2 * Copyright 2013 Henri Verbeet for CodeWeavers
4 * This library is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU Lesser General Public
6 * License as published by the Free Software Foundation; either
7 * version 2.1 of the License, or (at your option) any later version.
9 * This library is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * Lesser General Public License for more details.
14 * You should have received a copy of the GNU Lesser General Public
15 * License along with this library; if not, write to the Free Software
16 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
20 #include "wine/port.h"
21 #include "wined3d_private.h"
23 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
24 WINE_DECLARE_DEBUG_CHANNEL(fps
);
26 #define WINED3D_INITIAL_CS_SIZE 4096
31 WINED3D_CS_OP_PRESENT
,
33 WINED3D_CS_OP_DISPATCH
,
36 WINED3D_CS_OP_SET_PREDICATION
,
37 WINED3D_CS_OP_SET_VIEWPORTS
,
38 WINED3D_CS_OP_SET_SCISSOR_RECTS
,
39 WINED3D_CS_OP_SET_RENDERTARGET_VIEW
,
40 WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW
,
41 WINED3D_CS_OP_SET_VERTEX_DECLARATION
,
42 WINED3D_CS_OP_SET_STREAM_SOURCE
,
43 WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ
,
44 WINED3D_CS_OP_SET_STREAM_OUTPUT
,
45 WINED3D_CS_OP_SET_INDEX_BUFFER
,
46 WINED3D_CS_OP_SET_CONSTANT_BUFFER
,
47 WINED3D_CS_OP_SET_TEXTURE
,
48 WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW
,
49 WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW
,
50 WINED3D_CS_OP_SET_SAMPLER
,
51 WINED3D_CS_OP_SET_SHADER
,
52 WINED3D_CS_OP_SET_BLEND_STATE
,
53 WINED3D_CS_OP_SET_RASTERIZER_STATE
,
54 WINED3D_CS_OP_SET_RENDER_STATE
,
55 WINED3D_CS_OP_SET_TEXTURE_STATE
,
56 WINED3D_CS_OP_SET_SAMPLER_STATE
,
57 WINED3D_CS_OP_SET_TRANSFORM
,
58 WINED3D_CS_OP_SET_CLIP_PLANE
,
59 WINED3D_CS_OP_SET_COLOR_KEY
,
60 WINED3D_CS_OP_SET_MATERIAL
,
61 WINED3D_CS_OP_SET_LIGHT
,
62 WINED3D_CS_OP_SET_LIGHT_ENABLE
,
63 WINED3D_CS_OP_PUSH_CONSTANTS
,
64 WINED3D_CS_OP_RESET_STATE
,
65 WINED3D_CS_OP_CALLBACK
,
66 WINED3D_CS_OP_QUERY_ISSUE
,
67 WINED3D_CS_OP_PRELOAD_RESOURCE
,
68 WINED3D_CS_OP_UNLOAD_RESOURCE
,
71 WINED3D_CS_OP_BLT_SUB_RESOURCE
,
72 WINED3D_CS_OP_UPDATE_SUB_RESOURCE
,
73 WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION
,
74 WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW
,
75 WINED3D_CS_OP_COPY_UAV_COUNTER
,
76 WINED3D_CS_OP_GENERATE_MIPMAPS
,
80 struct wined3d_cs_packet
88 enum wined3d_cs_op opcode
;
91 struct wined3d_cs_present
93 enum wined3d_cs_op opcode
;
94 HWND dst_window_override
;
95 struct wined3d_swapchain
*swapchain
;
98 unsigned int swap_interval
;
102 struct wined3d_cs_clear
104 enum wined3d_cs_op opcode
;
106 unsigned int rt_count
;
107 struct wined3d_fb_state
*fb
;
109 struct wined3d_color color
;
112 unsigned int rect_count
;
116 struct wined3d_cs_dispatch
118 enum wined3d_cs_op opcode
;
119 struct wined3d_dispatch_parameters parameters
;
122 struct wined3d_cs_draw
124 enum wined3d_cs_op opcode
;
125 enum wined3d_primitive_type primitive_type
;
126 GLint patch_vertex_count
;
127 struct wined3d_draw_parameters parameters
;
130 struct wined3d_cs_flush
132 enum wined3d_cs_op opcode
;
135 struct wined3d_cs_set_predication
137 enum wined3d_cs_op opcode
;
138 struct wined3d_query
*predicate
;
142 struct wined3d_cs_set_viewports
144 enum wined3d_cs_op opcode
;
145 unsigned int viewport_count
;
146 struct wined3d_viewport viewports
[1];
149 struct wined3d_cs_set_scissor_rects
151 enum wined3d_cs_op opcode
;
152 unsigned int rect_count
;
156 struct wined3d_cs_set_rendertarget_view
158 enum wined3d_cs_op opcode
;
159 unsigned int view_idx
;
160 struct wined3d_rendertarget_view
*view
;
163 struct wined3d_cs_set_depth_stencil_view
165 enum wined3d_cs_op opcode
;
166 struct wined3d_rendertarget_view
*view
;
169 struct wined3d_cs_set_vertex_declaration
171 enum wined3d_cs_op opcode
;
172 struct wined3d_vertex_declaration
*declaration
;
175 struct wined3d_cs_set_stream_source
177 enum wined3d_cs_op opcode
;
179 struct wined3d_buffer
*buffer
;
184 struct wined3d_cs_set_stream_source_freq
186 enum wined3d_cs_op opcode
;
192 struct wined3d_cs_set_stream_output
194 enum wined3d_cs_op opcode
;
196 struct wined3d_buffer
*buffer
;
200 struct wined3d_cs_set_index_buffer
202 enum wined3d_cs_op opcode
;
203 struct wined3d_buffer
*buffer
;
204 enum wined3d_format_id format_id
;
208 struct wined3d_cs_set_constant_buffer
210 enum wined3d_cs_op opcode
;
211 enum wined3d_shader_type type
;
213 struct wined3d_buffer
*buffer
;
216 struct wined3d_cs_set_texture
218 enum wined3d_cs_op opcode
;
220 struct wined3d_texture
*texture
;
223 struct wined3d_cs_set_color_key
225 enum wined3d_cs_op opcode
;
226 struct wined3d_texture
*texture
;
229 struct wined3d_color_key color_key
;
232 struct wined3d_cs_set_shader_resource_view
234 enum wined3d_cs_op opcode
;
235 enum wined3d_shader_type type
;
237 struct wined3d_shader_resource_view
*view
;
240 struct wined3d_cs_set_unordered_access_view
242 enum wined3d_cs_op opcode
;
243 enum wined3d_pipeline pipeline
;
244 unsigned int view_idx
;
245 struct wined3d_unordered_access_view
*view
;
246 unsigned int initial_count
;
249 struct wined3d_cs_set_sampler
251 enum wined3d_cs_op opcode
;
252 enum wined3d_shader_type type
;
254 struct wined3d_sampler
*sampler
;
257 struct wined3d_cs_set_shader
259 enum wined3d_cs_op opcode
;
260 enum wined3d_shader_type type
;
261 struct wined3d_shader
*shader
;
264 struct wined3d_cs_set_blend_state
266 enum wined3d_cs_op opcode
;
267 struct wined3d_blend_state
*state
;
268 struct wined3d_color factor
;
271 struct wined3d_cs_set_rasterizer_state
273 enum wined3d_cs_op opcode
;
274 struct wined3d_rasterizer_state
*state
;
277 struct wined3d_cs_set_render_state
279 enum wined3d_cs_op opcode
;
280 enum wined3d_render_state state
;
284 struct wined3d_cs_set_texture_state
286 enum wined3d_cs_op opcode
;
288 enum wined3d_texture_stage_state state
;
292 struct wined3d_cs_set_sampler_state
294 enum wined3d_cs_op opcode
;
296 enum wined3d_sampler_state state
;
300 struct wined3d_cs_set_transform
302 enum wined3d_cs_op opcode
;
303 enum wined3d_transform_state state
;
304 struct wined3d_matrix matrix
;
307 struct wined3d_cs_set_clip_plane
309 enum wined3d_cs_op opcode
;
311 struct wined3d_vec4 plane
;
314 struct wined3d_cs_set_material
316 enum wined3d_cs_op opcode
;
317 struct wined3d_material material
;
320 struct wined3d_cs_set_light
322 enum wined3d_cs_op opcode
;
323 struct wined3d_light_info light
;
326 struct wined3d_cs_set_light_enable
328 enum wined3d_cs_op opcode
;
333 struct wined3d_cs_push_constants
335 enum wined3d_cs_op opcode
;
336 enum wined3d_push_constants type
;
337 unsigned int start_idx
;
342 struct wined3d_cs_reset_state
344 enum wined3d_cs_op opcode
;
347 struct wined3d_cs_callback
349 enum wined3d_cs_op opcode
;
350 void (*callback
)(void *object
);
354 struct wined3d_cs_query_issue
356 enum wined3d_cs_op opcode
;
357 struct wined3d_query
*query
;
361 struct wined3d_cs_preload_resource
363 enum wined3d_cs_op opcode
;
364 struct wined3d_resource
*resource
;
367 struct wined3d_cs_unload_resource
369 enum wined3d_cs_op opcode
;
370 struct wined3d_resource
*resource
;
373 struct wined3d_cs_map
375 enum wined3d_cs_op opcode
;
376 struct wined3d_resource
*resource
;
377 unsigned int sub_resource_idx
;
378 struct wined3d_map_desc
*map_desc
;
379 const struct wined3d_box
*box
;
384 struct wined3d_cs_unmap
386 enum wined3d_cs_op opcode
;
387 struct wined3d_resource
*resource
;
388 unsigned int sub_resource_idx
;
392 struct wined3d_cs_blt_sub_resource
394 enum wined3d_cs_op opcode
;
395 struct wined3d_resource
*dst_resource
;
396 unsigned int dst_sub_resource_idx
;
397 struct wined3d_box dst_box
;
398 struct wined3d_resource
*src_resource
;
399 unsigned int src_sub_resource_idx
;
400 struct wined3d_box src_box
;
402 struct wined3d_blt_fx fx
;
403 enum wined3d_texture_filter_type filter
;
406 struct wined3d_cs_update_sub_resource
408 enum wined3d_cs_op opcode
;
409 struct wined3d_resource
*resource
;
410 unsigned int sub_resource_idx
;
411 struct wined3d_box box
;
412 struct wined3d_sub_resource_data data
;
415 struct wined3d_cs_add_dirty_texture_region
417 enum wined3d_cs_op opcode
;
418 struct wined3d_texture
*texture
;
422 struct wined3d_cs_clear_unordered_access_view
424 enum wined3d_cs_op opcode
;
425 struct wined3d_unordered_access_view
*view
;
426 struct wined3d_uvec4 clear_value
;
429 struct wined3d_cs_copy_uav_counter
431 enum wined3d_cs_op opcode
;
432 struct wined3d_buffer
*buffer
;
434 struct wined3d_unordered_access_view
*view
;
437 struct wined3d_cs_generate_mipmaps
439 enum wined3d_cs_op opcode
;
440 struct wined3d_shader_resource_view
*view
;
443 struct wined3d_cs_stop
445 enum wined3d_cs_op opcode
;
448 static inline void *wined3d_cs_require_space(struct wined3d_cs
*cs
,
449 size_t size
, enum wined3d_cs_queue_id queue_id
)
451 return cs
->ops
->require_space(cs
, size
, queue_id
);
454 static inline void wined3d_cs_submit(struct wined3d_cs
*cs
, enum wined3d_cs_queue_id queue_id
)
456 cs
->ops
->submit(cs
, queue_id
);
459 static const char *debug_cs_op(enum wined3d_cs_op op
)
463 #define WINED3D_TO_STR(type) case type: return #type
464 WINED3D_TO_STR(WINED3D_CS_OP_NOP
);
465 WINED3D_TO_STR(WINED3D_CS_OP_PRESENT
);
466 WINED3D_TO_STR(WINED3D_CS_OP_CLEAR
);
467 WINED3D_TO_STR(WINED3D_CS_OP_DISPATCH
);
468 WINED3D_TO_STR(WINED3D_CS_OP_DRAW
);
469 WINED3D_TO_STR(WINED3D_CS_OP_FLUSH
);
470 WINED3D_TO_STR(WINED3D_CS_OP_SET_PREDICATION
);
471 WINED3D_TO_STR(WINED3D_CS_OP_SET_VIEWPORTS
);
472 WINED3D_TO_STR(WINED3D_CS_OP_SET_SCISSOR_RECTS
);
473 WINED3D_TO_STR(WINED3D_CS_OP_SET_RENDERTARGET_VIEW
);
474 WINED3D_TO_STR(WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW
);
475 WINED3D_TO_STR(WINED3D_CS_OP_SET_VERTEX_DECLARATION
);
476 WINED3D_TO_STR(WINED3D_CS_OP_SET_STREAM_SOURCE
);
477 WINED3D_TO_STR(WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ
);
478 WINED3D_TO_STR(WINED3D_CS_OP_SET_STREAM_OUTPUT
);
479 WINED3D_TO_STR(WINED3D_CS_OP_SET_INDEX_BUFFER
);
480 WINED3D_TO_STR(WINED3D_CS_OP_SET_CONSTANT_BUFFER
);
481 WINED3D_TO_STR(WINED3D_CS_OP_SET_TEXTURE
);
482 WINED3D_TO_STR(WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW
);
483 WINED3D_TO_STR(WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW
);
484 WINED3D_TO_STR(WINED3D_CS_OP_SET_SAMPLER
);
485 WINED3D_TO_STR(WINED3D_CS_OP_SET_SHADER
);
486 WINED3D_TO_STR(WINED3D_CS_OP_SET_BLEND_STATE
);
487 WINED3D_TO_STR(WINED3D_CS_OP_SET_RASTERIZER_STATE
);
488 WINED3D_TO_STR(WINED3D_CS_OP_SET_RENDER_STATE
);
489 WINED3D_TO_STR(WINED3D_CS_OP_SET_TEXTURE_STATE
);
490 WINED3D_TO_STR(WINED3D_CS_OP_SET_SAMPLER_STATE
);
491 WINED3D_TO_STR(WINED3D_CS_OP_SET_TRANSFORM
);
492 WINED3D_TO_STR(WINED3D_CS_OP_SET_CLIP_PLANE
);
493 WINED3D_TO_STR(WINED3D_CS_OP_SET_COLOR_KEY
);
494 WINED3D_TO_STR(WINED3D_CS_OP_SET_MATERIAL
);
495 WINED3D_TO_STR(WINED3D_CS_OP_SET_LIGHT
);
496 WINED3D_TO_STR(WINED3D_CS_OP_SET_LIGHT_ENABLE
);
497 WINED3D_TO_STR(WINED3D_CS_OP_PUSH_CONSTANTS
);
498 WINED3D_TO_STR(WINED3D_CS_OP_RESET_STATE
);
499 WINED3D_TO_STR(WINED3D_CS_OP_CALLBACK
);
500 WINED3D_TO_STR(WINED3D_CS_OP_QUERY_ISSUE
);
501 WINED3D_TO_STR(WINED3D_CS_OP_PRELOAD_RESOURCE
);
502 WINED3D_TO_STR(WINED3D_CS_OP_UNLOAD_RESOURCE
);
503 WINED3D_TO_STR(WINED3D_CS_OP_MAP
);
504 WINED3D_TO_STR(WINED3D_CS_OP_UNMAP
);
505 WINED3D_TO_STR(WINED3D_CS_OP_BLT_SUB_RESOURCE
);
506 WINED3D_TO_STR(WINED3D_CS_OP_UPDATE_SUB_RESOURCE
);
507 WINED3D_TO_STR(WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION
);
508 WINED3D_TO_STR(WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW
);
509 WINED3D_TO_STR(WINED3D_CS_OP_COPY_UAV_COUNTER
);
510 WINED3D_TO_STR(WINED3D_CS_OP_GENERATE_MIPMAPS
);
511 WINED3D_TO_STR(WINED3D_CS_OP_STOP
);
512 #undef WINED3D_TO_STR
514 return wine_dbg_sprintf("UNKNOWN_OP(%#x)", op
);
518 static void wined3d_cs_exec_nop(struct wined3d_cs
*cs
, const void *data
)
522 static void wined3d_cs_exec_present(struct wined3d_cs
*cs
, const void *data
)
524 struct wined3d_texture
*logo_texture
, *cursor_texture
, *back_buffer
;
525 struct wined3d_rendertarget_view
*dsv
= cs
->state
.fb
.depth_stencil
;
526 const struct wined3d_cs_present
*op
= data
;
527 const struct wined3d_swapchain_desc
*desc
;
528 struct wined3d_swapchain
*swapchain
;
531 swapchain
= op
->swapchain
;
532 desc
= &swapchain
->state
.desc
;
533 back_buffer
= swapchain
->back_buffers
[0];
534 wined3d_swapchain_set_window(swapchain
, op
->dst_window_override
);
536 if ((logo_texture
= swapchain
->device
->logo_texture
))
538 RECT rect
= {0, 0, logo_texture
->resource
.width
, logo_texture
->resource
.height
};
540 /* Blit the logo into the upper left corner of the back-buffer. */
541 wined3d_texture_blt(back_buffer
, 0, &rect
, logo_texture
, 0,
542 &rect
, WINED3D_BLT_SRC_CKEY
, NULL
, WINED3D_TEXF_POINT
);
545 if ((cursor_texture
= swapchain
->device
->cursor_texture
)
546 && swapchain
->device
->bCursorVisible
&& !swapchain
->device
->hardwareCursor
)
550 swapchain
->device
->xScreenSpace
- swapchain
->device
->xHotSpot
,
551 swapchain
->device
->yScreenSpace
- swapchain
->device
->yHotSpot
,
552 swapchain
->device
->xScreenSpace
+ swapchain
->device
->cursorWidth
- swapchain
->device
->xHotSpot
,
553 swapchain
->device
->yScreenSpace
+ swapchain
->device
->cursorHeight
- swapchain
->device
->yHotSpot
,
557 0, 0, cursor_texture
->resource
.width
, cursor_texture
->resource
.height
559 const RECT clip_rect
= {0, 0, back_buffer
->resource
.width
, back_buffer
->resource
.height
};
561 TRACE("Rendering the software cursor.\n");
564 MapWindowPoints(NULL
, swapchain
->win_handle
, (POINT
*)&dst_rect
, 2);
565 if (wined3d_clip_blit(&clip_rect
, &dst_rect
, &src_rect
))
566 wined3d_texture_blt(back_buffer
, 0, &dst_rect
, cursor_texture
, 0,
567 &src_rect
, WINED3D_BLT_ALPHA_TEST
, NULL
, WINED3D_TEXF_POINT
);
570 swapchain
->swapchain_ops
->swapchain_present(swapchain
, &op
->src_rect
, &op
->dst_rect
, op
->swap_interval
, op
->flags
);
572 /* Discard buffers if the swap effect allows it. */
573 back_buffer
= swapchain
->back_buffers
[desc
->backbuffer_count
- 1];
574 if (desc
->swap_effect
== WINED3D_SWAP_EFFECT_DISCARD
|| desc
->swap_effect
== WINED3D_SWAP_EFFECT_FLIP_DISCARD
)
575 wined3d_texture_validate_location(back_buffer
, 0, WINED3D_LOCATION_DISCARDED
);
577 if (dsv
&& dsv
->resource
->type
!= WINED3D_RTYPE_BUFFER
)
579 struct wined3d_texture
*ds
= texture_from_resource(dsv
->resource
);
581 if ((desc
->flags
& WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL
|| ds
->flags
& WINED3D_TEXTURE_DISCARD
))
582 wined3d_rendertarget_view_validate_location(dsv
, WINED3D_LOCATION_DISCARDED
);
587 DWORD time
= GetTickCount();
590 /* every 1.5 seconds */
591 if (time
- swapchain
->prev_time
> 1500)
593 TRACE_(fps
)("%p @ approx %.2ffps\n",
594 swapchain
, 1000.0 * swapchain
->frames
/ (time
- swapchain
->prev_time
));
595 swapchain
->prev_time
= time
;
596 swapchain
->frames
= 0;
600 wined3d_resource_release(&swapchain
->front_buffer
->resource
);
601 for (i
= 0; i
< desc
->backbuffer_count
; ++i
)
603 wined3d_resource_release(&swapchain
->back_buffers
[i
]->resource
);
606 InterlockedDecrement(&cs
->pending_presents
);
609 void wined3d_cs_emit_present(struct wined3d_cs
*cs
, struct wined3d_swapchain
*swapchain
,
610 const RECT
*src_rect
, const RECT
*dst_rect
, HWND dst_window_override
,
611 unsigned int swap_interval
, DWORD flags
)
613 struct wined3d_cs_present
*op
;
617 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
618 op
->opcode
= WINED3D_CS_OP_PRESENT
;
619 op
->dst_window_override
= dst_window_override
;
620 op
->swapchain
= swapchain
;
621 op
->src_rect
= *src_rect
;
622 op
->dst_rect
= *dst_rect
;
623 op
->swap_interval
= swap_interval
;
626 pending
= InterlockedIncrement(&cs
->pending_presents
);
628 wined3d_resource_acquire(&swapchain
->front_buffer
->resource
);
629 for (i
= 0; i
< swapchain
->state
.desc
.backbuffer_count
; ++i
)
631 wined3d_resource_acquire(&swapchain
->back_buffers
[i
]->resource
);
634 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
636 /* Limit input latency by limiting the number of presents that we can get
637 * ahead of the worker thread. */
638 while (pending
>= swapchain
->max_frame_latency
)
641 pending
= InterlockedCompareExchange(&cs
->pending_presents
, 0, 0);
645 static void wined3d_cs_exec_clear(struct wined3d_cs
*cs
, const void *data
)
647 const struct wined3d_cs_clear
*op
= data
;
648 struct wined3d_device
*device
;
652 device
->blitter
->ops
->blitter_clear(device
->blitter
, device
, op
->rt_count
, op
->fb
,
653 op
->rect_count
, op
->rects
, &op
->draw_rect
, op
->flags
, &op
->color
, op
->depth
, op
->stencil
);
655 if (op
->flags
& WINED3DCLEAR_TARGET
)
657 for (i
= 0; i
< op
->rt_count
; ++i
)
659 if (op
->fb
->render_targets
[i
])
660 wined3d_resource_release(op
->fb
->render_targets
[i
]->resource
);
663 if (op
->flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
664 wined3d_resource_release(op
->fb
->depth_stencil
->resource
);
667 void wined3d_cs_emit_clear(struct wined3d_cs
*cs
, DWORD rect_count
, const RECT
*rects
,
668 DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
670 const struct wined3d_state
*state
= &cs
->device
->state
;
671 const struct wined3d_viewport
*vp
= &state
->viewports
[0];
672 struct wined3d_rendertarget_view
*view
;
673 struct wined3d_cs_clear
*op
;
674 unsigned int rt_count
, i
;
676 rt_count
= flags
& WINED3DCLEAR_TARGET
? cs
->device
->adapter
->d3d_info
.limits
.max_rt_count
: 0;
678 op
= wined3d_cs_require_space(cs
, FIELD_OFFSET(struct wined3d_cs_clear
, rects
[rect_count
]),
679 WINED3D_CS_QUEUE_DEFAULT
);
680 op
->opcode
= WINED3D_CS_OP_CLEAR
;
681 op
->flags
= flags
& (WINED3DCLEAR_TARGET
| WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
);
682 op
->rt_count
= rt_count
;
683 op
->fb
= &cs
->state
.fb
;
684 SetRect(&op
->draw_rect
, vp
->x
, vp
->y
, vp
->x
+ vp
->width
, vp
->y
+ vp
->height
);
685 if (state
->rasterizer_state
&& state
->rasterizer_state
->desc
.scissor
)
686 IntersectRect(&op
->draw_rect
, &op
->draw_rect
, &state
->scissor_rects
[0]);
689 op
->stencil
= stencil
;
690 op
->rect_count
= rect_count
;
691 memcpy(op
->rects
, rects
, sizeof(*rects
) * rect_count
);
693 for (i
= 0; i
< rt_count
; ++i
)
695 if ((view
= state
->fb
.render_targets
[i
]))
696 wined3d_resource_acquire(view
->resource
);
698 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
700 view
= state
->fb
.depth_stencil
;
701 wined3d_resource_acquire(view
->resource
);
704 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
707 void wined3d_cs_emit_clear_rendertarget_view(struct wined3d_cs
*cs
, struct wined3d_rendertarget_view
*view
,
708 const RECT
*rect
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
710 struct wined3d_cs_clear
*op
;
713 size
= FIELD_OFFSET(struct wined3d_cs_clear
, rects
[1]) + sizeof(struct wined3d_fb_state
);
714 op
= wined3d_cs_require_space(cs
, size
, WINED3D_CS_QUEUE_DEFAULT
);
715 op
->fb
= (void *)&op
->rects
[1];
717 op
->opcode
= WINED3D_CS_OP_CLEAR
;
718 op
->flags
= flags
& (WINED3DCLEAR_TARGET
| WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
);
719 if (flags
& WINED3DCLEAR_TARGET
)
722 op
->fb
->render_targets
[0] = view
;
723 op
->fb
->depth_stencil
= NULL
;
729 op
->fb
->render_targets
[0] = NULL
;
730 op
->fb
->depth_stencil
= view
;
732 op
->stencil
= stencil
;
734 SetRect(&op
->draw_rect
, 0, 0, view
->width
, view
->height
);
736 op
->rects
[0] = *rect
;
738 wined3d_resource_acquire(view
->resource
);
740 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
741 if (flags
& WINED3DCLEAR_SYNCHRONOUS
)
742 wined3d_cs_finish(cs
, WINED3D_CS_QUEUE_DEFAULT
);
745 static void acquire_shader_resources(const struct wined3d_state
*state
, unsigned int shader_mask
)
747 struct wined3d_shader_sampler_map_entry
*entry
;
748 struct wined3d_shader_resource_view
*view
;
749 struct wined3d_shader
*shader
;
752 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
754 if (!(shader_mask
& (1u << i
)))
757 if (!(shader
= state
->shader
[i
]))
760 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
763 wined3d_resource_acquire(&state
->cb
[i
][j
]->resource
);
766 for (j
= 0; j
< shader
->reg_maps
.sampler_map
.count
; ++j
)
768 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
770 if (!(view
= state
->shader_resource_view
[i
][entry
->resource_idx
]))
773 wined3d_resource_acquire(view
->resource
);
778 static void release_shader_resources(const struct wined3d_state
*state
, unsigned int shader_mask
)
780 struct wined3d_shader_sampler_map_entry
*entry
;
781 struct wined3d_shader_resource_view
*view
;
782 struct wined3d_shader
*shader
;
785 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
787 if (!(shader_mask
& (1u << i
)))
790 if (!(shader
= state
->shader
[i
]))
793 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
796 wined3d_resource_release(&state
->cb
[i
][j
]->resource
);
799 for (j
= 0; j
< shader
->reg_maps
.sampler_map
.count
; ++j
)
801 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
803 if (!(view
= state
->shader_resource_view
[i
][entry
->resource_idx
]))
806 wined3d_resource_release(view
->resource
);
811 static void acquire_unordered_access_resources(const struct wined3d_shader
*shader
,
812 struct wined3d_unordered_access_view
* const *views
)
819 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
821 if (!shader
->reg_maps
.uav_resource_info
[i
].type
)
827 wined3d_resource_acquire(views
[i
]->resource
);
831 static void release_unordered_access_resources(const struct wined3d_shader
*shader
,
832 struct wined3d_unordered_access_view
* const *views
)
839 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
841 if (!shader
->reg_maps
.uav_resource_info
[i
].type
)
847 wined3d_resource_release(views
[i
]->resource
);
851 static void wined3d_cs_exec_dispatch(struct wined3d_cs
*cs
, const void *data
)
853 const struct wined3d_cs_dispatch
*op
= data
;
854 struct wined3d_state
*state
= &cs
->state
;
856 if (!state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
])
857 WARN("No compute shader bound, skipping dispatch.\n");
859 cs
->device
->adapter
->adapter_ops
->adapter_dispatch_compute(cs
->device
, state
, &op
->parameters
);
861 if (op
->parameters
.indirect
)
862 wined3d_resource_release(&op
->parameters
.u
.indirect
.buffer
->resource
);
864 release_shader_resources(state
, 1u << WINED3D_SHADER_TYPE_COMPUTE
);
865 release_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
866 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
869 static void acquire_compute_pipeline_resources(const struct wined3d_state
*state
)
871 acquire_shader_resources(state
, 1u << WINED3D_SHADER_TYPE_COMPUTE
);
872 acquire_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
873 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
876 void wined3d_cs_emit_dispatch(struct wined3d_cs
*cs
,
877 unsigned int group_count_x
, unsigned int group_count_y
, unsigned int group_count_z
)
879 const struct wined3d_state
*state
= &cs
->device
->state
;
880 struct wined3d_cs_dispatch
*op
;
882 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
883 op
->opcode
= WINED3D_CS_OP_DISPATCH
;
884 op
->parameters
.indirect
= FALSE
;
885 op
->parameters
.u
.direct
.group_count_x
= group_count_x
;
886 op
->parameters
.u
.direct
.group_count_y
= group_count_y
;
887 op
->parameters
.u
.direct
.group_count_z
= group_count_z
;
889 acquire_compute_pipeline_resources(state
);
891 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
894 void wined3d_cs_emit_dispatch_indirect(struct wined3d_cs
*cs
,
895 struct wined3d_buffer
*buffer
, unsigned int offset
)
897 const struct wined3d_state
*state
= &cs
->device
->state
;
898 struct wined3d_cs_dispatch
*op
;
900 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
901 op
->opcode
= WINED3D_CS_OP_DISPATCH
;
902 op
->parameters
.indirect
= TRUE
;
903 op
->parameters
.u
.indirect
.buffer
= buffer
;
904 op
->parameters
.u
.indirect
.offset
= offset
;
906 acquire_compute_pipeline_resources(state
);
907 wined3d_resource_acquire(&buffer
->resource
);
909 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
912 static void wined3d_cs_exec_draw(struct wined3d_cs
*cs
, const void *data
)
914 const struct wined3d_d3d_info
*d3d_info
= &cs
->device
->adapter
->d3d_info
;
915 const struct wined3d_shader
*geometry_shader
;
916 struct wined3d_device
*device
= cs
->device
;
917 int base_vertex_idx
, load_base_vertex_idx
;
918 struct wined3d_state
*state
= &cs
->state
;
919 const struct wined3d_cs_draw
*op
= data
;
923 if (!op
->parameters
.indirect
)
925 const struct wined3d_direct_draw_parameters
*direct
= &op
->parameters
.u
.direct
;
927 if (op
->parameters
.indexed
&& d3d_info
->draw_base_vertex_offset
)
928 base_vertex_idx
= direct
->base_vertex_idx
;
929 else if (!op
->parameters
.indexed
)
930 base_vertex_idx
= direct
->start_idx
;
933 /* ARB_draw_indirect always supports a base vertex offset. */
934 if (!op
->parameters
.indirect
&& !d3d_info
->draw_base_vertex_offset
)
935 load_base_vertex_idx
= op
->parameters
.u
.direct
.base_vertex_idx
;
937 load_base_vertex_idx
= 0;
939 if (state
->base_vertex_index
!= base_vertex_idx
)
941 state
->base_vertex_index
= base_vertex_idx
;
942 for (i
= 0; i
< device
->context_count
; ++i
)
943 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_BASE_VERTEX_ID
;
946 if (state
->load_base_vertex_index
!= load_base_vertex_idx
)
948 state
->load_base_vertex_index
= load_base_vertex_idx
;
949 device_invalidate_state(cs
->device
, STATE_BASEVERTEXINDEX
);
952 if (state
->primitive_type
!= op
->primitive_type
)
954 if ((geometry_shader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]) && !geometry_shader
->function
)
955 device_invalidate_state(cs
->device
, STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
));
956 if (state
->primitive_type
== WINED3D_PT_POINTLIST
|| op
->primitive_type
== WINED3D_PT_POINTLIST
)
957 device_invalidate_state(cs
->device
, STATE_POINT_ENABLE
);
958 state
->primitive_type
= op
->primitive_type
;
960 state
->patch_vertex_count
= op
->patch_vertex_count
;
962 cs
->device
->adapter
->adapter_ops
->adapter_draw_primitive(cs
->device
, state
, &op
->parameters
);
964 if (op
->parameters
.indirect
)
966 struct wined3d_buffer
*buffer
= op
->parameters
.u
.indirect
.buffer
;
967 wined3d_resource_release(&buffer
->resource
);
970 if (op
->parameters
.indexed
)
971 wined3d_resource_release(&state
->index_buffer
->resource
);
972 for (i
= 0; i
< ARRAY_SIZE(state
->streams
); ++i
)
974 if (state
->streams
[i
].buffer
)
975 wined3d_resource_release(&state
->streams
[i
].buffer
->resource
);
977 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
979 if (state
->stream_output
[i
].buffer
)
980 wined3d_resource_release(&state
->stream_output
[i
].buffer
->resource
);
982 for (i
= 0; i
< ARRAY_SIZE(state
->textures
); ++i
)
984 if (state
->textures
[i
])
985 wined3d_resource_release(&state
->textures
[i
]->resource
);
987 for (i
= 0; i
< d3d_info
->limits
.max_rt_count
; ++i
)
989 if (state
->fb
.render_targets
[i
])
990 wined3d_resource_release(state
->fb
.render_targets
[i
]->resource
);
992 if (state
->fb
.depth_stencil
)
993 wined3d_resource_release(state
->fb
.depth_stencil
->resource
);
994 release_shader_resources(state
, ~(1u << WINED3D_SHADER_TYPE_COMPUTE
));
995 release_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
996 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
999 static void acquire_graphics_pipeline_resources(const struct wined3d_state
*state
,
1000 BOOL indexed
, const struct wined3d_d3d_info
*d3d_info
)
1005 wined3d_resource_acquire(&state
->index_buffer
->resource
);
1006 for (i
= 0; i
< ARRAY_SIZE(state
->streams
); ++i
)
1008 if (state
->streams
[i
].buffer
)
1009 wined3d_resource_acquire(&state
->streams
[i
].buffer
->resource
);
1011 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
1013 if (state
->stream_output
[i
].buffer
)
1014 wined3d_resource_acquire(&state
->stream_output
[i
].buffer
->resource
);
1016 for (i
= 0; i
< ARRAY_SIZE(state
->textures
); ++i
)
1018 if (state
->textures
[i
])
1019 wined3d_resource_acquire(&state
->textures
[i
]->resource
);
1021 for (i
= 0; i
< d3d_info
->limits
.max_rt_count
; ++i
)
1023 if (state
->fb
.render_targets
[i
])
1024 wined3d_resource_acquire(state
->fb
.render_targets
[i
]->resource
);
1026 if (state
->fb
.depth_stencil
)
1027 wined3d_resource_acquire(state
->fb
.depth_stencil
->resource
);
1028 acquire_shader_resources(state
, ~(1u << WINED3D_SHADER_TYPE_COMPUTE
));
1029 acquire_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
1030 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
1033 void wined3d_cs_emit_draw(struct wined3d_cs
*cs
, enum wined3d_primitive_type primitive_type
,
1034 unsigned int patch_vertex_count
, int base_vertex_idx
, unsigned int start_idx
,
1035 unsigned int index_count
, unsigned int start_instance
, unsigned int instance_count
, bool indexed
)
1037 const struct wined3d_d3d_info
*d3d_info
= &cs
->device
->adapter
->d3d_info
;
1038 const struct wined3d_state
*state
= &cs
->device
->state
;
1039 struct wined3d_cs_draw
*op
;
1041 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1042 op
->opcode
= WINED3D_CS_OP_DRAW
;
1043 op
->primitive_type
= primitive_type
;
1044 op
->patch_vertex_count
= patch_vertex_count
;
1045 op
->parameters
.indirect
= FALSE
;
1046 op
->parameters
.u
.direct
.base_vertex_idx
= base_vertex_idx
;
1047 op
->parameters
.u
.direct
.start_idx
= start_idx
;
1048 op
->parameters
.u
.direct
.index_count
= index_count
;
1049 op
->parameters
.u
.direct
.start_instance
= start_instance
;
1050 op
->parameters
.u
.direct
.instance_count
= instance_count
;
1051 op
->parameters
.indexed
= indexed
;
1053 acquire_graphics_pipeline_resources(state
, indexed
, d3d_info
);
1055 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1058 void wined3d_cs_emit_draw_indirect(struct wined3d_cs
*cs
, enum wined3d_primitive_type primitive_type
,
1059 unsigned int patch_vertex_count
, struct wined3d_buffer
*buffer
, unsigned int offset
, bool indexed
)
1061 const struct wined3d_d3d_info
*d3d_info
= &cs
->device
->adapter
->d3d_info
;
1062 const struct wined3d_state
*state
= &cs
->device
->state
;
1063 struct wined3d_cs_draw
*op
;
1065 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1066 op
->opcode
= WINED3D_CS_OP_DRAW
;
1067 op
->primitive_type
= primitive_type
;
1068 op
->patch_vertex_count
= patch_vertex_count
;
1069 op
->parameters
.indirect
= TRUE
;
1070 op
->parameters
.u
.indirect
.buffer
= buffer
;
1071 op
->parameters
.u
.indirect
.offset
= offset
;
1072 op
->parameters
.indexed
= indexed
;
1074 acquire_graphics_pipeline_resources(state
, indexed
, d3d_info
);
1075 wined3d_resource_acquire(&buffer
->resource
);
1077 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1080 static void wined3d_cs_exec_flush(struct wined3d_cs
*cs
, const void *data
)
1082 struct wined3d_context
*context
;
1084 context
= context_acquire(cs
->device
, NULL
, 0);
1085 cs
->device
->adapter
->adapter_ops
->adapter_flush_context(context
);
1086 context_release(context
);
1089 void wined3d_cs_emit_flush(struct wined3d_cs
*cs
)
1091 struct wined3d_cs_flush
*op
;
1093 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1094 op
->opcode
= WINED3D_CS_OP_FLUSH
;
1096 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1097 cs
->queries_flushed
= TRUE
;
1100 static void wined3d_cs_exec_set_predication(struct wined3d_cs
*cs
, const void *data
)
1102 const struct wined3d_cs_set_predication
*op
= data
;
1104 cs
->state
.predicate
= op
->predicate
;
1105 cs
->state
.predicate_value
= op
->value
;
1108 void wined3d_cs_emit_set_predication(struct wined3d_cs
*cs
, struct wined3d_query
*predicate
, BOOL value
)
1110 struct wined3d_cs_set_predication
*op
;
1112 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1113 op
->opcode
= WINED3D_CS_OP_SET_PREDICATION
;
1114 op
->predicate
= predicate
;
1117 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1120 static void wined3d_cs_exec_set_viewports(struct wined3d_cs
*cs
, const void *data
)
1122 const struct wined3d_cs_set_viewports
*op
= data
;
1124 if (op
->viewport_count
)
1125 memcpy(cs
->state
.viewports
, op
->viewports
, op
->viewport_count
* sizeof(*op
->viewports
));
1127 memset(cs
->state
.viewports
, 0, sizeof(*cs
->state
.viewports
));
1128 cs
->state
.viewport_count
= op
->viewport_count
;
1129 device_invalidate_state(cs
->device
, STATE_VIEWPORT
);
1132 void wined3d_cs_emit_set_viewports(struct wined3d_cs
*cs
, unsigned int viewport_count
,
1133 const struct wined3d_viewport
*viewports
)
1135 struct wined3d_cs_set_viewports
*op
;
1137 op
= wined3d_cs_require_space(cs
, FIELD_OFFSET(struct wined3d_cs_set_viewports
, viewports
[viewport_count
]),
1138 WINED3D_CS_QUEUE_DEFAULT
);
1139 op
->opcode
= WINED3D_CS_OP_SET_VIEWPORTS
;
1140 memcpy(op
->viewports
, viewports
, viewport_count
* sizeof(*viewports
));
1141 op
->viewport_count
= viewport_count
;
1143 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1146 static void wined3d_cs_exec_set_scissor_rects(struct wined3d_cs
*cs
, const void *data
)
1148 const struct wined3d_cs_set_scissor_rects
*op
= data
;
1151 memcpy(cs
->state
.scissor_rects
, op
->rects
, op
->rect_count
* sizeof(*op
->rects
));
1153 SetRectEmpty(cs
->state
.scissor_rects
);
1154 cs
->state
.scissor_rect_count
= op
->rect_count
;
1155 device_invalidate_state(cs
->device
, STATE_SCISSORRECT
);
1158 void wined3d_cs_emit_set_scissor_rects(struct wined3d_cs
*cs
, unsigned int rect_count
, const RECT
*rects
)
1160 struct wined3d_cs_set_scissor_rects
*op
;
1162 op
= wined3d_cs_require_space(cs
, FIELD_OFFSET(struct wined3d_cs_set_scissor_rects
, rects
[rect_count
]),
1163 WINED3D_CS_QUEUE_DEFAULT
);
1164 op
->opcode
= WINED3D_CS_OP_SET_SCISSOR_RECTS
;
1165 memcpy(op
->rects
, rects
, rect_count
* sizeof(*rects
));
1166 op
->rect_count
= rect_count
;
1168 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1171 static void wined3d_cs_exec_set_rendertarget_view(struct wined3d_cs
*cs
, const void *data
)
1173 const struct wined3d_cs_set_rendertarget_view
*op
= data
;
1174 BOOL prev_alpha_swizzle
, curr_alpha_swizzle
;
1175 struct wined3d_rendertarget_view
*prev
;
1177 prev
= cs
->state
.fb
.render_targets
[op
->view_idx
];
1178 cs
->state
.fb
.render_targets
[op
->view_idx
] = op
->view
;
1179 device_invalidate_state(cs
->device
, STATE_FRAMEBUFFER
);
1181 prev_alpha_swizzle
= prev
&& prev
->format
->id
== WINED3DFMT_A8_UNORM
;
1182 curr_alpha_swizzle
= op
->view
&& op
->view
->format
->id
== WINED3DFMT_A8_UNORM
;
1183 if (prev_alpha_swizzle
!= curr_alpha_swizzle
)
1184 device_invalidate_state(cs
->device
, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
));
1187 void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs
*cs
, unsigned int view_idx
,
1188 struct wined3d_rendertarget_view
*view
)
1190 struct wined3d_cs_set_rendertarget_view
*op
;
1192 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1193 op
->opcode
= WINED3D_CS_OP_SET_RENDERTARGET_VIEW
;
1194 op
->view_idx
= view_idx
;
1197 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1200 static void wined3d_cs_exec_set_depth_stencil_view(struct wined3d_cs
*cs
, const void *data
)
1202 const struct wined3d_cs_set_depth_stencil_view
*op
= data
;
1203 struct wined3d_device
*device
= cs
->device
;
1204 struct wined3d_rendertarget_view
*prev
;
1206 if ((prev
= cs
->state
.fb
.depth_stencil
) && prev
->resource
->type
!= WINED3D_RTYPE_BUFFER
)
1208 struct wined3d_texture
*prev_texture
= texture_from_resource(prev
->resource
);
1210 if (device
->swapchains
[0]->state
.desc
.flags
& WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL
1211 || prev_texture
->flags
& WINED3D_TEXTURE_DISCARD
)
1212 wined3d_texture_validate_location(prev_texture
,
1213 prev
->sub_resource_idx
, WINED3D_LOCATION_DISCARDED
);
1216 cs
->state
.fb
.depth_stencil
= op
->view
;
1218 if (!prev
!= !op
->view
)
1220 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
1221 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_ZENABLE
));
1222 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_STENCILENABLE
));
1223 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
1224 device_invalidate_state(device
, STATE_RASTERIZER
);
1228 if (prev
->format
->depth_bias_scale
!= op
->view
->format
->depth_bias_scale
)
1229 device_invalidate_state(device
, STATE_RASTERIZER
);
1230 if (prev
->format
->stencil_size
!= op
->view
->format
->stencil_size
)
1231 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_STENCILREF
));
1234 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
1237 void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs
*cs
, struct wined3d_rendertarget_view
*view
)
1239 struct wined3d_cs_set_depth_stencil_view
*op
;
1241 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1242 op
->opcode
= WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW
;
1245 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1248 static void wined3d_cs_exec_set_vertex_declaration(struct wined3d_cs
*cs
, const void *data
)
1250 const struct wined3d_cs_set_vertex_declaration
*op
= data
;
1252 cs
->state
.vertex_declaration
= op
->declaration
;
1253 device_invalidate_state(cs
->device
, STATE_VDECL
);
1256 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs
*cs
, struct wined3d_vertex_declaration
*declaration
)
1258 struct wined3d_cs_set_vertex_declaration
*op
;
1260 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1261 op
->opcode
= WINED3D_CS_OP_SET_VERTEX_DECLARATION
;
1262 op
->declaration
= declaration
;
1264 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1267 static void wined3d_cs_exec_set_stream_source(struct wined3d_cs
*cs
, const void *data
)
1269 const struct wined3d_cs_set_stream_source
*op
= data
;
1270 struct wined3d_stream_state
*stream
;
1271 struct wined3d_buffer
*prev
;
1273 stream
= &cs
->state
.streams
[op
->stream_idx
];
1274 prev
= stream
->buffer
;
1275 stream
->buffer
= op
->buffer
;
1276 stream
->offset
= op
->offset
;
1277 stream
->stride
= op
->stride
;
1280 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1282 InterlockedDecrement(&prev
->resource
.bind_count
);
1284 device_invalidate_state(cs
->device
, STATE_STREAMSRC
);
1287 void wined3d_cs_emit_set_stream_source(struct wined3d_cs
*cs
, UINT stream_idx
,
1288 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1290 struct wined3d_cs_set_stream_source
*op
;
1292 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1293 op
->opcode
= WINED3D_CS_OP_SET_STREAM_SOURCE
;
1294 op
->stream_idx
= stream_idx
;
1295 op
->buffer
= buffer
;
1296 op
->offset
= offset
;
1297 op
->stride
= stride
;
1299 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1302 static void wined3d_cs_exec_set_stream_source_freq(struct wined3d_cs
*cs
, const void *data
)
1304 const struct wined3d_cs_set_stream_source_freq
*op
= data
;
1305 struct wined3d_stream_state
*stream
;
1307 stream
= &cs
->state
.streams
[op
->stream_idx
];
1308 stream
->frequency
= op
->frequency
;
1309 stream
->flags
= op
->flags
;
1311 device_invalidate_state(cs
->device
, STATE_STREAMSRC
);
1314 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs
*cs
, UINT stream_idx
, UINT frequency
, UINT flags
)
1316 struct wined3d_cs_set_stream_source_freq
*op
;
1318 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1319 op
->opcode
= WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ
;
1320 op
->stream_idx
= stream_idx
;
1321 op
->frequency
= frequency
;
1324 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1327 static void wined3d_cs_exec_set_stream_output(struct wined3d_cs
*cs
, const void *data
)
1329 const struct wined3d_cs_set_stream_output
*op
= data
;
1330 struct wined3d_stream_output
*stream
;
1331 struct wined3d_buffer
*prev
;
1333 stream
= &cs
->state
.stream_output
[op
->stream_idx
];
1334 prev
= stream
->buffer
;
1335 stream
->buffer
= op
->buffer
;
1336 stream
->offset
= op
->offset
;
1339 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1341 InterlockedDecrement(&prev
->resource
.bind_count
);
1343 device_invalidate_state(cs
->device
, STATE_STREAM_OUTPUT
);
1346 void wined3d_cs_emit_set_stream_output(struct wined3d_cs
*cs
, UINT stream_idx
,
1347 struct wined3d_buffer
*buffer
, UINT offset
)
1349 struct wined3d_cs_set_stream_output
*op
;
1351 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1352 op
->opcode
= WINED3D_CS_OP_SET_STREAM_OUTPUT
;
1353 op
->stream_idx
= stream_idx
;
1354 op
->buffer
= buffer
;
1355 op
->offset
= offset
;
1357 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1360 static void wined3d_cs_exec_set_index_buffer(struct wined3d_cs
*cs
, const void *data
)
1362 const struct wined3d_cs_set_index_buffer
*op
= data
;
1363 struct wined3d_buffer
*prev
;
1365 prev
= cs
->state
.index_buffer
;
1366 cs
->state
.index_buffer
= op
->buffer
;
1367 cs
->state
.index_format
= op
->format_id
;
1368 cs
->state
.index_offset
= op
->offset
;
1371 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1373 InterlockedDecrement(&prev
->resource
.bind_count
);
1375 device_invalidate_state(cs
->device
, STATE_INDEXBUFFER
);
1378 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs
*cs
, struct wined3d_buffer
*buffer
,
1379 enum wined3d_format_id format_id
, unsigned int offset
)
1381 struct wined3d_cs_set_index_buffer
*op
;
1383 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1384 op
->opcode
= WINED3D_CS_OP_SET_INDEX_BUFFER
;
1385 op
->buffer
= buffer
;
1386 op
->format_id
= format_id
;
1387 op
->offset
= offset
;
1389 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1392 static void wined3d_cs_exec_set_constant_buffer(struct wined3d_cs
*cs
, const void *data
)
1394 const struct wined3d_cs_set_constant_buffer
*op
= data
;
1395 struct wined3d_buffer
*prev
;
1397 prev
= cs
->state
.cb
[op
->type
][op
->cb_idx
];
1398 cs
->state
.cb
[op
->type
][op
->cb_idx
] = op
->buffer
;
1401 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1403 InterlockedDecrement(&prev
->resource
.bind_count
);
1405 device_invalidate_state(cs
->device
, STATE_CONSTANT_BUFFER(op
->type
));
1408 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs
*cs
, enum wined3d_shader_type type
,
1409 UINT cb_idx
, struct wined3d_buffer
*buffer
)
1411 struct wined3d_cs_set_constant_buffer
*op
;
1413 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1414 op
->opcode
= WINED3D_CS_OP_SET_CONSTANT_BUFFER
;
1416 op
->cb_idx
= cb_idx
;
1417 op
->buffer
= buffer
;
1419 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1422 static void wined3d_cs_exec_set_texture(struct wined3d_cs
*cs
, const void *data
)
1424 const struct wined3d_d3d_info
*d3d_info
= &cs
->device
->adapter
->d3d_info
;
1425 const struct wined3d_cs_set_texture
*op
= data
;
1426 struct wined3d_texture
*prev
;
1427 BOOL old_use_color_key
= FALSE
, new_use_color_key
= FALSE
;
1429 prev
= cs
->state
.textures
[op
->stage
];
1430 cs
->state
.textures
[op
->stage
] = op
->texture
;
1434 const struct wined3d_format
*new_format
= op
->texture
->resource
.format
;
1435 const struct wined3d_format
*old_format
= prev
? prev
->resource
.format
: NULL
;
1436 unsigned int old_fmt_flags
= prev
? prev
->resource
.format_flags
: 0;
1437 unsigned int new_fmt_flags
= op
->texture
->resource
.format_flags
;
1439 if (InterlockedIncrement(&op
->texture
->resource
.bind_count
) == 1)
1440 op
->texture
->sampler
= op
->stage
;
1442 if (!prev
|| wined3d_texture_gl(op
->texture
)->target
!= wined3d_texture_gl(prev
)->target
1443 || (!is_same_fixup(new_format
->color_fixup
, old_format
->color_fixup
)
1444 && !(can_use_texture_swizzle(d3d_info
, new_format
) && can_use_texture_swizzle(d3d_info
, old_format
)))
1445 || (new_fmt_flags
& WINED3DFMT_FLAG_SHADOW
) != (old_fmt_flags
& WINED3DFMT_FLAG_SHADOW
))
1446 device_invalidate_state(cs
->device
, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
));
1448 if (!prev
&& op
->stage
< d3d_info
->limits
.ffp_blend_stages
)
1450 /* The source arguments for color and alpha ops have different
1451 * meanings when a NULL texture is bound, so the COLOR_OP and
1452 * ALPHA_OP have to be dirtified. */
1453 device_invalidate_state(cs
->device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_COLOR_OP
));
1454 device_invalidate_state(cs
->device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_ALPHA_OP
));
1457 if (!op
->stage
&& op
->texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1458 new_use_color_key
= TRUE
;
1463 if (InterlockedDecrement(&prev
->resource
.bind_count
) && prev
->sampler
== op
->stage
)
1467 /* Search for other stages the texture is bound to. Shouldn't
1468 * happen if applications bind textures to a single stage only. */
1469 TRACE("Searching for other stages the texture is bound to.\n");
1470 for (i
= 0; i
< WINED3D_MAX_COMBINED_SAMPLERS
; ++i
)
1472 if (cs
->state
.textures
[i
] == prev
)
1474 TRACE("Texture is also bound to stage %u.\n", i
);
1481 if (!op
->texture
&& op
->stage
< d3d_info
->limits
.ffp_blend_stages
)
1483 device_invalidate_state(cs
->device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_COLOR_OP
));
1484 device_invalidate_state(cs
->device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_ALPHA_OP
));
1487 if (!op
->stage
&& prev
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1488 old_use_color_key
= TRUE
;
1491 device_invalidate_state(cs
->device
, STATE_SAMPLER(op
->stage
));
1493 if (new_use_color_key
!= old_use_color_key
)
1494 device_invalidate_state(cs
->device
, STATE_RENDER(WINED3D_RS_COLORKEYENABLE
));
1496 if (new_use_color_key
)
1497 device_invalidate_state(cs
->device
, STATE_COLOR_KEY
);
1500 void wined3d_cs_emit_set_texture(struct wined3d_cs
*cs
, UINT stage
, struct wined3d_texture
*texture
)
1502 struct wined3d_cs_set_texture
*op
;
1504 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1505 op
->opcode
= WINED3D_CS_OP_SET_TEXTURE
;
1507 op
->texture
= texture
;
1509 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1512 static void wined3d_cs_exec_set_shader_resource_view(struct wined3d_cs
*cs
, const void *data
)
1514 const struct wined3d_cs_set_shader_resource_view
*op
= data
;
1515 struct wined3d_shader_resource_view
*prev
;
1517 prev
= cs
->state
.shader_resource_view
[op
->type
][op
->view_idx
];
1518 cs
->state
.shader_resource_view
[op
->type
][op
->view_idx
] = op
->view
;
1521 InterlockedIncrement(&op
->view
->resource
->bind_count
);
1523 InterlockedDecrement(&prev
->resource
->bind_count
);
1525 if (op
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
1526 device_invalidate_state(cs
->device
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1528 device_invalidate_state(cs
->device
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1531 void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs
*cs
, enum wined3d_shader_type type
,
1532 UINT view_idx
, struct wined3d_shader_resource_view
*view
)
1534 struct wined3d_cs_set_shader_resource_view
*op
;
1536 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1537 op
->opcode
= WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW
;
1539 op
->view_idx
= view_idx
;
1542 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1545 static void wined3d_cs_exec_set_unordered_access_view(struct wined3d_cs
*cs
, const void *data
)
1547 const struct wined3d_cs_set_unordered_access_view
*op
= data
;
1548 struct wined3d_unordered_access_view
*prev
;
1550 prev
= cs
->state
.unordered_access_view
[op
->pipeline
][op
->view_idx
];
1551 cs
->state
.unordered_access_view
[op
->pipeline
][op
->view_idx
] = op
->view
;
1554 InterlockedIncrement(&op
->view
->resource
->bind_count
);
1556 InterlockedDecrement(&prev
->resource
->bind_count
);
1558 if (op
->view
&& op
->initial_count
!= ~0u)
1559 wined3d_unordered_access_view_set_counter(op
->view
, op
->initial_count
);
1561 device_invalidate_state(cs
->device
, STATE_UNORDERED_ACCESS_VIEW_BINDING(op
->pipeline
));
1564 void wined3d_cs_emit_set_unordered_access_view(struct wined3d_cs
*cs
, enum wined3d_pipeline pipeline
,
1565 unsigned int view_idx
, struct wined3d_unordered_access_view
*view
, unsigned int initial_count
)
1567 struct wined3d_cs_set_unordered_access_view
*op
;
1569 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1570 op
->opcode
= WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW
;
1571 op
->pipeline
= pipeline
;
1572 op
->view_idx
= view_idx
;
1574 op
->initial_count
= initial_count
;
1576 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1579 static void wined3d_cs_exec_set_sampler(struct wined3d_cs
*cs
, const void *data
)
1581 const struct wined3d_cs_set_sampler
*op
= data
;
1583 cs
->state
.sampler
[op
->type
][op
->sampler_idx
] = op
->sampler
;
1584 if (op
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
1585 device_invalidate_state(cs
->device
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1587 device_invalidate_state(cs
->device
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1590 void wined3d_cs_emit_set_sampler(struct wined3d_cs
*cs
, enum wined3d_shader_type type
,
1591 UINT sampler_idx
, struct wined3d_sampler
*sampler
)
1593 struct wined3d_cs_set_sampler
*op
;
1595 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1596 op
->opcode
= WINED3D_CS_OP_SET_SAMPLER
;
1598 op
->sampler_idx
= sampler_idx
;
1599 op
->sampler
= sampler
;
1601 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1604 static void wined3d_cs_exec_set_shader(struct wined3d_cs
*cs
, const void *data
)
1606 const struct wined3d_cs_set_shader
*op
= data
;
1608 cs
->state
.shader
[op
->type
] = op
->shader
;
1609 device_invalidate_state(cs
->device
, STATE_SHADER(op
->type
));
1610 if (op
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
1611 device_invalidate_state(cs
->device
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1613 device_invalidate_state(cs
->device
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1616 void wined3d_cs_emit_set_shader(struct wined3d_cs
*cs
, enum wined3d_shader_type type
, struct wined3d_shader
*shader
)
1618 struct wined3d_cs_set_shader
*op
;
1620 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1621 op
->opcode
= WINED3D_CS_OP_SET_SHADER
;
1623 op
->shader
= shader
;
1625 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1628 static void wined3d_cs_exec_set_blend_state(struct wined3d_cs
*cs
, const void *data
)
1630 const struct wined3d_cs_set_blend_state
*op
= data
;
1631 struct wined3d_state
*state
= &cs
->state
;
1633 if (state
->blend_state
!= op
->state
)
1635 state
->blend_state
= op
->state
;
1636 device_invalidate_state(cs
->device
, STATE_BLEND
);
1638 state
->blend_factor
= op
->factor
;
1639 device_invalidate_state(cs
->device
, STATE_BLEND_FACTOR
);
1642 void wined3d_cs_emit_set_blend_state(struct wined3d_cs
*cs
, struct wined3d_blend_state
*state
,
1643 const struct wined3d_color
*blend_factor
)
1645 struct wined3d_cs_set_blend_state
*op
;
1647 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1648 op
->opcode
= WINED3D_CS_OP_SET_BLEND_STATE
;
1650 op
->factor
= *blend_factor
;
1652 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1655 static void wined3d_cs_exec_set_rasterizer_state(struct wined3d_cs
*cs
, const void *data
)
1657 const struct wined3d_cs_set_rasterizer_state
*op
= data
;
1659 cs
->state
.rasterizer_state
= op
->state
;
1660 device_invalidate_state(cs
->device
, STATE_RASTERIZER
);
1663 void wined3d_cs_emit_set_rasterizer_state(struct wined3d_cs
*cs
,
1664 struct wined3d_rasterizer_state
*rasterizer_state
)
1666 struct wined3d_cs_set_rasterizer_state
*op
;
1668 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1669 op
->opcode
= WINED3D_CS_OP_SET_RASTERIZER_STATE
;
1670 op
->state
= rasterizer_state
;
1672 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1675 static void wined3d_cs_exec_set_render_state(struct wined3d_cs
*cs
, const void *data
)
1677 const struct wined3d_cs_set_render_state
*op
= data
;
1679 cs
->state
.render_states
[op
->state
] = op
->value
;
1680 device_invalidate_state(cs
->device
, STATE_RENDER(op
->state
));
1683 void wined3d_cs_emit_set_render_state(struct wined3d_cs
*cs
, enum wined3d_render_state state
, DWORD value
)
1685 struct wined3d_cs_set_render_state
*op
;
1687 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1688 op
->opcode
= WINED3D_CS_OP_SET_RENDER_STATE
;
1692 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1695 static void wined3d_cs_exec_set_texture_state(struct wined3d_cs
*cs
, const void *data
)
1697 const struct wined3d_cs_set_texture_state
*op
= data
;
1699 cs
->state
.texture_states
[op
->stage
][op
->state
] = op
->value
;
1700 device_invalidate_state(cs
->device
, STATE_TEXTURESTAGE(op
->stage
, op
->state
));
1703 void wined3d_cs_emit_set_texture_state(struct wined3d_cs
*cs
, UINT stage
,
1704 enum wined3d_texture_stage_state state
, DWORD value
)
1706 struct wined3d_cs_set_texture_state
*op
;
1708 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1709 op
->opcode
= WINED3D_CS_OP_SET_TEXTURE_STATE
;
1714 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1717 static void wined3d_cs_exec_set_sampler_state(struct wined3d_cs
*cs
, const void *data
)
1719 const struct wined3d_cs_set_sampler_state
*op
= data
;
1721 cs
->state
.sampler_states
[op
->sampler_idx
][op
->state
] = op
->value
;
1722 device_invalidate_state(cs
->device
, STATE_SAMPLER(op
->sampler_idx
));
1725 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs
*cs
, UINT sampler_idx
,
1726 enum wined3d_sampler_state state
, DWORD value
)
1728 struct wined3d_cs_set_sampler_state
*op
;
1730 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1731 op
->opcode
= WINED3D_CS_OP_SET_SAMPLER_STATE
;
1732 op
->sampler_idx
= sampler_idx
;
1736 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1739 static void wined3d_cs_exec_set_transform(struct wined3d_cs
*cs
, const void *data
)
1741 const struct wined3d_cs_set_transform
*op
= data
;
1743 cs
->state
.transforms
[op
->state
] = op
->matrix
;
1744 if (op
->state
< WINED3D_TS_WORLD_MATRIX(cs
->device
->adapter
->d3d_info
.limits
.ffp_vertex_blend_matrices
))
1745 device_invalidate_state(cs
->device
, STATE_TRANSFORM(op
->state
));
1748 void wined3d_cs_emit_set_transform(struct wined3d_cs
*cs
, enum wined3d_transform_state state
,
1749 const struct wined3d_matrix
*matrix
)
1751 struct wined3d_cs_set_transform
*op
;
1753 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1754 op
->opcode
= WINED3D_CS_OP_SET_TRANSFORM
;
1756 op
->matrix
= *matrix
;
1758 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1761 static void wined3d_cs_exec_set_clip_plane(struct wined3d_cs
*cs
, const void *data
)
1763 const struct wined3d_cs_set_clip_plane
*op
= data
;
1765 cs
->state
.clip_planes
[op
->plane_idx
] = op
->plane
;
1766 device_invalidate_state(cs
->device
, STATE_CLIPPLANE(op
->plane_idx
));
1769 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs
*cs
, UINT plane_idx
, const struct wined3d_vec4
*plane
)
1771 struct wined3d_cs_set_clip_plane
*op
;
1773 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1774 op
->opcode
= WINED3D_CS_OP_SET_CLIP_PLANE
;
1775 op
->plane_idx
= plane_idx
;
1778 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1781 static void wined3d_cs_exec_set_color_key(struct wined3d_cs
*cs
, const void *data
)
1783 const struct wined3d_cs_set_color_key
*op
= data
;
1784 struct wined3d_texture
*texture
= op
->texture
;
1790 case WINED3D_CKEY_DST_BLT
:
1791 texture
->async
.dst_blt_color_key
= op
->color_key
;
1792 texture
->async
.color_key_flags
|= WINED3D_CKEY_DST_BLT
;
1795 case WINED3D_CKEY_DST_OVERLAY
:
1796 texture
->async
.dst_overlay_color_key
= op
->color_key
;
1797 texture
->async
.color_key_flags
|= WINED3D_CKEY_DST_OVERLAY
;
1800 case WINED3D_CKEY_SRC_BLT
:
1801 if (texture
== cs
->state
.textures
[0])
1803 device_invalidate_state(cs
->device
, STATE_COLOR_KEY
);
1804 if (!(texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
))
1805 device_invalidate_state(cs
->device
, STATE_RENDER(WINED3D_RS_COLORKEYENABLE
));
1808 texture
->async
.src_blt_color_key
= op
->color_key
;
1809 texture
->async
.color_key_flags
|= WINED3D_CKEY_SRC_BLT
;
1812 case WINED3D_CKEY_SRC_OVERLAY
:
1813 texture
->async
.src_overlay_color_key
= op
->color_key
;
1814 texture
->async
.color_key_flags
|= WINED3D_CKEY_SRC_OVERLAY
;
1822 case WINED3D_CKEY_DST_BLT
:
1823 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_DST_BLT
;
1826 case WINED3D_CKEY_DST_OVERLAY
:
1827 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_DST_OVERLAY
;
1830 case WINED3D_CKEY_SRC_BLT
:
1831 if (texture
== cs
->state
.textures
[0] && texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1832 device_invalidate_state(cs
->device
, STATE_RENDER(WINED3D_RS_COLORKEYENABLE
));
1834 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_SRC_BLT
;
1837 case WINED3D_CKEY_SRC_OVERLAY
:
1838 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_SRC_OVERLAY
;
1844 void wined3d_cs_emit_set_color_key(struct wined3d_cs
*cs
, struct wined3d_texture
*texture
,
1845 WORD flags
, const struct wined3d_color_key
*color_key
)
1847 struct wined3d_cs_set_color_key
*op
;
1849 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1850 op
->opcode
= WINED3D_CS_OP_SET_COLOR_KEY
;
1851 op
->texture
= texture
;
1855 op
->color_key
= *color_key
;
1861 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1864 static void wined3d_cs_exec_set_material(struct wined3d_cs
*cs
, const void *data
)
1866 const struct wined3d_cs_set_material
*op
= data
;
1868 cs
->state
.material
= op
->material
;
1869 device_invalidate_state(cs
->device
, STATE_MATERIAL
);
1872 void wined3d_cs_emit_set_material(struct wined3d_cs
*cs
, const struct wined3d_material
*material
)
1874 struct wined3d_cs_set_material
*op
;
1876 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1877 op
->opcode
= WINED3D_CS_OP_SET_MATERIAL
;
1878 op
->material
= *material
;
1880 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1883 static void wined3d_cs_exec_set_light(struct wined3d_cs
*cs
, const void *data
)
1885 const struct wined3d_cs_set_light
*op
= data
;
1886 struct wined3d_light_info
*light_info
;
1887 unsigned int light_idx
, hash_idx
;
1889 light_idx
= op
->light
.OriginalIndex
;
1891 if (!(light_info
= wined3d_light_state_get_light(&cs
->state
.light_state
, light_idx
)))
1893 TRACE("Adding new light.\n");
1894 if (!(light_info
= heap_alloc_zero(sizeof(*light_info
))))
1896 ERR("Failed to allocate light info.\n");
1900 hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1901 list_add_head(&cs
->state
.light_state
.light_map
[hash_idx
], &light_info
->entry
);
1902 light_info
->glIndex
= -1;
1903 light_info
->OriginalIndex
= light_idx
;
1906 if (light_info
->glIndex
!= -1)
1908 if (light_info
->OriginalParms
.type
!= op
->light
.OriginalParms
.type
)
1909 device_invalidate_state(cs
->device
, STATE_LIGHT_TYPE
);
1910 device_invalidate_state(cs
->device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
1913 light_info
->OriginalParms
= op
->light
.OriginalParms
;
1914 light_info
->position
= op
->light
.position
;
1915 light_info
->direction
= op
->light
.direction
;
1916 light_info
->exponent
= op
->light
.exponent
;
1917 light_info
->cutoff
= op
->light
.cutoff
;
1920 void wined3d_cs_emit_set_light(struct wined3d_cs
*cs
, const struct wined3d_light_info
*light
)
1922 struct wined3d_cs_set_light
*op
;
1924 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1925 op
->opcode
= WINED3D_CS_OP_SET_LIGHT
;
1928 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1931 static void wined3d_cs_exec_set_light_enable(struct wined3d_cs
*cs
, const void *data
)
1933 const struct wined3d_cs_set_light_enable
*op
= data
;
1934 struct wined3d_device
*device
= cs
->device
;
1935 struct wined3d_light_info
*light_info
;
1938 if (!(light_info
= wined3d_light_state_get_light(&cs
->state
.light_state
, op
->idx
)))
1940 ERR("Light doesn't exist.\n");
1944 prev_idx
= light_info
->glIndex
;
1945 wined3d_light_state_enable_light(&cs
->state
.light_state
, &device
->adapter
->d3d_info
, light_info
, op
->enable
);
1946 if (light_info
->glIndex
!= prev_idx
)
1948 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1949 device_invalidate_state(device
, STATE_ACTIVELIGHT(op
->enable
? light_info
->glIndex
: prev_idx
));
1953 void wined3d_cs_emit_set_light_enable(struct wined3d_cs
*cs
, unsigned int idx
, BOOL enable
)
1955 struct wined3d_cs_set_light_enable
*op
;
1957 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1958 op
->opcode
= WINED3D_CS_OP_SET_LIGHT_ENABLE
;
1960 op
->enable
= enable
;
1962 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1971 wined3d_cs_push_constant_info
[] =
1973 /* WINED3D_PUSH_CONSTANTS_VS_F */
1974 {FIELD_OFFSET(struct wined3d_state
, vs_consts_f
), sizeof(struct wined3d_vec4
), WINED3D_SHADER_CONST_VS_F
},
1975 /* WINED3D_PUSH_CONSTANTS_PS_F */
1976 {FIELD_OFFSET(struct wined3d_state
, ps_consts_f
), sizeof(struct wined3d_vec4
), WINED3D_SHADER_CONST_PS_F
},
1977 /* WINED3D_PUSH_CONSTANTS_VS_I */
1978 {FIELD_OFFSET(struct wined3d_state
, vs_consts_i
), sizeof(struct wined3d_ivec4
), WINED3D_SHADER_CONST_VS_I
},
1979 /* WINED3D_PUSH_CONSTANTS_PS_I */
1980 {FIELD_OFFSET(struct wined3d_state
, ps_consts_i
), sizeof(struct wined3d_ivec4
), WINED3D_SHADER_CONST_PS_I
},
1981 /* WINED3D_PUSH_CONSTANTS_VS_B */
1982 {FIELD_OFFSET(struct wined3d_state
, vs_consts_b
), sizeof(BOOL
), WINED3D_SHADER_CONST_VS_B
},
1983 /* WINED3D_PUSH_CONSTANTS_PS_B */
1984 {FIELD_OFFSET(struct wined3d_state
, ps_consts_b
), sizeof(BOOL
), WINED3D_SHADER_CONST_PS_B
},
1987 static void wined3d_cs_st_push_constants(struct wined3d_cs
*cs
, enum wined3d_push_constants p
,
1988 unsigned int start_idx
, unsigned int count
, const void *constants
)
1990 struct wined3d_device
*device
= cs
->device
;
1991 unsigned int context_count
;
1995 if (p
== WINED3D_PUSH_CONSTANTS_VS_F
)
1996 device
->shader_backend
->shader_update_float_vertex_constants(device
, start_idx
, count
);
1997 else if (p
== WINED3D_PUSH_CONSTANTS_PS_F
)
1998 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_idx
, count
);
2000 offset
= wined3d_cs_push_constant_info
[p
].offset
+ start_idx
* wined3d_cs_push_constant_info
[p
].size
;
2001 memcpy((BYTE
*)&cs
->state
+ offset
, constants
, count
* wined3d_cs_push_constant_info
[p
].size
);
2002 for (i
= 0, context_count
= device
->context_count
; i
< context_count
; ++i
)
2004 device
->contexts
[i
]->constant_update_mask
|= wined3d_cs_push_constant_info
[p
].mask
;
2008 static void wined3d_cs_exec_push_constants(struct wined3d_cs
*cs
, const void *data
)
2010 const struct wined3d_cs_push_constants
*op
= data
;
2012 wined3d_cs_st_push_constants(cs
, op
->type
, op
->start_idx
, op
->count
, op
->constants
);
2015 static void wined3d_cs_mt_push_constants(struct wined3d_cs
*cs
, enum wined3d_push_constants p
,
2016 unsigned int start_idx
, unsigned int count
, const void *constants
)
2018 struct wined3d_cs_push_constants
*op
;
2021 size
= count
* wined3d_cs_push_constant_info
[p
].size
;
2022 op
= wined3d_cs_require_space(cs
, FIELD_OFFSET(struct wined3d_cs_push_constants
, constants
[size
]),
2023 WINED3D_CS_QUEUE_DEFAULT
);
2024 op
->opcode
= WINED3D_CS_OP_PUSH_CONSTANTS
;
2026 op
->start_idx
= start_idx
;
2028 memcpy(op
->constants
, constants
, size
);
2030 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2033 static void wined3d_cs_exec_reset_state(struct wined3d_cs
*cs
, const void *data
)
2035 struct wined3d_adapter
*adapter
= cs
->device
->adapter
;
2037 state_cleanup(&cs
->state
);
2038 memset(&cs
->state
, 0, sizeof(cs
->state
));
2039 state_init(&cs
->state
, &adapter
->d3d_info
, WINED3D_STATE_NO_REF
| WINED3D_STATE_INIT_DEFAULT
);
2042 void wined3d_cs_emit_reset_state(struct wined3d_cs
*cs
)
2044 struct wined3d_cs_reset_state
*op
;
2046 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2047 op
->opcode
= WINED3D_CS_OP_RESET_STATE
;
2049 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2052 static void wined3d_cs_exec_callback(struct wined3d_cs
*cs
, const void *data
)
2054 const struct wined3d_cs_callback
*op
= data
;
2056 op
->callback(op
->object
);
2059 static void wined3d_cs_emit_callback(struct wined3d_cs
*cs
, void (*callback
)(void *object
), void *object
)
2061 struct wined3d_cs_callback
*op
;
2063 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2064 op
->opcode
= WINED3D_CS_OP_CALLBACK
;
2065 op
->callback
= callback
;
2066 op
->object
= object
;
2068 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2071 void wined3d_cs_destroy_object(struct wined3d_cs
*cs
, void (*callback
)(void *object
), void *object
)
2073 wined3d_cs_emit_callback(cs
, callback
, object
);
2076 void wined3d_cs_init_object(struct wined3d_cs
*cs
, void (*callback
)(void *object
), void *object
)
2078 wined3d_cs_emit_callback(cs
, callback
, object
);
2081 static void wined3d_cs_exec_query_issue(struct wined3d_cs
*cs
, const void *data
)
2083 const struct wined3d_cs_query_issue
*op
= data
;
2084 struct wined3d_query
*query
= op
->query
;
2087 poll
= query
->query_ops
->query_issue(query
, op
->flags
);
2092 if (poll
&& list_empty(&query
->poll_list_entry
))
2094 if (query
->buffer_object
)
2095 InterlockedIncrement(&query
->counter_retrieved
);
2097 list_add_tail(&cs
->query_poll_list
, &query
->poll_list_entry
);
2101 /* This can happen if occlusion queries are restarted. This discards the
2102 * old result, since polling it could result in a GL error. */
2103 if ((op
->flags
& WINED3DISSUE_BEGIN
) && !poll
&& !list_empty(&query
->poll_list_entry
))
2105 list_remove(&query
->poll_list_entry
);
2106 list_init(&query
->poll_list_entry
);
2107 InterlockedIncrement(&query
->counter_retrieved
);
2111 /* This can happen when an occlusion query is ended without being started,
2112 * in which case we don't want to poll, but still have to counter-balance
2113 * the increment of the main counter.
2115 * This can also happen if an event query is re-issued before the first
2116 * fence was reached. In this case the query is already in the list and
2117 * the poll function will check the new fence. We have to counter-balance
2118 * the discarded increment. */
2119 if (op
->flags
& WINED3DISSUE_END
)
2120 InterlockedIncrement(&query
->counter_retrieved
);
2123 void wined3d_cs_emit_query_issue(struct wined3d_cs
*cs
, struct wined3d_query
*query
, DWORD flags
)
2125 struct wined3d_cs_query_issue
*op
;
2127 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2128 op
->opcode
= WINED3D_CS_OP_QUERY_ISSUE
;
2132 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2133 cs
->queries_flushed
= FALSE
;
2136 static void wined3d_cs_exec_preload_resource(struct wined3d_cs
*cs
, const void *data
)
2138 const struct wined3d_cs_preload_resource
*op
= data
;
2139 struct wined3d_resource
*resource
= op
->resource
;
2141 resource
->resource_ops
->resource_preload(resource
);
2142 wined3d_resource_release(resource
);
2145 void wined3d_cs_emit_preload_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
)
2147 struct wined3d_cs_preload_resource
*op
;
2149 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2150 op
->opcode
= WINED3D_CS_OP_PRELOAD_RESOURCE
;
2151 op
->resource
= resource
;
2153 wined3d_resource_acquire(resource
);
2155 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2158 static void wined3d_cs_exec_unload_resource(struct wined3d_cs
*cs
, const void *data
)
2160 const struct wined3d_cs_unload_resource
*op
= data
;
2161 struct wined3d_resource
*resource
= op
->resource
;
2163 resource
->resource_ops
->resource_unload(resource
);
2164 wined3d_resource_release(resource
);
2167 void wined3d_cs_emit_unload_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
)
2169 struct wined3d_cs_unload_resource
*op
;
2171 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2172 op
->opcode
= WINED3D_CS_OP_UNLOAD_RESOURCE
;
2173 op
->resource
= resource
;
2175 wined3d_resource_acquire(resource
);
2177 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2180 static void wined3d_cs_exec_map(struct wined3d_cs
*cs
, const void *data
)
2182 const struct wined3d_cs_map
*op
= data
;
2183 struct wined3d_resource
*resource
= op
->resource
;
2185 *op
->hr
= resource
->resource_ops
->resource_sub_resource_map(resource
,
2186 op
->sub_resource_idx
, op
->map_desc
, op
->box
, op
->flags
);
2189 HRESULT
wined3d_cs_map(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
, unsigned int sub_resource_idx
,
2190 struct wined3d_map_desc
*map_desc
, const struct wined3d_box
*box
, unsigned int flags
)
2192 struct wined3d_cs_map
*op
;
2195 /* Mapping resources from the worker thread isn't an issue by itself, but
2196 * increasing the map count would be visible to applications. */
2197 wined3d_not_from_cs(cs
);
2199 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_MAP
);
2200 op
->opcode
= WINED3D_CS_OP_MAP
;
2201 op
->resource
= resource
;
2202 op
->sub_resource_idx
= sub_resource_idx
;
2203 op
->map_desc
= map_desc
;
2208 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_MAP
);
2209 wined3d_cs_finish(cs
, WINED3D_CS_QUEUE_MAP
);
2214 static void wined3d_cs_exec_unmap(struct wined3d_cs
*cs
, const void *data
)
2216 const struct wined3d_cs_unmap
*op
= data
;
2217 struct wined3d_resource
*resource
= op
->resource
;
2219 *op
->hr
= resource
->resource_ops
->resource_sub_resource_unmap(resource
, op
->sub_resource_idx
);
2222 HRESULT
wined3d_cs_unmap(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
, unsigned int sub_resource_idx
)
2224 struct wined3d_cs_unmap
*op
;
2227 wined3d_not_from_cs(cs
);
2229 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_MAP
);
2230 op
->opcode
= WINED3D_CS_OP_UNMAP
;
2231 op
->resource
= resource
;
2232 op
->sub_resource_idx
= sub_resource_idx
;
2235 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_MAP
);
2236 wined3d_cs_finish(cs
, WINED3D_CS_QUEUE_MAP
);
2241 static void wined3d_cs_exec_blt_sub_resource(struct wined3d_cs
*cs
, const void *data
)
2243 const struct wined3d_cs_blt_sub_resource
*op
= data
;
2245 if (op
->dst_resource
->type
== WINED3D_RTYPE_BUFFER
)
2247 wined3d_buffer_copy(buffer_from_resource(op
->dst_resource
), op
->dst_box
.left
,
2248 buffer_from_resource(op
->src_resource
), op
->src_box
.left
,
2249 op
->src_box
.right
- op
->src_box
.left
);
2251 else if (op
->dst_resource
->type
== WINED3D_RTYPE_TEXTURE_3D
)
2253 struct wined3d_texture
*src_texture
, *dst_texture
;
2254 unsigned int level
, update_w
, update_h
, update_d
;
2255 unsigned int row_pitch
, slice_pitch
;
2256 struct wined3d_context
*context
;
2257 struct wined3d_bo_address addr
;
2259 if (op
->flags
& ~WINED3D_BLT_RAW
)
2261 FIXME("Flags %#x not implemented for %s resources.\n",
2262 op
->flags
, debug_d3dresourcetype(op
->dst_resource
->type
));
2266 if (!(op
->flags
& WINED3D_BLT_RAW
) && op
->src_resource
->format
!= op
->dst_resource
->format
)
2268 FIXME("Format conversion not implemented for %s resources.\n",
2269 debug_d3dresourcetype(op
->dst_resource
->type
));
2273 update_w
= op
->dst_box
.right
- op
->dst_box
.left
;
2274 update_h
= op
->dst_box
.bottom
- op
->dst_box
.top
;
2275 update_d
= op
->dst_box
.back
- op
->dst_box
.front
;
2276 if (op
->src_box
.right
- op
->src_box
.left
!= update_w
2277 || op
->src_box
.bottom
- op
->src_box
.top
!= update_h
2278 || op
->src_box
.back
- op
->src_box
.front
!= update_d
)
2280 FIXME("Stretching not implemented for %s resources.\n",
2281 debug_d3dresourcetype(op
->dst_resource
->type
));
2285 dst_texture
= texture_from_resource(op
->dst_resource
);
2286 src_texture
= texture_from_resource(op
->src_resource
);
2288 context
= context_acquire(cs
->device
, NULL
, 0);
2290 if (!wined3d_texture_load_location(src_texture
, op
->src_sub_resource_idx
,
2291 context
, src_texture
->resource
.map_binding
))
2293 ERR("Failed to load source sub-resource into %s.\n",
2294 wined3d_debug_location(src_texture
->resource
.map_binding
));
2295 context_release(context
);
2299 level
= op
->dst_sub_resource_idx
% dst_texture
->level_count
;
2300 if (update_w
== wined3d_texture_get_level_width(dst_texture
, level
)
2301 && update_h
== wined3d_texture_get_level_height(dst_texture
, level
)
2302 && update_d
== wined3d_texture_get_level_depth(dst_texture
, level
))
2304 wined3d_texture_prepare_location(dst_texture
, op
->dst_sub_resource_idx
,
2305 context
, WINED3D_LOCATION_TEXTURE_RGB
);
2307 else if (!wined3d_texture_load_location(dst_texture
, op
->dst_sub_resource_idx
,
2308 context
, WINED3D_LOCATION_TEXTURE_RGB
))
2310 ERR("Failed to load destination sub-resource.\n");
2311 context_release(context
);
2315 wined3d_texture_get_memory(src_texture
, op
->src_sub_resource_idx
, &addr
, src_texture
->resource
.map_binding
);
2316 wined3d_texture_get_pitch(src_texture
, op
->src_sub_resource_idx
% src_texture
->level_count
,
2317 &row_pitch
, &slice_pitch
);
2319 dst_texture
->texture_ops
->texture_upload_data(context
, wined3d_const_bo_address(&addr
),
2320 dst_texture
->resource
.format
, &op
->src_box
, row_pitch
, slice_pitch
, dst_texture
,
2321 op
->dst_sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
,
2322 op
->dst_box
.left
, op
->dst_box
.top
, op
->dst_box
.front
);
2323 wined3d_texture_validate_location(dst_texture
, op
->dst_sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
);
2324 wined3d_texture_invalidate_location(dst_texture
, op
->dst_sub_resource_idx
, ~WINED3D_LOCATION_TEXTURE_RGB
);
2326 context_release(context
);
2330 if (FAILED(texture2d_blt(texture_from_resource(op
->dst_resource
), op
->dst_sub_resource_idx
,
2331 &op
->dst_box
, texture_from_resource(op
->src_resource
), op
->src_sub_resource_idx
,
2332 &op
->src_box
, op
->flags
, &op
->fx
, op
->filter
)))
2333 FIXME("Blit failed.\n");
2337 if (op
->src_resource
)
2338 wined3d_resource_release(op
->src_resource
);
2339 wined3d_resource_release(op
->dst_resource
);
2342 void wined3d_cs_emit_blt_sub_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*dst_resource
,
2343 unsigned int dst_sub_resource_idx
, const struct wined3d_box
*dst_box
, struct wined3d_resource
*src_resource
,
2344 unsigned int src_sub_resource_idx
, const struct wined3d_box
*src_box
, DWORD flags
,
2345 const struct wined3d_blt_fx
*fx
, enum wined3d_texture_filter_type filter
)
2347 struct wined3d_cs_blt_sub_resource
*op
;
2349 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2350 op
->opcode
= WINED3D_CS_OP_BLT_SUB_RESOURCE
;
2351 op
->dst_resource
= dst_resource
;
2352 op
->dst_sub_resource_idx
= dst_sub_resource_idx
;
2353 op
->dst_box
= *dst_box
;
2354 op
->src_resource
= src_resource
;
2355 op
->src_sub_resource_idx
= src_sub_resource_idx
;
2356 op
->src_box
= *src_box
;
2361 memset(&op
->fx
, 0, sizeof(op
->fx
));
2362 op
->filter
= filter
;
2364 wined3d_resource_acquire(dst_resource
);
2366 wined3d_resource_acquire(src_resource
);
2368 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2369 if (flags
& WINED3D_BLT_SYNCHRONOUS
)
2370 wined3d_cs_finish(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2373 static void wined3d_cs_exec_update_sub_resource(struct wined3d_cs
*cs
, const void *data
)
2375 const struct wined3d_cs_update_sub_resource
*op
= data
;
2376 struct wined3d_resource
*resource
= op
->resource
;
2377 const struct wined3d_box
*box
= &op
->box
;
2378 unsigned int width
, height
, depth
, level
;
2379 struct wined3d_const_bo_address addr
;
2380 struct wined3d_context
*context
;
2381 struct wined3d_texture
*texture
;
2382 struct wined3d_box src_box
;
2384 context
= context_acquire(cs
->device
, NULL
, 0);
2386 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
2388 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
2390 if (!wined3d_buffer_load_location(buffer
, context
, WINED3D_LOCATION_BUFFER
))
2392 ERR("Failed to load buffer location.\n");
2396 wined3d_buffer_upload_data(buffer
, context
, box
, op
->data
.data
);
2397 wined3d_buffer_invalidate_location(buffer
, ~WINED3D_LOCATION_BUFFER
);
2401 texture
= wined3d_texture_from_resource(resource
);
2403 level
= op
->sub_resource_idx
% texture
->level_count
;
2404 width
= wined3d_texture_get_level_width(texture
, level
);
2405 height
= wined3d_texture_get_level_height(texture
, level
);
2406 depth
= wined3d_texture_get_level_depth(texture
, level
);
2408 addr
.buffer_object
= 0;
2409 addr
.addr
= op
->data
.data
;
2411 /* Only load the sub-resource for partial updates. */
2412 if (!box
->left
&& !box
->top
&& !box
->front
2413 && box
->right
== width
&& box
->bottom
== height
&& box
->back
== depth
)
2414 wined3d_texture_prepare_location(texture
, op
->sub_resource_idx
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
2416 wined3d_texture_load_location(texture
, op
->sub_resource_idx
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
2418 wined3d_box_set(&src_box
, 0, 0, box
->right
- box
->left
, box
->bottom
- box
->top
, 0, box
->back
- box
->front
);
2419 texture
->texture_ops
->texture_upload_data(context
, &addr
, texture
->resource
.format
, &src_box
,
2420 op
->data
.row_pitch
, op
->data
.slice_pitch
, texture
, op
->sub_resource_idx
,
2421 WINED3D_LOCATION_TEXTURE_RGB
, box
->left
, box
->top
, box
->front
);
2423 wined3d_texture_validate_location(texture
, op
->sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
);
2424 wined3d_texture_invalidate_location(texture
, op
->sub_resource_idx
, ~WINED3D_LOCATION_TEXTURE_RGB
);
2427 context_release(context
);
2429 wined3d_resource_release(resource
);
2432 void wined3d_cs_emit_update_sub_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
,
2433 unsigned int sub_resource_idx
, const struct wined3d_box
*box
, const void *data
, unsigned int row_pitch
,
2434 unsigned int slice_pitch
)
2436 struct wined3d_cs_update_sub_resource
*op
;
2438 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_MAP
);
2439 op
->opcode
= WINED3D_CS_OP_UPDATE_SUB_RESOURCE
;
2440 op
->resource
= resource
;
2441 op
->sub_resource_idx
= sub_resource_idx
;
2443 op
->data
.row_pitch
= row_pitch
;
2444 op
->data
.slice_pitch
= slice_pitch
;
2445 op
->data
.data
= data
;
2447 wined3d_resource_acquire(resource
);
2449 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_MAP
);
2450 /* The data pointer may go away, so we need to wait until it is read.
2451 * Copying the data may be faster if it's small. */
2452 wined3d_cs_finish(cs
, WINED3D_CS_QUEUE_MAP
);
2455 static void wined3d_cs_exec_add_dirty_texture_region(struct wined3d_cs
*cs
, const void *data
)
2457 const struct wined3d_cs_add_dirty_texture_region
*op
= data
;
2458 struct wined3d_texture
*texture
= op
->texture
;
2459 unsigned int sub_resource_idx
, i
;
2460 struct wined3d_context
*context
;
2462 context
= context_acquire(cs
->device
, NULL
, 0);
2463 sub_resource_idx
= op
->layer
* texture
->level_count
;
2464 for (i
= 0; i
< texture
->level_count
; ++i
, ++sub_resource_idx
)
2466 if (wined3d_texture_load_location(texture
, sub_resource_idx
, context
, texture
->resource
.map_binding
))
2467 wined3d_texture_invalidate_location(texture
, sub_resource_idx
, ~texture
->resource
.map_binding
);
2469 ERR("Failed to load location %s.\n", wined3d_debug_location(texture
->resource
.map_binding
));
2471 context_release(context
);
2473 wined3d_resource_release(&texture
->resource
);
2476 void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs
*cs
,
2477 struct wined3d_texture
*texture
, unsigned int layer
)
2479 struct wined3d_cs_add_dirty_texture_region
*op
;
2481 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2482 op
->opcode
= WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION
;
2483 op
->texture
= texture
;
2486 wined3d_resource_acquire(&texture
->resource
);
2488 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2491 static void wined3d_cs_exec_clear_unordered_access_view(struct wined3d_cs
*cs
, const void *data
)
2493 const struct wined3d_cs_clear_unordered_access_view
*op
= data
;
2494 struct wined3d_unordered_access_view
*view
= op
->view
;
2495 struct wined3d_context
*context
;
2497 context
= context_acquire(cs
->device
, NULL
, 0);
2498 cs
->device
->adapter
->adapter_ops
->adapter_clear_uav(context
, view
, &op
->clear_value
);
2499 context_release(context
);
2501 wined3d_resource_release(view
->resource
);
2504 void wined3d_cs_emit_clear_unordered_access_view_uint(struct wined3d_cs
*cs
,
2505 struct wined3d_unordered_access_view
*view
, const struct wined3d_uvec4
*clear_value
)
2507 struct wined3d_cs_clear_unordered_access_view
*op
;
2509 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2510 op
->opcode
= WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW
;
2512 op
->clear_value
= *clear_value
;
2514 wined3d_resource_acquire(view
->resource
);
2516 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2519 static void wined3d_cs_exec_copy_uav_counter(struct wined3d_cs
*cs
, const void *data
)
2521 const struct wined3d_cs_copy_uav_counter
*op
= data
;
2522 struct wined3d_unordered_access_view
*view
= op
->view
;
2523 struct wined3d_context
*context
;
2525 context
= context_acquire(cs
->device
, NULL
, 0);
2526 wined3d_unordered_access_view_copy_counter(view
, op
->buffer
, op
->offset
, context
);
2527 context_release(context
);
2529 wined3d_resource_release(&op
->buffer
->resource
);
2532 void wined3d_cs_emit_copy_uav_counter(struct wined3d_cs
*cs
, struct wined3d_buffer
*dst_buffer
,
2533 unsigned int offset
, struct wined3d_unordered_access_view
*uav
)
2535 struct wined3d_cs_copy_uav_counter
*op
;
2537 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2538 op
->opcode
= WINED3D_CS_OP_COPY_UAV_COUNTER
;
2539 op
->buffer
= dst_buffer
;
2540 op
->offset
= offset
;
2543 wined3d_resource_acquire(&dst_buffer
->resource
);
2545 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2548 static void wined3d_cs_exec_generate_mipmaps(struct wined3d_cs
*cs
, const void *data
)
2550 const struct wined3d_cs_generate_mipmaps
*op
= data
;
2551 struct wined3d_shader_resource_view
*view
= op
->view
;
2553 shader_resource_view_generate_mipmaps(view
);
2554 wined3d_resource_release(view
->resource
);
2557 void wined3d_cs_emit_generate_mipmaps(struct wined3d_cs
*cs
, struct wined3d_shader_resource_view
*view
)
2559 struct wined3d_cs_generate_mipmaps
*op
;
2561 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2562 op
->opcode
= WINED3D_CS_OP_GENERATE_MIPMAPS
;
2565 wined3d_resource_acquire(view
->resource
);
2567 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2570 static void wined3d_cs_emit_stop(struct wined3d_cs
*cs
)
2572 struct wined3d_cs_stop
*op
;
2574 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2575 op
->opcode
= WINED3D_CS_OP_STOP
;
2577 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2578 wined3d_cs_finish(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2581 static void (* const wined3d_cs_op_handlers
[])(struct wined3d_cs
*cs
, const void *data
) =
2583 /* WINED3D_CS_OP_NOP */ wined3d_cs_exec_nop
,
2584 /* WINED3D_CS_OP_PRESENT */ wined3d_cs_exec_present
,
2585 /* WINED3D_CS_OP_CLEAR */ wined3d_cs_exec_clear
,
2586 /* WINED3D_CS_OP_DISPATCH */ wined3d_cs_exec_dispatch
,
2587 /* WINED3D_CS_OP_DRAW */ wined3d_cs_exec_draw
,
2588 /* WINED3D_CS_OP_FLUSH */ wined3d_cs_exec_flush
,
2589 /* WINED3D_CS_OP_SET_PREDICATION */ wined3d_cs_exec_set_predication
,
2590 /* WINED3D_CS_OP_SET_VIEWPORTS */ wined3d_cs_exec_set_viewports
,
2591 /* WINED3D_CS_OP_SET_SCISSOR_RECTS */ wined3d_cs_exec_set_scissor_rects
,
2592 /* WINED3D_CS_OP_SET_RENDERTARGET_VIEW */ wined3d_cs_exec_set_rendertarget_view
,
2593 /* WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW */ wined3d_cs_exec_set_depth_stencil_view
,
2594 /* WINED3D_CS_OP_SET_VERTEX_DECLARATION */ wined3d_cs_exec_set_vertex_declaration
,
2595 /* WINED3D_CS_OP_SET_STREAM_SOURCE */ wined3d_cs_exec_set_stream_source
,
2596 /* WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ */ wined3d_cs_exec_set_stream_source_freq
,
2597 /* WINED3D_CS_OP_SET_STREAM_OUTPUT */ wined3d_cs_exec_set_stream_output
,
2598 /* WINED3D_CS_OP_SET_INDEX_BUFFER */ wined3d_cs_exec_set_index_buffer
,
2599 /* WINED3D_CS_OP_SET_CONSTANT_BUFFER */ wined3d_cs_exec_set_constant_buffer
,
2600 /* WINED3D_CS_OP_SET_TEXTURE */ wined3d_cs_exec_set_texture
,
2601 /* WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW */ wined3d_cs_exec_set_shader_resource_view
,
2602 /* WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW */ wined3d_cs_exec_set_unordered_access_view
,
2603 /* WINED3D_CS_OP_SET_SAMPLER */ wined3d_cs_exec_set_sampler
,
2604 /* WINED3D_CS_OP_SET_SHADER */ wined3d_cs_exec_set_shader
,
2605 /* WINED3D_CS_OP_SET_BLEND_STATE */ wined3d_cs_exec_set_blend_state
,
2606 /* WINED3D_CS_OP_SET_RASTERIZER_STATE */ wined3d_cs_exec_set_rasterizer_state
,
2607 /* WINED3D_CS_OP_SET_RENDER_STATE */ wined3d_cs_exec_set_render_state
,
2608 /* WINED3D_CS_OP_SET_TEXTURE_STATE */ wined3d_cs_exec_set_texture_state
,
2609 /* WINED3D_CS_OP_SET_SAMPLER_STATE */ wined3d_cs_exec_set_sampler_state
,
2610 /* WINED3D_CS_OP_SET_TRANSFORM */ wined3d_cs_exec_set_transform
,
2611 /* WINED3D_CS_OP_SET_CLIP_PLANE */ wined3d_cs_exec_set_clip_plane
,
2612 /* WINED3D_CS_OP_SET_COLOR_KEY */ wined3d_cs_exec_set_color_key
,
2613 /* WINED3D_CS_OP_SET_MATERIAL */ wined3d_cs_exec_set_material
,
2614 /* WINED3D_CS_OP_SET_LIGHT */ wined3d_cs_exec_set_light
,
2615 /* WINED3D_CS_OP_SET_LIGHT_ENABLE */ wined3d_cs_exec_set_light_enable
,
2616 /* WINED3D_CS_OP_PUSH_CONSTANTS */ wined3d_cs_exec_push_constants
,
2617 /* WINED3D_CS_OP_RESET_STATE */ wined3d_cs_exec_reset_state
,
2618 /* WINED3D_CS_OP_CALLBACK */ wined3d_cs_exec_callback
,
2619 /* WINED3D_CS_OP_QUERY_ISSUE */ wined3d_cs_exec_query_issue
,
2620 /* WINED3D_CS_OP_PRELOAD_RESOURCE */ wined3d_cs_exec_preload_resource
,
2621 /* WINED3D_CS_OP_UNLOAD_RESOURCE */ wined3d_cs_exec_unload_resource
,
2622 /* WINED3D_CS_OP_MAP */ wined3d_cs_exec_map
,
2623 /* WINED3D_CS_OP_UNMAP */ wined3d_cs_exec_unmap
,
2624 /* WINED3D_CS_OP_BLT_SUB_RESOURCE */ wined3d_cs_exec_blt_sub_resource
,
2625 /* WINED3D_CS_OP_UPDATE_SUB_RESOURCE */ wined3d_cs_exec_update_sub_resource
,
2626 /* WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION */ wined3d_cs_exec_add_dirty_texture_region
,
2627 /* WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW */ wined3d_cs_exec_clear_unordered_access_view
,
2628 /* WINED3D_CS_OP_COPY_UAV_COUNTER */ wined3d_cs_exec_copy_uav_counter
,
2629 /* WINED3D_CS_OP_GENERATE_MIPMAPS */ wined3d_cs_exec_generate_mipmaps
,
2632 static void *wined3d_cs_st_require_space(struct wined3d_cs
*cs
, size_t size
, enum wined3d_cs_queue_id queue_id
)
2634 if (size
> (cs
->data_size
- cs
->end
))
2639 new_size
= max(size
, cs
->data_size
* 2);
2641 new_data
= heap_realloc(cs
->data
, new_size
);
2643 new_data
= heap_alloc(new_size
);
2647 cs
->data_size
= new_size
;
2648 cs
->start
= cs
->end
= 0;
2649 cs
->data
= new_data
;
2654 return (BYTE
*)cs
->data
+ cs
->start
;
2657 static void wined3d_cs_st_submit(struct wined3d_cs
*cs
, enum wined3d_cs_queue_id queue_id
)
2659 enum wined3d_cs_op opcode
;
2665 cs
->start
= cs
->end
;
2667 opcode
= *(const enum wined3d_cs_op
*)&data
[start
];
2668 if (opcode
>= WINED3D_CS_OP_STOP
)
2669 ERR("Invalid opcode %#x.\n", opcode
);
2671 wined3d_cs_op_handlers
[opcode
](cs
, &data
[start
]);
2673 if (cs
->data
== data
)
2674 cs
->start
= cs
->end
= start
;
2679 static void wined3d_cs_st_finish(struct wined3d_cs
*cs
, enum wined3d_cs_queue_id queue_id
)
2683 static const struct wined3d_cs_ops wined3d_cs_st_ops
=
2685 wined3d_cs_st_require_space
,
2686 wined3d_cs_st_submit
,
2687 wined3d_cs_st_finish
,
2688 wined3d_cs_st_push_constants
,
2691 static BOOL
wined3d_cs_queue_is_empty(const struct wined3d_cs
*cs
, const struct wined3d_cs_queue
*queue
)
2693 wined3d_from_cs(cs
);
2694 return *(volatile LONG
*)&queue
->head
== queue
->tail
;
2697 static void wined3d_cs_queue_submit(struct wined3d_cs_queue
*queue
, struct wined3d_cs
*cs
)
2699 struct wined3d_cs_packet
*packet
;
2702 packet
= (struct wined3d_cs_packet
*)&queue
->data
[queue
->head
];
2703 packet_size
= FIELD_OFFSET(struct wined3d_cs_packet
, data
[packet
->size
]);
2704 InterlockedExchange(&queue
->head
, (queue
->head
+ packet_size
) & (WINED3D_CS_QUEUE_SIZE
- 1));
2706 if (InterlockedCompareExchange(&cs
->waiting_for_event
, FALSE
, TRUE
))
2707 SetEvent(cs
->event
);
2710 static void wined3d_cs_mt_submit(struct wined3d_cs
*cs
, enum wined3d_cs_queue_id queue_id
)
2712 if (cs
->thread_id
== GetCurrentThreadId())
2713 return wined3d_cs_st_submit(cs
, queue_id
);
2715 wined3d_cs_queue_submit(&cs
->queue
[queue_id
], cs
);
2718 static void *wined3d_cs_queue_require_space(struct wined3d_cs_queue
*queue
, size_t size
, struct wined3d_cs
*cs
)
2720 size_t queue_size
= ARRAY_SIZE(queue
->data
);
2721 size_t header_size
, packet_size
, remaining
;
2722 struct wined3d_cs_packet
*packet
;
2724 header_size
= FIELD_OFFSET(struct wined3d_cs_packet
, data
[0]);
2725 packet_size
= FIELD_OFFSET(struct wined3d_cs_packet
, data
[size
]);
2726 packet_size
= (packet_size
+ header_size
- 1) & ~(header_size
- 1);
2727 size
= packet_size
- header_size
;
2728 if (packet_size
>= WINED3D_CS_QUEUE_SIZE
)
2730 ERR("Packet size %lu >= queue size %u.\n",
2731 (unsigned long)packet_size
, WINED3D_CS_QUEUE_SIZE
);
2735 remaining
= queue_size
- queue
->head
;
2736 if (remaining
< packet_size
)
2738 size_t nop_size
= remaining
- header_size
;
2739 struct wined3d_cs_nop
*nop
;
2741 TRACE("Inserting a nop for %lu + %lu bytes.\n",
2742 (unsigned long)header_size
, (unsigned long)nop_size
);
2744 nop
= wined3d_cs_queue_require_space(queue
, nop_size
, cs
);
2746 nop
->opcode
= WINED3D_CS_OP_NOP
;
2748 wined3d_cs_queue_submit(queue
, cs
);
2749 assert(!queue
->head
);
2754 LONG tail
= *(volatile LONG
*)&queue
->tail
;
2755 LONG head
= queue
->head
;
2761 new_pos
= (head
+ packet_size
) & (WINED3D_CS_QUEUE_SIZE
- 1);
2762 /* Head ahead of tail. We checked the remaining size above, so we only
2763 * need to make sure we don't make head equal to tail. */
2764 if (head
> tail
&& (new_pos
!= tail
))
2766 /* Tail ahead of head. Make sure the new head is before the tail as
2767 * well. Note that new_pos is 0 when it's at the end of the queue. */
2768 if (new_pos
< tail
&& new_pos
)
2771 TRACE("Waiting for free space. Head %u, tail %u, packet size %lu.\n",
2772 head
, tail
, (unsigned long)packet_size
);
2775 packet
= (struct wined3d_cs_packet
*)&queue
->data
[queue
->head
];
2776 packet
->size
= size
;
2777 return packet
->data
;
2780 static void *wined3d_cs_mt_require_space(struct wined3d_cs
*cs
, size_t size
, enum wined3d_cs_queue_id queue_id
)
2782 if (cs
->thread_id
== GetCurrentThreadId())
2783 return wined3d_cs_st_require_space(cs
, size
, queue_id
);
2785 return wined3d_cs_queue_require_space(&cs
->queue
[queue_id
], size
, cs
);
2788 static void wined3d_cs_mt_finish(struct wined3d_cs
*cs
, enum wined3d_cs_queue_id queue_id
)
2790 if (cs
->thread_id
== GetCurrentThreadId())
2791 return wined3d_cs_st_finish(cs
, queue_id
);
2793 while (cs
->queue
[queue_id
].head
!= *(volatile LONG
*)&cs
->queue
[queue_id
].tail
)
2797 static const struct wined3d_cs_ops wined3d_cs_mt_ops
=
2799 wined3d_cs_mt_require_space
,
2800 wined3d_cs_mt_submit
,
2801 wined3d_cs_mt_finish
,
2802 wined3d_cs_mt_push_constants
,
2805 static void poll_queries(struct wined3d_cs
*cs
)
2807 struct wined3d_query
*query
, *cursor
;
2809 LIST_FOR_EACH_ENTRY_SAFE(query
, cursor
, &cs
->query_poll_list
, struct wined3d_query
, poll_list_entry
)
2811 if (!query
->query_ops
->query_poll(query
, 0))
2814 list_remove(&query
->poll_list_entry
);
2815 list_init(&query
->poll_list_entry
);
2816 InterlockedIncrement(&query
->counter_retrieved
);
2820 static void wined3d_cs_wait_event(struct wined3d_cs
*cs
)
2822 InterlockedExchange(&cs
->waiting_for_event
, TRUE
);
2824 /* The main thread might have enqueued a command and blocked on it after
2825 * the CS thread decided to enter wined3d_cs_wait_event(), but before
2826 * "waiting_for_event" was set.
2828 * Likewise, we can race with the main thread when resetting
2829 * "waiting_for_event", in which case we would need to call
2830 * WaitForSingleObject() because the main thread called SetEvent(). */
2831 if (!(wined3d_cs_queue_is_empty(cs
, &cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
])
2832 && wined3d_cs_queue_is_empty(cs
, &cs
->queue
[WINED3D_CS_QUEUE_MAP
]))
2833 && InterlockedCompareExchange(&cs
->waiting_for_event
, FALSE
, TRUE
))
2836 WaitForSingleObject(cs
->event
, INFINITE
);
2839 static DWORD WINAPI
wined3d_cs_run(void *ctx
)
2841 struct wined3d_cs_packet
*packet
;
2842 struct wined3d_cs_queue
*queue
;
2843 unsigned int spin_count
= 0;
2844 struct wined3d_cs
*cs
= ctx
;
2845 enum wined3d_cs_op opcode
;
2846 HMODULE wined3d_module
;
2847 unsigned int poll
= 0;
2850 TRACE("Started.\n");
2852 /* Copy the module handle to a local variable to avoid racing with the
2853 * thread freeing "cs" before the FreeLibraryAndExitThread() call. */
2854 wined3d_module
= cs
->wined3d_module
;
2856 list_init(&cs
->query_poll_list
);
2857 cs
->thread_id
= GetCurrentThreadId();
2860 if (++poll
== WINED3D_CS_QUERY_POLL_INTERVAL
)
2866 queue
= &cs
->queue
[WINED3D_CS_QUEUE_MAP
];
2867 if (wined3d_cs_queue_is_empty(cs
, queue
))
2869 queue
= &cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
];
2870 if (wined3d_cs_queue_is_empty(cs
, queue
))
2872 if (++spin_count
>= WINED3D_CS_SPIN_COUNT
&& list_empty(&cs
->query_poll_list
))
2873 wined3d_cs_wait_event(cs
);
2880 packet
= (struct wined3d_cs_packet
*)&queue
->data
[tail
];
2883 opcode
= *(const enum wined3d_cs_op
*)packet
->data
;
2885 TRACE("Executing %s.\n", debug_cs_op(opcode
));
2886 if (opcode
>= WINED3D_CS_OP_STOP
)
2888 if (opcode
> WINED3D_CS_OP_STOP
)
2889 ERR("Invalid opcode %#x.\n", opcode
);
2893 wined3d_cs_op_handlers
[opcode
](cs
, packet
->data
);
2894 TRACE("%s executed.\n", debug_cs_op(opcode
));
2897 tail
+= FIELD_OFFSET(struct wined3d_cs_packet
, data
[packet
->size
]);
2898 tail
&= (WINED3D_CS_QUEUE_SIZE
- 1);
2899 InterlockedExchange(&queue
->tail
, tail
);
2902 cs
->queue
[WINED3D_CS_QUEUE_MAP
].tail
= cs
->queue
[WINED3D_CS_QUEUE_MAP
].head
;
2903 cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
].tail
= cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
].head
;
2904 TRACE("Stopped.\n");
2905 FreeLibraryAndExitThread(wined3d_module
, 0);
2908 struct wined3d_cs
*wined3d_cs_create(struct wined3d_device
*device
)
2910 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2911 struct wined3d_cs
*cs
;
2913 if (!(cs
= heap_alloc_zero(sizeof(*cs
))))
2916 cs
->ops
= &wined3d_cs_st_ops
;
2917 cs
->device
= device
;
2919 state_init(&cs
->state
, d3d_info
, WINED3D_STATE_NO_REF
| WINED3D_STATE_INIT_DEFAULT
);
2921 cs
->data_size
= WINED3D_INITIAL_CS_SIZE
;
2922 if (!(cs
->data
= heap_alloc(cs
->data_size
)))
2925 if (wined3d_settings
.cs_multithreaded
2926 && !RtlIsCriticalSectionLockedByThread(NtCurrentTeb()->Peb
->LoaderLock
))
2928 cs
->ops
= &wined3d_cs_mt_ops
;
2930 if (!(cs
->event
= CreateEventW(NULL
, FALSE
, FALSE
, NULL
)))
2932 ERR("Failed to create command stream event.\n");
2933 heap_free(cs
->data
);
2937 if (!(GetModuleHandleExW(GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS
,
2938 (const WCHAR
*)wined3d_cs_run
, &cs
->wined3d_module
)))
2940 ERR("Failed to get wined3d module handle.\n");
2941 CloseHandle(cs
->event
);
2942 heap_free(cs
->data
);
2946 if (!(cs
->thread
= CreateThread(NULL
, 0, wined3d_cs_run
, cs
, 0, NULL
)))
2948 ERR("Failed to create wined3d command stream thread.\n");
2949 FreeLibrary(cs
->wined3d_module
);
2950 CloseHandle(cs
->event
);
2951 heap_free(cs
->data
);
2959 state_cleanup(&cs
->state
);
2964 void wined3d_cs_destroy(struct wined3d_cs
*cs
)
2968 wined3d_cs_emit_stop(cs
);
2969 CloseHandle(cs
->thread
);
2970 if (!CloseHandle(cs
->event
))
2971 ERR("Closing event failed.\n");
2974 state_cleanup(&cs
->state
);
2975 heap_free(cs
->data
);