cs_finish(cs, WINED3D_CS_QUEUE_MAP);
2323 return hr;
2326 static void wined3d_cs_exec_blt_sub_resource(struct wined3d_cs *cs, const void *data)
2328 const struct wined3d_cs_blt_sub_resource *op = data;
2330 if (op->dst_resource->type == WINED3D_RTYPE_BUFFER)
2332 wined3d_buffer_copy(buffer_from_resource(op->dst_resource), op->dst_box.left,
2333 buffer_from_resource(op->src_resource), op->src_box.left,
2334 op->src_box.right - op->src_box.left);
2336 else if (op->dst_resource->type == WINED3D_RTYPE_TEXTURE_3D)
2338 struct wined3d_texture *src_texture, *dst_texture;
2339 unsigned int level, update_w, update_h, update_d;
2340 unsigned int row_pitch, slice_pitch;
2341 struct wined3d_context *context;
2342 struct wined3d_bo_address addr;
2344 if (op->flags & ~WINED3D_BLT_RAW)
2346 FIXME("Flags %#x not implemented for %s resources.\n",
2347 op->flags, debug_d3dresourcetype(op->dst_resource->type));
2348 goto error;
2351 if (!(op->flags & WINED3D_BLT_RAW) && op->src_resource->format != op->dst_resource->format)
2353 FIXME("Format conversion not implemented for %s resources.\n",
2354 debug_d3dresourcetype(op->dst_resource->type));
2355 goto error;
2358 update_w = op->dst_box.right - op->dst_box.left;
2359 update_h = op->dst_box.bottom - op->dst_box.top;
2360 update_d = op->dst_box.back - op->dst_box.front;
2361 if (op->src_box.right - op->src_box.left != update_w
2362 || op->src_box.bottom - op->src_box.top != update_h
2363 || op->src_box.back - op->src_box.front != update_d)
2365 FIXME("Stretching not implemented for %s resources.\n",
2366 debug_d3dresourcetype(op->dst_resource->type));
2367 goto error;
2370 dst_texture = texture_from_resource(op->dst_resource);
2371 src_texture = texture_from_resource(op->src_resource);
2373 context = context_acquire(cs->c.device, NULL, 0);
2375 if (!wined3d_texture_load_location(src_texture, op->src_sub_resource_idx,
2376 context, src_texture->resource.map_binding))
2378 ERR("Failed to load source sub-resource into %s.\n",
2379 wined3d_debug_location(src_texture->resource.map_binding));
2380 context_release(context);
2381 goto error;
2384 level = op->dst_sub_resource_idx % dst_texture->level_count;
2385 if (update_w == wined3d_texture_get_level_width(dst_texture, level)
2386 && update_h == wined3d_texture_get_level_height(dst_texture, level)
2387 && update_d == wined3d_texture_get_level_depth(dst_texture, level))
2389 wined3d_texture_prepare_location(dst_texture, op->dst_sub_resource_idx,
2390 context, WINED3D_LOCATION_TEXTURE_RGB);
2392 else if (!wined3d_texture_load_location(dst_texture, op->dst_sub_resource_idx,
2393 context, WINED3D_LOCATION_TEXTURE_RGB))
2395 ERR("Failed to load destination sub-resource.\n");
2396 context_release(context);
2397 goto error;
2400 wined3d_texture_get_memory(src_texture, op->src_sub_resource_idx, &addr, src_texture->resource.map_binding);
2401 wined3d_texture_get_pitch(src_texture, op->src_sub_resource_idx % src_texture->level_count,
2402 &row_pitch, &slice_pitch);
2404 dst_texture->texture_ops->texture_upload_data(context, wined3d_const_bo_address(&addr),
2405 dst_texture->resource.format, &op->src_box, row_pitch, slice_pitch, dst_texture,
2406 op->dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB,
2407 op->dst_box.left, op->dst_box.top, op->dst_box.front);
2408 wined3d_texture_validate_location(dst_texture, op->dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB);
2409 wined3d_texture_invalidate_location(dst_texture, op->dst_sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB);
2411 context_release(context);
2413 else
2415 if (FAILED(texture2d_blt(texture_from_resource(op->dst_resource), op->dst_sub_resource_idx,
2416 &op->dst_box, texture_from_resource(op->src_resource), op->src_sub_resource_idx,
2417 &op->src_box, op->flags, &op->fx, op->filter)))
2418 FIXME("Blit failed.\n");
2421 error:
2422 if (op->src_resource)
2423 wined3d_resource_release(op->src_resource);
2424 wined3d_resource_release(op->dst_resource);
2427 void wined3d_cs_emit_blt_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *dst_resource,
2428 unsigned int dst_sub_resource_idx, const struct wined3d_box *dst_box, struct wined3d_resource *src_resource,
2429 unsigned int src_sub_resource_idx, const struct wined3d_box *src_box, DWORD flags,
2430 const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter)
2432 struct wined3d_cs_blt_sub_resource *op;
2434 op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2435 op->opcode = WINED3D_CS_OP_BLT_SUB_RESOURCE;
2436 op->dst_resource = dst_resource;
2437 op->dst_sub_resource_idx = dst_sub_resource_idx;
2438 op->dst_box = *dst_box;
2439 op->src_resource = src_resource;
2440 op->src_sub_resource_idx = src_sub_resource_idx;
2441 op->src_box = *src_box;
2442 op->flags = flags;
2443 if (fx)
2444 op->fx = *fx;
2445 else
2446 memset(&op->fx, 0, sizeof(op->fx));
2447 op->filter = filter;
2449 wined3d_resource_acquire(dst_resource);
2450 if (src_resource)
2451 wined3d_resource_acquire(src_resource);
2453 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
2454 if (flags & WINED3D_BLT_SYNCHRONOUS)
2455 wined3d_cs_finish(cs, WINED3D_CS_QUEUE_DEFAULT);
2458 static void wined3d_cs_exec_update_sub_resource(struct wined3d_cs *cs, const void *data)
2460 const struct wined3d_cs_update_sub_resource *op = data;
2461 struct wined3d_resource *resource = op->resource;
2462 const struct wined3d_box *box = &op->box;
2463 unsigned int width, height, depth, level;
2464 struct wined3d_const_bo_address addr;
2465 struct wined3d_context *context;
2466 struct wined3d_texture *texture;
2467 struct wined3d_box src_box;
2469 context = context_acquire(cs->c.device, NULL, 0);
2471 if (resource->type == WINED3D_RTYPE_BUFFER)
2473 struct wined3d_buffer *buffer = buffer_from_resource(resource);
2475 if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER))
2477 ERR("Failed to load buffer location.\n");
2478 goto done;
2481 wined3d_buffer_upload_data(buffer, context, box, op->data.data);
2482 wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_BUFFER);
2483 goto done;
2486 texture = wined3d_texture_from_resource(resource);
2488 level = op->sub_resource_idx % texture->level_count;
2489 width = wined3d_texture_get_level_width(texture, level);
2490 height = wined3d_texture_get_level_height(texture, level);
2491 depth = wined3d_texture_get_level_depth(texture, level);
2493 addr.buffer_object = 0;
2494 addr.addr = op->data.data;
2496 /* Only load the sub-resource for partial updates. */
2497 if (!box->left && !box->top && !box->front
2498 && box->right == width && box->bottom == height && box->back == depth)
2499 wined3d_texture_prepare_location(texture, op->sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB);
2500 else
2501 wined3d_texture_load_location(texture, op->sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB);
2503 wined3d_box_set(&src_box, 0, 0, box->right - box->left, box->bottom - box->top, 0, box->back - box->front);
2504 texture->texture_ops->texture_upload_data(context, &addr, texture->resource.format, &src_box,
2505 op->data.row_pitch, op->data.slice_pitch, texture, op->sub_resource_idx,
2506 WINED3D_LOCATION_TEXTURE_RGB, box->left, box->top, box->front);
2508 wined3d_texture_validate_location(texture, op->sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB);
2509 wined3d_texture_invalidate_location(texture, op->sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB);
2511 done:
2512 context_release(context);
2514 wined3d_resource_release(resource);
2517 void wined3d_cs_emit_update_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *resource,
2518 unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch,
2519 unsigned int slice_pitch)
2521 struct wined3d_cs_update_sub_resource *op;
2523 op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_MAP);
2524 op->opcode = WINED3D_CS_OP_UPDATE_SUB_RESOURCE;
2525 op->resource = resource;
2526 op->sub_resource_idx = sub_resource_idx;
2527 op->box = *box;
2528 op->data.row_pitch = row_pitch;
2529 op->data.slice_pitch = slice_pitch;
2530 op->data.data = data;
2532 wined3d_resource_acquire(resource);
2534 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_MAP);
2535 /* The data pointer may go away, so we need to wait until it is read.
2536 * Copying the data may be faster if it's small. */
2537 wined3d_cs_finish(cs, WINED3D_CS_QUEUE_MAP);
2540 static void wined3d_cs_exec_add_dirty_texture_region(struct wined3d_cs *cs, const void *data)
2542 const struct wined3d_cs_add_dirty_texture_region *op = data;
2543 struct wined3d_texture *texture = op->texture;
2544 unsigned int sub_resource_idx, i;
2545 struct wined3d_context *context;
2547 context = context_acquire(cs->c.device, NULL, 0);
2548 sub_resource_idx = op->layer * texture->level_count;
2549 for (i = 0; i < texture->level_count; ++i, ++sub_resource_idx)
2551 if (wined3d_texture_load_location(texture, sub_resource_idx, context, texture->resource.map_binding))
2552 wined3d_texture_invalidate_location(texture, sub_resource_idx, ~texture->resource.map_binding);
2553 else
2554 ERR("Failed to load location %s.\n", wined3d_debug_location(texture->resource.map_binding));
2556 context_release(context);
2558 wined3d_resource_release(&texture->resource);
2561 void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs *cs,
2562 struct wined3d_texture *texture, unsigned int layer)
2564 struct wined3d_cs_add_dirty_texture_region *op;
2566 op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2567 op->opcode = WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION;
2568 op->texture = texture;
2569 op->layer = layer;
2571 wined3d_resource_acquire(&texture->resource);
2573 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
2576 static void wined3d_cs_exec_clear_unordered_access_view(struct wined3d_cs *cs, const void *data)
2578 const struct wined3d_cs_clear_unordered_access_view *op = data;
2579 struct wined3d_unordered_access_view *view = op->view;
2580 struct wined3d_context *context;
2582 context = context_acquire(cs->c.device, NULL, 0);
2583 cs->c.device->adapter->adapter_ops->adapter_clear_uav(context, view, &op->clear_value);
2584 context_release(context);
2586 wined3d_resource_release(view->resource);
2589 void wined3d_cs_emit_clear_unordered_access_view_uint(struct wined3d_cs *cs,
2590 struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value)
2592 struct wined3d_cs_clear_unordered_access_view *op;
2594 op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2595 op->opcode = WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW;
2596 op->view = view;
2597 op->clear_value = *clear_value;
2599 wined3d_resource_acquire(view->resource);
2601 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
2604 static void wined3d_cs_exec_copy_uav_counter(struct wined3d_cs *cs, const void *data)
2606 const struct wined3d_cs_copy_uav_counter *op = data;
2607 struct wined3d_unordered_access_view *view = op->view;
2608 struct wined3d_context *context;
2610 context = context_acquire(cs->c.device, NULL, 0);
2611 wined3d_unordered_access_view_copy_counter(view, op->buffer, op->offset, context);
2612 context_release(context);
2614 wined3d_resource_release(&op->buffer->resource);
2617 void wined3d_cs_emit_copy_uav_counter(struct wined3d_cs *cs, struct wined3d_buffer *dst_buffer,
2618 unsigned int offset, struct wined3d_unordered_access_view *uav)
2620 struct wined3d_cs_copy_uav_counter *op;
2622 op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2623 op->opcode = WINED3D_CS_OP_COPY_UAV_COUNTER;
2624 op->buffer = dst_buffer;
2625 op->offset = offset;
2626 op->view = uav;
2628 wined3d_resource_acquire(&dst_buffer->resource);
2630 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
2633 static void wined3d_cs_exec_generate_mipmaps(struct wined3d_cs *cs, const void *data)
2635 const struct wined3d_cs_generate_mipmaps *op = data;
2636 struct wined3d_shader_resource_view *view = op->view;
2637 struct wined3d_context *context;
2639 context = context_acquire(cs->c.device, NULL, 0);
2640 cs->c.device->adapter->adapter_ops->adapter_generate_mipmap(context, view);
2641 context_release(context);
2643 wined3d_resource_release(view->resource);
2646 void wined3d_cs_emit_generate_mipmaps(struct wined3d_cs *cs, struct wined3d_shader_resource_view *view)
2648 struct wined3d_cs_generate_mipmaps *op;
2650 op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2651 op->opcode = WINED3D_CS_OP_GENERATE_MIPMAPS;
2652 op->view = view;
2654 wined3d_resource_acquire(view->resource);
2656 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
2659 static void wined3d_cs_emit_stop(struct wined3d_cs *cs)
2661 struct wined3d_cs_stop *op;
2663 op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2664 op->opcode = WINED3D_CS_OP_STOP;
2666 wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
2667 wined3d_cs_finish(cs, WINED3D_CS_QUEUE_DEFAULT);
2670 static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void *data) =
2672 /* WINED3D_CS_OP_NOP */ wined3d_cs_exec_nop,
2673 /* WINED3D_CS_OP_PRESENT */ wined3d_cs_exec_present,
2674 /* WINED3D_CS_OP_CLEAR */ wined3d_cs_exec_clear,
2675 /* WINED3D_CS_OP_DISPATCH */ wined3d_cs_exec_dispatch,
2676 /* WINED3D_CS_OP_DRAW */ wined3d_cs_exec_draw,
2677 /* WINED3D_CS_OP_FLUSH */ wined3d_cs_exec_flush,
2678 /* WINED3D_CS_OP_SET_PREDICATION */ wined3d_cs_exec_set_predication,
2679 /* WINED3D_CS_OP_SET_VIEWPORTS */ wined3d_cs_exec_set_viewports,
2680 /* WINED3D_CS_OP_SET_SCISSOR_RECTS */ wined3d_cs_exec_set_scissor_rects,
2681 /* WINED3D_CS_OP_SET_RENDERTARGET_VIEW */ wined3d_cs_exec_set_rendertarget_view,
2682 /* WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW */ wined3d_cs_exec_set_depth_stencil_view,
2683 /* WINED3D_CS_OP_SET_VERTEX_DECLARATION */ wined3d_cs_exec_set_vertex_declaration,
2684 /* WINED3D_CS_OP_SET_STREAM_SOURCE */ wined3d_cs_exec_set_stream_source,
2685 /* WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ */ wined3d_cs_exec_set_stream_source_freq,
2686 /* WINED3D_CS_OP_SET_STREAM_OUTPUT */ wined3d_cs_exec_set_stream_output,
2687 /* WINED3D_CS_OP_SET_INDEX_BUFFER */ wined3d_cs_exec_set_index_buffer,
2688 /* WINED3D_CS_OP_SET_CONSTANT_BUFFER */ wined3d_cs_exec_set_constant_buffer,
2689 /* WINED3D_CS_OP_SET_TEXTURE */ wined3d_cs_exec_set_texture,
2690 /* WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW */ wined3d_cs_exec_set_shader_resource_view,
2691 /* WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW */ wined3d_cs_exec_set_unordered_access_view,
2692 /* WINED3D_CS_OP_SET_SAMPLER */ wined3d_cs_exec_set_sampler,
2693 /* WINED3D_CS_OP_SET_SHADER */ wined3d_cs_exec_set_shader,
2694 /* WINED3D_CS_OP_SET_BLEND_STATE */ wined3d_cs_exec_set_blend_state,
2695 /* WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE */ wined3d_cs_exec_set_depth_stencil_state,
2696 /* WINED3D_CS_OP_SET_RASTERIZER_STATE */ wined3d_cs_exec_set_rasterizer_state,
2697 /* WINED3D_CS_OP_SET_RENDER_STATE */ wined3d_cs_exec_set_render_state,
2698 /* WINED3D_CS_OP_SET_TEXTURE_STATE */ wined3d_cs_exec_set_texture_state,
2699 /* WINED3D_CS_OP_SET_SAMPLER_STATE */ wined3d_cs_exec_set_sampler_state,
2700 /* WINED3D_CS_OP_SET_TRANSFORM */ wined3d_cs_exec_set_transform,
2701 /* WINED3D_CS_OP_SET_CLIP_PLANE */ wined3d_cs_exec_set_clip_plane,
2702 /* WINED3D_CS_OP_SET_COLOR_KEY */ wined3d_cs_exec_set_color_key,
2703 /* WINED3D_CS_OP_SET_MATERIAL */ wined3d_cs_exec_set_material,
2704 /* WINED3D_CS_OP_SET_LIGHT */ wined3d_cs_exec_set_light,
2705 /* WINED3D_CS_OP_SET_LIGHT_ENABLE */ wined3d_cs_exec_set_light_enable,
2706 /* WINED3D_CS_OP_SET_FEATURE_LEVEL */ wined3d_cs_exec_set_feature_level,
2707 /* WINED3D_CS_OP_PUSH_CONSTANTS */ wined3d_cs_exec_push_constants,
2708 /* WINED3D_CS_OP_RESET_STATE */ wined3d_cs_exec_reset_state,
2709 /* WINED3D_CS_OP_CALLBACK */ wined3d_cs_exec_callback,
2710 /* WINED3D_CS_OP_QUERY_ISSUE */ wined3d_cs_exec_query_issue,
2711 /* WINED3D_CS_OP_PRELOAD_RESOURCE */ wined3d_cs_exec_preload_resource,
2712 /* WINED3D_CS_OP_UNLOAD_RESOURCE */ wined3d_cs_exec_unload_resource,
2713 /* WINED3D_CS_OP_MAP */ wined3d_cs_exec_map,
2714 /* WINED3D_CS_OP_UNMAP */ wined3d_cs_exec_unmap,
2715 /* WINED3D_CS_OP_BLT_SUB_RESOURCE */ wined3d_cs_exec_blt_sub_resource,
2716 /* WINED3D_CS_OP_UPDATE_SUB_RESOURCE */ wined3d_cs_exec_update_sub_resource,
2717 /* WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION */ wined3d_cs_exec_add_dirty_texture_region,
2718 /* WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW */ wined3d_cs_exec_clear_unordered_access_view,
2719 /* WINED3D_CS_OP_COPY_UAV_COUNTER */ wined3d_cs_exec_copy_uav_counter,
2720 /* WINED3D_CS_OP_GENERATE_MIPMAPS */ wined3d_cs_exec_generate_mipmaps,
2723 static void *wined3d_cs_st_require_space(struct wined3d_device_context *context,
2724 size_t size, enum wined3d_cs_queue_id queue_id)
2726 struct wined3d_cs *cs = wined3d_cs_from_context(context);
2728 if (size > (cs->data_size - cs->end))
2730 size_t new_size;
2731 void *new_data;
2733 new_size = max(size, cs->data_size * 2);
2734 if (!cs->end)
2735 new_data = heap_realloc(cs->data, new_size);
2736 else
2737 new_data = heap_alloc(new_size);
2738 if (!new_data)
2739 return NULL;
2741 cs->data_size = new_size;
2742 cs->start = cs->end = 0;
2743 cs->data = new_data;
2746 cs->end += size;
2748 return (BYTE *)cs->data + cs->start;
2751 static void wined3d_cs_st_submit(struct wined3d_device_context *context, enum wined3d_cs_queue_id queue_id)
2753 struct wined3d_cs *cs = wined3d_cs_from_context(context);
2754 enum wined3d_cs_op opcode;
2755 size_t start;
2756 BYTE *data;
2758 data = cs->data;
2759 start = cs->start;
2760 cs->start = cs->end;
2762 opcode = *(const enum wined3d_cs_op *)&data[start];
2763 if (opcode >= WINED3D_CS_OP_STOP)
2764 ERR("Invalid opcode %#x.\n", opcode);
2765 else
2766 wined3d_cs_op_handlers[opcode](cs, &data[start]);
2768 if (cs->data == data)
2769 cs->start = cs->end = start;
2770 else if (!start)
2771 heap_free(data);
2774 static void wined3d_cs_st_finish(struct wined3d_device_context *context, enum wined3d_cs_queue_id queue_id)
2778 static const struct wined3d_device_context_ops wined3d_cs_st_ops =
2780 wined3d_cs_st_require_space,
2781 wined3d_cs_st_submit,
2782 wined3d_cs_st_finish,
2783 wined3d_cs_st_push_constants,
2786 static BOOL wined3d_cs_queue_is_empty(const struct wined3d_cs *cs, const struct wined3d_cs_queue *queue)
2788 wined3d_from_cs(cs);
2789 return *(volatile LONG *)&queue->head == queue->tail;
2792 static void wined3d_cs_queue_submit(struct wined3d_cs_queue *queue, struct wined3d_cs *cs)
2794 struct wined3d_cs_packet *packet;
2795 size_t packet_size;
2797 packet = (struct wined3d_cs_packet *)&queue->data[queue->head];
2798 packet_size = FIELD_OFFSET(struct wined3d_cs_packet, data[packet->size]);
2799 InterlockedExchange(&queue->head, (queue->head + packet_size) & (WINED3D_CS_QUEUE_SIZE - 1));
2801 if (InterlockedCompareExchange(&cs->waiting_for_event, FALSE, TRUE))
2802 SetEvent(cs->event);
2805 static void wined3d_cs_mt_submit(struct wined3d_device_context *context, enum wined3d_cs_queue_id queue_id)
2807 struct wined3d_cs *cs = wined3d_cs_from_context(context);
2809 if (cs->thread_id == GetCurrentThreadId())
2810 return wined3d_cs_st_submit(context, queue_id);
2812 wined3d_cs_queue_submit(&cs->queue[queue_id], cs);
2815 static void *wined3d_cs_queue_require_space(struct wined3d_cs_queue *queue, size_t size, struct wined3d_cs *cs)
2817 size_t queue_size = ARRAY_SIZE(queue->data);
2818 size_t header_size, packet_size, remaining;
2819 struct wined3d_cs_packet *packet;
2821 header_size = FIELD_OFFSET(struct wined3d_cs_packet, data[0]);
2822 packet_size = FIELD_OFFSET(struct wined3d_cs_packet, data[size]);
2823 packet_size = (packet_size + header_size - 1) & ~(header_size - 1);
2824 size = packet_size - header_size;
2825 if (packet_size >= WINED3D_CS_QUEUE_SIZE)
2827 ERR("Packet size %lu >= queue size %u.\n",
2828 (unsigned long)packet_size, WINED3D_CS_QUEUE_SIZE);
2829 return NULL;
2832 remaining = queue_size - queue->head;
2833 if (remaining < packet_size)
2835 size_t nop_size = remaining - header_size;
2836 struct wined3d_cs_nop *nop;
2838 TRACE("Inserting a nop for %lu + %lu bytes.\n",
2839 (unsigned long)header_size, (unsigned long)nop_size);
2841 nop = wined3d_cs_queue_require_space(queue, nop_size, cs);
2842 if (nop_size)
2843 nop->opcode = WINED3D_CS_OP_NOP;
2845 wined3d_cs_queue_submit(queue, cs);
2846 assert(!queue->head);
2849 for (;;)
2851 LONG tail = *(volatile LONG *)&queue->tail;
2852 LONG head = queue->head;
2853 LONG new_pos;
2855 /* Empty. */
2856 if (head == tail)
2857 break;
2858 new_pos = (head + packet_size) & (WINED3D_CS_QUEUE_SIZE - 1);
2859 /* Head ahead of tail. We checked the remaining size above, so we only
2860 * need to make sure we don't make head equal to tail. */
2861 if (head > tail && (new_pos != tail))
2862 break;
2863 /* Tail ahead of head. Make sure the new head is before the tail as
2864 * well. Note that new_pos is 0 when it's at the end of the queue. */
2865 if (new_pos < tail && new_pos)
2866 break;
2868 TRACE("Waiting for free space. Head %u, tail %u, packet size %lu.\n",
2869 head, tail, (unsigned long)packet_size);
2872 packet = (struct wined3d_cs_packet *)&queue->data[queue->head];
2873 packet->size = size;
2874 return packet->data;
2877 static void *wined3d_cs_mt_require_space(struct wined3d_device_context *context,
2878 size_t size, enum wined3d_cs_queue_id queue_id)
2880 struct wined3d_cs *cs = wined3d_cs_from_context(context);
2882 if (cs->thread_id == GetCurrentThreadId())
2883 return wined3d_cs_st_require_space(context, size, queue_id);
2885 return wined3d_cs_queue_require_space(&cs->queue[queue_id], size, cs);
2888 static void wined3d_cs_mt_finish(struct wined3d_device_context *context, enum wined3d_cs_queue_id queue_id)
2890 struct wined3d_cs *cs = wined3d_cs_from_context(context);
2892 if (cs->thread_id == GetCurrentThreadId())
2893 return wined3d_cs_st_finish(context, queue_id);
2895 while (cs->queue[queue_id].head != *(volatile LONG *)&cs->queue[queue_id].tail)
2896 YieldProcessor();
2899 static const struct wined3d_device_context_ops wined3d_cs_mt_ops =
2901 wined3d_cs_mt_require_space,
2902 wined3d_cs_mt_submit,
2903 wined3d_cs_mt_finish,
2904 wined3d_cs_mt_push_constants,
2907 static void poll_queries(struct wined3d_cs *cs)
2909 struct wined3d_query *query, *cursor;
2911 LIST_FOR_EACH_ENTRY_SAFE(query, cursor, &cs->query_poll_list, struct wined3d_query, poll_list_entry)
2913 if (!query->query_ops->query_poll(query, 0))
2914 continue;
2916 list_remove(&query->poll_list_entry);
2917 list_init(&query->poll_list_entry);
2918 InterlockedIncrement(&query->counter_retrieved);
2922 static void wined3d_cs_wait_event(struct wined3d_cs *cs)
2924 InterlockedExchange(&cs->waiting_for_event, TRUE);
2926 /* The main thread might have enqueued a command and blocked on it after
2927 * the CS thread decided to enter wined3d_cs_wait_event(), but before
2928 * "waiting_for_event" was set.
2930 * Likewise, we can race with the main thread when resetting
2931 * "waiting_for_event", in which case we would need to call
2932 * WaitForSingleObject() because the main thread called SetEvent(). */
2933 if (!(wined3d_cs_queue_is_empty(cs, &cs->queue[WINED3D_CS_QUEUE_DEFAULT])
2934 && wined3d_cs_queue_is_empty(cs, &cs->queue[WINED3D_CS_QUEUE_MAP]))
2935 && InterlockedCompareExchange(&cs->waiting_for_event, FALSE, TRUE))
2936 return;
2938 WaitForSingleObject(cs->event, INFINITE);
2941 static void wined3d_cs_command_lock(const struct wined3d_cs *cs)
2943 if (cs->serialize_commands)
2944 EnterCriticalSection(&wined3d_command_cs);
2947 static void wined3d_cs_command_unlock(const struct wined3d_cs *cs)
2949 if (cs->serialize_commands)
2950 LeaveCriticalSection(&wined3d_command_cs);
2953 static DWORD WINAPI wined3d_cs_run(void *ctx)
2955 struct wined3d_cs_packet *packet;
2956 struct wined3d_cs_queue *queue;
2957 unsigned int spin_count = 0;
2958 struct wined3d_cs *cs = ctx;
2959 enum wined3d_cs_op opcode;
2960 HMODULE wined3d_module;
2961 unsigned int poll = 0;
2962 LONG tail;
2964 TRACE("Started.\n");
2966 /* Copy the module handle to a local variable to avoid racing with the
2967 * thread freeing "cs" before the FreeLibraryAndExitThread() call. */
2968 wined3d_module = cs->wined3d_module;
2970 list_init(&cs->query_poll_list);
2971 cs->thread_id = GetCurrentThreadId();
2972 for (;;)
2974 if (++poll == WINED3D_CS_QUERY_POLL_INTERVAL)
2976 wined3d_cs_command_lock(cs);
2977 poll_queries(cs);
2978 wined3d_cs_command_unlock(cs);
2979 poll = 0;
2982 queue = &cs->queue[WINED3D_CS_QUEUE_MAP];
2983 if (wined3d_cs_queue_is_empty(cs, queue))
2985 queue = &cs->queue[WINED3D_CS_QUEUE_DEFAULT];
2986 if (wined3d_cs_queue_is_empty(cs, queue))
2988 if (++spin_count >= WINED3D_CS_SPIN_COUNT && list_empty(&cs->query_poll_list))
2989 wined3d_cs_wait_event(cs);
2990 continue;
2993 spin_count = 0;
2995 tail = queue->tail;
2996 packet = (struct wined3d_cs_packet *)&queue->data[tail];
2997 if (packet->size)
2999 opcode = *(const enum wined3d_cs_op *)packet->data;
3001 TRACE("Executing %s.\n", debug_cs_op(opcode));
3002 if (opcode >= WINED3D_CS_OP_STOP)
3004 if (opcode > WINED3D_CS_OP_STOP)
3005 ERR("Invalid opcode %#x.\n", opcode);
3006 break;
3009 wined3d_cs_command_lock(cs);
3010 wined3d_cs_op_handlers[opcode](cs, packet->data);
3011 wined3d_cs_command_unlock(cs);
3012 TRACE("%s executed.\n", debug_cs_op(opcode));
3015 tail += FIELD_OFFSET(struct wined3d_cs_packet, data[packet->size]);
3016 tail &= (WINED3D_CS_QUEUE_SIZE - 1);
3017 InterlockedExchange(&queue->tail, tail);
3020 cs->queue[WINED3D_CS_QUEUE_MAP].tail = cs->queue[WINED3D_CS_QUEUE_MAP].head;
3021 cs->queue[WINED3D_CS_QUEUE_DEFAULT].tail = cs->queue[WINED3D_CS_QUEUE_DEFAULT].head;
3022 TRACE("Stopped.\n");
3023 FreeLibraryAndExitThread(wined3d_module, 0);
3026 struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device,
3027 const enum wined3d_feature_level *levels, unsigned int level_count)
3029 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
3030 struct wined3d_cs *cs;
3032 if (!(cs = heap_alloc_zero(sizeof(*cs))))
3033 return NULL;
3035 if (FAILED(wined3d_state_create(device, levels, level_count, &cs->c.state)))
3037 heap_free(cs);
3038 return NULL;
3041 cs->c.ops = &wined3d_cs_st_ops;
3042 cs->c.device = device;
3043 cs->serialize_commands = TRACE_ON(d3d_sync) || wined3d_settings.cs_multithreaded & WINED3D_CSMT_SERIALIZE;
3045 state_init(&cs->state, d3d_info, WINED3D_STATE_NO_REF | WINED3D_STATE_INIT_DEFAULT, cs->c.state->feature_level);
3047 cs->data_size = WINED3D_INITIAL_CS_SIZE;
3048 if (!(cs->data = heap_alloc(cs->data_size)))
3049 goto fail;
3051 if (wined3d_settings.cs_multithreaded & WINED3D_CSMT_ENABLE
3052 && !RtlIsCriticalSectionLockedByThread(NtCurrentTeb()->Peb->LoaderLock))
3054 cs->c.ops = &wined3d_cs_mt_ops;
3056 if (!(cs->event = CreateEventW(NULL, FALSE, FALSE, NULL)))
3058 ERR("Failed to create command stream event.\n");
3059 heap_free(cs->data);
3060 goto fail;
3063 if (!(GetModuleHandleExW(GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS,
3064 (const WCHAR *)wined3d_cs_run, &cs->wined3d_module)))
3066 ERR("Failed to get wined3d module handle.\n");
3067 CloseHandle(cs->event);
3068 heap_free(cs->data);
3069 goto fail;
3072 if (!(cs->thread = CreateThread(NULL, 0, wined3d_cs_run, cs, 0, NULL)))
3074 ERR("Failed to create wined3d command stream thread.\n");
3075 FreeLibrary(cs->wined3d_module);
3076 CloseHandle(cs->event);
3077 heap_free(cs->data);
3078 goto fail;
3082 return cs;
3084 fail:
3085 wined3d_state_destroy(cs->c.state);
3086 state_cleanup(&cs->state);
3087 heap_free(cs);
3088 return NULL;
3091 void wined3d_cs_destroy(struct wined3d_cs *cs)
3093 if (cs->thread)
3095 wined3d_cs_emit_stop(cs);
3096 CloseHandle(cs->thread);
3097 if (!CloseHandle(cs->event))
3098 ERR("Closing event failed.\n");
3101 wined3d_state_destroy(cs->c.state);
3102 state_cleanup(&cs->state);
3103 heap_free(cs->data);
3104 heap_free(cs);