2 * Copyright 2013 Henri Verbeet for CodeWeavers
4 * This library is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU Lesser General Public
6 * License as published by the Free Software Foundation; either
7 * version 2.1 of the License, or (at your option) any later version.
9 * This library is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * Lesser General Public License for more details.
14 * You should have received a copy of the GNU Lesser General Public
15 * License along with this library; if not, write to the Free Software
16 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
20 #include "wined3d_private.h"
22 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
23 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf
);
24 WINE_DECLARE_DEBUG_CHANNEL(d3d_sync
);
25 WINE_DECLARE_DEBUG_CHANNEL(fps
);
27 #define WINED3D_INITIAL_CS_SIZE 4096
29 struct wined3d_deferred_upload
31 struct wined3d_resource
*resource
;
32 unsigned int sub_resource_idx
;
34 struct wined3d_box box
;
35 uint32_t upload_flags
;
38 struct wined3d_deferred_query_issue
40 struct wined3d_query
*query
;
44 struct wined3d_command_list
48 struct wined3d_device
*device
;
54 SIZE_T resource_count
;
55 struct wined3d_resource
**resources
;
58 struct wined3d_deferred_upload
*uploads
;
60 /* List of command lists queued for execution on this command list. We might
61 * be the only thing holding a pointer to another command list, so we need
62 * to hold a reference here (and in wined3d_deferred_context) as well. */
63 SIZE_T command_list_count
;
64 struct wined3d_command_list
**command_lists
;
67 struct wined3d_deferred_query_issue
*queries
;
70 static void discard_client_address(struct wined3d_resource
*resource
)
72 struct wined3d_client_resource
*client
= &resource
->client
;
74 client
->addr
.buffer_object
= CLIENT_BO_DISCARDED
;
75 client
->addr
.addr
= NULL
;
78 static void invalidate_client_address(struct wined3d_resource
*resource
)
80 struct wined3d_client_resource
*client
= &resource
->client
;
82 memset(&client
->addr
, 0, sizeof(client
->addr
));
88 WINED3D_CS_OP_PRESENT
,
90 WINED3D_CS_OP_DISPATCH
,
93 WINED3D_CS_OP_SET_PREDICATION
,
94 WINED3D_CS_OP_SET_VIEWPORTS
,
95 WINED3D_CS_OP_SET_SCISSOR_RECTS
,
96 WINED3D_CS_OP_SET_RENDERTARGET_VIEWS
,
97 WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW
,
98 WINED3D_CS_OP_SET_VERTEX_DECLARATION
,
99 WINED3D_CS_OP_SET_STREAM_SOURCES
,
100 WINED3D_CS_OP_SET_STREAM_OUTPUTS
,
101 WINED3D_CS_OP_SET_INDEX_BUFFER
,
102 WINED3D_CS_OP_SET_CONSTANT_BUFFERS
,
103 WINED3D_CS_OP_SET_TEXTURE
,
104 WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEWS
,
105 WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEWS
,
106 WINED3D_CS_OP_SET_SAMPLERS
,
107 WINED3D_CS_OP_SET_SHADER
,
108 WINED3D_CS_OP_SET_BLEND_STATE
,
109 WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE
,
110 WINED3D_CS_OP_SET_RASTERIZER_STATE
,
111 WINED3D_CS_OP_SET_RENDER_STATE
,
112 WINED3D_CS_OP_SET_TEXTURE_STATE
,
113 WINED3D_CS_OP_SET_SAMPLER_STATE
,
114 WINED3D_CS_OP_SET_TRANSFORM
,
115 WINED3D_CS_OP_SET_CLIP_PLANE
,
116 WINED3D_CS_OP_SET_COLOR_KEY
,
117 WINED3D_CS_OP_SET_MATERIAL
,
118 WINED3D_CS_OP_SET_LIGHT
,
119 WINED3D_CS_OP_SET_LIGHT_ENABLE
,
120 WINED3D_CS_OP_SET_FEATURE_LEVEL
,
121 WINED3D_CS_OP_PUSH_CONSTANTS
,
122 WINED3D_CS_OP_RESET_STATE
,
123 WINED3D_CS_OP_CALLBACK
,
124 WINED3D_CS_OP_QUERY_ISSUE
,
125 WINED3D_CS_OP_PRELOAD_RESOURCE
,
126 WINED3D_CS_OP_UNLOAD_RESOURCE
,
129 WINED3D_CS_OP_MAP_BO_ADDRESS
,
130 WINED3D_CS_OP_BLT_SUB_RESOURCE
,
131 WINED3D_CS_OP_UPDATE_SUB_RESOURCE
,
132 WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION
,
133 WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW
,
134 WINED3D_CS_OP_COPY_UAV_COUNTER
,
135 WINED3D_CS_OP_GENERATE_MIPMAPS
,
136 WINED3D_CS_OP_EXECUTE_COMMAND_LIST
,
140 struct wined3d_cs_packet
146 struct wined3d_cs_nop
148 enum wined3d_cs_op opcode
;
151 struct wined3d_cs_present
153 enum wined3d_cs_op opcode
;
154 HWND dst_window_override
;
155 struct wined3d_swapchain
*swapchain
;
158 unsigned int swap_interval
;
162 struct wined3d_cs_clear
164 enum wined3d_cs_op opcode
;
166 unsigned int rt_count
;
167 struct wined3d_fb_state fb
;
169 struct wined3d_color color
;
172 unsigned int rect_count
;
176 struct wined3d_cs_dispatch
178 enum wined3d_cs_op opcode
;
179 struct wined3d_dispatch_parameters parameters
;
182 struct wined3d_cs_draw
184 enum wined3d_cs_op opcode
;
185 enum wined3d_primitive_type primitive_type
;
186 GLint patch_vertex_count
;
187 struct wined3d_draw_parameters parameters
;
190 struct wined3d_cs_flush
192 enum wined3d_cs_op opcode
;
195 struct wined3d_cs_set_predication
197 enum wined3d_cs_op opcode
;
198 struct wined3d_query
*predicate
;
202 struct wined3d_cs_set_viewports
204 enum wined3d_cs_op opcode
;
205 unsigned int viewport_count
;
206 struct wined3d_viewport viewports
[1];
209 struct wined3d_cs_set_scissor_rects
211 enum wined3d_cs_op opcode
;
212 unsigned int rect_count
;
216 struct wined3d_cs_set_rendertarget_views
218 enum wined3d_cs_op opcode
;
219 unsigned int start_idx
;
221 struct wined3d_rendertarget_view
*views
[1];
224 struct wined3d_cs_set_depth_stencil_view
226 enum wined3d_cs_op opcode
;
227 struct wined3d_rendertarget_view
*view
;
230 struct wined3d_cs_set_vertex_declaration
232 enum wined3d_cs_op opcode
;
233 struct wined3d_vertex_declaration
*declaration
;
236 struct wined3d_cs_set_stream_sources
238 enum wined3d_cs_op opcode
;
239 unsigned int start_idx
;
241 struct wined3d_stream_state streams
[1];
244 struct wined3d_cs_set_stream_outputs
246 enum wined3d_cs_op opcode
;
247 struct wined3d_stream_output outputs
[WINED3D_MAX_STREAM_OUTPUT_BUFFERS
];
250 struct wined3d_cs_set_index_buffer
252 enum wined3d_cs_op opcode
;
253 struct wined3d_buffer
*buffer
;
254 enum wined3d_format_id format_id
;
258 struct wined3d_cs_set_constant_buffers
260 enum wined3d_cs_op opcode
;
261 enum wined3d_shader_type type
;
262 unsigned int start_idx
;
264 struct wined3d_constant_buffer_state buffers
[1];
267 struct wined3d_cs_set_texture
269 enum wined3d_cs_op opcode
;
271 struct wined3d_texture
*texture
;
274 struct wined3d_cs_set_color_key
276 enum wined3d_cs_op opcode
;
277 struct wined3d_texture
*texture
;
280 struct wined3d_color_key color_key
;
283 struct wined3d_cs_set_shader_resource_views
285 enum wined3d_cs_op opcode
;
286 enum wined3d_shader_type type
;
287 unsigned int start_idx
;
289 struct wined3d_shader_resource_view
*views
[1];
292 struct wined3d_cs_set_unordered_access_views
294 enum wined3d_cs_op opcode
;
295 enum wined3d_pipeline pipeline
;
296 unsigned int start_idx
;
300 struct wined3d_unordered_access_view
*view
;
301 unsigned int initial_count
;
305 struct wined3d_cs_set_samplers
307 enum wined3d_cs_op opcode
;
308 enum wined3d_shader_type type
;
309 unsigned int start_idx
;
311 struct wined3d_sampler
*samplers
[1];
314 struct wined3d_cs_set_shader
316 enum wined3d_cs_op opcode
;
317 enum wined3d_shader_type type
;
318 struct wined3d_shader
*shader
;
321 struct wined3d_cs_set_blend_state
323 enum wined3d_cs_op opcode
;
324 struct wined3d_blend_state
*state
;
325 struct wined3d_color factor
;
326 unsigned int sample_mask
;
329 struct wined3d_cs_set_depth_stencil_state
331 enum wined3d_cs_op opcode
;
332 struct wined3d_depth_stencil_state
*state
;
333 unsigned int stencil_ref
;
336 struct wined3d_cs_set_rasterizer_state
338 enum wined3d_cs_op opcode
;
339 struct wined3d_rasterizer_state
*state
;
342 struct wined3d_cs_set_render_state
344 enum wined3d_cs_op opcode
;
345 enum wined3d_render_state state
;
349 struct wined3d_cs_set_texture_state
351 enum wined3d_cs_op opcode
;
353 enum wined3d_texture_stage_state state
;
357 struct wined3d_cs_set_sampler_state
359 enum wined3d_cs_op opcode
;
361 enum wined3d_sampler_state state
;
365 struct wined3d_cs_set_transform
367 enum wined3d_cs_op opcode
;
368 enum wined3d_transform_state state
;
369 struct wined3d_matrix matrix
;
372 struct wined3d_cs_set_clip_plane
374 enum wined3d_cs_op opcode
;
376 struct wined3d_vec4 plane
;
379 struct wined3d_cs_set_material
381 enum wined3d_cs_op opcode
;
382 struct wined3d_material material
;
385 struct wined3d_cs_set_light
387 enum wined3d_cs_op opcode
;
388 struct wined3d_light_info light
;
391 struct wined3d_cs_set_light_enable
393 enum wined3d_cs_op opcode
;
398 struct wined3d_cs_set_feature_level
400 enum wined3d_cs_op opcode
;
401 enum wined3d_feature_level level
;
404 struct wined3d_cs_push_constants
406 enum wined3d_cs_op opcode
;
407 enum wined3d_push_constants type
;
408 unsigned int start_idx
;
413 struct wined3d_cs_reset_state
415 enum wined3d_cs_op opcode
;
419 struct wined3d_cs_callback
421 enum wined3d_cs_op opcode
;
422 void (*callback
)(void *object
);
426 struct wined3d_cs_query_issue
428 enum wined3d_cs_op opcode
;
429 struct wined3d_query
*query
;
433 struct wined3d_cs_preload_resource
435 enum wined3d_cs_op opcode
;
436 struct wined3d_resource
*resource
;
439 struct wined3d_cs_unload_resource
441 enum wined3d_cs_op opcode
;
442 struct wined3d_resource
*resource
;
445 struct wined3d_cs_map
447 enum wined3d_cs_op opcode
;
448 struct wined3d_resource
*resource
;
449 unsigned int sub_resource_idx
;
451 const struct wined3d_box
*box
;
456 struct wined3d_cs_unmap
458 enum wined3d_cs_op opcode
;
459 struct wined3d_resource
*resource
;
460 unsigned int sub_resource_idx
;
464 struct wined3d_cs_map_bo_address
466 enum wined3d_cs_op opcode
;
467 struct wined3d_bo_address addr
;
472 struct wined3d_cs_blt_sub_resource
474 enum wined3d_cs_op opcode
;
475 struct wined3d_resource
*dst_resource
;
476 unsigned int dst_sub_resource_idx
;
477 struct wined3d_box dst_box
;
478 struct wined3d_resource
*src_resource
;
479 unsigned int src_sub_resource_idx
;
480 struct wined3d_box src_box
;
482 struct wined3d_blt_fx fx
;
483 enum wined3d_texture_filter_type filter
;
486 struct wined3d_cs_update_sub_resource
488 enum wined3d_cs_op opcode
;
489 struct wined3d_resource
*resource
;
490 unsigned int sub_resource_idx
;
491 struct wined3d_box box
;
493 unsigned int row_pitch
, slice_pitch
;
496 struct wined3d_cs_add_dirty_texture_region
498 enum wined3d_cs_op opcode
;
499 struct wined3d_texture
*texture
;
503 struct wined3d_cs_clear_unordered_access_view
505 enum wined3d_cs_op opcode
;
506 struct wined3d_unordered_access_view
*view
;
507 struct wined3d_uvec4 clear_value
;
511 struct wined3d_cs_copy_uav_counter
513 enum wined3d_cs_op opcode
;
514 struct wined3d_buffer
*buffer
;
516 struct wined3d_unordered_access_view
*view
;
519 struct wined3d_cs_generate_mipmaps
521 enum wined3d_cs_op opcode
;
522 struct wined3d_shader_resource_view
*view
;
525 struct wined3d_cs_execute_command_list
527 enum wined3d_cs_op opcode
;
528 struct wined3d_command_list
*list
;
531 struct wined3d_cs_stop
533 enum wined3d_cs_op opcode
;
536 static inline void *wined3d_device_context_require_space(struct wined3d_device_context
*context
,
537 size_t size
, enum wined3d_cs_queue_id queue_id
)
539 return context
->ops
->require_space(context
, size
, queue_id
);
542 static inline void wined3d_device_context_submit(struct wined3d_device_context
*context
,
543 enum wined3d_cs_queue_id queue_id
)
545 context
->ops
->submit(context
, queue_id
);
548 static inline void wined3d_device_context_finish(struct wined3d_device_context
*context
,
549 enum wined3d_cs_queue_id queue_id
)
551 context
->ops
->finish(context
, queue_id
);
554 static inline void wined3d_device_context_acquire_resource(struct wined3d_device_context
*context
,
555 struct wined3d_resource
*resource
)
557 context
->ops
->acquire_resource(context
, resource
);
560 static struct wined3d_cs
*wined3d_cs_from_context(struct wined3d_device_context
*context
)
562 return CONTAINING_RECORD(context
, struct wined3d_cs
, c
);
565 static const char *debug_cs_op(enum wined3d_cs_op op
)
569 #define WINED3D_TO_STR(type) case type: return #type
570 WINED3D_TO_STR(WINED3D_CS_OP_NOP
);
571 WINED3D_TO_STR(WINED3D_CS_OP_PRESENT
);
572 WINED3D_TO_STR(WINED3D_CS_OP_CLEAR
);
573 WINED3D_TO_STR(WINED3D_CS_OP_DISPATCH
);
574 WINED3D_TO_STR(WINED3D_CS_OP_DRAW
);
575 WINED3D_TO_STR(WINED3D_CS_OP_FLUSH
);
576 WINED3D_TO_STR(WINED3D_CS_OP_SET_PREDICATION
);
577 WINED3D_TO_STR(WINED3D_CS_OP_SET_VIEWPORTS
);
578 WINED3D_TO_STR(WINED3D_CS_OP_SET_SCISSOR_RECTS
);
579 WINED3D_TO_STR(WINED3D_CS_OP_SET_RENDERTARGET_VIEWS
);
580 WINED3D_TO_STR(WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW
);
581 WINED3D_TO_STR(WINED3D_CS_OP_SET_VERTEX_DECLARATION
);
582 WINED3D_TO_STR(WINED3D_CS_OP_SET_STREAM_SOURCES
);
583 WINED3D_TO_STR(WINED3D_CS_OP_SET_STREAM_OUTPUTS
);
584 WINED3D_TO_STR(WINED3D_CS_OP_SET_INDEX_BUFFER
);
585 WINED3D_TO_STR(WINED3D_CS_OP_SET_CONSTANT_BUFFERS
);
586 WINED3D_TO_STR(WINED3D_CS_OP_SET_TEXTURE
);
587 WINED3D_TO_STR(WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEWS
);
588 WINED3D_TO_STR(WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEWS
);
589 WINED3D_TO_STR(WINED3D_CS_OP_SET_SAMPLERS
);
590 WINED3D_TO_STR(WINED3D_CS_OP_SET_SHADER
);
591 WINED3D_TO_STR(WINED3D_CS_OP_SET_BLEND_STATE
);
592 WINED3D_TO_STR(WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE
);
593 WINED3D_TO_STR(WINED3D_CS_OP_SET_RASTERIZER_STATE
);
594 WINED3D_TO_STR(WINED3D_CS_OP_SET_RENDER_STATE
);
595 WINED3D_TO_STR(WINED3D_CS_OP_SET_TEXTURE_STATE
);
596 WINED3D_TO_STR(WINED3D_CS_OP_SET_SAMPLER_STATE
);
597 WINED3D_TO_STR(WINED3D_CS_OP_SET_TRANSFORM
);
598 WINED3D_TO_STR(WINED3D_CS_OP_SET_CLIP_PLANE
);
599 WINED3D_TO_STR(WINED3D_CS_OP_SET_COLOR_KEY
);
600 WINED3D_TO_STR(WINED3D_CS_OP_SET_MATERIAL
);
601 WINED3D_TO_STR(WINED3D_CS_OP_SET_LIGHT
);
602 WINED3D_TO_STR(WINED3D_CS_OP_SET_LIGHT_ENABLE
);
603 WINED3D_TO_STR(WINED3D_CS_OP_SET_FEATURE_LEVEL
);
604 WINED3D_TO_STR(WINED3D_CS_OP_PUSH_CONSTANTS
);
605 WINED3D_TO_STR(WINED3D_CS_OP_RESET_STATE
);
606 WINED3D_TO_STR(WINED3D_CS_OP_CALLBACK
);
607 WINED3D_TO_STR(WINED3D_CS_OP_QUERY_ISSUE
);
608 WINED3D_TO_STR(WINED3D_CS_OP_PRELOAD_RESOURCE
);
609 WINED3D_TO_STR(WINED3D_CS_OP_UNLOAD_RESOURCE
);
610 WINED3D_TO_STR(WINED3D_CS_OP_MAP
);
611 WINED3D_TO_STR(WINED3D_CS_OP_UNMAP
);
612 WINED3D_TO_STR(WINED3D_CS_OP_MAP_BO_ADDRESS
);
613 WINED3D_TO_STR(WINED3D_CS_OP_BLT_SUB_RESOURCE
);
614 WINED3D_TO_STR(WINED3D_CS_OP_UPDATE_SUB_RESOURCE
);
615 WINED3D_TO_STR(WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION
);
616 WINED3D_TO_STR(WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW
);
617 WINED3D_TO_STR(WINED3D_CS_OP_COPY_UAV_COUNTER
);
618 WINED3D_TO_STR(WINED3D_CS_OP_GENERATE_MIPMAPS
);
619 WINED3D_TO_STR(WINED3D_CS_OP_EXECUTE_COMMAND_LIST
);
620 WINED3D_TO_STR(WINED3D_CS_OP_STOP
);
621 #undef WINED3D_TO_STR
623 return wine_dbg_sprintf("UNKNOWN_OP(%#x)", op
);
626 static struct wined3d_cs_packet
*wined3d_next_cs_packet(const uint8_t *data
, SIZE_T
*offset
)
628 struct wined3d_cs_packet
*packet
= (struct wined3d_cs_packet
*)&data
[*offset
];
630 *offset
+= offsetof(struct wined3d_cs_packet
, data
[packet
->size
]);
635 static void wined3d_cs_exec_nop(struct wined3d_cs
*cs
, const void *data
)
639 static void wined3d_cs_exec_present(struct wined3d_cs
*cs
, const void *data
)
641 struct wined3d_texture
*logo_texture
, *cursor_texture
, *back_buffer
;
642 struct wined3d_rendertarget_view
*dsv
= cs
->state
.fb
.depth_stencil
;
643 const struct wined3d_cs_present
*op
= data
;
644 const struct wined3d_swapchain_desc
*desc
;
645 struct wined3d_swapchain
*swapchain
;
648 swapchain
= op
->swapchain
;
649 desc
= &swapchain
->state
.desc
;
650 back_buffer
= swapchain
->back_buffers
[0];
651 wined3d_swapchain_set_window(swapchain
, op
->dst_window_override
);
653 if ((logo_texture
= swapchain
->device
->logo_texture
))
655 RECT rect
= {0, 0, logo_texture
->resource
.width
, logo_texture
->resource
.height
};
657 /* Blit the logo into the upper left corner of the back-buffer. */
658 wined3d_device_context_blt(&cs
->c
, back_buffer
, 0, &rect
, logo_texture
, 0,
659 &rect
, WINED3D_BLT_SRC_CKEY
, NULL
, WINED3D_TEXF_POINT
);
662 if ((cursor_texture
= swapchain
->device
->cursor_texture
)
663 && swapchain
->device
->bCursorVisible
&& !swapchain
->device
->hardwareCursor
)
667 swapchain
->device
->xScreenSpace
- swapchain
->device
->xHotSpot
,
668 swapchain
->device
->yScreenSpace
- swapchain
->device
->yHotSpot
,
669 swapchain
->device
->xScreenSpace
+ swapchain
->device
->cursorWidth
- swapchain
->device
->xHotSpot
,
670 swapchain
->device
->yScreenSpace
+ swapchain
->device
->cursorHeight
- swapchain
->device
->yHotSpot
,
674 0, 0, cursor_texture
->resource
.width
, cursor_texture
->resource
.height
676 const RECT clip_rect
= {0, 0, back_buffer
->resource
.width
, back_buffer
->resource
.height
};
678 TRACE("Rendering the software cursor.\n");
681 MapWindowPoints(NULL
, swapchain
->win_handle
, (POINT
*)&dst_rect
, 2);
682 if (wined3d_clip_blit(&clip_rect
, &dst_rect
, &src_rect
))
683 wined3d_device_context_blt(&cs
->c
, back_buffer
, 0, &dst_rect
, cursor_texture
, 0,
684 &src_rect
, WINED3D_BLT_ALPHA_TEST
, NULL
, WINED3D_TEXF_POINT
);
687 swapchain
->swapchain_ops
->swapchain_present(swapchain
, &op
->src_rect
, &op
->dst_rect
, op
->swap_interval
, op
->flags
);
689 /* Discard buffers if the swap effect allows it. */
690 back_buffer
= swapchain
->back_buffers
[desc
->backbuffer_count
- 1];
691 if (desc
->swap_effect
== WINED3D_SWAP_EFFECT_DISCARD
|| desc
->swap_effect
== WINED3D_SWAP_EFFECT_FLIP_DISCARD
)
692 wined3d_texture_validate_location(back_buffer
, 0, WINED3D_LOCATION_DISCARDED
);
694 if (dsv
&& dsv
->resource
->type
!= WINED3D_RTYPE_BUFFER
)
696 struct wined3d_texture
*ds
= texture_from_resource(dsv
->resource
);
698 if ((desc
->flags
& WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL
|| ds
->flags
& WINED3D_TEXTURE_DISCARD
))
699 wined3d_rendertarget_view_validate_location(dsv
, WINED3D_LOCATION_DISCARDED
);
704 DWORD time
= GetTickCount();
707 /* every 1.5 seconds */
708 if (time
- swapchain
->prev_time
> 1500)
710 TRACE_(fps
)("%p @ approx %.2ffps\n",
711 swapchain
, 1000.0 * swapchain
->frames
/ (time
- swapchain
->prev_time
));
712 swapchain
->prev_time
= time
;
713 swapchain
->frames
= 0;
717 wined3d_resource_release(&swapchain
->front_buffer
->resource
);
718 for (i
= 0; i
< desc
->backbuffer_count
; ++i
)
720 wined3d_resource_release(&swapchain
->back_buffers
[i
]->resource
);
723 InterlockedDecrement(&cs
->pending_presents
);
726 void wined3d_cs_emit_present(struct wined3d_cs
*cs
, struct wined3d_swapchain
*swapchain
,
727 const RECT
*src_rect
, const RECT
*dst_rect
, HWND dst_window_override
,
728 unsigned int swap_interval
, DWORD flags
)
730 struct wined3d_cs_present
*op
;
734 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
735 op
->opcode
= WINED3D_CS_OP_PRESENT
;
736 op
->dst_window_override
= dst_window_override
;
737 op
->swapchain
= swapchain
;
738 op
->src_rect
= *src_rect
;
739 op
->dst_rect
= *dst_rect
;
740 op
->swap_interval
= swap_interval
;
743 pending
= InterlockedIncrement(&cs
->pending_presents
);
745 wined3d_resource_acquire(&swapchain
->front_buffer
->resource
);
746 for (i
= 0; i
< swapchain
->state
.desc
.backbuffer_count
; ++i
)
748 wined3d_resource_acquire(&swapchain
->back_buffers
[i
]->resource
);
751 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
753 /* Limit input latency by limiting the number of presents that we can get
754 * ahead of the worker thread. */
755 while (pending
>= swapchain
->max_frame_latency
)
758 pending
= InterlockedCompareExchange(&cs
->pending_presents
, 0, 0);
762 static void wined3d_cs_exec_clear(struct wined3d_cs
*cs
, const void *data
)
764 struct wined3d_device
*device
= cs
->c
.device
;
765 const struct wined3d_cs_clear
*op
= data
;
768 device
->blitter
->ops
->blitter_clear(device
->blitter
, device
, op
->rt_count
, &op
->fb
,
769 op
->rect_count
, op
->rects
, &op
->draw_rect
, op
->flags
, &op
->color
, op
->depth
, op
->stencil
);
771 if (op
->flags
& WINED3DCLEAR_TARGET
)
773 for (i
= 0; i
< op
->rt_count
; ++i
)
775 if (op
->fb
.render_targets
[i
])
776 wined3d_resource_release(op
->fb
.render_targets
[i
]->resource
);
779 if (op
->flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
780 wined3d_resource_release(op
->fb
.depth_stencil
->resource
);
783 void wined3d_cs_emit_clear(struct wined3d_cs
*cs
, DWORD rect_count
, const RECT
*rects
,
784 DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
786 const struct wined3d_state
*state
= cs
->c
.state
;
787 const struct wined3d_viewport
*vp
= &state
->viewports
[0];
788 struct wined3d_rendertarget_view
*view
;
789 struct wined3d_cs_clear
*op
;
790 unsigned int rt_count
, i
;
792 rt_count
= flags
& WINED3DCLEAR_TARGET
? cs
->c
.device
->adapter
->d3d_info
.limits
.max_rt_count
: 0;
794 op
= wined3d_device_context_require_space(&cs
->c
, FIELD_OFFSET(struct wined3d_cs_clear
, rects
[rect_count
]),
795 WINED3D_CS_QUEUE_DEFAULT
);
796 op
->opcode
= WINED3D_CS_OP_CLEAR
;
797 op
->flags
= flags
& (WINED3DCLEAR_TARGET
| WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
);
798 op
->rt_count
= rt_count
;
800 SetRect(&op
->draw_rect
, vp
->x
, vp
->y
, vp
->x
+ vp
->width
, vp
->y
+ vp
->height
);
801 if (state
->rasterizer_state
&& state
->rasterizer_state
->desc
.scissor
)
802 IntersectRect(&op
->draw_rect
, &op
->draw_rect
, &state
->scissor_rects
[0]);
805 op
->stencil
= stencil
;
806 op
->rect_count
= rect_count
;
807 memcpy(op
->rects
, rects
, sizeof(*rects
) * rect_count
);
809 for (i
= 0; i
< rt_count
; ++i
)
811 if ((view
= state
->fb
.render_targets
[i
]))
812 wined3d_resource_acquire(view
->resource
);
814 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
816 view
= state
->fb
.depth_stencil
;
817 wined3d_resource_acquire(view
->resource
);
820 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
823 void wined3d_device_context_emit_clear_rendertarget_view(struct wined3d_device_context
*context
,
824 struct wined3d_rendertarget_view
*view
, const RECT
*rect
, unsigned int flags
,
825 const struct wined3d_color
*color
, float depth
, unsigned int stencil
)
827 struct wined3d_cs_clear
*op
;
830 size
= FIELD_OFFSET(struct wined3d_cs_clear
, rects
[1]);
831 op
= wined3d_device_context_require_space(context
, size
, WINED3D_CS_QUEUE_DEFAULT
);
833 op
->opcode
= WINED3D_CS_OP_CLEAR
;
834 op
->flags
= flags
& (WINED3DCLEAR_TARGET
| WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
);
835 if (flags
& WINED3DCLEAR_TARGET
)
838 op
->fb
.render_targets
[0] = view
;
839 op
->fb
.depth_stencil
= NULL
;
845 op
->fb
.render_targets
[0] = NULL
;
846 op
->fb
.depth_stencil
= view
;
848 op
->stencil
= stencil
;
850 SetRect(&op
->draw_rect
, 0, 0, view
->width
, view
->height
);
852 op
->rects
[0] = *rect
;
854 wined3d_device_context_acquire_resource(context
, view
->resource
);
856 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
857 if (flags
& WINED3DCLEAR_SYNCHRONOUS
)
858 wined3d_device_context_finish(context
, WINED3D_CS_QUEUE_DEFAULT
);
861 static void acquire_shader_resources(struct wined3d_device_context
*context
, unsigned int shader_mask
)
863 const struct wined3d_state
*state
= context
->state
;
864 struct wined3d_shader_sampler_map_entry
*entry
;
865 struct wined3d_shader_resource_view
*view
;
866 struct wined3d_shader
*shader
;
869 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
871 if (!(shader_mask
& (1u << i
)))
874 if (!(shader
= state
->shader
[i
]))
877 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
879 if (state
->cb
[i
][j
].buffer
)
880 wined3d_device_context_acquire_resource(context
, &state
->cb
[i
][j
].buffer
->resource
);
883 for (j
= 0; j
< shader
->reg_maps
.sampler_map
.count
; ++j
)
885 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
887 if (!(view
= state
->shader_resource_view
[i
][entry
->resource_idx
]))
890 wined3d_device_context_acquire_resource(context
, view
->resource
);
895 static void release_shader_resources(const struct wined3d_state
*state
, unsigned int shader_mask
)
897 struct wined3d_shader_sampler_map_entry
*entry
;
898 struct wined3d_shader_resource_view
*view
;
899 struct wined3d_shader
*shader
;
902 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
904 if (!(shader_mask
& (1u << i
)))
907 if (!(shader
= state
->shader
[i
]))
910 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
912 if (state
->cb
[i
][j
].buffer
)
913 wined3d_resource_release(&state
->cb
[i
][j
].buffer
->resource
);
916 for (j
= 0; j
< shader
->reg_maps
.sampler_map
.count
; ++j
)
918 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
920 if (!(view
= state
->shader_resource_view
[i
][entry
->resource_idx
]))
923 wined3d_resource_release(view
->resource
);
928 static void acquire_unordered_access_resources(struct wined3d_device_context
*context
,
929 const struct wined3d_shader
*shader
, struct wined3d_unordered_access_view
* const *views
)
936 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
938 if (!shader
->reg_maps
.uav_resource_info
[i
].type
)
944 wined3d_device_context_acquire_resource(context
, views
[i
]->resource
);
948 static void release_unordered_access_resources(const struct wined3d_shader
*shader
,
949 struct wined3d_unordered_access_view
* const *views
)
956 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
958 if (!shader
->reg_maps
.uav_resource_info
[i
].type
)
964 wined3d_resource_release(views
[i
]->resource
);
968 static void wined3d_cs_exec_dispatch(struct wined3d_cs
*cs
, const void *data
)
970 const struct wined3d_cs_dispatch
*op
= data
;
971 struct wined3d_state
*state
= &cs
->state
;
973 if (!state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
])
974 WARN("No compute shader bound, skipping dispatch.\n");
976 cs
->c
.device
->adapter
->adapter_ops
->adapter_dispatch_compute(cs
->c
.device
, state
, &op
->parameters
);
978 if (op
->parameters
.indirect
)
979 wined3d_resource_release(&op
->parameters
.u
.indirect
.buffer
->resource
);
981 release_shader_resources(state
, 1u << WINED3D_SHADER_TYPE_COMPUTE
);
982 release_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
983 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
986 static void acquire_compute_pipeline_resources(struct wined3d_device_context
*context
)
988 const struct wined3d_state
*state
= context
->state
;
990 acquire_shader_resources(context
, 1u << WINED3D_SHADER_TYPE_COMPUTE
);
991 acquire_unordered_access_resources(context
, state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
992 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
995 void CDECL
wined3d_device_context_dispatch(struct wined3d_device_context
*context
,
996 unsigned int group_count_x
, unsigned int group_count_y
, unsigned int group_count_z
)
998 struct wined3d_cs_dispatch
*op
;
1000 wined3d_device_context_lock(context
);
1001 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1002 op
->opcode
= WINED3D_CS_OP_DISPATCH
;
1003 op
->parameters
.indirect
= FALSE
;
1004 op
->parameters
.u
.direct
.group_count_x
= group_count_x
;
1005 op
->parameters
.u
.direct
.group_count_y
= group_count_y
;
1006 op
->parameters
.u
.direct
.group_count_z
= group_count_z
;
1008 acquire_compute_pipeline_resources(context
);
1010 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1011 wined3d_device_context_unlock(context
);
1014 void CDECL
wined3d_device_context_dispatch_indirect(struct wined3d_device_context
*context
,
1015 struct wined3d_buffer
*buffer
, unsigned int offset
)
1017 struct wined3d_cs_dispatch
*op
;
1019 wined3d_device_context_lock(context
);
1020 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1021 op
->opcode
= WINED3D_CS_OP_DISPATCH
;
1022 op
->parameters
.indirect
= TRUE
;
1023 op
->parameters
.u
.indirect
.buffer
= buffer
;
1024 op
->parameters
.u
.indirect
.offset
= offset
;
1026 acquire_compute_pipeline_resources(context
);
1027 wined3d_device_context_acquire_resource(context
, &buffer
->resource
);
1029 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1030 wined3d_device_context_unlock(context
);
1033 static void wined3d_cs_exec_draw(struct wined3d_cs
*cs
, const void *data
)
1035 const struct wined3d_d3d_info
*d3d_info
= &cs
->c
.device
->adapter
->d3d_info
;
1036 const struct wined3d_shader
*geometry_shader
;
1037 struct wined3d_device
*device
= cs
->c
.device
;
1038 int base_vertex_idx
, load_base_vertex_idx
;
1039 struct wined3d_state
*state
= &cs
->state
;
1040 const struct wined3d_cs_draw
*op
= data
;
1043 base_vertex_idx
= 0;
1044 if (!op
->parameters
.indirect
)
1046 const struct wined3d_direct_draw_parameters
*direct
= &op
->parameters
.u
.direct
;
1048 if (op
->parameters
.indexed
&& d3d_info
->draw_base_vertex_offset
)
1049 base_vertex_idx
= direct
->base_vertex_idx
;
1050 else if (!op
->parameters
.indexed
)
1051 base_vertex_idx
= direct
->start_idx
;
1054 /* ARB_draw_indirect always supports a base vertex offset. */
1055 if (!op
->parameters
.indirect
&& !d3d_info
->draw_base_vertex_offset
)
1056 load_base_vertex_idx
= op
->parameters
.u
.direct
.base_vertex_idx
;
1058 load_base_vertex_idx
= 0;
1060 if (state
->base_vertex_index
!= base_vertex_idx
)
1062 state
->base_vertex_index
= base_vertex_idx
;
1063 for (i
= 0; i
< device
->context_count
; ++i
)
1064 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_BASE_VERTEX_ID
;
1067 if (state
->load_base_vertex_index
!= load_base_vertex_idx
)
1069 state
->load_base_vertex_index
= load_base_vertex_idx
;
1070 device_invalidate_state(cs
->c
.device
, STATE_BASEVERTEXINDEX
);
1073 if (state
->primitive_type
!= op
->primitive_type
)
1075 if ((geometry_shader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]) && !geometry_shader
->function
)
1076 device_invalidate_state(cs
->c
.device
, STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
));
1077 if (state
->primitive_type
== WINED3D_PT_POINTLIST
|| op
->primitive_type
== WINED3D_PT_POINTLIST
)
1078 device_invalidate_state(cs
->c
.device
, STATE_POINT_ENABLE
);
1079 state
->primitive_type
= op
->primitive_type
;
1081 state
->patch_vertex_count
= op
->patch_vertex_count
;
1083 cs
->c
.device
->adapter
->adapter_ops
->adapter_draw_primitive(cs
->c
.device
, state
, &op
->parameters
);
1085 if (op
->parameters
.indirect
)
1087 struct wined3d_buffer
*buffer
= op
->parameters
.u
.indirect
.buffer
;
1088 wined3d_resource_release(&buffer
->resource
);
1091 if (op
->parameters
.indexed
)
1092 wined3d_resource_release(&state
->index_buffer
->resource
);
1093 for (i
= 0; i
< ARRAY_SIZE(state
->streams
); ++i
)
1095 if (state
->streams
[i
].buffer
)
1096 wined3d_resource_release(&state
->streams
[i
].buffer
->resource
);
1098 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
1100 if (state
->stream_output
[i
].buffer
)
1101 wined3d_resource_release(&state
->stream_output
[i
].buffer
->resource
);
1103 for (i
= 0; i
< ARRAY_SIZE(state
->textures
); ++i
)
1105 if (state
->textures
[i
])
1106 wined3d_resource_release(&state
->textures
[i
]->resource
);
1108 for (i
= 0; i
< d3d_info
->limits
.max_rt_count
; ++i
)
1110 if (state
->fb
.render_targets
[i
])
1111 wined3d_resource_release(state
->fb
.render_targets
[i
]->resource
);
1113 if (state
->fb
.depth_stencil
)
1114 wined3d_resource_release(state
->fb
.depth_stencil
->resource
);
1115 release_shader_resources(state
, ~(1u << WINED3D_SHADER_TYPE_COMPUTE
));
1116 release_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
1117 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
1120 static void acquire_graphics_pipeline_resources(struct wined3d_device_context
*context
,
1121 BOOL indexed
, const struct wined3d_d3d_info
*d3d_info
)
1123 const struct wined3d_state
*state
= context
->state
;
1127 wined3d_device_context_acquire_resource(context
, &state
->index_buffer
->resource
);
1128 for (i
= 0; i
< ARRAY_SIZE(state
->streams
); ++i
)
1130 if (state
->streams
[i
].buffer
)
1131 wined3d_device_context_acquire_resource(context
, &state
->streams
[i
].buffer
->resource
);
1133 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
1135 if (state
->stream_output
[i
].buffer
)
1136 wined3d_device_context_acquire_resource(context
, &state
->stream_output
[i
].buffer
->resource
);
1138 for (i
= 0; i
< ARRAY_SIZE(state
->textures
); ++i
)
1140 if (state
->textures
[i
])
1141 wined3d_device_context_acquire_resource(context
, &state
->textures
[i
]->resource
);
1143 for (i
= 0; i
< d3d_info
->limits
.max_rt_count
; ++i
)
1145 if (state
->fb
.render_targets
[i
])
1146 wined3d_device_context_acquire_resource(context
, state
->fb
.render_targets
[i
]->resource
);
1148 if (state
->fb
.depth_stencil
)
1149 wined3d_device_context_acquire_resource(context
, state
->fb
.depth_stencil
->resource
);
1150 acquire_shader_resources(context
, ~(1u << WINED3D_SHADER_TYPE_COMPUTE
));
1151 acquire_unordered_access_resources(context
, state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
1152 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
1155 void wined3d_device_context_emit_draw(struct wined3d_device_context
*context
,
1156 enum wined3d_primitive_type primitive_type
, unsigned int patch_vertex_count
, int base_vertex_idx
,
1157 unsigned int start_idx
, unsigned int index_count
, unsigned int start_instance
, unsigned int instance_count
,
1160 const struct wined3d_d3d_info
*d3d_info
= &context
->device
->adapter
->d3d_info
;
1161 struct wined3d_cs_draw
*op
;
1163 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1164 op
->opcode
= WINED3D_CS_OP_DRAW
;
1165 op
->primitive_type
= primitive_type
;
1166 op
->patch_vertex_count
= patch_vertex_count
;
1167 op
->parameters
.indirect
= FALSE
;
1168 op
->parameters
.u
.direct
.base_vertex_idx
= base_vertex_idx
;
1169 op
->parameters
.u
.direct
.start_idx
= start_idx
;
1170 op
->parameters
.u
.direct
.index_count
= index_count
;
1171 op
->parameters
.u
.direct
.start_instance
= start_instance
;
1172 op
->parameters
.u
.direct
.instance_count
= instance_count
;
1173 op
->parameters
.indexed
= indexed
;
1175 acquire_graphics_pipeline_resources(context
, indexed
, d3d_info
);
1177 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1180 void CDECL
wined3d_device_context_draw_indirect(struct wined3d_device_context
*context
,
1181 struct wined3d_buffer
*buffer
, unsigned int offset
, bool indexed
)
1183 const struct wined3d_d3d_info
*d3d_info
= &context
->device
->adapter
->d3d_info
;
1184 const struct wined3d_state
*state
= context
->state
;
1185 struct wined3d_cs_draw
*op
;
1187 wined3d_device_context_lock(context
);
1188 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1189 op
->opcode
= WINED3D_CS_OP_DRAW
;
1190 op
->primitive_type
= state
->primitive_type
;
1191 op
->patch_vertex_count
= state
->patch_vertex_count
;
1192 op
->parameters
.indirect
= TRUE
;
1193 op
->parameters
.u
.indirect
.buffer
= buffer
;
1194 op
->parameters
.u
.indirect
.offset
= offset
;
1195 op
->parameters
.indexed
= indexed
;
1197 acquire_graphics_pipeline_resources(context
, indexed
, d3d_info
);
1198 wined3d_device_context_acquire_resource(context
, &buffer
->resource
);
1200 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1201 wined3d_device_context_unlock(context
);
1204 static void wined3d_cs_exec_flush(struct wined3d_cs
*cs
, const void *data
)
1206 struct wined3d_context
*context
;
1208 context
= context_acquire(cs
->c
.device
, NULL
, 0);
1209 cs
->c
.device
->adapter
->adapter_ops
->adapter_flush_context(context
);
1210 context_release(context
);
1213 static void wined3d_cs_flush(struct wined3d_device_context
*context
)
1215 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
1216 struct wined3d_cs_flush
*op
;
1218 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1219 op
->opcode
= WINED3D_CS_OP_FLUSH
;
1221 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1222 cs
->queries_flushed
= TRUE
;
1225 static void wined3d_cs_exec_set_predication(struct wined3d_cs
*cs
, const void *data
)
1227 const struct wined3d_cs_set_predication
*op
= data
;
1229 cs
->state
.predicate
= op
->predicate
;
1230 cs
->state
.predicate_value
= op
->value
;
1233 void wined3d_device_context_emit_set_predication(struct wined3d_device_context
*context
,
1234 struct wined3d_query
*predicate
, BOOL value
)
1236 struct wined3d_cs_set_predication
*op
;
1238 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1239 op
->opcode
= WINED3D_CS_OP_SET_PREDICATION
;
1240 op
->predicate
= predicate
;
1243 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1246 static void wined3d_cs_exec_set_viewports(struct wined3d_cs
*cs
, const void *data
)
1248 const struct wined3d_cs_set_viewports
*op
= data
;
1250 if (op
->viewport_count
)
1251 memcpy(cs
->state
.viewports
, op
->viewports
, op
->viewport_count
* sizeof(*op
->viewports
));
1253 memset(cs
->state
.viewports
, 0, sizeof(*cs
->state
.viewports
));
1254 cs
->state
.viewport_count
= op
->viewport_count
;
1255 device_invalidate_state(cs
->c
.device
, STATE_VIEWPORT
);
1258 void wined3d_device_context_emit_set_viewports(struct wined3d_device_context
*context
, unsigned int viewport_count
,
1259 const struct wined3d_viewport
*viewports
)
1261 struct wined3d_cs_set_viewports
*op
;
1263 op
= wined3d_device_context_require_space(context
,
1264 FIELD_OFFSET(struct wined3d_cs_set_viewports
,viewports
[viewport_count
]), WINED3D_CS_QUEUE_DEFAULT
);
1265 op
->opcode
= WINED3D_CS_OP_SET_VIEWPORTS
;
1266 memcpy(op
->viewports
, viewports
, viewport_count
* sizeof(*viewports
));
1267 op
->viewport_count
= viewport_count
;
1269 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1272 static void wined3d_cs_exec_set_scissor_rects(struct wined3d_cs
*cs
, const void *data
)
1274 const struct wined3d_cs_set_scissor_rects
*op
= data
;
1277 memcpy(cs
->state
.scissor_rects
, op
->rects
, op
->rect_count
* sizeof(*op
->rects
));
1279 SetRectEmpty(cs
->state
.scissor_rects
);
1280 cs
->state
.scissor_rect_count
= op
->rect_count
;
1281 device_invalidate_state(cs
->c
.device
, STATE_SCISSORRECT
);
1284 void wined3d_device_context_emit_set_scissor_rects(struct wined3d_device_context
*context
,
1285 unsigned int rect_count
, const RECT
*rects
)
1287 struct wined3d_cs_set_scissor_rects
*op
;
1289 op
= wined3d_device_context_require_space(context
, FIELD_OFFSET(struct wined3d_cs_set_scissor_rects
, rects
[rect_count
]),
1290 WINED3D_CS_QUEUE_DEFAULT
);
1291 op
->opcode
= WINED3D_CS_OP_SET_SCISSOR_RECTS
;
1292 memcpy(op
->rects
, rects
, rect_count
* sizeof(*rects
));
1293 op
->rect_count
= rect_count
;
1295 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1298 static void wined3d_cs_exec_set_rendertarget_views(struct wined3d_cs
*cs
, const void *data
)
1300 const struct wined3d_cs_set_rendertarget_views
*op
= data
;
1301 struct wined3d_device
*device
= cs
->c
.device
;
1304 for (i
= 0; i
< op
->count
; ++i
)
1306 struct wined3d_rendertarget_view
*prev
= cs
->state
.fb
.render_targets
[op
->start_idx
+ i
];
1307 struct wined3d_rendertarget_view
*view
= op
->views
[i
];
1308 bool prev_alpha_swizzle
, curr_alpha_swizzle
;
1309 bool prev_srgb_write
, curr_srgb_write
;
1311 cs
->state
.fb
.render_targets
[op
->start_idx
+ i
] = view
;
1313 prev_alpha_swizzle
= prev
&& prev
->format
->id
== WINED3DFMT_A8_UNORM
;
1314 curr_alpha_swizzle
= view
&& view
->format
->id
== WINED3DFMT_A8_UNORM
;
1315 if (prev_alpha_swizzle
!= curr_alpha_swizzle
)
1316 device_invalidate_state(device
, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
));
1318 if (!(device
->adapter
->d3d_info
.wined3d_creation_flags
& WINED3D_SRGB_READ_WRITE_CONTROL
)
1319 || cs
->state
.render_states
[WINED3D_RS_SRGBWRITEENABLE
])
1321 prev_srgb_write
= prev
&& prev
->format_flags
& WINED3DFMT_FLAG_SRGB_WRITE
;
1322 curr_srgb_write
= view
&& view
->format_flags
& WINED3DFMT_FLAG_SRGB_WRITE
;
1323 if (prev_srgb_write
!= curr_srgb_write
)
1324 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
));
1328 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
1331 void wined3d_device_context_emit_set_rendertarget_views(struct wined3d_device_context
*context
,
1332 unsigned int start_idx
, unsigned int count
, struct wined3d_rendertarget_view
*const *views
)
1334 struct wined3d_cs_set_rendertarget_views
*op
;
1336 op
= wined3d_device_context_require_space(context
,
1337 offsetof(struct wined3d_cs_set_rendertarget_views
, views
[count
]), WINED3D_CS_QUEUE_DEFAULT
);
1338 op
->opcode
= WINED3D_CS_OP_SET_RENDERTARGET_VIEWS
;
1339 op
->start_idx
= start_idx
;
1341 memcpy(op
->views
, views
, count
* sizeof(*views
));
1343 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1346 static void wined3d_cs_exec_set_depth_stencil_view(struct wined3d_cs
*cs
, const void *data
)
1348 const struct wined3d_cs_set_depth_stencil_view
*op
= data
;
1349 struct wined3d_device
*device
= cs
->c
.device
;
1350 struct wined3d_rendertarget_view
*prev
;
1352 if ((prev
= cs
->state
.fb
.depth_stencil
) && prev
->resource
->type
!= WINED3D_RTYPE_BUFFER
)
1354 struct wined3d_texture
*prev_texture
= texture_from_resource(prev
->resource
);
1356 if (device
->swapchains
[0]->state
.desc
.flags
& WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL
1357 || prev_texture
->flags
& WINED3D_TEXTURE_DISCARD
)
1358 wined3d_texture_validate_location(prev_texture
,
1359 prev
->sub_resource_idx
, WINED3D_LOCATION_DISCARDED
);
1362 cs
->state
.fb
.depth_stencil
= op
->view
;
1364 if (!prev
!= !op
->view
)
1366 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
1367 device_invalidate_state(device
, STATE_DEPTH_STENCIL
);
1368 device_invalidate_state(device
, STATE_STENCIL_REF
);
1369 device_invalidate_state(device
, STATE_RASTERIZER
);
1373 if (prev
->format
->depth_bias_scale
!= op
->view
->format
->depth_bias_scale
)
1374 device_invalidate_state(device
, STATE_RASTERIZER
);
1375 if (prev
->format
->stencil_size
!= op
->view
->format
->stencil_size
)
1376 device_invalidate_state(device
, STATE_STENCIL_REF
);
1379 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
1382 void wined3d_device_context_emit_set_depth_stencil_view(struct wined3d_device_context
*context
,
1383 struct wined3d_rendertarget_view
*view
)
1385 struct wined3d_cs_set_depth_stencil_view
*op
;
1387 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1388 op
->opcode
= WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW
;
1391 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1394 static void wined3d_cs_exec_set_vertex_declaration(struct wined3d_cs
*cs
, const void *data
)
1396 const struct wined3d_cs_set_vertex_declaration
*op
= data
;
1398 cs
->state
.vertex_declaration
= op
->declaration
;
1399 device_invalidate_state(cs
->c
.device
, STATE_VDECL
);
1402 void wined3d_device_context_emit_set_vertex_declaration(struct wined3d_device_context
*context
,
1403 struct wined3d_vertex_declaration
*declaration
)
1405 struct wined3d_cs_set_vertex_declaration
*op
;
1407 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1408 op
->opcode
= WINED3D_CS_OP_SET_VERTEX_DECLARATION
;
1409 op
->declaration
= declaration
;
1411 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1414 static void wined3d_cs_exec_set_stream_sources(struct wined3d_cs
*cs
, const void *data
)
1416 const struct wined3d_cs_set_stream_sources
*op
= data
;
1419 for (i
= 0; i
< op
->count
; ++i
)
1421 struct wined3d_buffer
*prev
= cs
->state
.streams
[op
->start_idx
+ i
].buffer
;
1422 struct wined3d_buffer
*buffer
= op
->streams
[i
].buffer
;
1425 InterlockedIncrement(&buffer
->resource
.bind_count
);
1427 InterlockedDecrement(&prev
->resource
.bind_count
);
1430 memcpy(&cs
->state
.streams
[op
->start_idx
], op
->streams
, op
->count
* sizeof(*op
->streams
));
1431 device_invalidate_state(cs
->c
.device
, STATE_STREAMSRC
);
1434 void wined3d_device_context_emit_set_stream_sources(struct wined3d_device_context
*context
,
1435 unsigned int start_idx
, unsigned int count
, const struct wined3d_stream_state
*streams
)
1437 struct wined3d_cs_set_stream_sources
*op
;
1439 op
= wined3d_device_context_require_space(context
,
1440 offsetof(struct wined3d_cs_set_stream_sources
, streams
[count
]), WINED3D_CS_QUEUE_DEFAULT
);
1441 op
->opcode
= WINED3D_CS_OP_SET_STREAM_SOURCES
;
1442 op
->start_idx
= start_idx
;
1444 memcpy(op
->streams
, streams
, count
* sizeof(*streams
));
1446 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1449 static void wined3d_cs_exec_set_stream_outputs(struct wined3d_cs
*cs
, const void *data
)
1451 const struct wined3d_cs_set_stream_outputs
*op
= data
;
1454 for (i
= 0; i
< WINED3D_MAX_STREAM_OUTPUT_BUFFERS
; ++i
)
1456 struct wined3d_buffer
*prev
= cs
->state
.stream_output
[i
].buffer
;
1457 struct wined3d_buffer
*buffer
= op
->outputs
[i
].buffer
;
1460 InterlockedIncrement(&buffer
->resource
.bind_count
);
1462 InterlockedDecrement(&prev
->resource
.bind_count
);
1465 memcpy(cs
->state
.stream_output
, op
->outputs
, sizeof(op
->outputs
));
1466 device_invalidate_state(cs
->c
.device
, STATE_STREAM_OUTPUT
);
1469 void wined3d_device_context_emit_set_stream_outputs(struct wined3d_device_context
*context
,
1470 const struct wined3d_stream_output outputs
[WINED3D_MAX_STREAM_OUTPUT_BUFFERS
])
1472 struct wined3d_cs_set_stream_outputs
*op
;
1474 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1475 op
->opcode
= WINED3D_CS_OP_SET_STREAM_OUTPUTS
;
1476 memcpy(op
->outputs
, outputs
, sizeof(op
->outputs
));
1478 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1481 static void wined3d_cs_exec_set_index_buffer(struct wined3d_cs
*cs
, const void *data
)
1483 const struct wined3d_cs_set_index_buffer
*op
= data
;
1484 struct wined3d_buffer
*prev
;
1486 prev
= cs
->state
.index_buffer
;
1487 cs
->state
.index_buffer
= op
->buffer
;
1488 cs
->state
.index_format
= op
->format_id
;
1489 cs
->state
.index_offset
= op
->offset
;
1492 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1494 InterlockedDecrement(&prev
->resource
.bind_count
);
1496 device_invalidate_state(cs
->c
.device
, STATE_INDEXBUFFER
);
1499 void wined3d_device_context_emit_set_index_buffer(struct wined3d_device_context
*context
, struct wined3d_buffer
*buffer
,
1500 enum wined3d_format_id format_id
, unsigned int offset
)
1502 struct wined3d_cs_set_index_buffer
*op
;
1504 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1505 op
->opcode
= WINED3D_CS_OP_SET_INDEX_BUFFER
;
1506 op
->buffer
= buffer
;
1507 op
->format_id
= format_id
;
1508 op
->offset
= offset
;
1510 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1513 static void wined3d_cs_exec_set_constant_buffers(struct wined3d_cs
*cs
, const void *data
)
1515 const struct wined3d_cs_set_constant_buffers
*op
= data
;
1518 for (i
= 0; i
< op
->count
; ++i
)
1520 struct wined3d_buffer
*prev
= cs
->state
.cb
[op
->type
][op
->start_idx
+ i
].buffer
;
1521 struct wined3d_buffer
*buffer
= op
->buffers
[i
].buffer
;
1523 cs
->state
.cb
[op
->type
][op
->start_idx
+ i
] = op
->buffers
[i
];
1526 InterlockedIncrement(&buffer
->resource
.bind_count
);
1528 InterlockedDecrement(&prev
->resource
.bind_count
);
1531 device_invalidate_state(cs
->c
.device
, STATE_CONSTANT_BUFFER(op
->type
));
1534 void wined3d_device_context_emit_set_constant_buffers(struct wined3d_device_context
*context
,
1535 enum wined3d_shader_type type
, unsigned int start_idx
, unsigned int count
,
1536 const struct wined3d_constant_buffer_state
*buffers
)
1538 struct wined3d_cs_set_constant_buffers
*op
;
1540 op
= wined3d_device_context_require_space(context
, offsetof(struct wined3d_cs_set_constant_buffers
, buffers
[count
]),
1541 WINED3D_CS_QUEUE_DEFAULT
);
1542 op
->opcode
= WINED3D_CS_OP_SET_CONSTANT_BUFFERS
;
1544 op
->start_idx
= start_idx
;
1546 memcpy(op
->buffers
, buffers
, count
* sizeof(*buffers
));
1548 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1551 static void wined3d_cs_exec_set_texture(struct wined3d_cs
*cs
, const void *data
)
1553 const struct wined3d_d3d_info
*d3d_info
= &cs
->c
.device
->adapter
->d3d_info
;
1554 const struct wined3d_cs_set_texture
*op
= data
;
1555 struct wined3d_texture
*prev
;
1556 BOOL old_use_color_key
= FALSE
, new_use_color_key
= FALSE
;
1558 prev
= cs
->state
.textures
[op
->stage
];
1559 cs
->state
.textures
[op
->stage
] = op
->texture
;
1563 const struct wined3d_format
*new_format
= op
->texture
->resource
.format
;
1564 const struct wined3d_format
*old_format
= prev
? prev
->resource
.format
: NULL
;
1565 unsigned int old_fmt_flags
= prev
? prev
->resource
.format_flags
: 0;
1566 unsigned int new_fmt_flags
= op
->texture
->resource
.format_flags
;
1568 if (InterlockedIncrement(&op
->texture
->resource
.bind_count
) == 1)
1569 op
->texture
->sampler
= op
->stage
;
1571 if (!prev
|| wined3d_texture_gl(op
->texture
)->target
!= wined3d_texture_gl(prev
)->target
1572 || (!is_same_fixup(new_format
->color_fixup
, old_format
->color_fixup
)
1573 && !(can_use_texture_swizzle(d3d_info
, new_format
) && can_use_texture_swizzle(d3d_info
, old_format
)))
1574 || (new_fmt_flags
& WINED3DFMT_FLAG_SHADOW
) != (old_fmt_flags
& WINED3DFMT_FLAG_SHADOW
))
1575 device_invalidate_state(cs
->c
.device
, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
));
1577 if (!prev
&& op
->stage
< d3d_info
->limits
.ffp_blend_stages
)
1579 /* The source arguments for color and alpha ops have different
1580 * meanings when a NULL texture is bound, so the COLOR_OP and
1581 * ALPHA_OP have to be dirtified. */
1582 device_invalidate_state(cs
->c
.device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_COLOR_OP
));
1583 device_invalidate_state(cs
->c
.device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_ALPHA_OP
));
1586 if (!op
->stage
&& op
->texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1587 new_use_color_key
= TRUE
;
1592 if (InterlockedDecrement(&prev
->resource
.bind_count
) && prev
->sampler
== op
->stage
)
1596 /* Search for other stages the texture is bound to. Shouldn't
1597 * happen if applications bind textures to a single stage only. */
1598 TRACE("Searching for other stages the texture is bound to.\n");
1599 for (i
= 0; i
< WINED3D_MAX_COMBINED_SAMPLERS
; ++i
)
1601 if (cs
->state
.textures
[i
] == prev
)
1603 TRACE("Texture is also bound to stage %u.\n", i
);
1610 if (!op
->texture
&& op
->stage
< d3d_info
->limits
.ffp_blend_stages
)
1612 device_invalidate_state(cs
->c
.device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_COLOR_OP
));
1613 device_invalidate_state(cs
->c
.device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_ALPHA_OP
));
1616 if (!op
->stage
&& prev
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1617 old_use_color_key
= TRUE
;
1620 device_invalidate_state(cs
->c
.device
, STATE_SAMPLER(op
->stage
));
1622 if (new_use_color_key
!= old_use_color_key
)
1623 device_invalidate_state(cs
->c
.device
, STATE_RENDER(WINED3D_RS_COLORKEYENABLE
));
1625 if (new_use_color_key
)
1626 device_invalidate_state(cs
->c
.device
, STATE_COLOR_KEY
);
1629 void wined3d_device_context_emit_set_texture(struct wined3d_device_context
*context
, unsigned int stage
,
1630 struct wined3d_texture
*texture
)
1632 struct wined3d_cs_set_texture
*op
;
1634 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1635 op
->opcode
= WINED3D_CS_OP_SET_TEXTURE
;
1637 op
->texture
= texture
;
1639 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1642 static void wined3d_cs_exec_set_shader_resource_views(struct wined3d_cs
*cs
, const void *data
)
1644 const struct wined3d_cs_set_shader_resource_views
*op
= data
;
1647 for (i
= 0; i
< op
->count
; ++i
)
1649 struct wined3d_shader_resource_view
*prev
= cs
->state
.shader_resource_view
[op
->type
][op
->start_idx
+ i
];
1650 struct wined3d_shader_resource_view
*view
= op
->views
[i
];
1652 cs
->state
.shader_resource_view
[op
->type
][op
->start_idx
+ i
] = view
;
1655 InterlockedIncrement(&view
->resource
->bind_count
);
1657 InterlockedDecrement(&prev
->resource
->bind_count
);
1660 if (op
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
1661 device_invalidate_state(cs
->c
.device
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1663 device_invalidate_state(cs
->c
.device
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1666 void wined3d_device_context_emit_set_shader_resource_views(struct wined3d_device_context
*context
,
1667 enum wined3d_shader_type type
, unsigned int start_idx
, unsigned int count
,
1668 struct wined3d_shader_resource_view
*const *views
)
1670 struct wined3d_cs_set_shader_resource_views
*op
;
1672 op
= wined3d_device_context_require_space(context
,
1673 offsetof(struct wined3d_cs_set_shader_resource_views
, views
[count
]), WINED3D_CS_QUEUE_DEFAULT
);
1674 op
->opcode
= WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEWS
;
1676 op
->start_idx
= start_idx
;
1678 memcpy(op
->views
, views
, count
* sizeof(*views
));
1680 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1683 static void wined3d_cs_exec_set_unordered_access_views(struct wined3d_cs
*cs
, const void *data
)
1685 const struct wined3d_cs_set_unordered_access_views
*op
= data
;
1688 for (i
= 0; i
< op
->count
; ++i
)
1690 struct wined3d_unordered_access_view
*prev
= cs
->state
.unordered_access_view
[op
->pipeline
][op
->start_idx
+ i
];
1691 struct wined3d_unordered_access_view
*view
= op
->uavs
[i
].view
;
1692 unsigned int initial_count
= op
->uavs
[i
].initial_count
;
1694 cs
->state
.unordered_access_view
[op
->pipeline
][op
->start_idx
+ i
] = view
;
1697 InterlockedIncrement(&view
->resource
->bind_count
);
1699 InterlockedDecrement(&prev
->resource
->bind_count
);
1701 if (view
&& initial_count
!= ~0u)
1702 wined3d_unordered_access_view_set_counter(view
, initial_count
);
1705 device_invalidate_state(cs
->c
.device
, STATE_UNORDERED_ACCESS_VIEW_BINDING(op
->pipeline
));
1708 void wined3d_device_context_emit_set_unordered_access_views(struct wined3d_device_context
*context
,
1709 enum wined3d_pipeline pipeline
, unsigned int start_idx
, unsigned int count
,
1710 struct wined3d_unordered_access_view
*const *views
, const unsigned int *initial_counts
)
1712 struct wined3d_cs_set_unordered_access_views
*op
;
1715 op
= wined3d_device_context_require_space(context
,
1716 offsetof(struct wined3d_cs_set_unordered_access_views
, uavs
[count
]), WINED3D_CS_QUEUE_DEFAULT
);
1717 op
->opcode
= WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEWS
;
1718 op
->pipeline
= pipeline
;
1719 op
->start_idx
= start_idx
;
1721 for (i
= 0; i
< count
; ++i
)
1723 op
->uavs
[i
].view
= views
[i
];
1724 op
->uavs
[i
].initial_count
= initial_counts
? initial_counts
[i
] : ~0u;
1727 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1730 static void wined3d_cs_exec_set_samplers(struct wined3d_cs
*cs
, const void *data
)
1732 const struct wined3d_cs_set_samplers
*op
= data
;
1735 for (i
= 0; i
< op
->count
; ++i
)
1736 cs
->state
.sampler
[op
->type
][op
->start_idx
+ i
] = op
->samplers
[i
];
1738 if (op
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
1739 device_invalidate_state(cs
->c
.device
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1741 device_invalidate_state(cs
->c
.device
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1744 void wined3d_device_context_emit_set_samplers(struct wined3d_device_context
*context
, enum wined3d_shader_type type
,
1745 unsigned int start_idx
, unsigned int count
, struct wined3d_sampler
*const *samplers
)
1747 struct wined3d_cs_set_samplers
*op
;
1749 op
= wined3d_device_context_require_space(context
, offsetof(struct wined3d_cs_set_samplers
, samplers
[count
]),
1750 WINED3D_CS_QUEUE_DEFAULT
);
1751 op
->opcode
= WINED3D_CS_OP_SET_SAMPLERS
;
1753 op
->start_idx
= start_idx
;
1755 memcpy(op
->samplers
, samplers
, count
* sizeof(*samplers
));
1757 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1760 static void wined3d_cs_exec_set_shader(struct wined3d_cs
*cs
, const void *data
)
1762 const struct wined3d_cs_set_shader
*op
= data
;
1764 /* CB binding may have been skipped earlier if the shader wasn't set, so make it happen. */
1765 if (!cs
->state
.shader
[op
->type
] && op
->shader
)
1766 device_invalidate_state(cs
->c
.device
, STATE_CONSTANT_BUFFER(op
->type
));
1767 cs
->state
.shader
[op
->type
] = op
->shader
;
1768 device_invalidate_state(cs
->c
.device
, STATE_SHADER(op
->type
));
1769 if (op
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
1770 device_invalidate_state(cs
->c
.device
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1772 device_invalidate_state(cs
->c
.device
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1775 void wined3d_device_context_emit_set_shader(struct wined3d_device_context
*context
,
1776 enum wined3d_shader_type type
, struct wined3d_shader
*shader
)
1778 struct wined3d_cs_set_shader
*op
;
1780 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1781 op
->opcode
= WINED3D_CS_OP_SET_SHADER
;
1783 op
->shader
= shader
;
1785 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1788 static void wined3d_cs_exec_set_blend_state(struct wined3d_cs
*cs
, const void *data
)
1790 const struct wined3d_cs_set_blend_state
*op
= data
;
1791 struct wined3d_state
*state
= &cs
->state
;
1793 if (state
->blend_state
!= op
->state
)
1795 state
->blend_state
= op
->state
;
1796 device_invalidate_state(cs
->c
.device
, STATE_BLEND
);
1798 state
->blend_factor
= op
->factor
;
1799 device_invalidate_state(cs
->c
.device
, STATE_BLEND_FACTOR
);
1800 state
->sample_mask
= op
->sample_mask
;
1801 device_invalidate_state(cs
->c
.device
, STATE_SAMPLE_MASK
);
1804 void wined3d_device_context_emit_set_blend_state(struct wined3d_device_context
*context
,
1805 struct wined3d_blend_state
*state
, const struct wined3d_color
*blend_factor
, unsigned int sample_mask
)
1807 struct wined3d_cs_set_blend_state
*op
;
1809 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1810 op
->opcode
= WINED3D_CS_OP_SET_BLEND_STATE
;
1812 op
->factor
= *blend_factor
;
1813 op
->sample_mask
= sample_mask
;
1815 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1818 static void wined3d_cs_exec_set_depth_stencil_state(struct wined3d_cs
*cs
, const void *data
)
1820 const struct wined3d_cs_set_depth_stencil_state
*op
= data
;
1821 struct wined3d_state
*state
= &cs
->state
;
1823 if (state
->depth_stencil_state
!= op
->state
)
1825 state
->depth_stencil_state
= op
->state
;
1826 device_invalidate_state(cs
->c
.device
, STATE_DEPTH_STENCIL
);
1828 state
->stencil_ref
= op
->stencil_ref
;
1829 device_invalidate_state(cs
->c
.device
, STATE_STENCIL_REF
);
1832 void wined3d_device_context_emit_set_depth_stencil_state(struct wined3d_device_context
*context
,
1833 struct wined3d_depth_stencil_state
*state
, unsigned int stencil_ref
)
1835 struct wined3d_cs_set_depth_stencil_state
*op
;
1837 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1838 op
->opcode
= WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE
;
1840 op
->stencil_ref
= stencil_ref
;
1842 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1845 static void wined3d_cs_exec_set_rasterizer_state(struct wined3d_cs
*cs
, const void *data
)
1847 const struct wined3d_cs_set_rasterizer_state
*op
= data
;
1849 cs
->state
.rasterizer_state
= op
->state
;
1850 device_invalidate_state(cs
->c
.device
, STATE_RASTERIZER
);
1853 void wined3d_device_context_emit_set_rasterizer_state(struct wined3d_device_context
*context
,
1854 struct wined3d_rasterizer_state
*rasterizer_state
)
1856 struct wined3d_cs_set_rasterizer_state
*op
;
1858 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1859 op
->opcode
= WINED3D_CS_OP_SET_RASTERIZER_STATE
;
1860 op
->state
= rasterizer_state
;
1862 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1865 static void wined3d_cs_exec_set_render_state(struct wined3d_cs
*cs
, const void *data
)
1867 const struct wined3d_cs_set_render_state
*op
= data
;
1869 cs
->state
.render_states
[op
->state
] = op
->value
;
1870 device_invalidate_state(cs
->c
.device
, STATE_RENDER(op
->state
));
1873 void wined3d_device_context_emit_set_render_state(struct wined3d_device_context
*context
,
1874 enum wined3d_render_state state
, unsigned int value
)
1876 struct wined3d_cs_set_render_state
*op
;
1878 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1879 op
->opcode
= WINED3D_CS_OP_SET_RENDER_STATE
;
1883 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1886 static void wined3d_cs_exec_set_texture_state(struct wined3d_cs
*cs
, const void *data
)
1888 const struct wined3d_cs_set_texture_state
*op
= data
;
1890 cs
->state
.texture_states
[op
->stage
][op
->state
] = op
->value
;
1891 device_invalidate_state(cs
->c
.device
, STATE_TEXTURESTAGE(op
->stage
, op
->state
));
1894 void wined3d_device_context_emit_set_texture_state(struct wined3d_device_context
*context
, unsigned int stage
,
1895 enum wined3d_texture_stage_state state
, unsigned int value
)
1897 struct wined3d_cs_set_texture_state
*op
;
1899 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1900 op
->opcode
= WINED3D_CS_OP_SET_TEXTURE_STATE
;
1905 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1908 static void wined3d_cs_exec_set_sampler_state(struct wined3d_cs
*cs
, const void *data
)
1910 const struct wined3d_cs_set_sampler_state
*op
= data
;
1912 cs
->state
.sampler_states
[op
->sampler_idx
][op
->state
] = op
->value
;
1913 device_invalidate_state(cs
->c
.device
, STATE_SAMPLER(op
->sampler_idx
));
1916 void wined3d_device_context_emit_set_sampler_state(struct wined3d_device_context
*context
, unsigned int sampler_idx
,
1917 enum wined3d_sampler_state state
, unsigned int value
)
1919 struct wined3d_cs_set_sampler_state
*op
;
1921 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1922 op
->opcode
= WINED3D_CS_OP_SET_SAMPLER_STATE
;
1923 op
->sampler_idx
= sampler_idx
;
1927 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1930 static void wined3d_cs_exec_set_transform(struct wined3d_cs
*cs
, const void *data
)
1932 const struct wined3d_cs_set_transform
*op
= data
;
1934 cs
->state
.transforms
[op
->state
] = op
->matrix
;
1935 if (op
->state
< WINED3D_TS_WORLD_MATRIX(cs
->c
.device
->adapter
->d3d_info
.limits
.ffp_vertex_blend_matrices
))
1936 device_invalidate_state(cs
->c
.device
, STATE_TRANSFORM(op
->state
));
1939 void wined3d_device_context_emit_set_transform(struct wined3d_device_context
*context
,
1940 enum wined3d_transform_state state
, const struct wined3d_matrix
*matrix
)
1942 struct wined3d_cs_set_transform
*op
;
1944 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1945 op
->opcode
= WINED3D_CS_OP_SET_TRANSFORM
;
1947 op
->matrix
= *matrix
;
1949 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1952 static void wined3d_cs_exec_set_clip_plane(struct wined3d_cs
*cs
, const void *data
)
1954 const struct wined3d_cs_set_clip_plane
*op
= data
;
1956 cs
->state
.clip_planes
[op
->plane_idx
] = op
->plane
;
1957 device_invalidate_state(cs
->c
.device
, STATE_CLIPPLANE(op
->plane_idx
));
1960 void wined3d_device_context_emit_set_clip_plane(struct wined3d_device_context
*context
,
1961 unsigned int plane_idx
, const struct wined3d_vec4
*plane
)
1963 struct wined3d_cs_set_clip_plane
*op
;
1965 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1966 op
->opcode
= WINED3D_CS_OP_SET_CLIP_PLANE
;
1967 op
->plane_idx
= plane_idx
;
1970 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1973 static void wined3d_cs_exec_set_color_key(struct wined3d_cs
*cs
, const void *data
)
1975 const struct wined3d_cs_set_color_key
*op
= data
;
1976 struct wined3d_texture
*texture
= op
->texture
;
1982 case WINED3D_CKEY_DST_BLT
:
1983 texture
->async
.dst_blt_color_key
= op
->color_key
;
1984 texture
->async
.color_key_flags
|= WINED3D_CKEY_DST_BLT
;
1987 case WINED3D_CKEY_DST_OVERLAY
:
1988 texture
->async
.dst_overlay_color_key
= op
->color_key
;
1989 texture
->async
.color_key_flags
|= WINED3D_CKEY_DST_OVERLAY
;
1992 case WINED3D_CKEY_SRC_BLT
:
1993 if (texture
== cs
->state
.textures
[0])
1995 device_invalidate_state(cs
->c
.device
, STATE_COLOR_KEY
);
1996 if (!(texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
))
1997 device_invalidate_state(cs
->c
.device
, STATE_RENDER(WINED3D_RS_COLORKEYENABLE
));
2000 texture
->async
.src_blt_color_key
= op
->color_key
;
2001 texture
->async
.color_key_flags
|= WINED3D_CKEY_SRC_BLT
;
2004 case WINED3D_CKEY_SRC_OVERLAY
:
2005 texture
->async
.src_overlay_color_key
= op
->color_key
;
2006 texture
->async
.color_key_flags
|= WINED3D_CKEY_SRC_OVERLAY
;
2014 case WINED3D_CKEY_DST_BLT
:
2015 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_DST_BLT
;
2018 case WINED3D_CKEY_DST_OVERLAY
:
2019 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_DST_OVERLAY
;
2022 case WINED3D_CKEY_SRC_BLT
:
2023 if (texture
== cs
->state
.textures
[0] && texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
2024 device_invalidate_state(cs
->c
.device
, STATE_RENDER(WINED3D_RS_COLORKEYENABLE
));
2026 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_SRC_BLT
;
2029 case WINED3D_CKEY_SRC_OVERLAY
:
2030 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_SRC_OVERLAY
;
2036 void wined3d_cs_emit_set_color_key(struct wined3d_cs
*cs
, struct wined3d_texture
*texture
,
2037 WORD flags
, const struct wined3d_color_key
*color_key
)
2039 struct wined3d_cs_set_color_key
*op
;
2041 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2042 op
->opcode
= WINED3D_CS_OP_SET_COLOR_KEY
;
2043 op
->texture
= texture
;
2047 op
->color_key
= *color_key
;
2053 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2056 static void wined3d_cs_exec_set_material(struct wined3d_cs
*cs
, const void *data
)
2058 const struct wined3d_cs_set_material
*op
= data
;
2060 cs
->state
.material
= op
->material
;
2061 device_invalidate_state(cs
->c
.device
, STATE_MATERIAL
);
2064 void wined3d_device_context_emit_set_material(struct wined3d_device_context
*context
,
2065 const struct wined3d_material
*material
)
2067 struct wined3d_cs_set_material
*op
;
2069 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2070 op
->opcode
= WINED3D_CS_OP_SET_MATERIAL
;
2071 op
->material
= *material
;
2073 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
2076 static void wined3d_cs_exec_set_light(struct wined3d_cs
*cs
, const void *data
)
2078 const struct wined3d_cs_set_light
*op
= data
;
2079 struct wined3d_light_info
*light_info
;
2080 unsigned int light_idx
, hash_idx
;
2082 light_idx
= op
->light
.OriginalIndex
;
2084 if (!(light_info
= wined3d_light_state_get_light(&cs
->state
.light_state
, light_idx
)))
2086 TRACE("Adding new light.\n");
2087 if (!(light_info
= heap_alloc_zero(sizeof(*light_info
))))
2089 ERR("Failed to allocate light info.\n");
2093 hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2094 list_add_head(&cs
->state
.light_state
.light_map
[hash_idx
], &light_info
->entry
);
2095 light_info
->glIndex
= -1;
2096 light_info
->OriginalIndex
= light_idx
;
2099 if (light_info
->glIndex
!= -1)
2101 if (light_info
->OriginalParms
.type
!= op
->light
.OriginalParms
.type
)
2102 device_invalidate_state(cs
->c
.device
, STATE_LIGHT_TYPE
);
2103 device_invalidate_state(cs
->c
.device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
2106 light_info
->OriginalParms
= op
->light
.OriginalParms
;
2107 light_info
->position
= op
->light
.position
;
2108 light_info
->direction
= op
->light
.direction
;
2109 light_info
->exponent
= op
->light
.exponent
;
2110 light_info
->cutoff
= op
->light
.cutoff
;
2113 void wined3d_device_context_emit_set_light(struct wined3d_device_context
*context
,
2114 const struct wined3d_light_info
*light
)
2116 struct wined3d_cs_set_light
*op
;
2118 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2119 op
->opcode
= WINED3D_CS_OP_SET_LIGHT
;
2122 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
2125 static void wined3d_cs_exec_set_light_enable(struct wined3d_cs
*cs
, const void *data
)
2127 const struct wined3d_cs_set_light_enable
*op
= data
;
2128 struct wined3d_device
*device
= cs
->c
.device
;
2129 struct wined3d_light_info
*light_info
;
2132 if (!(light_info
= wined3d_light_state_get_light(&cs
->state
.light_state
, op
->idx
)))
2134 ERR("Light doesn't exist.\n");
2138 prev_idx
= light_info
->glIndex
;
2139 wined3d_light_state_enable_light(&cs
->state
.light_state
, &device
->adapter
->d3d_info
, light_info
, op
->enable
);
2140 if (light_info
->glIndex
!= prev_idx
)
2142 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
2143 device_invalidate_state(device
, STATE_ACTIVELIGHT(op
->enable
? light_info
->glIndex
: prev_idx
));
2147 void wined3d_device_context_emit_set_light_enable(struct wined3d_device_context
*context
, unsigned int idx
, BOOL enable
)
2149 struct wined3d_cs_set_light_enable
*op
;
2151 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2152 op
->opcode
= WINED3D_CS_OP_SET_LIGHT_ENABLE
;
2154 op
->enable
= enable
;
2156 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
2159 static void wined3d_cs_exec_set_feature_level(struct wined3d_cs
*cs
, const void *data
)
2161 const struct wined3d_cs_set_feature_level
*op
= data
;
2163 cs
->state
.feature_level
= op
->level
;
2166 void wined3d_device_context_emit_set_feature_level(struct wined3d_device_context
*context
,
2167 enum wined3d_feature_level level
)
2169 struct wined3d_cs_set_feature_level
*op
;
2171 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2172 op
->opcode
= WINED3D_CS_OP_SET_FEATURE_LEVEL
;
2175 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
2184 wined3d_cs_push_constant_info
[] =
2186 /* WINED3D_PUSH_CONSTANTS_VS_F */
2187 {FIELD_OFFSET(struct wined3d_state
, vs_consts_f
), sizeof(struct wined3d_vec4
), WINED3D_SHADER_CONST_VS_F
},
2188 /* WINED3D_PUSH_CONSTANTS_PS_F */
2189 {FIELD_OFFSET(struct wined3d_state
, ps_consts_f
), sizeof(struct wined3d_vec4
), WINED3D_SHADER_CONST_PS_F
},
2190 /* WINED3D_PUSH_CONSTANTS_VS_I */
2191 {FIELD_OFFSET(struct wined3d_state
, vs_consts_i
), sizeof(struct wined3d_ivec4
), WINED3D_SHADER_CONST_VS_I
},
2192 /* WINED3D_PUSH_CONSTANTS_PS_I */
2193 {FIELD_OFFSET(struct wined3d_state
, ps_consts_i
), sizeof(struct wined3d_ivec4
), WINED3D_SHADER_CONST_PS_I
},
2194 /* WINED3D_PUSH_CONSTANTS_VS_B */
2195 {FIELD_OFFSET(struct wined3d_state
, vs_consts_b
), sizeof(BOOL
), WINED3D_SHADER_CONST_VS_B
},
2196 /* WINED3D_PUSH_CONSTANTS_PS_B */
2197 {FIELD_OFFSET(struct wined3d_state
, ps_consts_b
), sizeof(BOOL
), WINED3D_SHADER_CONST_PS_B
},
2200 static void wined3d_cs_st_push_constants(struct wined3d_device_context
*context
, enum wined3d_push_constants p
,
2201 unsigned int start_idx
, unsigned int count
, const void *constants
)
2203 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
2204 struct wined3d_device
*device
= cs
->c
.device
;
2205 unsigned int context_count
;
2209 if (p
== WINED3D_PUSH_CONSTANTS_VS_F
)
2210 device
->shader_backend
->shader_update_float_vertex_constants(device
, start_idx
, count
);
2211 else if (p
== WINED3D_PUSH_CONSTANTS_PS_F
)
2212 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_idx
, count
);
2214 offset
= wined3d_cs_push_constant_info
[p
].offset
+ start_idx
* wined3d_cs_push_constant_info
[p
].size
;
2215 memcpy((BYTE
*)&cs
->state
+ offset
, constants
, count
* wined3d_cs_push_constant_info
[p
].size
);
2216 for (i
= 0, context_count
= device
->context_count
; i
< context_count
; ++i
)
2218 device
->contexts
[i
]->constant_update_mask
|= wined3d_cs_push_constant_info
[p
].mask
;
2222 static void wined3d_cs_exec_push_constants(struct wined3d_cs
*cs
, const void *data
)
2224 const struct wined3d_cs_push_constants
*op
= data
;
2226 wined3d_cs_st_push_constants(&cs
->c
, op
->type
, op
->start_idx
, op
->count
, op
->constants
);
2229 static void wined3d_cs_mt_push_constants(struct wined3d_device_context
*context
, enum wined3d_push_constants p
,
2230 unsigned int start_idx
, unsigned int count
, const void *constants
)
2232 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
2233 struct wined3d_cs_push_constants
*op
;
2236 size
= count
* wined3d_cs_push_constant_info
[p
].size
;
2237 op
= wined3d_device_context_require_space(&cs
->c
, FIELD_OFFSET(struct wined3d_cs_push_constants
, constants
[size
]),
2238 WINED3D_CS_QUEUE_DEFAULT
);
2239 op
->opcode
= WINED3D_CS_OP_PUSH_CONSTANTS
;
2241 op
->start_idx
= start_idx
;
2243 memcpy(op
->constants
, constants
, size
);
2245 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2248 static void wined3d_cs_exec_reset_state(struct wined3d_cs
*cs
, const void *data
)
2250 const struct wined3d_device
*device
= cs
->c
.device
;
2251 const struct wined3d_cs_reset_state
*op
= data
;
2252 const struct wined3d_state_entry
*state_table
;
2255 state_cleanup(&cs
->state
);
2256 wined3d_state_reset(&cs
->state
, &device
->adapter
->d3d_info
);
2259 state_table
= device
->state_table
;
2260 for (state
= 0; state
<= STATE_HIGHEST
; ++state
)
2262 if (state_table
[state
].representative
)
2263 device_invalidate_state(device
, state
);
2268 void wined3d_device_context_emit_reset_state(struct wined3d_device_context
*context
, bool invalidate
)
2270 struct wined3d_cs_reset_state
*op
;
2272 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2273 op
->opcode
= WINED3D_CS_OP_RESET_STATE
;
2274 op
->invalidate
= invalidate
;
2276 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
2279 static void wined3d_cs_exec_callback(struct wined3d_cs
*cs
, const void *data
)
2281 const struct wined3d_cs_callback
*op
= data
;
2283 op
->callback(op
->object
);
2286 static void wined3d_cs_emit_callback(struct wined3d_cs
*cs
, void (*callback
)(void *object
), void *object
)
2288 struct wined3d_cs_callback
*op
;
2290 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2291 op
->opcode
= WINED3D_CS_OP_CALLBACK
;
2292 op
->callback
= callback
;
2293 op
->object
= object
;
2295 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2298 void wined3d_cs_destroy_object(struct wined3d_cs
*cs
, void (*callback
)(void *object
), void *object
)
2300 wined3d_cs_emit_callback(cs
, callback
, object
);
2303 void wined3d_cs_init_object(struct wined3d_cs
*cs
, void (*callback
)(void *object
), void *object
)
2305 wined3d_cs_emit_callback(cs
, callback
, object
);
2308 static void wined3d_cs_exec_query_issue(struct wined3d_cs
*cs
, const void *data
)
2310 const struct wined3d_cs_query_issue
*op
= data
;
2311 struct wined3d_query
*query
= op
->query
;
2314 poll
= query
->query_ops
->query_issue(query
, op
->flags
);
2319 if (poll
&& list_empty(&query
->poll_list_entry
))
2321 if (query
->buffer_object
)
2322 InterlockedIncrement(&query
->counter_retrieved
);
2324 list_add_tail(&cs
->query_poll_list
, &query
->poll_list_entry
);
2328 /* This can happen if occlusion queries are restarted. This discards the
2329 * old result, since polling it could result in a GL error. */
2330 if ((op
->flags
& WINED3DISSUE_BEGIN
) && !poll
&& !list_empty(&query
->poll_list_entry
))
2332 list_remove(&query
->poll_list_entry
);
2333 list_init(&query
->poll_list_entry
);
2334 InterlockedIncrement(&query
->counter_retrieved
);
2338 /* This can happen when an occlusion query is ended without being started,
2339 * in which case we don't want to poll, but still have to counter-balance
2340 * the increment of the main counter.
2342 * This can also happen if an event query is re-issued before the first
2343 * fence was reached. In this case the query is already in the list and
2344 * the poll function will check the new fence. We have to counter-balance
2345 * the discarded increment. */
2346 if (op
->flags
& WINED3DISSUE_END
)
2347 InterlockedIncrement(&query
->counter_retrieved
);
2350 static void wined3d_cs_issue_query(struct wined3d_device_context
*context
,
2351 struct wined3d_query
*query
, unsigned int flags
)
2353 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
2354 struct wined3d_cs_query_issue
*op
;
2356 if (flags
& WINED3DISSUE_END
)
2357 ++query
->counter_main
;
2359 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2360 op
->opcode
= WINED3D_CS_OP_QUERY_ISSUE
;
2364 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
2365 cs
->queries_flushed
= FALSE
;
2367 if (flags
& WINED3DISSUE_BEGIN
)
2368 query
->state
= QUERY_BUILDING
;
2370 query
->state
= QUERY_SIGNALLED
;
2373 static void wined3d_cs_acquire_command_list(struct wined3d_device_context
*context
, struct wined3d_command_list
*list
)
2375 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
2378 if (list
->query_count
)
2380 cs
->queries_flushed
= FALSE
;
2382 for (i
= 0; i
< list
->query_count
; ++i
)
2384 if (list
->queries
[i
].flags
& WINED3DISSUE_END
)
2386 list
->queries
[i
].query
->counter_main
++;
2387 list
->queries
[i
].query
->state
= QUERY_SIGNALLED
;
2391 list
->queries
[i
].query
->state
= QUERY_BUILDING
;
2396 for (i
= 0; i
< list
->resource_count
; ++i
)
2397 wined3d_resource_acquire(list
->resources
[i
]);
2399 for (i
= 0; i
< list
->command_list_count
; ++i
)
2400 wined3d_cs_acquire_command_list(context
, list
->command_lists
[i
]);
2402 for (i
= 0; i
< list
->upload_count
; ++i
)
2403 invalidate_client_address(list
->uploads
[i
].resource
);
2406 static void wined3d_cs_exec_preload_resource(struct wined3d_cs
*cs
, const void *data
)
2408 const struct wined3d_cs_preload_resource
*op
= data
;
2409 struct wined3d_resource
*resource
= op
->resource
;
2411 resource
->resource_ops
->resource_preload(resource
);
2412 wined3d_resource_release(resource
);
2415 void wined3d_cs_emit_preload_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
)
2417 struct wined3d_cs_preload_resource
*op
;
2419 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2420 op
->opcode
= WINED3D_CS_OP_PRELOAD_RESOURCE
;
2421 op
->resource
= resource
;
2423 wined3d_resource_acquire(resource
);
2425 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2428 static void wined3d_cs_exec_unload_resource(struct wined3d_cs
*cs
, const void *data
)
2430 const struct wined3d_cs_unload_resource
*op
= data
;
2431 struct wined3d_resource
*resource
= op
->resource
;
2433 resource
->resource_ops
->resource_unload(resource
);
2434 wined3d_resource_release(resource
);
2437 void wined3d_cs_emit_unload_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
)
2439 struct wined3d_cs_unload_resource
*op
;
2441 discard_client_address(resource
);
2443 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2444 op
->opcode
= WINED3D_CS_OP_UNLOAD_RESOURCE
;
2445 op
->resource
= resource
;
2447 wined3d_resource_acquire(resource
);
2449 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2452 static void wined3d_device_context_upload_bo(struct wined3d_device_context
*context
,
2453 struct wined3d_resource
*resource
, unsigned int sub_resource_idx
, const struct wined3d_box
*box
,
2454 const struct upload_bo
*bo
, unsigned int row_pitch
, unsigned int slice_pitch
)
2456 struct wined3d_cs_update_sub_resource
*op
;
2458 TRACE("context %p, resource %p, sub_resource_idx %u, box %s, bo %s, flags %#x, row_pitch %u, slice_pitch %u.\n",
2459 context
, resource
, sub_resource_idx
, debug_box(box
),
2460 debug_const_bo_address(&bo
->addr
), bo
->flags
, row_pitch
, slice_pitch
);
2462 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2463 op
->opcode
= WINED3D_CS_OP_UPDATE_SUB_RESOURCE
;
2464 op
->resource
= resource
;
2465 op
->sub_resource_idx
= sub_resource_idx
;
2468 op
->row_pitch
= row_pitch
;
2469 op
->slice_pitch
= slice_pitch
;
2471 wined3d_device_context_acquire_resource(context
, resource
);
2473 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
2476 static void wined3d_cs_exec_map(struct wined3d_cs
*cs
, const void *data
)
2478 const struct wined3d_cs_map
*op
= data
;
2479 struct wined3d_resource
*resource
= op
->resource
;
2481 *op
->hr
= resource
->resource_ops
->resource_sub_resource_map(resource
,
2482 op
->sub_resource_idx
, op
->map_ptr
, op
->box
, op
->flags
);
2485 HRESULT
wined3d_device_context_emit_map(struct wined3d_device_context
*context
,
2486 struct wined3d_resource
*resource
, unsigned int sub_resource_idx
,
2487 struct wined3d_map_desc
*map_desc
, const struct wined3d_box
*box
, unsigned int flags
)
2489 struct wined3d_cs_map
*op
;
2492 /* Mapping resources from the worker thread isn't an issue by itself, but
2493 * increasing the map count would be visible to applications. */
2494 wined3d_not_from_cs(context
->device
->cs
);
2496 if ((flags
& (WINED3D_MAP_DISCARD
| WINED3D_MAP_NOOVERWRITE
))
2497 && context
->ops
->map_upload_bo(context
, resource
, sub_resource_idx
, map_desc
, box
, flags
))
2499 TRACE("Returning map pointer %p, row pitch %u, slice pitch %u.\n",
2500 map_desc
->data
, map_desc
->row_pitch
, map_desc
->slice_pitch
);
2504 wined3d_resource_wait_idle(resource
);
2506 /* We might end up invalidating the resource on the CS thread. */
2507 invalidate_client_address(resource
);
2509 if (!(op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_MAP
)))
2510 return E_OUTOFMEMORY
;
2511 op
->opcode
= WINED3D_CS_OP_MAP
;
2512 op
->resource
= resource
;
2513 op
->sub_resource_idx
= sub_resource_idx
;
2514 op
->map_ptr
= &map_desc
->data
;
2519 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_MAP
);
2520 wined3d_device_context_finish(context
, WINED3D_CS_QUEUE_MAP
);
2523 wined3d_resource_get_sub_resource_map_pitch(resource
, sub_resource_idx
,
2524 &map_desc
->row_pitch
, &map_desc
->slice_pitch
);
2528 static void wined3d_cs_exec_unmap(struct wined3d_cs
*cs
, const void *data
)
2530 const struct wined3d_cs_unmap
*op
= data
;
2531 struct wined3d_resource
*resource
= op
->resource
;
2533 *op
->hr
= resource
->resource_ops
->resource_sub_resource_unmap(resource
, op
->sub_resource_idx
);
2536 HRESULT
wined3d_device_context_emit_unmap(struct wined3d_device_context
*context
,
2537 struct wined3d_resource
*resource
, unsigned int sub_resource_idx
)
2539 struct wined3d_cs_unmap
*op
;
2540 struct wined3d_box box
;
2541 struct upload_bo bo
;
2544 if (context
->ops
->unmap_upload_bo(context
, resource
, sub_resource_idx
, &box
, &bo
))
2546 unsigned int row_pitch
, slice_pitch
;
2548 wined3d_resource_get_sub_resource_map_pitch(resource
, sub_resource_idx
, &row_pitch
, &slice_pitch
);
2549 if (bo
.flags
& UPLOAD_BO_UPLOAD_ON_UNMAP
)
2550 wined3d_device_context_upload_bo(context
, resource
, sub_resource_idx
, &box
, &bo
, row_pitch
, slice_pitch
);
2554 wined3d_not_from_cs(context
->device
->cs
);
2556 if (!(op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_MAP
)))
2557 return E_OUTOFMEMORY
;
2558 op
->opcode
= WINED3D_CS_OP_UNMAP
;
2559 op
->resource
= resource
;
2560 op
->sub_resource_idx
= sub_resource_idx
;
2563 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_MAP
);
2564 wined3d_device_context_finish(context
, WINED3D_CS_QUEUE_MAP
);
2569 static void wined3d_cs_exec_map_bo_address(struct wined3d_cs
*cs
, const void *data
)
2571 const struct wined3d_cs_map_bo_address
*op
= data
;
2572 struct wined3d_context
*context
;
2574 context
= context_acquire(cs
->c
.device
, NULL
, 0);
2575 wined3d_context_map_bo_address(context
, &op
->addr
, op
->size
, op
->flags
);
2576 context_release(context
);
2579 void wined3d_cs_map_bo_address(struct wined3d_cs
*cs
,
2580 struct wined3d_bo_address
*addr
, size_t size
, unsigned int flags
)
2582 struct wined3d_device_context
*context
= &cs
->c
;
2583 struct wined3d_cs_map_bo_address
*op
;
2585 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_MAP
);
2586 op
->opcode
= WINED3D_CS_OP_MAP_BO_ADDRESS
;
2590 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_MAP
);
2591 wined3d_device_context_finish(context
, WINED3D_CS_QUEUE_MAP
);
2594 static void wined3d_cs_exec_blt_sub_resource(struct wined3d_cs
*cs
, const void *data
)
2596 const struct wined3d_cs_blt_sub_resource
*op
= data
;
2598 if (op
->dst_resource
->type
== WINED3D_RTYPE_BUFFER
)
2600 wined3d_buffer_copy(buffer_from_resource(op
->dst_resource
), op
->dst_box
.left
,
2601 buffer_from_resource(op
->src_resource
), op
->src_box
.left
,
2602 op
->src_box
.right
- op
->src_box
.left
);
2604 else if (op
->dst_resource
->type
== WINED3D_RTYPE_TEXTURE_3D
)
2606 struct wined3d_texture
*src_texture
, *dst_texture
;
2607 unsigned int level
, update_w
, update_h
, update_d
;
2608 unsigned int row_pitch
, slice_pitch
;
2609 struct wined3d_context
*context
;
2610 struct wined3d_bo_address addr
;
2611 unsigned int location
;
2613 if (op
->flags
& ~WINED3D_BLT_RAW
)
2615 FIXME("Flags %#x not implemented for %s resources.\n",
2616 op
->flags
, debug_d3dresourcetype(op
->dst_resource
->type
));
2620 if (!(op
->flags
& WINED3D_BLT_RAW
) && op
->src_resource
->format
!= op
->dst_resource
->format
)
2622 FIXME("Format conversion not implemented for %s resources.\n",
2623 debug_d3dresourcetype(op
->dst_resource
->type
));
2627 update_w
= op
->dst_box
.right
- op
->dst_box
.left
;
2628 update_h
= op
->dst_box
.bottom
- op
->dst_box
.top
;
2629 update_d
= op
->dst_box
.back
- op
->dst_box
.front
;
2630 if (op
->src_box
.right
- op
->src_box
.left
!= update_w
2631 || op
->src_box
.bottom
- op
->src_box
.top
!= update_h
2632 || op
->src_box
.back
- op
->src_box
.front
!= update_d
)
2634 FIXME("Stretching not implemented for %s resources.\n",
2635 debug_d3dresourcetype(op
->dst_resource
->type
));
2639 dst_texture
= texture_from_resource(op
->dst_resource
);
2640 src_texture
= texture_from_resource(op
->src_resource
);
2642 context
= context_acquire(cs
->c
.device
, NULL
, 0);
2644 location
= src_texture
->resource
.map_binding
;
2645 if (location
== WINED3D_LOCATION_SYSMEM
2646 && wined3d_texture_can_use_pbo(src_texture
, &context
->device
->adapter
->d3d_info
))
2647 location
= WINED3D_LOCATION_BUFFER
;
2649 if (!wined3d_texture_load_location(src_texture
, op
->src_sub_resource_idx
,
2652 ERR("Failed to load source sub-resource into %s.\n",
2653 wined3d_debug_location(location
));
2654 context_release(context
);
2658 level
= op
->dst_sub_resource_idx
% dst_texture
->level_count
;
2659 if (update_w
== wined3d_texture_get_level_width(dst_texture
, level
)
2660 && update_h
== wined3d_texture_get_level_height(dst_texture
, level
)
2661 && update_d
== wined3d_texture_get_level_depth(dst_texture
, level
))
2663 wined3d_texture_prepare_location(dst_texture
, op
->dst_sub_resource_idx
,
2664 context
, WINED3D_LOCATION_TEXTURE_RGB
);
2666 else if (!wined3d_texture_load_location(dst_texture
, op
->dst_sub_resource_idx
,
2667 context
, WINED3D_LOCATION_TEXTURE_RGB
))
2669 ERR("Failed to load destination sub-resource.\n");
2670 context_release(context
);
2674 wined3d_texture_get_memory(src_texture
, op
->src_sub_resource_idx
, &addr
, location
);
2675 wined3d_texture_get_pitch(src_texture
, op
->src_sub_resource_idx
% src_texture
->level_count
,
2676 &row_pitch
, &slice_pitch
);
2678 dst_texture
->texture_ops
->texture_upload_data(context
, wined3d_const_bo_address(&addr
),
2679 dst_texture
->resource
.format
, &op
->src_box
, row_pitch
, slice_pitch
, dst_texture
,
2680 op
->dst_sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
,
2681 op
->dst_box
.left
, op
->dst_box
.top
, op
->dst_box
.front
);
2682 wined3d_texture_validate_location(dst_texture
, op
->dst_sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
);
2683 wined3d_texture_invalidate_location(dst_texture
, op
->dst_sub_resource_idx
, ~WINED3D_LOCATION_TEXTURE_RGB
);
2685 context_release(context
);
2689 if (FAILED(texture2d_blt(texture_from_resource(op
->dst_resource
), op
->dst_sub_resource_idx
,
2690 &op
->dst_box
, texture_from_resource(op
->src_resource
), op
->src_sub_resource_idx
,
2691 &op
->src_box
, op
->flags
, &op
->fx
, op
->filter
)))
2692 FIXME("Blit failed.\n");
2696 if (op
->src_resource
)
2697 wined3d_resource_release(op
->src_resource
);
2698 wined3d_resource_release(op
->dst_resource
);
2701 void wined3d_device_context_emit_blt_sub_resource(struct wined3d_device_context
*context
,
2702 struct wined3d_resource
*dst_resource
, unsigned int dst_sub_resource_idx
, const struct wined3d_box
*dst_box
,
2703 struct wined3d_resource
*src_resource
, unsigned int src_sub_resource_idx
, const struct wined3d_box
*src_box
,
2704 unsigned int flags
, const struct wined3d_blt_fx
*fx
, enum wined3d_texture_filter_type filter
)
2706 struct wined3d_cs_blt_sub_resource
*op
;
2708 /* If we are replacing the whole resource, the CS thread might discard and
2709 * rename the buffer object, in which case ours is no longer valid. */
2710 if (dst_resource
->type
== WINED3D_RTYPE_BUFFER
&& dst_box
->right
- dst_box
->left
== dst_resource
->size
)
2711 invalidate_client_address(dst_resource
);
2713 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2714 op
->opcode
= WINED3D_CS_OP_BLT_SUB_RESOURCE
;
2715 op
->dst_resource
= dst_resource
;
2716 op
->dst_sub_resource_idx
= dst_sub_resource_idx
;
2717 op
->dst_box
= *dst_box
;
2718 op
->src_resource
= src_resource
;
2719 op
->src_sub_resource_idx
= src_sub_resource_idx
;
2720 op
->src_box
= *src_box
;
2725 memset(&op
->fx
, 0, sizeof(op
->fx
));
2726 op
->filter
= filter
;
2728 wined3d_device_context_acquire_resource(context
, dst_resource
);
2730 wined3d_device_context_acquire_resource(context
, src_resource
);
2732 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
2733 if (flags
& WINED3D_BLT_SYNCHRONOUS
)
2734 wined3d_device_context_finish(context
, WINED3D_CS_QUEUE_DEFAULT
);
2737 static void wined3d_cs_exec_update_sub_resource(struct wined3d_cs
*cs
, const void *data
)
2739 const struct wined3d_cs_update_sub_resource
*op
= data
;
2740 struct wined3d_resource
*resource
= op
->resource
;
2741 const struct wined3d_box
*box
= &op
->box
;
2742 struct wined3d_context
*context
;
2744 context
= context_acquire(cs
->c
.device
, NULL
, 0);
2746 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
2747 wined3d_buffer_update_sub_resource(buffer_from_resource(resource
),
2748 context
, &op
->bo
, box
->left
, box
->right
- box
->left
);
2750 wined3d_texture_update_sub_resource(texture_from_resource(resource
),
2751 op
->sub_resource_idx
, context
, &op
->bo
, box
, op
->row_pitch
, op
->slice_pitch
);
2753 context_release(context
);
2755 wined3d_resource_release(resource
);
2758 void wined3d_device_context_emit_update_sub_resource(struct wined3d_device_context
*context
,
2759 struct wined3d_resource
*resource
, unsigned int sub_resource_idx
, const struct wined3d_box
*box
,
2760 const void *data
, unsigned int row_pitch
, unsigned int slice_pitch
)
2762 struct wined3d_cs_update_sub_resource
*op
;
2763 struct wined3d_map_desc map_desc
;
2764 struct wined3d_box dummy_box
;
2765 struct upload_bo bo
;
2767 /* If we are replacing the whole resource, the CS thread might discard and
2768 * rename the buffer object, in which case ours is no longer valid. */
2769 if (resource
->type
== WINED3D_RTYPE_BUFFER
&& box
->right
- box
->left
== resource
->size
)
2770 invalidate_client_address(resource
);
2772 if (context
->ops
->map_upload_bo(context
, resource
, sub_resource_idx
, &map_desc
, box
, WINED3D_MAP_WRITE
))
2774 wined3d_format_copy_data(resource
->format
, data
, row_pitch
, slice_pitch
, map_desc
.data
, map_desc
.row_pitch
,
2775 map_desc
.slice_pitch
, box
->right
- box
->left
, box
->bottom
- box
->top
, box
->back
- box
->front
);
2776 context
->ops
->unmap_upload_bo(context
, resource
, sub_resource_idx
, &dummy_box
, &bo
);
2777 wined3d_device_context_upload_bo(context
, resource
, sub_resource_idx
,
2778 box
, &bo
, map_desc
.row_pitch
, map_desc
.slice_pitch
);
2782 wined3d_resource_wait_idle(resource
);
2784 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_MAP
);
2785 op
->opcode
= WINED3D_CS_OP_UPDATE_SUB_RESOURCE
;
2786 op
->resource
= resource
;
2787 op
->sub_resource_idx
= sub_resource_idx
;
2789 op
->bo
.addr
.buffer_object
= 0;
2790 op
->bo
.addr
.addr
= data
;
2792 op
->row_pitch
= row_pitch
;
2793 op
->slice_pitch
= slice_pitch
;
2795 wined3d_device_context_acquire_resource(context
, resource
);
2797 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_MAP
);
2798 /* The data pointer may go away, so we need to wait until it is read.
2799 * Copying the data may be faster if it's small. */
2800 wined3d_device_context_finish(context
, WINED3D_CS_QUEUE_MAP
);
2803 static void wined3d_cs_exec_add_dirty_texture_region(struct wined3d_cs
*cs
, const void *data
)
2805 const struct wined3d_cs_add_dirty_texture_region
*op
= data
;
2806 struct wined3d_texture
*texture
= op
->texture
;
2807 unsigned int sub_resource_idx
, i
;
2808 struct wined3d_context
*context
;
2810 context
= context_acquire(cs
->c
.device
, NULL
, 0);
2811 sub_resource_idx
= op
->layer
* texture
->level_count
;
2812 for (i
= 0; i
< texture
->level_count
; ++i
, ++sub_resource_idx
)
2814 if (wined3d_texture_load_location(texture
, sub_resource_idx
, context
, texture
->resource
.map_binding
))
2815 wined3d_texture_invalidate_location(texture
, sub_resource_idx
, ~texture
->resource
.map_binding
);
2817 ERR("Failed to load location %s.\n", wined3d_debug_location(texture
->resource
.map_binding
));
2819 context_release(context
);
2821 wined3d_resource_release(&texture
->resource
);
2824 void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs
*cs
,
2825 struct wined3d_texture
*texture
, unsigned int layer
)
2827 struct wined3d_cs_add_dirty_texture_region
*op
;
2829 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2830 op
->opcode
= WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION
;
2831 op
->texture
= texture
;
2834 wined3d_resource_acquire(&texture
->resource
);
2836 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2839 static void wined3d_cs_exec_clear_unordered_access_view(struct wined3d_cs
*cs
, const void *data
)
2841 const struct wined3d_cs_clear_unordered_access_view
*op
= data
;
2842 struct wined3d_unordered_access_view
*view
= op
->view
;
2843 struct wined3d_context
*context
;
2845 context
= context_acquire(cs
->c
.device
, NULL
, 0);
2846 cs
->c
.device
->adapter
->adapter_ops
->adapter_clear_uav(context
, view
, &op
->clear_value
, op
->fp
);
2847 context_release(context
);
2849 wined3d_resource_release(view
->resource
);
2852 void wined3d_device_context_emit_clear_uav(struct wined3d_device_context
*context
,
2853 struct wined3d_unordered_access_view
*view
, const struct wined3d_uvec4
*clear_value
, bool fp
)
2855 struct wined3d_cs_clear_unordered_access_view
*op
;
2857 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2858 op
->opcode
= WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW
;
2860 op
->clear_value
= *clear_value
;
2863 wined3d_device_context_acquire_resource(context
, view
->resource
);
2865 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
2868 static void wined3d_cs_exec_copy_uav_counter(struct wined3d_cs
*cs
, const void *data
)
2870 const struct wined3d_cs_copy_uav_counter
*op
= data
;
2871 struct wined3d_unordered_access_view
*view
= op
->view
;
2872 struct wined3d_context
*context
;
2874 context
= context_acquire(cs
->c
.device
, NULL
, 0);
2875 wined3d_unordered_access_view_copy_counter(view
, op
->buffer
, op
->offset
, context
);
2876 context_release(context
);
2878 wined3d_resource_release(&op
->buffer
->resource
);
2881 void wined3d_device_context_emit_copy_uav_counter(struct wined3d_device_context
*context
,
2882 struct wined3d_buffer
*dst_buffer
, unsigned int offset
, struct wined3d_unordered_access_view
*uav
)
2884 struct wined3d_cs_copy_uav_counter
*op
;
2886 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2887 op
->opcode
= WINED3D_CS_OP_COPY_UAV_COUNTER
;
2888 op
->buffer
= dst_buffer
;
2889 op
->offset
= offset
;
2892 wined3d_device_context_acquire_resource(context
, &dst_buffer
->resource
);
2894 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
2897 static void wined3d_cs_exec_generate_mipmaps(struct wined3d_cs
*cs
, const void *data
)
2899 const struct wined3d_cs_generate_mipmaps
*op
= data
;
2900 struct wined3d_shader_resource_view
*view
= op
->view
;
2901 struct wined3d_context
*context
;
2903 context
= context_acquire(cs
->c
.device
, NULL
, 0);
2904 cs
->c
.device
->adapter
->adapter_ops
->adapter_generate_mipmap(context
, view
);
2905 context_release(context
);
2907 wined3d_resource_release(view
->resource
);
2910 void wined3d_device_context_emit_generate_mipmaps(struct wined3d_device_context
*context
,
2911 struct wined3d_shader_resource_view
*view
)
2913 struct wined3d_cs_generate_mipmaps
*op
;
2915 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2916 op
->opcode
= WINED3D_CS_OP_GENERATE_MIPMAPS
;
2919 wined3d_device_context_acquire_resource(context
, view
->resource
);
2921 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
2924 static void wined3d_cs_emit_stop(struct wined3d_cs
*cs
)
2926 struct wined3d_cs_stop
*op
;
2928 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2929 op
->opcode
= WINED3D_CS_OP_STOP
;
2931 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2932 wined3d_cs_finish(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2935 static void wined3d_cs_acquire_resource(struct wined3d_device_context
*context
, struct wined3d_resource
*resource
)
2937 wined3d_resource_acquire(resource
);
2940 static void wined3d_cs_exec_execute_command_list(struct wined3d_cs
*cs
, const void *data
);
2942 static void (* const wined3d_cs_op_handlers
[])(struct wined3d_cs
*cs
, const void *data
) =
2944 /* WINED3D_CS_OP_NOP */ wined3d_cs_exec_nop
,
2945 /* WINED3D_CS_OP_PRESENT */ wined3d_cs_exec_present
,
2946 /* WINED3D_CS_OP_CLEAR */ wined3d_cs_exec_clear
,
2947 /* WINED3D_CS_OP_DISPATCH */ wined3d_cs_exec_dispatch
,
2948 /* WINED3D_CS_OP_DRAW */ wined3d_cs_exec_draw
,
2949 /* WINED3D_CS_OP_FLUSH */ wined3d_cs_exec_flush
,
2950 /* WINED3D_CS_OP_SET_PREDICATION */ wined3d_cs_exec_set_predication
,
2951 /* WINED3D_CS_OP_SET_VIEWPORTS */ wined3d_cs_exec_set_viewports
,
2952 /* WINED3D_CS_OP_SET_SCISSOR_RECTS */ wined3d_cs_exec_set_scissor_rects
,
2953 /* WINED3D_CS_OP_SET_RENDERTARGET_VIEWS */ wined3d_cs_exec_set_rendertarget_views
,
2954 /* WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW */ wined3d_cs_exec_set_depth_stencil_view
,
2955 /* WINED3D_CS_OP_SET_VERTEX_DECLARATION */ wined3d_cs_exec_set_vertex_declaration
,
2956 /* WINED3D_CS_OP_SET_STREAM_SOURCES */ wined3d_cs_exec_set_stream_sources
,
2957 /* WINED3D_CS_OP_SET_STREAM_OUTPUTS */ wined3d_cs_exec_set_stream_outputs
,
2958 /* WINED3D_CS_OP_SET_INDEX_BUFFER */ wined3d_cs_exec_set_index_buffer
,
2959 /* WINED3D_CS_OP_SET_CONSTANT_BUFFERS */ wined3d_cs_exec_set_constant_buffers
,
2960 /* WINED3D_CS_OP_SET_TEXTURE */ wined3d_cs_exec_set_texture
,
2961 /* WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEWS */ wined3d_cs_exec_set_shader_resource_views
,
2962 /* WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEWS */ wined3d_cs_exec_set_unordered_access_views
,
2963 /* WINED3D_CS_OP_SET_SAMPLERS */ wined3d_cs_exec_set_samplers
,
2964 /* WINED3D_CS_OP_SET_SHADER */ wined3d_cs_exec_set_shader
,
2965 /* WINED3D_CS_OP_SET_BLEND_STATE */ wined3d_cs_exec_set_blend_state
,
2966 /* WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE */ wined3d_cs_exec_set_depth_stencil_state
,
2967 /* WINED3D_CS_OP_SET_RASTERIZER_STATE */ wined3d_cs_exec_set_rasterizer_state
,
2968 /* WINED3D_CS_OP_SET_RENDER_STATE */ wined3d_cs_exec_set_render_state
,
2969 /* WINED3D_CS_OP_SET_TEXTURE_STATE */ wined3d_cs_exec_set_texture_state
,
2970 /* WINED3D_CS_OP_SET_SAMPLER_STATE */ wined3d_cs_exec_set_sampler_state
,
2971 /* WINED3D_CS_OP_SET_TRANSFORM */ wined3d_cs_exec_set_transform
,
2972 /* WINED3D_CS_OP_SET_CLIP_PLANE */ wined3d_cs_exec_set_clip_plane
,
2973 /* WINED3D_CS_OP_SET_COLOR_KEY */ wined3d_cs_exec_set_color_key
,
2974 /* WINED3D_CS_OP_SET_MATERIAL */ wined3d_cs_exec_set_material
,
2975 /* WINED3D_CS_OP_SET_LIGHT */ wined3d_cs_exec_set_light
,
2976 /* WINED3D_CS_OP_SET_LIGHT_ENABLE */ wined3d_cs_exec_set_light_enable
,
2977 /* WINED3D_CS_OP_SET_FEATURE_LEVEL */ wined3d_cs_exec_set_feature_level
,
2978 /* WINED3D_CS_OP_PUSH_CONSTANTS */ wined3d_cs_exec_push_constants
,
2979 /* WINED3D_CS_OP_RESET_STATE */ wined3d_cs_exec_reset_state
,
2980 /* WINED3D_CS_OP_CALLBACK */ wined3d_cs_exec_callback
,
2981 /* WINED3D_CS_OP_QUERY_ISSUE */ wined3d_cs_exec_query_issue
,
2982 /* WINED3D_CS_OP_PRELOAD_RESOURCE */ wined3d_cs_exec_preload_resource
,
2983 /* WINED3D_CS_OP_UNLOAD_RESOURCE */ wined3d_cs_exec_unload_resource
,
2984 /* WINED3D_CS_OP_MAP */ wined3d_cs_exec_map
,
2985 /* WINED3D_CS_OP_UNMAP */ wined3d_cs_exec_unmap
,
2986 /* WINED3D_CS_OP_MAP_BO_ADDRESS */ wined3d_cs_exec_map_bo_address
,
2987 /* WINED3D_CS_OP_BLT_SUB_RESOURCE */ wined3d_cs_exec_blt_sub_resource
,
2988 /* WINED3D_CS_OP_UPDATE_SUB_RESOURCE */ wined3d_cs_exec_update_sub_resource
,
2989 /* WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION */ wined3d_cs_exec_add_dirty_texture_region
,
2990 /* WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW */ wined3d_cs_exec_clear_unordered_access_view
,
2991 /* WINED3D_CS_OP_COPY_UAV_COUNTER */ wined3d_cs_exec_copy_uav_counter
,
2992 /* WINED3D_CS_OP_GENERATE_MIPMAPS */ wined3d_cs_exec_generate_mipmaps
,
2993 /* WINED3D_CS_OP_EXECUTE_COMMAND_LIST */ wined3d_cs_exec_execute_command_list
,
2996 static void wined3d_cs_exec_execute_command_list(struct wined3d_cs
*cs
, const void *data
)
2998 const struct wined3d_cs_execute_command_list
*op
= data
;
2999 SIZE_T start
= 0, end
= op
->list
->data_size
;
3000 const BYTE
*cs_data
= op
->list
->data
;
3002 TRACE("Executing command list %p.\n", op
->list
);
3006 const struct wined3d_cs_packet
*packet
= wined3d_next_cs_packet(cs_data
, &start
);
3007 enum wined3d_cs_op opcode
= *(const enum wined3d_cs_op
*)packet
->data
;
3009 if (opcode
>= WINED3D_CS_OP_STOP
)
3010 ERR("Invalid opcode %#x.\n", opcode
);
3012 wined3d_cs_op_handlers
[opcode
](cs
, packet
->data
);
3013 TRACE("%s executed.\n", debug_cs_op(opcode
));
3017 void wined3d_device_context_emit_execute_command_list(struct wined3d_device_context
*context
,
3018 struct wined3d_command_list
*list
, bool restore_state
)
3020 struct wined3d_cs_execute_command_list
*op
;
3022 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
3023 op
->opcode
= WINED3D_CS_OP_EXECUTE_COMMAND_LIST
;
3026 context
->ops
->acquire_command_list(context
, list
);
3028 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
3031 wined3d_device_context_set_state(context
, context
->state
);
3033 wined3d_device_context_reset_state(context
);
3036 static void *wined3d_cs_st_require_space(struct wined3d_device_context
*context
,
3037 size_t size
, enum wined3d_cs_queue_id queue_id
)
3039 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
3041 if (size
> (cs
->data_size
- cs
->end
))
3046 new_size
= max(size
, cs
->data_size
* 2);
3048 new_data
= heap_realloc(cs
->data
, new_size
);
3050 new_data
= heap_alloc(new_size
);
3054 cs
->data_size
= new_size
;
3055 cs
->start
= cs
->end
= 0;
3056 cs
->data
= new_data
;
3061 return (BYTE
*)cs
->data
+ cs
->start
;
3064 static void wined3d_cs_st_submit(struct wined3d_device_context
*context
, enum wined3d_cs_queue_id queue_id
)
3066 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
3067 enum wined3d_cs_op opcode
;
3073 cs
->start
= cs
->end
;
3075 opcode
= *(const enum wined3d_cs_op
*)&data
[start
];
3076 if (opcode
>= WINED3D_CS_OP_STOP
)
3077 ERR("Invalid opcode %#x.\n", opcode
);
3079 wined3d_cs_op_handlers
[opcode
](cs
, &data
[start
]);
3081 if (cs
->data
== data
)
3082 cs
->start
= cs
->end
= start
;
3087 static void wined3d_cs_st_finish(struct wined3d_device_context
*context
, enum wined3d_cs_queue_id queue_id
)
3091 static bool wined3d_cs_map_upload_bo(struct wined3d_device_context
*context
, struct wined3d_resource
*resource
,
3092 unsigned int sub_resource_idx
, struct wined3d_map_desc
*map_desc
, const struct wined3d_box
*box
, uint32_t flags
)
3094 /* Limit NOOVERWRITE maps to buffers for now; there are too many ways that
3095 * a texture can be invalidated to even count. */
3096 if (resource
->type
== WINED3D_RTYPE_BUFFER
&& (flags
& (WINED3D_MAP_DISCARD
| WINED3D_MAP_NOOVERWRITE
)))
3098 const struct wined3d_d3d_info
*d3d_info
= &context
->device
->adapter
->d3d_info
;
3099 struct wined3d_client_resource
*client
= &resource
->client
;
3100 struct wined3d_device
*device
= context
->device
;
3101 struct wined3d_bo_address addr
;
3102 struct wined3d_bo
*bo
;
3105 /* We can't use persistent maps if we might need to do vertex attribute
3106 * conversion; that will cause the CS thread to invalidate the BO. */
3107 if (!d3d_info
->xyzrhw
|| !d3d_info
->vertex_bgra
|| !d3d_info
->ffp_generic_attributes
)
3109 TRACE("Not returning a persistent buffer because we might need to do vertex attribute conversion.\n");
3113 if (resource
->pin_sysmem
)
3115 TRACE("Not allocating an upload buffer because system memory is pinned for this resource.\n");
3119 if ((flags
& WINED3D_MAP_NOOVERWRITE
) && client
->addr
.buffer_object
== CLIENT_BO_DISCARDED
)
3120 flags
= (flags
& ~WINED3D_MAP_NOOVERWRITE
) | WINED3D_MAP_DISCARD
;
3122 if (flags
& WINED3D_MAP_DISCARD
)
3124 if (!device
->adapter
->adapter_ops
->adapter_alloc_bo(device
, resource
, sub_resource_idx
, &addr
))
3127 client
->addr
= addr
;
3131 addr
= client
->addr
;
3135 if ((bo
= addr
.buffer_object
))
3137 wined3d_device_bo_map_lock(device
);
3138 if ((map_ptr
= bo
->map_ptr
))
3139 ++bo
->client_map_count
;
3140 wined3d_device_bo_map_unlock(device
);
3144 /* adapter_alloc_bo() should have given us a mapped BO if we are
3146 assert(flags
& WINED3D_MAP_NOOVERWRITE
);
3147 WARN_(d3d_perf
)("Not accelerating a NOOVERWRITE map because the BO is not mapped.\n");
3151 map_ptr
+= (uintptr_t)addr
.addr
;
3155 assert(flags
& WINED3D_MAP_NOOVERWRITE
);
3156 WARN_(d3d_perf
)("Not accelerating a NOOVERWRITE map because the sub-resource has no valid address.\n");
3160 wined3d_resource_get_sub_resource_map_pitch(resource
, sub_resource_idx
,
3161 &map_desc
->row_pitch
, &map_desc
->slice_pitch
);
3163 client
->mapped_upload
.addr
= *wined3d_const_bo_address(&addr
);
3164 client
->mapped_upload
.flags
= 0;
3167 map_ptr
+= bo
->memory_offset
;
3168 /* If we are not mapping all buffers persistently, use
3169 * UPDATE_SUB_RESOURCE as a means of telling the CS thread to try
3170 * to unmap the resource, so that we can free VA space. */
3171 if (!bo
->coherent
|| !wined3d_map_persistent())
3172 client
->mapped_upload
.flags
|= UPLOAD_BO_UPLOAD_ON_UNMAP
;
3174 map_desc
->data
= resource_offset_map_pointer(resource
, sub_resource_idx
, map_ptr
, box
);
3176 if (flags
& WINED3D_MAP_DISCARD
)
3177 client
->mapped_upload
.flags
|= UPLOAD_BO_UPLOAD_ON_UNMAP
| UPLOAD_BO_RENAME_ON_UNMAP
;
3179 client
->mapped_box
= *box
;
3181 TRACE("Returning bo %s, flags %#x.\n", debug_const_bo_address(&client
->mapped_upload
.addr
),
3182 client
->mapped_upload
.flags
);
3189 static bool wined3d_bo_address_is_null(struct wined3d_const_bo_address
*addr
)
3191 return !addr
->buffer_object
&& !addr
->addr
;
3194 static bool wined3d_cs_unmap_upload_bo(struct wined3d_device_context
*context
, struct wined3d_resource
*resource
,
3195 unsigned int sub_resource_idx
, struct wined3d_box
*box
, struct upload_bo
*upload_bo
)
3197 struct wined3d_client_resource
*client
= &resource
->client
;
3198 struct wined3d_device
*device
= context
->device
;
3199 struct wined3d_bo
*bo
;
3201 if (wined3d_bo_address_is_null(&client
->mapped_upload
.addr
))
3204 if ((bo
= client
->mapped_upload
.addr
.buffer_object
))
3206 wined3d_device_bo_map_lock(device
);
3207 --bo
->client_map_count
;
3208 wined3d_device_bo_map_unlock(device
);
3211 *upload_bo
= client
->mapped_upload
;
3212 *box
= client
->mapped_box
;
3213 memset(&client
->mapped_upload
, 0, sizeof(client
->mapped_upload
));
3214 memset(&client
->mapped_box
, 0, sizeof(client
->mapped_box
));
3218 static const struct wined3d_device_context_ops wined3d_cs_st_ops
=
3220 wined3d_cs_st_require_space
,
3221 wined3d_cs_st_submit
,
3222 wined3d_cs_st_finish
,
3223 wined3d_cs_st_push_constants
,
3224 wined3d_cs_map_upload_bo
,
3225 wined3d_cs_unmap_upload_bo
,
3226 wined3d_cs_issue_query
,
3228 wined3d_cs_acquire_resource
,
3229 wined3d_cs_acquire_command_list
,
3232 static BOOL
wined3d_cs_queue_is_empty(const struct wined3d_cs
*cs
, const struct wined3d_cs_queue
*queue
)
3234 wined3d_from_cs(cs
);
3235 return *(volatile LONG
*)&queue
->head
== queue
->tail
;
3238 static void wined3d_cs_queue_submit(struct wined3d_cs_queue
*queue
, struct wined3d_cs
*cs
)
3240 struct wined3d_cs_packet
*packet
;
3243 packet
= (struct wined3d_cs_packet
*)&queue
->data
[queue
->head
];
3244 TRACE("Queuing op %s at %p.\n", debug_cs_op(*(const enum wined3d_cs_op
*)packet
->data
), packet
);
3245 packet_size
= FIELD_OFFSET(struct wined3d_cs_packet
, data
[packet
->size
]);
3246 InterlockedExchange(&queue
->head
, (queue
->head
+ packet_size
) & (WINED3D_CS_QUEUE_SIZE
- 1));
3248 if (InterlockedCompareExchange(&cs
->waiting_for_event
, FALSE
, TRUE
))
3249 SetEvent(cs
->event
);
3252 static void wined3d_cs_mt_submit(struct wined3d_device_context
*context
, enum wined3d_cs_queue_id queue_id
)
3254 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
3256 if (cs
->thread_id
== GetCurrentThreadId())
3257 return wined3d_cs_st_submit(context
, queue_id
);
3259 wined3d_cs_queue_submit(&cs
->queue
[queue_id
], cs
);
3262 static void *wined3d_cs_queue_require_space(struct wined3d_cs_queue
*queue
, size_t size
, struct wined3d_cs
*cs
)
3264 size_t queue_size
= ARRAY_SIZE(queue
->data
);
3265 size_t header_size
, packet_size
, remaining
;
3266 struct wined3d_cs_packet
*packet
;
3268 header_size
= FIELD_OFFSET(struct wined3d_cs_packet
, data
[0]);
3269 packet_size
= FIELD_OFFSET(struct wined3d_cs_packet
, data
[size
]);
3270 packet_size
= (packet_size
+ header_size
- 1) & ~(header_size
- 1);
3271 size
= packet_size
- header_size
;
3272 if (packet_size
>= WINED3D_CS_QUEUE_SIZE
)
3274 ERR("Packet size %lu >= queue size %u.\n",
3275 (unsigned long)packet_size
, WINED3D_CS_QUEUE_SIZE
);
3279 remaining
= queue_size
- queue
->head
;
3280 if (remaining
< packet_size
)
3282 size_t nop_size
= remaining
- header_size
;
3283 struct wined3d_cs_nop
*nop
;
3285 TRACE("Inserting a nop for %lu + %lu bytes.\n",
3286 (unsigned long)header_size
, (unsigned long)nop_size
);
3288 nop
= wined3d_cs_queue_require_space(queue
, nop_size
, cs
);
3290 nop
->opcode
= WINED3D_CS_OP_NOP
;
3292 wined3d_cs_queue_submit(queue
, cs
);
3293 assert(!queue
->head
);
3298 LONG tail
= *(volatile LONG
*)&queue
->tail
;
3299 LONG head
= queue
->head
;
3305 new_pos
= (head
+ packet_size
) & (WINED3D_CS_QUEUE_SIZE
- 1);
3306 /* Head ahead of tail. We checked the remaining size above, so we only
3307 * need to make sure we don't make head equal to tail. */
3308 if (head
> tail
&& (new_pos
!= tail
))
3310 /* Tail ahead of head. Make sure the new head is before the tail as
3311 * well. Note that new_pos is 0 when it's at the end of the queue. */
3312 if (new_pos
< tail
&& new_pos
)
3315 TRACE("Waiting for free space. Head %u, tail %u, packet size %lu.\n",
3316 head
, tail
, (unsigned long)packet_size
);
3319 packet
= (struct wined3d_cs_packet
*)&queue
->data
[queue
->head
];
3320 packet
->size
= size
;
3321 return packet
->data
;
3324 static void *wined3d_cs_mt_require_space(struct wined3d_device_context
*context
,
3325 size_t size
, enum wined3d_cs_queue_id queue_id
)
3327 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
3329 if (cs
->thread_id
== GetCurrentThreadId())
3330 return wined3d_cs_st_require_space(context
, size
, queue_id
);
3332 return wined3d_cs_queue_require_space(&cs
->queue
[queue_id
], size
, cs
);
3335 static void wined3d_cs_mt_finish(struct wined3d_device_context
*context
, enum wined3d_cs_queue_id queue_id
)
3337 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
3339 if (cs
->thread_id
== GetCurrentThreadId())
3340 return wined3d_cs_st_finish(context
, queue_id
);
3342 while (cs
->queue
[queue_id
].head
!= *(volatile LONG
*)&cs
->queue
[queue_id
].tail
)
3346 static const struct wined3d_device_context_ops wined3d_cs_mt_ops
=
3348 wined3d_cs_mt_require_space
,
3349 wined3d_cs_mt_submit
,
3350 wined3d_cs_mt_finish
,
3351 wined3d_cs_mt_push_constants
,
3352 wined3d_cs_map_upload_bo
,
3353 wined3d_cs_unmap_upload_bo
,
3354 wined3d_cs_issue_query
,
3356 wined3d_cs_acquire_resource
,
3357 wined3d_cs_acquire_command_list
,
3360 static void poll_queries(struct wined3d_cs
*cs
)
3362 struct wined3d_query
*query
, *cursor
;
3364 LIST_FOR_EACH_ENTRY_SAFE(query
, cursor
, &cs
->query_poll_list
, struct wined3d_query
, poll_list_entry
)
3366 if (!query
->query_ops
->query_poll(query
, 0))
3369 list_remove(&query
->poll_list_entry
);
3370 list_init(&query
->poll_list_entry
);
3371 InterlockedIncrement(&query
->counter_retrieved
);
3375 static void wined3d_cs_wait_event(struct wined3d_cs
*cs
)
3377 InterlockedExchange(&cs
->waiting_for_event
, TRUE
);
3379 /* The main thread might have enqueued a command and blocked on it after
3380 * the CS thread decided to enter wined3d_cs_wait_event(), but before
3381 * "waiting_for_event" was set.
3383 * Likewise, we can race with the main thread when resetting
3384 * "waiting_for_event", in which case we would need to call
3385 * WaitForSingleObject() because the main thread called SetEvent(). */
3386 if (!(wined3d_cs_queue_is_empty(cs
, &cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
])
3387 && wined3d_cs_queue_is_empty(cs
, &cs
->queue
[WINED3D_CS_QUEUE_MAP
]))
3388 && InterlockedCompareExchange(&cs
->waiting_for_event
, FALSE
, TRUE
))
3391 WaitForSingleObject(cs
->event
, INFINITE
);
3394 static void wined3d_cs_command_lock(const struct wined3d_cs
*cs
)
3396 if (cs
->serialize_commands
)
3397 EnterCriticalSection(&wined3d_command_cs
);
3400 static void wined3d_cs_command_unlock(const struct wined3d_cs
*cs
)
3402 if (cs
->serialize_commands
)
3403 LeaveCriticalSection(&wined3d_command_cs
);
3406 static DWORD WINAPI
wined3d_cs_run(void *ctx
)
3408 struct wined3d_cs_packet
*packet
;
3409 struct wined3d_cs_queue
*queue
;
3410 unsigned int spin_count
= 0;
3411 struct wined3d_cs
*cs
= ctx
;
3412 enum wined3d_cs_op opcode
;
3413 HMODULE wined3d_module
;
3414 unsigned int poll
= 0;
3417 TRACE("Started.\n");
3419 /* Copy the module handle to a local variable to avoid racing with the
3420 * thread freeing "cs" before the FreeLibraryAndExitThread() call. */
3421 wined3d_module
= cs
->wined3d_module
;
3423 list_init(&cs
->query_poll_list
);
3424 cs
->thread_id
= GetCurrentThreadId();
3427 if (++poll
== WINED3D_CS_QUERY_POLL_INTERVAL
)
3429 wined3d_cs_command_lock(cs
);
3431 wined3d_cs_command_unlock(cs
);
3435 queue
= &cs
->queue
[WINED3D_CS_QUEUE_MAP
];
3436 if (wined3d_cs_queue_is_empty(cs
, queue
))
3438 queue
= &cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
];
3439 if (wined3d_cs_queue_is_empty(cs
, queue
))
3441 if (++spin_count
>= WINED3D_CS_SPIN_COUNT
&& list_empty(&cs
->query_poll_list
))
3442 wined3d_cs_wait_event(cs
);
3449 packet
= wined3d_next_cs_packet(queue
->data
, &tail
);
3452 opcode
= *(const enum wined3d_cs_op
*)packet
->data
;
3454 TRACE("Executing %s at %p.\n", debug_cs_op(opcode
), packet
);
3455 if (opcode
>= WINED3D_CS_OP_STOP
)
3457 if (opcode
> WINED3D_CS_OP_STOP
)
3458 ERR("Invalid opcode %#x.\n", opcode
);
3462 wined3d_cs_command_lock(cs
);
3463 wined3d_cs_op_handlers
[opcode
](cs
, packet
->data
);
3464 wined3d_cs_command_unlock(cs
);
3465 TRACE("%s at %p executed.\n", debug_cs_op(opcode
), packet
);
3468 tail
&= (WINED3D_CS_QUEUE_SIZE
- 1);
3469 InterlockedExchange(&queue
->tail
, tail
);
3472 cs
->queue
[WINED3D_CS_QUEUE_MAP
].tail
= cs
->queue
[WINED3D_CS_QUEUE_MAP
].head
;
3473 cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
].tail
= cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
].head
;
3474 TRACE("Stopped.\n");
3475 FreeLibraryAndExitThread(wined3d_module
, 0);
3478 struct wined3d_cs
*wined3d_cs_create(struct wined3d_device
*device
,
3479 const enum wined3d_feature_level
*levels
, unsigned int level_count
)
3481 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
3482 struct wined3d_cs
*cs
;
3484 if (!(cs
= heap_alloc_zero(sizeof(*cs
))))
3487 if (FAILED(wined3d_state_create(device
, levels
, level_count
, &cs
->c
.state
)))
3493 cs
->c
.ops
= &wined3d_cs_st_ops
;
3494 cs
->c
.device
= device
;
3495 cs
->serialize_commands
= TRACE_ON(d3d_sync
) || wined3d_settings
.cs_multithreaded
& WINED3D_CSMT_SERIALIZE
;
3497 if (cs
->serialize_commands
)
3498 ERR_(d3d_sync
)("Forcing serialization of all command streams.\n");
3500 state_init(&cs
->state
, d3d_info
, WINED3D_STATE_NO_REF
| WINED3D_STATE_INIT_DEFAULT
, cs
->c
.state
->feature_level
);
3502 cs
->data_size
= WINED3D_INITIAL_CS_SIZE
;
3503 if (!(cs
->data
= heap_alloc(cs
->data_size
)))
3506 if (wined3d_settings
.cs_multithreaded
& WINED3D_CSMT_ENABLE
3507 && !RtlIsCriticalSectionLockedByThread(NtCurrentTeb()->Peb
->LoaderLock
))
3509 cs
->c
.ops
= &wined3d_cs_mt_ops
;
3511 if (!(cs
->event
= CreateEventW(NULL
, FALSE
, FALSE
, NULL
)))
3513 ERR("Failed to create command stream event.\n");
3514 heap_free(cs
->data
);
3518 if (!(GetModuleHandleExW(GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS
,
3519 (const WCHAR
*)wined3d_cs_run
, &cs
->wined3d_module
)))
3521 ERR("Failed to get wined3d module handle.\n");
3522 CloseHandle(cs
->event
);
3523 heap_free(cs
->data
);
3527 if (!(cs
->thread
= CreateThread(NULL
, 0, wined3d_cs_run
, cs
, 0, NULL
)))
3529 ERR("Failed to create wined3d command stream thread.\n");
3530 FreeLibrary(cs
->wined3d_module
);
3531 CloseHandle(cs
->event
);
3532 heap_free(cs
->data
);
3540 wined3d_state_destroy(cs
->c
.state
);
3541 state_cleanup(&cs
->state
);
3546 void wined3d_cs_destroy(struct wined3d_cs
*cs
)
3550 wined3d_cs_emit_stop(cs
);
3551 CloseHandle(cs
->thread
);
3552 if (!CloseHandle(cs
->event
))
3553 ERR("Closing event failed.\n");
3556 wined3d_state_destroy(cs
->c
.state
);
3557 state_cleanup(&cs
->state
);
3558 heap_free(cs
->data
);
3562 static void wined3d_cs_packet_decref_objects(const struct wined3d_cs_packet
*packet
)
3564 enum wined3d_cs_op opcode
= *(const enum wined3d_cs_op
*)packet
->data
;
3569 case WINED3D_CS_OP_SET_SAMPLERS
:
3571 struct wined3d_cs_set_samplers
*op
= (struct wined3d_cs_set_samplers
*)packet
->data
;
3573 for (i
= 0; i
< op
->count
; ++i
)
3575 if (op
->samplers
[i
])
3576 wined3d_sampler_decref(op
->samplers
[i
]);
3581 case WINED3D_CS_OP_SET_SHADER
:
3583 struct wined3d_cs_set_shader
*op
= (struct wined3d_cs_set_shader
*)packet
->data
;
3586 wined3d_shader_decref(op
->shader
);
3590 case WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE
:
3592 struct wined3d_cs_set_depth_stencil_state
*op
;
3594 op
= (struct wined3d_cs_set_depth_stencil_state
*)packet
->data
;
3596 wined3d_depth_stencil_state_decref(op
->state
);
3600 case WINED3D_CS_OP_SET_RASTERIZER_STATE
:
3602 struct wined3d_cs_set_rasterizer_state
*op
;
3604 op
= (struct wined3d_cs_set_rasterizer_state
*)packet
->data
;
3606 wined3d_rasterizer_state_decref(op
->state
);
3610 case WINED3D_CS_OP_SET_BLEND_STATE
:
3612 struct wined3d_cs_set_blend_state
*op
;
3614 op
= (struct wined3d_cs_set_blend_state
*)packet
->data
;
3616 wined3d_blend_state_decref(op
->state
);
3620 case WINED3D_CS_OP_SET_RENDERTARGET_VIEWS
:
3622 struct wined3d_cs_set_rendertarget_views
*op
;
3624 op
= (struct wined3d_cs_set_rendertarget_views
*)packet
->data
;
3625 for (i
= 0; i
< op
->count
; ++i
)
3628 wined3d_rendertarget_view_decref(op
->views
[i
]);
3633 case WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEWS
:
3635 struct wined3d_cs_set_shader_resource_views
*op
;
3637 op
= (struct wined3d_cs_set_shader_resource_views
*)packet
->data
;
3638 for (i
= 0; i
< op
->count
; ++i
)
3641 wined3d_shader_resource_view_decref(op
->views
[i
]);
3646 case WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEWS
:
3648 struct wined3d_cs_set_unordered_access_views
*op
;
3650 op
= (struct wined3d_cs_set_unordered_access_views
*)packet
->data
;
3651 for (i
= 0; i
< op
->count
; ++i
)
3653 if (op
->uavs
[i
].view
)
3654 wined3d_unordered_access_view_decref(op
->uavs
[i
].view
);
3659 case WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW
:
3661 struct wined3d_cs_set_depth_stencil_view
*op
;
3663 op
= (struct wined3d_cs_set_depth_stencil_view
*)packet
->data
;
3665 wined3d_rendertarget_view_decref(op
->view
);
3669 case WINED3D_CS_OP_SET_CONSTANT_BUFFERS
:
3671 struct wined3d_cs_set_constant_buffers
*op
;
3673 op
= (struct wined3d_cs_set_constant_buffers
*)packet
->data
;
3674 for (i
= 0; i
< op
->count
; ++i
)
3676 if (op
->buffers
[i
].buffer
)
3677 wined3d_buffer_decref(op
->buffers
[i
].buffer
);
3682 case WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW
:
3684 struct wined3d_cs_clear_unordered_access_view
*op
;
3686 op
= (struct wined3d_cs_clear_unordered_access_view
*)packet
->data
;
3687 wined3d_unordered_access_view_decref(op
->view
);
3691 case WINED3D_CS_OP_CLEAR
:
3693 struct wined3d_cs_clear
*op
= (struct wined3d_cs_clear
*)packet
->data
;
3695 for (i
= 0; i
< op
->rt_count
; ++i
)
3697 if (op
->fb
.render_targets
[i
])
3698 wined3d_rendertarget_view_decref(op
->fb
.render_targets
[i
]);
3700 if (op
->fb
.depth_stencil
)
3701 wined3d_rendertarget_view_decref(op
->fb
.depth_stencil
);
3705 case WINED3D_CS_OP_DISPATCH
:
3707 struct wined3d_cs_dispatch
*op
= (struct wined3d_cs_dispatch
*)packet
->data
;
3709 if (op
->parameters
.indirect
)
3710 wined3d_buffer_decref(op
->parameters
.u
.indirect
.buffer
);
3714 case WINED3D_CS_OP_DRAW
:
3716 struct wined3d_cs_draw
*op
= (struct wined3d_cs_draw
*)packet
->data
;
3718 if (op
->parameters
.indirect
)
3719 wined3d_buffer_decref(op
->parameters
.u
.indirect
.buffer
);
3723 case WINED3D_CS_OP_SET_INDEX_BUFFER
:
3725 struct wined3d_cs_set_index_buffer
*op
;
3727 op
= (struct wined3d_cs_set_index_buffer
*)packet
->data
;
3729 wined3d_buffer_decref(op
->buffer
);
3733 case WINED3D_CS_OP_SET_STREAM_OUTPUTS
:
3735 struct wined3d_cs_set_stream_outputs
*op
;
3737 op
= (struct wined3d_cs_set_stream_outputs
*)packet
->data
;
3738 for (i
= 0; i
< ARRAY_SIZE(op
->outputs
); ++i
)
3740 if (op
->outputs
[i
].buffer
)
3741 wined3d_buffer_decref(op
->outputs
[i
].buffer
);
3746 case WINED3D_CS_OP_SET_STREAM_SOURCES
:
3748 struct wined3d_cs_set_stream_sources
*op
;
3750 op
= (struct wined3d_cs_set_stream_sources
*)packet
->data
;
3751 for (i
= 0; i
< op
->count
; ++i
)
3753 if (op
->streams
[i
].buffer
)
3754 wined3d_buffer_decref(op
->streams
[i
].buffer
);
3759 case WINED3D_CS_OP_UPDATE_SUB_RESOURCE
:
3761 struct wined3d_cs_update_sub_resource
*op
;
3763 op
= (struct wined3d_cs_update_sub_resource
*)packet
->data
;
3764 wined3d_resource_decref(op
->resource
);
3768 case WINED3D_CS_OP_BLT_SUB_RESOURCE
:
3770 struct wined3d_cs_blt_sub_resource
*op
;
3772 op
= (struct wined3d_cs_blt_sub_resource
*)packet
->data
;
3773 if (op
->src_resource
)
3774 wined3d_resource_decref(op
->src_resource
);
3775 wined3d_resource_decref(op
->dst_resource
);
3779 case WINED3D_CS_OP_COPY_UAV_COUNTER
:
3781 struct wined3d_cs_copy_uav_counter
*op
;
3783 op
= (struct wined3d_cs_copy_uav_counter
*)packet
->data
;
3784 wined3d_buffer_decref(op
->buffer
);
3785 wined3d_unordered_access_view_decref(op
->view
);
3789 case WINED3D_CS_OP_GENERATE_MIPMAPS
:
3791 struct wined3d_cs_generate_mipmaps
*op
;
3793 op
= (struct wined3d_cs_generate_mipmaps
*)packet
->data
;
3794 wined3d_shader_resource_view_decref(op
->view
);
3803 static void wined3d_cs_packet_incref_objects(struct wined3d_cs_packet
*packet
)
3805 enum wined3d_cs_op opcode
= *(const enum wined3d_cs_op
*)packet
->data
;
3810 case WINED3D_CS_OP_SET_SAMPLERS
:
3812 struct wined3d_cs_set_samplers
*op
= (struct wined3d_cs_set_samplers
*)packet
->data
;
3814 for (i
= 0; i
< op
->count
; ++i
)
3816 if (op
->samplers
[i
])
3817 wined3d_sampler_incref(op
->samplers
[i
]);
3822 case WINED3D_CS_OP_SET_SHADER
:
3824 struct wined3d_cs_set_shader
*op
= (struct wined3d_cs_set_shader
*)packet
->data
;
3827 wined3d_shader_incref(op
->shader
);
3831 case WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE
:
3833 struct wined3d_cs_set_depth_stencil_state
*op
;
3835 op
= (struct wined3d_cs_set_depth_stencil_state
*)packet
->data
;
3837 wined3d_depth_stencil_state_incref(op
->state
);
3841 case WINED3D_CS_OP_SET_RASTERIZER_STATE
:
3843 struct wined3d_cs_set_rasterizer_state
*op
;
3845 op
= (struct wined3d_cs_set_rasterizer_state
*)packet
->data
;
3847 wined3d_rasterizer_state_incref(op
->state
);
3851 case WINED3D_CS_OP_SET_BLEND_STATE
:
3853 struct wined3d_cs_set_blend_state
*op
;
3855 op
= (struct wined3d_cs_set_blend_state
*)packet
->data
;
3857 wined3d_blend_state_incref(op
->state
);
3861 case WINED3D_CS_OP_SET_RENDERTARGET_VIEWS
:
3863 struct wined3d_cs_set_rendertarget_views
*op
;
3865 op
= (struct wined3d_cs_set_rendertarget_views
*)packet
->data
;
3866 for (i
= 0; i
< op
->count
; ++i
)
3869 wined3d_rendertarget_view_incref(op
->views
[i
]);
3874 case WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEWS
:
3876 struct wined3d_cs_set_shader_resource_views
*op
;
3878 op
= (struct wined3d_cs_set_shader_resource_views
*)packet
->data
;
3879 for (i
= 0; i
< op
->count
; ++i
)
3882 wined3d_shader_resource_view_incref(op
->views
[i
]);
3887 case WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEWS
:
3889 struct wined3d_cs_set_unordered_access_views
*op
;
3891 op
= (struct wined3d_cs_set_unordered_access_views
*)packet
->data
;
3892 for (i
= 0; i
< op
->count
; ++i
)
3894 if (op
->uavs
[i
].view
)
3895 wined3d_unordered_access_view_incref(op
->uavs
[i
].view
);
3900 case WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW
:
3902 struct wined3d_cs_set_depth_stencil_view
*op
;
3904 op
= (struct wined3d_cs_set_depth_stencil_view
*)packet
->data
;
3906 wined3d_rendertarget_view_incref(op
->view
);
3910 case WINED3D_CS_OP_SET_CONSTANT_BUFFERS
:
3912 struct wined3d_cs_set_constant_buffers
*op
;
3914 op
= (struct wined3d_cs_set_constant_buffers
*)packet
->data
;
3915 for (i
= 0; i
< op
->count
; ++i
)
3917 if (op
->buffers
[i
].buffer
)
3918 wined3d_buffer_incref(op
->buffers
[i
].buffer
);
3923 case WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW
:
3925 struct wined3d_cs_clear_unordered_access_view
*op
;
3927 op
= (struct wined3d_cs_clear_unordered_access_view
*)packet
->data
;
3928 wined3d_unordered_access_view_incref(op
->view
);
3932 case WINED3D_CS_OP_CLEAR
:
3934 struct wined3d_cs_clear
*op
= (struct wined3d_cs_clear
*)packet
->data
;
3936 for (i
= 0; i
< op
->rt_count
; ++i
)
3938 if (op
->fb
.render_targets
[i
])
3939 wined3d_rendertarget_view_incref(op
->fb
.render_targets
[i
]);
3941 if (op
->fb
.depth_stencil
)
3942 wined3d_rendertarget_view_incref(op
->fb
.depth_stencil
);
3946 case WINED3D_CS_OP_DISPATCH
:
3948 struct wined3d_cs_dispatch
*op
= (struct wined3d_cs_dispatch
*)packet
->data
;
3950 if (op
->parameters
.indirect
)
3951 wined3d_buffer_incref(op
->parameters
.u
.indirect
.buffer
);
3955 case WINED3D_CS_OP_DRAW
:
3957 struct wined3d_cs_draw
*op
= (struct wined3d_cs_draw
*)packet
->data
;
3959 if (op
->parameters
.indirect
)
3960 wined3d_buffer_incref(op
->parameters
.u
.indirect
.buffer
);
3964 case WINED3D_CS_OP_SET_INDEX_BUFFER
:
3966 struct wined3d_cs_set_index_buffer
*op
;
3968 op
= (struct wined3d_cs_set_index_buffer
*)packet
->data
;
3970 wined3d_buffer_incref(op
->buffer
);
3974 case WINED3D_CS_OP_SET_STREAM_OUTPUTS
:
3976 struct wined3d_cs_set_stream_outputs
*op
;
3978 op
= (struct wined3d_cs_set_stream_outputs
*)packet
->data
;
3979 for (i
= 0; i
< ARRAY_SIZE(op
->outputs
); ++i
)
3981 if (op
->outputs
[i
].buffer
)
3982 wined3d_buffer_incref(op
->outputs
[i
].buffer
);
3987 case WINED3D_CS_OP_SET_STREAM_SOURCES
:
3989 struct wined3d_cs_set_stream_sources
*op
;
3991 op
= (struct wined3d_cs_set_stream_sources
*)packet
->data
;
3992 for (i
= 0; i
< op
->count
; ++i
)
3994 if (op
->streams
[i
].buffer
)
3995 wined3d_buffer_incref(op
->streams
[i
].buffer
);
4000 case WINED3D_CS_OP_UPDATE_SUB_RESOURCE
:
4002 struct wined3d_cs_update_sub_resource
*op
;
4004 op
= (struct wined3d_cs_update_sub_resource
*)packet
->data
;
4005 wined3d_resource_incref(op
->resource
);
4009 case WINED3D_CS_OP_BLT_SUB_RESOURCE
:
4011 struct wined3d_cs_blt_sub_resource
*op
;
4013 op
= (struct wined3d_cs_blt_sub_resource
*)packet
->data
;
4014 if (op
->src_resource
)
4015 wined3d_resource_incref(op
->src_resource
);
4016 wined3d_resource_incref(op
->dst_resource
);
4020 case WINED3D_CS_OP_COPY_UAV_COUNTER
:
4022 struct wined3d_cs_copy_uav_counter
*op
;
4024 op
= (struct wined3d_cs_copy_uav_counter
*)packet
->data
;
4025 wined3d_buffer_incref(op
->buffer
);
4026 wined3d_unordered_access_view_incref(op
->view
);
4030 case WINED3D_CS_OP_GENERATE_MIPMAPS
:
4032 struct wined3d_cs_generate_mipmaps
*op
;
4034 op
= (struct wined3d_cs_generate_mipmaps
*)packet
->data
;
4035 wined3d_shader_resource_view_incref(op
->view
);
4044 struct wined3d_deferred_context
4046 struct wined3d_device_context c
;
4049 SIZE_T data_size
, data_capacity
;
4052 SIZE_T resource_count
, resources_capacity
;
4053 struct wined3d_resource
**resources
;
4055 SIZE_T upload_count
, uploads_capacity
;
4056 struct wined3d_deferred_upload
*uploads
;
4058 /* List of command lists queued for execution on this context. A command
4059 * list can be the only thing holding a pointer to another command list, so
4060 * we need to hold a reference here and in wined3d_command_list as well. */
4061 SIZE_T command_list_count
, command_lists_capacity
;
4062 struct wined3d_command_list
**command_lists
;
4064 SIZE_T query_count
, queries_capacity
;
4065 struct wined3d_deferred_query_issue
*queries
;
4068 static struct wined3d_deferred_context
*wined3d_deferred_context_from_context(struct wined3d_device_context
*context
)
4070 return CONTAINING_RECORD(context
, struct wined3d_deferred_context
, c
);
4073 static void *wined3d_deferred_context_require_space(struct wined3d_device_context
*context
,
4074 size_t size
, enum wined3d_cs_queue_id queue_id
)
4076 struct wined3d_deferred_context
*deferred
= wined3d_deferred_context_from_context(context
);
4077 struct wined3d_cs_packet
*packet
;
4078 size_t header_size
, packet_size
;
4080 if (queue_id
!= WINED3D_CS_QUEUE_DEFAULT
)
4083 header_size
= offsetof(struct wined3d_cs_packet
, data
[0]);
4084 packet_size
= offsetof(struct wined3d_cs_packet
, data
[size
]);
4085 packet_size
= (packet_size
+ header_size
- 1) & ~(header_size
- 1);
4087 if (!wined3d_array_reserve(&deferred
->data
, &deferred
->data_capacity
, deferred
->data_size
+ packet_size
, 1))
4090 packet
= (struct wined3d_cs_packet
*)((BYTE
*)deferred
->data
+ deferred
->data_size
);
4091 TRACE("size was %zu, adding %zu\n", (size_t)deferred
->data_size
, packet_size
);
4092 packet
->size
= packet_size
- header_size
;
4093 return &packet
->data
;
4096 static void wined3d_deferred_context_submit(struct wined3d_device_context
*context
, enum wined3d_cs_queue_id queue_id
)
4098 struct wined3d_deferred_context
*deferred
= wined3d_deferred_context_from_context(context
);
4099 struct wined3d_cs_packet
*packet
;
4101 assert(queue_id
== WINED3D_CS_QUEUE_DEFAULT
);
4102 packet
= wined3d_next_cs_packet(deferred
->data
, &deferred
->data_size
);
4103 wined3d_cs_packet_incref_objects(packet
);
4106 static void wined3d_deferred_context_finish(struct wined3d_device_context
*context
, enum wined3d_cs_queue_id queue_id
)
4108 /* This should not happen; we cannot meaningfully finish a deferred context. */
4109 ERR("Ignoring finish() on a deferred context.\n");
4112 static void wined3d_deferred_context_push_constants(struct wined3d_device_context
*context
,
4113 enum wined3d_push_constants p
, unsigned int start_idx
, unsigned int count
, const void *constants
)
4115 FIXME("context %p, p %#x, start_idx %u, count %u, constants %p, stub!\n", context
, p
, start_idx
, count
, constants
);
4118 static struct wined3d_deferred_upload
*deferred_context_get_upload(struct wined3d_deferred_context
*deferred
,
4119 struct wined3d_resource
*resource
, unsigned int sub_resource_idx
)
4121 SIZE_T i
= deferred
->upload_count
;
4125 struct wined3d_deferred_upload
*upload
= &deferred
->uploads
[i
];
4127 if (upload
->resource
== resource
&& upload
->sub_resource_idx
== sub_resource_idx
)
4134 static bool wined3d_deferred_context_map_upload_bo(struct wined3d_device_context
*context
,
4135 struct wined3d_resource
*resource
, unsigned int sub_resource_idx
,
4136 struct wined3d_map_desc
*map_desc
, const struct wined3d_box
*box
, uint32_t flags
)
4138 struct wined3d_deferred_context
*deferred
= wined3d_deferred_context_from_context(context
);
4139 const struct wined3d_format
*format
= resource
->format
;
4140 struct wined3d_deferred_upload
*upload
;
4144 wined3d_format_calculate_pitch(format
, 1, box
->right
- box
->left
,
4145 box
->bottom
- box
->top
, &map_desc
->row_pitch
, &map_desc
->slice_pitch
);
4147 size
= (box
->back
- box
->front
- 1) * map_desc
->slice_pitch
4148 + ((box
->bottom
- box
->top
- 1) / format
->block_height
) * map_desc
->row_pitch
4149 + ((box
->right
- box
->left
+ format
->block_width
- 1) / format
->block_width
) * format
->block_byte_count
;
4151 if (!(flags
& WINED3D_MAP_WRITE
))
4153 WARN("Flags %#x are not valid on a deferred context.\n", flags
);
4157 if (flags
& ~(WINED3D_MAP_WRITE
| WINED3D_MAP_DISCARD
| WINED3D_MAP_NOOVERWRITE
))
4159 FIXME("Unhandled flags %#x.\n", flags
);
4163 if (flags
& WINED3D_MAP_NOOVERWRITE
)
4165 if (!(upload
= deferred_context_get_upload(deferred
, resource
, sub_resource_idx
)))
4168 upload
->upload_flags
= 0;
4169 map_desc
->data
= (void *)align((size_t)upload
->sysmem
, RESOURCE_ALIGNMENT
);
4173 if (!wined3d_array_reserve((void **)&deferred
->uploads
, &deferred
->uploads_capacity
,
4174 deferred
->upload_count
+ 1, sizeof(*deferred
->uploads
)))
4177 if (!deferred
->upload_heap
)
4178 deferred
->upload_heap
= HeapCreate(HEAP_NO_SERIALIZE
, 0, 0);
4179 if (!deferred
->upload_heap
)
4181 ERR("Failed to create upload heap.\n");
4185 if (!(sysmem
= HeapAlloc(deferred
->upload_heap
, 0, size
+ RESOURCE_ALIGNMENT
- 1)))
4188 upload
= &deferred
->uploads
[deferred
->upload_count
++];
4189 upload
->upload_flags
= UPLOAD_BO_UPLOAD_ON_UNMAP
;
4190 upload
->resource
= resource
;
4191 wined3d_resource_incref(resource
);
4192 upload
->sub_resource_idx
= sub_resource_idx
;
4193 upload
->sysmem
= sysmem
;
4196 map_desc
->data
= (void *)align((size_t)upload
->sysmem
, RESOURCE_ALIGNMENT
);
4200 static bool wined3d_deferred_context_unmap_upload_bo(struct wined3d_device_context
*context
,
4201 struct wined3d_resource
*resource
, unsigned int sub_resource_idx
, struct wined3d_box
*box
, struct upload_bo
*bo
)
4203 struct wined3d_deferred_context
*deferred
= wined3d_deferred_context_from_context(context
);
4204 const struct wined3d_deferred_upload
*upload
;
4206 if ((upload
= deferred_context_get_upload(deferred
, resource
, sub_resource_idx
)))
4209 bo
->addr
.buffer_object
= 0;
4210 bo
->addr
.addr
= (uint8_t *)align((size_t)upload
->sysmem
, RESOURCE_ALIGNMENT
);
4211 bo
->flags
= upload
->upload_flags
;
4218 static void wined3d_deferred_context_issue_query(struct wined3d_device_context
*context
,
4219 struct wined3d_query
*query
, unsigned int flags
)
4221 struct wined3d_deferred_context
*deferred
= wined3d_deferred_context_from_context(context
);
4222 struct wined3d_cs_query_issue
*op
;
4224 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
4225 op
->opcode
= WINED3D_CS_OP_QUERY_ISSUE
;
4229 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
4231 if (!wined3d_array_reserve((void **)&deferred
->queries
, &deferred
->queries_capacity
,
4232 deferred
->query_count
+ 1, sizeof(*deferred
->queries
)))
4234 ERR("Failed to reserve memory.\n");
4238 deferred
->queries
[deferred
->query_count
].flags
= flags
;
4239 wined3d_query_incref(deferred
->queries
[deferred
->query_count
++].query
= query
);
4242 static void wined3d_deferred_context_flush(struct wined3d_device_context
*context
)
4244 FIXME("context %p, stub!\n", context
);
4247 static void wined3d_deferred_context_acquire_resource(struct wined3d_device_context
*context
,
4248 struct wined3d_resource
*resource
)
4250 struct wined3d_deferred_context
*deferred
= wined3d_deferred_context_from_context(context
);
4252 if (!wined3d_array_reserve((void **)&deferred
->resources
, &deferred
->resources_capacity
,
4253 deferred
->resource_count
+ 1, sizeof(*deferred
->resources
)))
4256 deferred
->resources
[deferred
->resource_count
++] = resource
;
4257 wined3d_resource_incref(resource
);
4260 static void wined3d_deferred_context_acquire_command_list(struct wined3d_device_context
*context
,
4261 struct wined3d_command_list
*list
)
4263 struct wined3d_deferred_context
*deferred
= wined3d_deferred_context_from_context(context
);
4265 /* Grab a reference to the command list. Note that this implicitly prevents
4266 * any dependent command lists or resources from being freed as well. */
4267 if (!wined3d_array_reserve((void **)&deferred
->command_lists
, &deferred
->command_lists_capacity
,
4268 deferred
->command_list_count
+ 1, sizeof(*deferred
->command_lists
)))
4271 wined3d_command_list_incref(deferred
->command_lists
[deferred
->command_list_count
++] = list
);
4274 static const struct wined3d_device_context_ops wined3d_deferred_context_ops
=
4276 wined3d_deferred_context_require_space
,
4277 wined3d_deferred_context_submit
,
4278 wined3d_deferred_context_finish
,
4279 wined3d_deferred_context_push_constants
,
4280 wined3d_deferred_context_map_upload_bo
,
4281 wined3d_deferred_context_unmap_upload_bo
,
4282 wined3d_deferred_context_issue_query
,
4283 wined3d_deferred_context_flush
,
4284 wined3d_deferred_context_acquire_resource
,
4285 wined3d_deferred_context_acquire_command_list
,
4288 HRESULT CDECL
wined3d_deferred_context_create(struct wined3d_device
*device
, struct wined3d_device_context
**context
)
4290 struct wined3d_deferred_context
*object
;
4293 TRACE("device %p, context %p.\n", device
, context
);
4295 if (!(object
= heap_alloc_zero(sizeof(*object
))))
4296 return E_OUTOFMEMORY
;
4298 if (FAILED(hr
= wined3d_state_create(device
, &device
->cs
->c
.state
->feature_level
, 1, &object
->c
.state
)))
4304 object
->c
.ops
= &wined3d_deferred_context_ops
;
4305 object
->c
.device
= device
;
4307 /* Make sure the first command list gets the state reset when executed.
4308 * Resets for subsequent command lists are encoded in wined3d_deferred_context_record_command_list(). */
4309 wined3d_device_context_emit_reset_state(&object
->c
, true);
4311 TRACE("Created deferred context %p.\n", object
);
4312 *context
= &object
->c
;
4317 void CDECL
wined3d_deferred_context_destroy(struct wined3d_device_context
*context
)
4319 struct wined3d_deferred_context
*deferred
= wined3d_deferred_context_from_context(context
);
4320 const struct wined3d_cs_packet
*packet
;
4321 SIZE_T i
, offset
= 0;
4323 TRACE("context %p.\n", context
);
4325 for (i
= 0; i
< deferred
->resource_count
; ++i
)
4326 wined3d_resource_decref(deferred
->resources
[i
]);
4327 heap_free(deferred
->resources
);
4329 for (i
= 0; i
< deferred
->upload_count
; ++i
)
4330 wined3d_resource_decref(deferred
->uploads
[i
].resource
);
4331 if (deferred
->upload_heap
)
4332 HeapDestroy(deferred
->upload_heap
);
4333 heap_free(deferred
->uploads
);
4335 for (i
= 0; i
< deferred
->command_list_count
; ++i
)
4336 wined3d_command_list_decref(deferred
->command_lists
[i
]);
4337 heap_free(deferred
->command_lists
);
4339 for (i
= 0; i
< deferred
->query_count
; ++i
)
4340 wined3d_query_decref(deferred
->queries
[i
].query
);
4341 heap_free(deferred
->queries
);
4343 while (offset
< deferred
->data_size
)
4345 packet
= wined3d_next_cs_packet(deferred
->data
, &offset
);
4346 wined3d_cs_packet_decref_objects(packet
);
4349 wined3d_state_destroy(deferred
->c
.state
);
4350 heap_free(deferred
->data
);
4351 heap_free(deferred
);
4354 HRESULT CDECL
wined3d_deferred_context_record_command_list(struct wined3d_device_context
*context
,
4355 bool restore
, struct wined3d_command_list
**list
)
4357 struct wined3d_deferred_context
*deferred
= wined3d_deferred_context_from_context(context
);
4358 struct wined3d_command_list
*object
;
4361 TRACE("context %p, list %p.\n", context
, list
);
4363 wined3d_device_context_lock(context
);
4364 memory
= heap_alloc(sizeof(*object
) + deferred
->resource_count
* sizeof(*object
->resources
)
4365 + deferred
->upload_count
* sizeof(*object
->uploads
)
4366 + deferred
->command_list_count
* sizeof(*object
->command_lists
)
4367 + deferred
->query_count
* sizeof(*object
->queries
)
4368 + deferred
->data_size
);
4372 wined3d_device_context_unlock(context
);
4373 return E_OUTOFMEMORY
;
4377 memory
= &object
[1];
4378 memset(object
, 0, sizeof(*object
));
4379 object
->refcount
= 1;
4380 object
->device
= deferred
->c
.device
;
4382 object
->resources
= memory
;
4383 memory
= &object
->resources
[deferred
->resource_count
];
4384 object
->resource_count
= deferred
->resource_count
;
4385 memcpy(object
->resources
, deferred
->resources
, deferred
->resource_count
* sizeof(*object
->resources
));
4386 /* Transfer our references to the resources to the command list. */
4388 object
->uploads
= memory
;
4389 memory
= &object
->uploads
[deferred
->upload_count
];
4390 object
->upload_count
= deferred
->upload_count
;
4391 memcpy(object
->uploads
, deferred
->uploads
, deferred
->upload_count
* sizeof(*object
->uploads
));
4392 /* Transfer our references to the resources to the command list. */
4394 object
->command_lists
= memory
;
4395 memory
= &object
->command_lists
[deferred
->command_list_count
];
4396 object
->command_list_count
= deferred
->command_list_count
;
4397 memcpy(object
->command_lists
, deferred
->command_lists
,
4398 deferred
->command_list_count
* sizeof(*object
->command_lists
));
4399 /* Transfer our references to the command lists to the command list. */
4401 object
->queries
= memory
;
4402 memory
= &object
->queries
[deferred
->query_count
];
4403 object
->query_count
= deferred
->query_count
;
4404 memcpy(object
->queries
, deferred
->queries
, deferred
->query_count
* sizeof(*object
->queries
));
4405 /* Transfer our references to the queries to the command list. */
4407 object
->data
= memory
;
4408 object
->data_size
= deferred
->data_size
;
4409 memcpy(object
->data
, deferred
->data
, deferred
->data_size
);
4411 deferred
->data_size
= 0;
4412 deferred
->resource_count
= 0;
4413 deferred
->upload_count
= 0;
4414 deferred
->command_list_count
= 0;
4415 deferred
->query_count
= 0;
4417 object
->upload_heap
= deferred
->upload_heap
;
4418 deferred
->upload_heap
= 0;
4420 /* This is in fact recorded into a subsequent command list. */
4422 wined3d_device_context_set_state(&deferred
->c
, deferred
->c
.state
);
4424 wined3d_device_context_reset_state(&deferred
->c
);
4426 TRACE("Created command list %p.\n", object
);
4428 wined3d_device_context_unlock(context
);
4433 static void wined3d_command_list_destroy_object(void *object
)
4435 struct wined3d_command_list
*list
= object
;
4437 TRACE("list %p.\n", list
);
4439 if (list
->upload_heap
)
4440 HeapDestroy(list
->upload_heap
);
4444 ULONG CDECL
wined3d_command_list_incref(struct wined3d_command_list
*list
)
4446 ULONG refcount
= InterlockedIncrement(&list
->refcount
);
4448 TRACE("%p increasing refcount to %u.\n", list
, refcount
);
4453 ULONG CDECL
wined3d_command_list_decref(struct wined3d_command_list
*list
)
4455 ULONG refcount
= InterlockedDecrement(&list
->refcount
);
4456 struct wined3d_device
*device
= list
->device
;
4457 const struct wined3d_cs_packet
*packet
;
4460 TRACE("%p decreasing refcount to %u.\n", list
, refcount
);
4464 for (i
= 0; i
< list
->command_list_count
; ++i
)
4465 wined3d_command_list_decref(list
->command_lists
[i
]);
4466 for (i
= 0; i
< list
->resource_count
; ++i
)
4467 wined3d_resource_decref(list
->resources
[i
]);
4468 for (i
= 0; i
< list
->upload_count
; ++i
)
4469 wined3d_resource_decref(list
->uploads
[i
].resource
);
4470 for (i
= 0; i
< list
->query_count
; ++i
)
4471 wined3d_query_decref(list
->queries
[i
].query
);
4474 while (offset
< list
->data_size
)
4476 packet
= wined3d_next_cs_packet(list
->data
, &offset
);
4477 wined3d_cs_packet_decref_objects(packet
);
4480 wined3d_mutex_lock();
4481 wined3d_cs_destroy_object(device
->cs
, wined3d_command_list_destroy_object
, list
);
4482 wined3d_mutex_unlock();