2 * Copyright 2013 Henri Verbeet for CodeWeavers
4 * This library is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU Lesser General Public
6 * License as published by the Free Software Foundation; either
7 * version 2.1 of the License, or (at your option) any later version.
9 * This library is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * Lesser General Public License for more details.
14 * You should have received a copy of the GNU Lesser General Public
15 * License along with this library; if not, write to the Free Software
16 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
20 #include "wine/port.h"
21 #include "wined3d_private.h"
23 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
25 #define WINED3D_INITIAL_CS_SIZE 4096
30 WINED3D_CS_OP_PRESENT
,
32 WINED3D_CS_OP_DISPATCH
,
35 WINED3D_CS_OP_SET_PREDICATION
,
36 WINED3D_CS_OP_SET_VIEWPORTS
,
37 WINED3D_CS_OP_SET_SCISSOR_RECTS
,
38 WINED3D_CS_OP_SET_RENDERTARGET_VIEW
,
39 WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW
,
40 WINED3D_CS_OP_SET_VERTEX_DECLARATION
,
41 WINED3D_CS_OP_SET_STREAM_SOURCE
,
42 WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ
,
43 WINED3D_CS_OP_SET_STREAM_OUTPUT
,
44 WINED3D_CS_OP_SET_INDEX_BUFFER
,
45 WINED3D_CS_OP_SET_CONSTANT_BUFFER
,
46 WINED3D_CS_OP_SET_TEXTURE
,
47 WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW
,
48 WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW
,
49 WINED3D_CS_OP_SET_SAMPLER
,
50 WINED3D_CS_OP_SET_SHADER
,
51 WINED3D_CS_OP_SET_BLEND_STATE
,
52 WINED3D_CS_OP_SET_RASTERIZER_STATE
,
53 WINED3D_CS_OP_SET_RENDER_STATE
,
54 WINED3D_CS_OP_SET_TEXTURE_STATE
,
55 WINED3D_CS_OP_SET_SAMPLER_STATE
,
56 WINED3D_CS_OP_SET_TRANSFORM
,
57 WINED3D_CS_OP_SET_CLIP_PLANE
,
58 WINED3D_CS_OP_SET_COLOR_KEY
,
59 WINED3D_CS_OP_SET_MATERIAL
,
60 WINED3D_CS_OP_SET_LIGHT
,
61 WINED3D_CS_OP_SET_LIGHT_ENABLE
,
62 WINED3D_CS_OP_PUSH_CONSTANTS
,
63 WINED3D_CS_OP_RESET_STATE
,
64 WINED3D_CS_OP_CALLBACK
,
65 WINED3D_CS_OP_QUERY_ISSUE
,
66 WINED3D_CS_OP_PRELOAD_RESOURCE
,
67 WINED3D_CS_OP_UNLOAD_RESOURCE
,
70 WINED3D_CS_OP_BLT_SUB_RESOURCE
,
71 WINED3D_CS_OP_UPDATE_SUB_RESOURCE
,
72 WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION
,
73 WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW
,
74 WINED3D_CS_OP_COPY_UAV_COUNTER
,
75 WINED3D_CS_OP_GENERATE_MIPMAPS
,
79 struct wined3d_cs_packet
87 enum wined3d_cs_op opcode
;
90 struct wined3d_cs_present
92 enum wined3d_cs_op opcode
;
93 HWND dst_window_override
;
94 struct wined3d_swapchain
*swapchain
;
97 unsigned int swap_interval
;
101 struct wined3d_cs_clear
103 enum wined3d_cs_op opcode
;
105 unsigned int rt_count
;
106 struct wined3d_fb_state
*fb
;
108 struct wined3d_color color
;
111 unsigned int rect_count
;
115 struct wined3d_cs_dispatch
117 enum wined3d_cs_op opcode
;
118 struct wined3d_dispatch_parameters parameters
;
121 struct wined3d_cs_draw
123 enum wined3d_cs_op opcode
;
124 GLenum primitive_type
;
125 GLint patch_vertex_count
;
126 struct wined3d_draw_parameters parameters
;
129 struct wined3d_cs_flush
131 enum wined3d_cs_op opcode
;
134 struct wined3d_cs_set_predication
136 enum wined3d_cs_op opcode
;
137 struct wined3d_query
*predicate
;
141 struct wined3d_cs_set_viewports
143 enum wined3d_cs_op opcode
;
144 unsigned int viewport_count
;
145 struct wined3d_viewport viewports
[1];
148 struct wined3d_cs_set_scissor_rects
150 enum wined3d_cs_op opcode
;
151 unsigned int rect_count
;
155 struct wined3d_cs_set_rendertarget_view
157 enum wined3d_cs_op opcode
;
158 unsigned int view_idx
;
159 struct wined3d_rendertarget_view
*view
;
162 struct wined3d_cs_set_depth_stencil_view
164 enum wined3d_cs_op opcode
;
165 struct wined3d_rendertarget_view
*view
;
168 struct wined3d_cs_set_vertex_declaration
170 enum wined3d_cs_op opcode
;
171 struct wined3d_vertex_declaration
*declaration
;
174 struct wined3d_cs_set_stream_source
176 enum wined3d_cs_op opcode
;
178 struct wined3d_buffer
*buffer
;
183 struct wined3d_cs_set_stream_source_freq
185 enum wined3d_cs_op opcode
;
191 struct wined3d_cs_set_stream_output
193 enum wined3d_cs_op opcode
;
195 struct wined3d_buffer
*buffer
;
199 struct wined3d_cs_set_index_buffer
201 enum wined3d_cs_op opcode
;
202 struct wined3d_buffer
*buffer
;
203 enum wined3d_format_id format_id
;
207 struct wined3d_cs_set_constant_buffer
209 enum wined3d_cs_op opcode
;
210 enum wined3d_shader_type type
;
212 struct wined3d_buffer
*buffer
;
215 struct wined3d_cs_set_texture
217 enum wined3d_cs_op opcode
;
219 struct wined3d_texture
*texture
;
222 struct wined3d_cs_set_color_key
224 enum wined3d_cs_op opcode
;
225 struct wined3d_texture
*texture
;
228 struct wined3d_color_key color_key
;
231 struct wined3d_cs_set_shader_resource_view
233 enum wined3d_cs_op opcode
;
234 enum wined3d_shader_type type
;
236 struct wined3d_shader_resource_view
*view
;
239 struct wined3d_cs_set_unordered_access_view
241 enum wined3d_cs_op opcode
;
242 enum wined3d_pipeline pipeline
;
243 unsigned int view_idx
;
244 struct wined3d_unordered_access_view
*view
;
245 unsigned int initial_count
;
248 struct wined3d_cs_set_sampler
250 enum wined3d_cs_op opcode
;
251 enum wined3d_shader_type type
;
253 struct wined3d_sampler
*sampler
;
256 struct wined3d_cs_set_shader
258 enum wined3d_cs_op opcode
;
259 enum wined3d_shader_type type
;
260 struct wined3d_shader
*shader
;
263 struct wined3d_cs_set_blend_state
265 enum wined3d_cs_op opcode
;
266 struct wined3d_blend_state
*state
;
269 struct wined3d_cs_set_rasterizer_state
271 enum wined3d_cs_op opcode
;
272 struct wined3d_rasterizer_state
*state
;
275 struct wined3d_cs_set_render_state
277 enum wined3d_cs_op opcode
;
278 enum wined3d_render_state state
;
282 struct wined3d_cs_set_texture_state
284 enum wined3d_cs_op opcode
;
286 enum wined3d_texture_stage_state state
;
290 struct wined3d_cs_set_sampler_state
292 enum wined3d_cs_op opcode
;
294 enum wined3d_sampler_state state
;
298 struct wined3d_cs_set_transform
300 enum wined3d_cs_op opcode
;
301 enum wined3d_transform_state state
;
302 struct wined3d_matrix matrix
;
305 struct wined3d_cs_set_clip_plane
307 enum wined3d_cs_op opcode
;
309 struct wined3d_vec4 plane
;
312 struct wined3d_cs_set_material
314 enum wined3d_cs_op opcode
;
315 struct wined3d_material material
;
318 struct wined3d_cs_set_light
320 enum wined3d_cs_op opcode
;
321 struct wined3d_light_info light
;
324 struct wined3d_cs_set_light_enable
326 enum wined3d_cs_op opcode
;
331 struct wined3d_cs_push_constants
333 enum wined3d_cs_op opcode
;
334 enum wined3d_push_constants type
;
335 unsigned int start_idx
;
340 struct wined3d_cs_reset_state
342 enum wined3d_cs_op opcode
;
345 struct wined3d_cs_callback
347 enum wined3d_cs_op opcode
;
348 void (*callback
)(void *object
);
352 struct wined3d_cs_query_issue
354 enum wined3d_cs_op opcode
;
355 struct wined3d_query
*query
;
359 struct wined3d_cs_preload_resource
361 enum wined3d_cs_op opcode
;
362 struct wined3d_resource
*resource
;
365 struct wined3d_cs_unload_resource
367 enum wined3d_cs_op opcode
;
368 struct wined3d_resource
*resource
;
371 struct wined3d_cs_map
373 enum wined3d_cs_op opcode
;
374 struct wined3d_resource
*resource
;
375 unsigned int sub_resource_idx
;
376 struct wined3d_map_desc
*map_desc
;
377 const struct wined3d_box
*box
;
382 struct wined3d_cs_unmap
384 enum wined3d_cs_op opcode
;
385 struct wined3d_resource
*resource
;
386 unsigned int sub_resource_idx
;
390 struct wined3d_cs_blt_sub_resource
392 enum wined3d_cs_op opcode
;
393 struct wined3d_resource
*dst_resource
;
394 unsigned int dst_sub_resource_idx
;
395 struct wined3d_box dst_box
;
396 struct wined3d_resource
*src_resource
;
397 unsigned int src_sub_resource_idx
;
398 struct wined3d_box src_box
;
400 struct wined3d_blt_fx fx
;
401 enum wined3d_texture_filter_type filter
;
404 struct wined3d_cs_update_sub_resource
406 enum wined3d_cs_op opcode
;
407 struct wined3d_resource
*resource
;
408 unsigned int sub_resource_idx
;
409 struct wined3d_box box
;
410 struct wined3d_sub_resource_data data
;
413 struct wined3d_cs_add_dirty_texture_region
415 enum wined3d_cs_op opcode
;
416 struct wined3d_texture
*texture
;
420 struct wined3d_cs_clear_unordered_access_view
422 enum wined3d_cs_op opcode
;
423 struct wined3d_unordered_access_view
*view
;
424 struct wined3d_uvec4 clear_value
;
427 struct wined3d_cs_copy_uav_counter
429 enum wined3d_cs_op opcode
;
430 struct wined3d_buffer
*buffer
;
432 struct wined3d_unordered_access_view
*view
;
435 struct wined3d_cs_generate_mipmaps
437 enum wined3d_cs_op opcode
;
438 struct wined3d_shader_resource_view
*view
;
441 struct wined3d_cs_stop
443 enum wined3d_cs_op opcode
;
446 static void wined3d_cs_exec_nop(struct wined3d_cs
*cs
, const void *data
)
450 static void wined3d_cs_exec_present(struct wined3d_cs
*cs
, const void *data
)
452 const struct wined3d_cs_present
*op
= data
;
453 struct wined3d_swapchain
*swapchain
;
456 swapchain
= op
->swapchain
;
457 wined3d_swapchain_set_window(swapchain
, op
->dst_window_override
);
458 wined3d_swapchain_set_swap_interval(swapchain
, op
->swap_interval
);
460 swapchain
->swapchain_ops
->swapchain_present(swapchain
, &op
->src_rect
, &op
->dst_rect
, op
->flags
);
462 wined3d_resource_release(&swapchain
->front_buffer
->resource
);
463 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
465 wined3d_resource_release(&swapchain
->back_buffers
[i
]->resource
);
468 InterlockedDecrement(&cs
->pending_presents
);
471 void wined3d_cs_emit_present(struct wined3d_cs
*cs
, struct wined3d_swapchain
*swapchain
,
472 const RECT
*src_rect
, const RECT
*dst_rect
, HWND dst_window_override
,
473 unsigned int swap_interval
, DWORD flags
)
475 struct wined3d_cs_present
*op
;
479 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
480 op
->opcode
= WINED3D_CS_OP_PRESENT
;
481 op
->dst_window_override
= dst_window_override
;
482 op
->swapchain
= swapchain
;
483 op
->src_rect
= *src_rect
;
484 op
->dst_rect
= *dst_rect
;
485 op
->swap_interval
= swap_interval
;
488 pending
= InterlockedIncrement(&cs
->pending_presents
);
490 wined3d_resource_acquire(&swapchain
->front_buffer
->resource
);
491 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
493 wined3d_resource_acquire(&swapchain
->back_buffers
[i
]->resource
);
496 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
498 /* Limit input latency by limiting the number of presents that we can get
499 * ahead of the worker thread. */
500 while (pending
>= swapchain
->max_frame_latency
)
503 pending
= InterlockedCompareExchange(&cs
->pending_presents
, 0, 0);
507 static void wined3d_cs_exec_clear(struct wined3d_cs
*cs
, const void *data
)
509 const struct wined3d_cs_clear
*op
= data
;
510 struct wined3d_device
*device
;
514 device
->blitter
->ops
->blitter_clear(device
->blitter
, device
, op
->rt_count
, op
->fb
,
515 op
->rect_count
, op
->rects
, &op
->draw_rect
, op
->flags
, &op
->color
, op
->depth
, op
->stencil
);
517 if (op
->flags
& WINED3DCLEAR_TARGET
)
519 for (i
= 0; i
< op
->rt_count
; ++i
)
521 if (op
->fb
->render_targets
[i
])
522 wined3d_resource_release(op
->fb
->render_targets
[i
]->resource
);
525 if (op
->flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
526 wined3d_resource_release(op
->fb
->depth_stencil
->resource
);
529 void wined3d_cs_emit_clear(struct wined3d_cs
*cs
, DWORD rect_count
, const RECT
*rects
,
530 DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
532 unsigned int rt_count
= cs
->device
->adapter
->gl_info
.limits
.buffers
;
533 const struct wined3d_state
*state
= &cs
->device
->state
;
534 const struct wined3d_viewport
*vp
= &state
->viewports
[0];
535 struct wined3d_rendertarget_view
*view
;
536 struct wined3d_cs_clear
*op
;
540 op
= cs
->ops
->require_space(cs
, FIELD_OFFSET(struct wined3d_cs_clear
, rects
[rect_count
]),
541 WINED3D_CS_QUEUE_DEFAULT
);
542 op
->opcode
= WINED3D_CS_OP_CLEAR
;
544 if (flags
& WINED3DCLEAR_TARGET
)
545 op
->rt_count
= rt_count
;
549 SetRect(&op
->draw_rect
, vp
->x
, vp
->y
, vp
->x
+ vp
->width
, vp
->y
+ vp
->height
);
550 if (state
->render_states
[WINED3D_RS_SCISSORTESTENABLE
])
551 IntersectRect(&op
->draw_rect
, &op
->draw_rect
, &state
->scissor_rects
[0]);
554 op
->stencil
= stencil
;
555 op
->rect_count
= rect_count
;
556 memcpy(op
->rects
, rects
, sizeof(*rects
) * rect_count
);
558 if (flags
& WINED3DCLEAR_TARGET
)
560 for (i
= 0; i
< rt_count
; ++i
)
562 if ((view
= state
->fb
->render_targets
[i
]))
564 SetRect(&view_rect
, 0, 0, view
->width
, view
->height
);
565 IntersectRect(&op
->draw_rect
, &op
->draw_rect
, &view_rect
);
566 wined3d_resource_acquire(view
->resource
);
570 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
572 view
= state
->fb
->depth_stencil
;
573 SetRect(&view_rect
, 0, 0, view
->width
, view
->height
);
574 IntersectRect(&op
->draw_rect
, &op
->draw_rect
, &view_rect
);
575 wined3d_resource_acquire(view
->resource
);
578 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
581 void wined3d_cs_emit_clear_rendertarget_view(struct wined3d_cs
*cs
, struct wined3d_rendertarget_view
*view
,
582 const RECT
*rect
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
584 struct wined3d_cs_clear
*op
;
587 size
= FIELD_OFFSET(struct wined3d_cs_clear
, rects
[1]) + sizeof(struct wined3d_fb_state
);
588 op
= cs
->ops
->require_space(cs
, size
, WINED3D_CS_QUEUE_DEFAULT
);
589 op
->fb
= (void *)&op
->rects
[1];
591 op
->opcode
= WINED3D_CS_OP_CLEAR
;
593 if (flags
& WINED3DCLEAR_TARGET
)
596 op
->fb
->render_targets
[0] = view
;
597 op
->fb
->depth_stencil
= NULL
;
603 op
->fb
->render_targets
[0] = NULL
;
604 op
->fb
->depth_stencil
= view
;
606 op
->stencil
= stencil
;
608 SetRect(&op
->draw_rect
, 0, 0, view
->width
, view
->height
);
610 op
->rects
[0] = *rect
;
612 wined3d_resource_acquire(view
->resource
);
614 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
617 static void acquire_shader_resources(const struct wined3d_state
*state
, unsigned int shader_mask
)
619 struct wined3d_shader_sampler_map_entry
*entry
;
620 struct wined3d_shader_resource_view
*view
;
621 struct wined3d_shader
*shader
;
624 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
626 if (!(shader_mask
& (1u << i
)))
629 if (!(shader
= state
->shader
[i
]))
632 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
635 wined3d_resource_acquire(&state
->cb
[i
][j
]->resource
);
638 for (j
= 0; j
< shader
->reg_maps
.sampler_map
.count
; ++j
)
640 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
642 if (!(view
= state
->shader_resource_view
[i
][entry
->resource_idx
]))
645 wined3d_resource_acquire(view
->resource
);
650 static void release_shader_resources(const struct wined3d_state
*state
, unsigned int shader_mask
)
652 struct wined3d_shader_sampler_map_entry
*entry
;
653 struct wined3d_shader_resource_view
*view
;
654 struct wined3d_shader
*shader
;
657 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
659 if (!(shader_mask
& (1u << i
)))
662 if (!(shader
= state
->shader
[i
]))
665 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
668 wined3d_resource_release(&state
->cb
[i
][j
]->resource
);
671 for (j
= 0; j
< shader
->reg_maps
.sampler_map
.count
; ++j
)
673 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
675 if (!(view
= state
->shader_resource_view
[i
][entry
->resource_idx
]))
678 wined3d_resource_release(view
->resource
);
683 static void acquire_unordered_access_resources(const struct wined3d_shader
*shader
,
684 struct wined3d_unordered_access_view
* const *views
)
691 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
693 if (!shader
->reg_maps
.uav_resource_info
[i
].type
)
699 wined3d_resource_acquire(views
[i
]->resource
);
703 static void release_unordered_access_resources(const struct wined3d_shader
*shader
,
704 struct wined3d_unordered_access_view
* const *views
)
711 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
713 if (!shader
->reg_maps
.uav_resource_info
[i
].type
)
719 wined3d_resource_release(views
[i
]->resource
);
723 static void wined3d_cs_exec_dispatch(struct wined3d_cs
*cs
, const void *data
)
725 const struct wined3d_cs_dispatch
*op
= data
;
726 struct wined3d_state
*state
= &cs
->state
;
728 dispatch_compute(cs
->device
, state
, &op
->parameters
);
730 if (op
->parameters
.indirect
)
731 wined3d_resource_release(&op
->parameters
.u
.indirect
.buffer
->resource
);
733 release_shader_resources(state
, 1u << WINED3D_SHADER_TYPE_COMPUTE
);
734 release_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
735 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
738 static void acquire_compute_pipeline_resources(const struct wined3d_state
*state
)
740 acquire_shader_resources(state
, 1u << WINED3D_SHADER_TYPE_COMPUTE
);
741 acquire_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
742 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
745 void wined3d_cs_emit_dispatch(struct wined3d_cs
*cs
,
746 unsigned int group_count_x
, unsigned int group_count_y
, unsigned int group_count_z
)
748 const struct wined3d_state
*state
= &cs
->device
->state
;
749 struct wined3d_cs_dispatch
*op
;
751 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
752 op
->opcode
= WINED3D_CS_OP_DISPATCH
;
753 op
->parameters
.indirect
= FALSE
;
754 op
->parameters
.u
.direct
.group_count_x
= group_count_x
;
755 op
->parameters
.u
.direct
.group_count_y
= group_count_y
;
756 op
->parameters
.u
.direct
.group_count_z
= group_count_z
;
758 acquire_compute_pipeline_resources(state
);
760 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
763 void wined3d_cs_emit_dispatch_indirect(struct wined3d_cs
*cs
,
764 struct wined3d_buffer
*buffer
, unsigned int offset
)
766 const struct wined3d_state
*state
= &cs
->device
->state
;
767 struct wined3d_cs_dispatch
*op
;
769 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
770 op
->opcode
= WINED3D_CS_OP_DISPATCH
;
771 op
->parameters
.indirect
= TRUE
;
772 op
->parameters
.u
.indirect
.buffer
= buffer
;
773 op
->parameters
.u
.indirect
.offset
= offset
;
775 acquire_compute_pipeline_resources(state
);
776 wined3d_resource_acquire(&buffer
->resource
);
778 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
781 static void wined3d_cs_exec_draw(struct wined3d_cs
*cs
, const void *data
)
783 const struct wined3d_gl_info
*gl_info
= &cs
->device
->adapter
->gl_info
;
784 const struct wined3d_shader
*geometry_shader
;
785 struct wined3d_state
*state
= &cs
->state
;
786 const struct wined3d_cs_draw
*op
= data
;
787 int load_base_vertex_idx
;
790 /* ARB_draw_indirect always supports a base vertex offset. */
791 if (!op
->parameters
.indirect
&& !gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
])
792 load_base_vertex_idx
= op
->parameters
.u
.direct
.base_vertex_idx
;
794 load_base_vertex_idx
= 0;
796 if (state
->load_base_vertex_index
!= load_base_vertex_idx
)
798 state
->load_base_vertex_index
= load_base_vertex_idx
;
799 device_invalidate_state(cs
->device
, STATE_BASEVERTEXINDEX
);
802 if (state
->gl_primitive_type
!= op
->primitive_type
)
804 if ((geometry_shader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]) && !geometry_shader
->function
)
805 device_invalidate_state(cs
->device
, STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
));
806 if (state
->gl_primitive_type
== GL_POINTS
|| op
->primitive_type
== GL_POINTS
)
807 device_invalidate_state(cs
->device
, STATE_POINT_ENABLE
);
808 state
->gl_primitive_type
= op
->primitive_type
;
810 state
->gl_patch_vertices
= op
->patch_vertex_count
;
812 draw_primitive(cs
->device
, state
, &op
->parameters
);
814 if (op
->parameters
.indirect
)
816 struct wined3d_buffer
*buffer
= op
->parameters
.u
.indirect
.buffer
;
817 wined3d_resource_release(&buffer
->resource
);
820 if (op
->parameters
.indexed
)
821 wined3d_resource_release(&state
->index_buffer
->resource
);
822 for (i
= 0; i
< ARRAY_SIZE(state
->streams
); ++i
)
824 if (state
->streams
[i
].buffer
)
825 wined3d_resource_release(&state
->streams
[i
].buffer
->resource
);
827 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
829 if (state
->stream_output
[i
].buffer
)
830 wined3d_resource_release(&state
->stream_output
[i
].buffer
->resource
);
832 for (i
= 0; i
< ARRAY_SIZE(state
->textures
); ++i
)
834 if (state
->textures
[i
])
835 wined3d_resource_release(&state
->textures
[i
]->resource
);
837 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
839 if (state
->fb
->render_targets
[i
])
840 wined3d_resource_release(state
->fb
->render_targets
[i
]->resource
);
842 if (state
->fb
->depth_stencil
)
843 wined3d_resource_release(state
->fb
->depth_stencil
->resource
);
844 release_shader_resources(state
, ~(1u << WINED3D_SHADER_TYPE_COMPUTE
));
845 release_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
846 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
849 static void acquire_graphics_pipeline_resources(const struct wined3d_state
*state
,
850 BOOL indexed
, const struct wined3d_gl_info
*gl_info
)
855 wined3d_resource_acquire(&state
->index_buffer
->resource
);
856 for (i
= 0; i
< ARRAY_SIZE(state
->streams
); ++i
)
858 if (state
->streams
[i
].buffer
)
859 wined3d_resource_acquire(&state
->streams
[i
].buffer
->resource
);
861 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
863 if (state
->stream_output
[i
].buffer
)
864 wined3d_resource_acquire(&state
->stream_output
[i
].buffer
->resource
);
866 for (i
= 0; i
< ARRAY_SIZE(state
->textures
); ++i
)
868 if (state
->textures
[i
])
869 wined3d_resource_acquire(&state
->textures
[i
]->resource
);
871 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
873 if (state
->fb
->render_targets
[i
])
874 wined3d_resource_acquire(state
->fb
->render_targets
[i
]->resource
);
876 if (state
->fb
->depth_stencil
)
877 wined3d_resource_acquire(state
->fb
->depth_stencil
->resource
);
878 acquire_shader_resources(state
, ~(1u << WINED3D_SHADER_TYPE_COMPUTE
));
879 acquire_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
880 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
883 void wined3d_cs_emit_draw(struct wined3d_cs
*cs
, GLenum primitive_type
, unsigned int patch_vertex_count
,
884 int base_vertex_idx
, unsigned int start_idx
, unsigned int index_count
,
885 unsigned int start_instance
, unsigned int instance_count
, BOOL indexed
)
887 const struct wined3d_gl_info
*gl_info
= &cs
->device
->adapter
->gl_info
;
888 const struct wined3d_state
*state
= &cs
->device
->state
;
889 struct wined3d_cs_draw
*op
;
891 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
892 op
->opcode
= WINED3D_CS_OP_DRAW
;
893 op
->primitive_type
= primitive_type
;
894 op
->patch_vertex_count
= patch_vertex_count
;
895 op
->parameters
.indirect
= FALSE
;
896 op
->parameters
.u
.direct
.base_vertex_idx
= base_vertex_idx
;
897 op
->parameters
.u
.direct
.start_idx
= start_idx
;
898 op
->parameters
.u
.direct
.index_count
= index_count
;
899 op
->parameters
.u
.direct
.start_instance
= start_instance
;
900 op
->parameters
.u
.direct
.instance_count
= instance_count
;
901 op
->parameters
.indexed
= indexed
;
903 acquire_graphics_pipeline_resources(state
, indexed
, gl_info
);
905 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
908 void wined3d_cs_emit_draw_indirect(struct wined3d_cs
*cs
, GLenum primitive_type
, unsigned int patch_vertex_count
,
909 struct wined3d_buffer
*buffer
, unsigned int offset
, BOOL indexed
)
911 const struct wined3d_gl_info
*gl_info
= &cs
->device
->adapter
->gl_info
;
912 const struct wined3d_state
*state
= &cs
->device
->state
;
913 struct wined3d_cs_draw
*op
;
915 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
916 op
->opcode
= WINED3D_CS_OP_DRAW
;
917 op
->primitive_type
= primitive_type
;
918 op
->patch_vertex_count
= patch_vertex_count
;
919 op
->parameters
.indirect
= TRUE
;
920 op
->parameters
.u
.indirect
.buffer
= buffer
;
921 op
->parameters
.u
.indirect
.offset
= offset
;
922 op
->parameters
.indexed
= indexed
;
924 acquire_graphics_pipeline_resources(state
, indexed
, gl_info
);
925 wined3d_resource_acquire(&buffer
->resource
);
927 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
930 static void wined3d_cs_exec_flush(struct wined3d_cs
*cs
, const void *data
)
932 struct wined3d_context
*context
;
934 context
= context_acquire(cs
->device
, NULL
, 0);
936 context
->gl_info
->gl_ops
.gl
.p_glFlush();
937 context_release(context
);
940 void wined3d_cs_emit_flush(struct wined3d_cs
*cs
)
942 struct wined3d_cs_flush
*op
;
944 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
945 op
->opcode
= WINED3D_CS_OP_FLUSH
;
947 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
948 cs
->queries_flushed
= TRUE
;
951 static void wined3d_cs_exec_set_predication(struct wined3d_cs
*cs
, const void *data
)
953 const struct wined3d_cs_set_predication
*op
= data
;
955 cs
->state
.predicate
= op
->predicate
;
956 cs
->state
.predicate_value
= op
->value
;
959 void wined3d_cs_emit_set_predication(struct wined3d_cs
*cs
, struct wined3d_query
*predicate
, BOOL value
)
961 struct wined3d_cs_set_predication
*op
;
963 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
964 op
->opcode
= WINED3D_CS_OP_SET_PREDICATION
;
965 op
->predicate
= predicate
;
968 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
971 static void wined3d_cs_exec_set_viewports(struct wined3d_cs
*cs
, const void *data
)
973 const struct wined3d_cs_set_viewports
*op
= data
;
975 if (op
->viewport_count
)
976 memcpy(cs
->state
.viewports
, op
->viewports
, op
->viewport_count
* sizeof(*op
->viewports
));
978 memset(cs
->state
.viewports
, 0, sizeof(*cs
->state
.viewports
));
979 cs
->state
.viewport_count
= op
->viewport_count
;
980 device_invalidate_state(cs
->device
, STATE_VIEWPORT
);
983 void wined3d_cs_emit_set_viewports(struct wined3d_cs
*cs
, unsigned int viewport_count
,
984 const struct wined3d_viewport
*viewports
)
986 struct wined3d_cs_set_viewports
*op
;
988 op
= cs
->ops
->require_space(cs
, FIELD_OFFSET(struct wined3d_cs_set_viewports
, viewports
[viewport_count
]),
989 WINED3D_CS_QUEUE_DEFAULT
);
990 op
->opcode
= WINED3D_CS_OP_SET_VIEWPORTS
;
991 memcpy(op
->viewports
, viewports
, viewport_count
* sizeof(*viewports
));
992 op
->viewport_count
= viewport_count
;
994 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
997 static void wined3d_cs_exec_set_scissor_rects(struct wined3d_cs
*cs
, const void *data
)
999 const struct wined3d_cs_set_scissor_rects
*op
= data
;
1002 memcpy(cs
->state
.scissor_rects
, op
->rects
, op
->rect_count
* sizeof(*op
->rects
));
1004 SetRectEmpty(cs
->state
.scissor_rects
);
1005 cs
->state
.scissor_rect_count
= op
->rect_count
;
1006 device_invalidate_state(cs
->device
, STATE_SCISSORRECT
);
1009 void wined3d_cs_emit_set_scissor_rects(struct wined3d_cs
*cs
, unsigned int rect_count
, const RECT
*rects
)
1011 struct wined3d_cs_set_scissor_rects
*op
;
1013 op
= cs
->ops
->require_space(cs
, FIELD_OFFSET(struct wined3d_cs_set_scissor_rects
, rects
[rect_count
]),
1014 WINED3D_CS_QUEUE_DEFAULT
);
1015 op
->opcode
= WINED3D_CS_OP_SET_SCISSOR_RECTS
;
1016 memcpy(op
->rects
, rects
, rect_count
* sizeof(*rects
));
1017 op
->rect_count
= rect_count
;
1019 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1022 static void wined3d_cs_exec_set_rendertarget_view(struct wined3d_cs
*cs
, const void *data
)
1024 const struct wined3d_cs_set_rendertarget_view
*op
= data
;
1026 cs
->fb
.render_targets
[op
->view_idx
] = op
->view
;
1027 device_invalidate_state(cs
->device
, STATE_FRAMEBUFFER
);
1030 void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs
*cs
, unsigned int view_idx
,
1031 struct wined3d_rendertarget_view
*view
)
1033 struct wined3d_cs_set_rendertarget_view
*op
;
1035 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1036 op
->opcode
= WINED3D_CS_OP_SET_RENDERTARGET_VIEW
;
1037 op
->view_idx
= view_idx
;
1040 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1043 static void wined3d_cs_exec_set_depth_stencil_view(struct wined3d_cs
*cs
, const void *data
)
1045 const struct wined3d_cs_set_depth_stencil_view
*op
= data
;
1046 struct wined3d_device
*device
= cs
->device
;
1047 struct wined3d_rendertarget_view
*prev
;
1049 if ((prev
= cs
->state
.fb
->depth_stencil
) && prev
->resource
->type
!= WINED3D_RTYPE_BUFFER
)
1051 struct wined3d_texture
*prev_texture
= texture_from_resource(prev
->resource
);
1053 if (device
->swapchains
[0]->desc
.flags
& WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL
1054 || prev_texture
->flags
& WINED3D_TEXTURE_DISCARD
)
1055 wined3d_texture_validate_location(prev_texture
,
1056 prev
->sub_resource_idx
, WINED3D_LOCATION_DISCARDED
);
1059 cs
->fb
.depth_stencil
= op
->view
;
1061 if (!prev
!= !op
->view
)
1063 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
1064 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_ZENABLE
));
1065 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_STENCILENABLE
));
1066 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
1067 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
));
1069 else if (prev
&& prev
->format
->depth_bias_scale
!= op
->view
->format
->depth_bias_scale
)
1071 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
));
1074 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
1077 void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs
*cs
, struct wined3d_rendertarget_view
*view
)
1079 struct wined3d_cs_set_depth_stencil_view
*op
;
1081 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1082 op
->opcode
= WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW
;
1085 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1088 static void wined3d_cs_exec_set_vertex_declaration(struct wined3d_cs
*cs
, const void *data
)
1090 const struct wined3d_cs_set_vertex_declaration
*op
= data
;
1092 cs
->state
.vertex_declaration
= op
->declaration
;
1093 device_invalidate_state(cs
->device
, STATE_VDECL
);
1096 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs
*cs
, struct wined3d_vertex_declaration
*declaration
)
1098 struct wined3d_cs_set_vertex_declaration
*op
;
1100 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1101 op
->opcode
= WINED3D_CS_OP_SET_VERTEX_DECLARATION
;
1102 op
->declaration
= declaration
;
1104 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1107 static void wined3d_cs_exec_set_stream_source(struct wined3d_cs
*cs
, const void *data
)
1109 const struct wined3d_cs_set_stream_source
*op
= data
;
1110 struct wined3d_stream_state
*stream
;
1111 struct wined3d_buffer
*prev
;
1113 stream
= &cs
->state
.streams
[op
->stream_idx
];
1114 prev
= stream
->buffer
;
1115 stream
->buffer
= op
->buffer
;
1116 stream
->offset
= op
->offset
;
1117 stream
->stride
= op
->stride
;
1120 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1122 InterlockedDecrement(&prev
->resource
.bind_count
);
1124 device_invalidate_state(cs
->device
, STATE_STREAMSRC
);
1127 void wined3d_cs_emit_set_stream_source(struct wined3d_cs
*cs
, UINT stream_idx
,
1128 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1130 struct wined3d_cs_set_stream_source
*op
;
1132 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1133 op
->opcode
= WINED3D_CS_OP_SET_STREAM_SOURCE
;
1134 op
->stream_idx
= stream_idx
;
1135 op
->buffer
= buffer
;
1136 op
->offset
= offset
;
1137 op
->stride
= stride
;
1139 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1142 static void wined3d_cs_exec_set_stream_source_freq(struct wined3d_cs
*cs
, const void *data
)
1144 const struct wined3d_cs_set_stream_source_freq
*op
= data
;
1145 struct wined3d_stream_state
*stream
;
1147 stream
= &cs
->state
.streams
[op
->stream_idx
];
1148 stream
->frequency
= op
->frequency
;
1149 stream
->flags
= op
->flags
;
1151 device_invalidate_state(cs
->device
, STATE_STREAMSRC
);
1154 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs
*cs
, UINT stream_idx
, UINT frequency
, UINT flags
)
1156 struct wined3d_cs_set_stream_source_freq
*op
;
1158 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1159 op
->opcode
= WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ
;
1160 op
->stream_idx
= stream_idx
;
1161 op
->frequency
= frequency
;
1164 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1167 static void wined3d_cs_exec_set_stream_output(struct wined3d_cs
*cs
, const void *data
)
1169 const struct wined3d_cs_set_stream_output
*op
= data
;
1170 struct wined3d_stream_output
*stream
;
1171 struct wined3d_buffer
*prev
;
1173 stream
= &cs
->state
.stream_output
[op
->stream_idx
];
1174 prev
= stream
->buffer
;
1175 stream
->buffer
= op
->buffer
;
1176 stream
->offset
= op
->offset
;
1179 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1181 InterlockedDecrement(&prev
->resource
.bind_count
);
1183 device_invalidate_state(cs
->device
, STATE_STREAM_OUTPUT
);
1186 void wined3d_cs_emit_set_stream_output(struct wined3d_cs
*cs
, UINT stream_idx
,
1187 struct wined3d_buffer
*buffer
, UINT offset
)
1189 struct wined3d_cs_set_stream_output
*op
;
1191 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1192 op
->opcode
= WINED3D_CS_OP_SET_STREAM_OUTPUT
;
1193 op
->stream_idx
= stream_idx
;
1194 op
->buffer
= buffer
;
1195 op
->offset
= offset
;
1197 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1200 static void wined3d_cs_exec_set_index_buffer(struct wined3d_cs
*cs
, const void *data
)
1202 const struct wined3d_cs_set_index_buffer
*op
= data
;
1203 struct wined3d_buffer
*prev
;
1205 prev
= cs
->state
.index_buffer
;
1206 cs
->state
.index_buffer
= op
->buffer
;
1207 cs
->state
.index_format
= op
->format_id
;
1208 cs
->state
.index_offset
= op
->offset
;
1211 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1213 InterlockedDecrement(&prev
->resource
.bind_count
);
1215 device_invalidate_state(cs
->device
, STATE_INDEXBUFFER
);
1218 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs
*cs
, struct wined3d_buffer
*buffer
,
1219 enum wined3d_format_id format_id
, unsigned int offset
)
1221 struct wined3d_cs_set_index_buffer
*op
;
1223 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1224 op
->opcode
= WINED3D_CS_OP_SET_INDEX_BUFFER
;
1225 op
->buffer
= buffer
;
1226 op
->format_id
= format_id
;
1227 op
->offset
= offset
;
1229 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1232 static void wined3d_cs_exec_set_constant_buffer(struct wined3d_cs
*cs
, const void *data
)
1234 const struct wined3d_cs_set_constant_buffer
*op
= data
;
1235 struct wined3d_buffer
*prev
;
1237 prev
= cs
->state
.cb
[op
->type
][op
->cb_idx
];
1238 cs
->state
.cb
[op
->type
][op
->cb_idx
] = op
->buffer
;
1241 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1243 InterlockedDecrement(&prev
->resource
.bind_count
);
1245 device_invalidate_state(cs
->device
, STATE_CONSTANT_BUFFER(op
->type
));
1248 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs
*cs
, enum wined3d_shader_type type
,
1249 UINT cb_idx
, struct wined3d_buffer
*buffer
)
1251 struct wined3d_cs_set_constant_buffer
*op
;
1253 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1254 op
->opcode
= WINED3D_CS_OP_SET_CONSTANT_BUFFER
;
1256 op
->cb_idx
= cb_idx
;
1257 op
->buffer
= buffer
;
1259 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1262 static void wined3d_cs_exec_set_texture(struct wined3d_cs
*cs
, const void *data
)
1264 const struct wined3d_gl_info
*gl_info
= &cs
->device
->adapter
->gl_info
;
1265 const struct wined3d_d3d_info
*d3d_info
= &cs
->device
->adapter
->d3d_info
;
1266 const struct wined3d_cs_set_texture
*op
= data
;
1267 struct wined3d_texture
*prev
;
1268 BOOL old_use_color_key
= FALSE
, new_use_color_key
= FALSE
;
1270 prev
= cs
->state
.textures
[op
->stage
];
1271 cs
->state
.textures
[op
->stage
] = op
->texture
;
1275 const struct wined3d_format
*new_format
= op
->texture
->resource
.format
;
1276 const struct wined3d_format
*old_format
= prev
? prev
->resource
.format
: NULL
;
1277 unsigned int old_fmt_flags
= prev
? prev
->resource
.format_flags
: 0;
1278 unsigned int new_fmt_flags
= op
->texture
->resource
.format_flags
;
1280 if (InterlockedIncrement(&op
->texture
->resource
.bind_count
) == 1)
1281 op
->texture
->sampler
= op
->stage
;
1283 if (!prev
|| op
->texture
->target
!= prev
->target
1284 || (!is_same_fixup(new_format
->color_fixup
, old_format
->color_fixup
)
1285 && !(can_use_texture_swizzle(gl_info
, new_format
) && can_use_texture_swizzle(gl_info
, old_format
)))
1286 || (new_fmt_flags
& WINED3DFMT_FLAG_SHADOW
) != (old_fmt_flags
& WINED3DFMT_FLAG_SHADOW
))
1287 device_invalidate_state(cs
->device
, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
));
1289 if (!prev
&& op
->stage
< d3d_info
->limits
.ffp_blend_stages
)
1291 /* The source arguments for color and alpha ops have different
1292 * meanings when a NULL texture is bound, so the COLOR_OP and
1293 * ALPHA_OP have to be dirtified. */
1294 device_invalidate_state(cs
->device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_COLOR_OP
));
1295 device_invalidate_state(cs
->device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_ALPHA_OP
));
1298 if (!op
->stage
&& op
->texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1299 new_use_color_key
= TRUE
;
1304 if (InterlockedDecrement(&prev
->resource
.bind_count
) && prev
->sampler
== op
->stage
)
1308 /* Search for other stages the texture is bound to. Shouldn't
1309 * happen if applications bind textures to a single stage only. */
1310 TRACE("Searching for other stages the texture is bound to.\n");
1311 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
1313 if (cs
->state
.textures
[i
] == prev
)
1315 TRACE("Texture is also bound to stage %u.\n", i
);
1322 if (!op
->texture
&& op
->stage
< d3d_info
->limits
.ffp_blend_stages
)
1324 device_invalidate_state(cs
->device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_COLOR_OP
));
1325 device_invalidate_state(cs
->device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_ALPHA_OP
));
1328 if (!op
->stage
&& prev
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1329 old_use_color_key
= TRUE
;
1332 device_invalidate_state(cs
->device
, STATE_SAMPLER(op
->stage
));
1334 if (new_use_color_key
!= old_use_color_key
)
1335 device_invalidate_state(cs
->device
, STATE_RENDER(WINED3D_RS_COLORKEYENABLE
));
1337 if (new_use_color_key
)
1338 device_invalidate_state(cs
->device
, STATE_COLOR_KEY
);
1341 void wined3d_cs_emit_set_texture(struct wined3d_cs
*cs
, UINT stage
, struct wined3d_texture
*texture
)
1343 struct wined3d_cs_set_texture
*op
;
1345 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1346 op
->opcode
= WINED3D_CS_OP_SET_TEXTURE
;
1348 op
->texture
= texture
;
1350 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1353 static void wined3d_cs_exec_set_shader_resource_view(struct wined3d_cs
*cs
, const void *data
)
1355 const struct wined3d_cs_set_shader_resource_view
*op
= data
;
1356 struct wined3d_shader_resource_view
*prev
;
1358 prev
= cs
->state
.shader_resource_view
[op
->type
][op
->view_idx
];
1359 cs
->state
.shader_resource_view
[op
->type
][op
->view_idx
] = op
->view
;
1362 InterlockedIncrement(&op
->view
->resource
->bind_count
);
1364 InterlockedDecrement(&prev
->resource
->bind_count
);
1366 if (op
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
1367 device_invalidate_state(cs
->device
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1369 device_invalidate_state(cs
->device
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1372 void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs
*cs
, enum wined3d_shader_type type
,
1373 UINT view_idx
, struct wined3d_shader_resource_view
*view
)
1375 struct wined3d_cs_set_shader_resource_view
*op
;
1377 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1378 op
->opcode
= WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW
;
1380 op
->view_idx
= view_idx
;
1383 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1386 static void wined3d_cs_exec_set_unordered_access_view(struct wined3d_cs
*cs
, const void *data
)
1388 const struct wined3d_cs_set_unordered_access_view
*op
= data
;
1389 struct wined3d_unordered_access_view
*prev
;
1391 prev
= cs
->state
.unordered_access_view
[op
->pipeline
][op
->view_idx
];
1392 cs
->state
.unordered_access_view
[op
->pipeline
][op
->view_idx
] = op
->view
;
1395 InterlockedIncrement(&op
->view
->resource
->bind_count
);
1397 InterlockedDecrement(&prev
->resource
->bind_count
);
1399 if (op
->view
&& op
->initial_count
!= ~0u)
1400 wined3d_unordered_access_view_set_counter(op
->view
, op
->initial_count
);
1402 device_invalidate_state(cs
->device
, STATE_UNORDERED_ACCESS_VIEW_BINDING(op
->pipeline
));
1405 void wined3d_cs_emit_set_unordered_access_view(struct wined3d_cs
*cs
, enum wined3d_pipeline pipeline
,
1406 unsigned int view_idx
, struct wined3d_unordered_access_view
*view
, unsigned int initial_count
)
1408 struct wined3d_cs_set_unordered_access_view
*op
;
1410 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1411 op
->opcode
= WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW
;
1412 op
->pipeline
= pipeline
;
1413 op
->view_idx
= view_idx
;
1415 op
->initial_count
= initial_count
;
1417 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1420 static void wined3d_cs_exec_set_sampler(struct wined3d_cs
*cs
, const void *data
)
1422 const struct wined3d_cs_set_sampler
*op
= data
;
1424 cs
->state
.sampler
[op
->type
][op
->sampler_idx
] = op
->sampler
;
1425 if (op
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
1426 device_invalidate_state(cs
->device
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1428 device_invalidate_state(cs
->device
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1431 void wined3d_cs_emit_set_sampler(struct wined3d_cs
*cs
, enum wined3d_shader_type type
,
1432 UINT sampler_idx
, struct wined3d_sampler
*sampler
)
1434 struct wined3d_cs_set_sampler
*op
;
1436 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1437 op
->opcode
= WINED3D_CS_OP_SET_SAMPLER
;
1439 op
->sampler_idx
= sampler_idx
;
1440 op
->sampler
= sampler
;
1442 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1445 static void wined3d_cs_exec_set_shader(struct wined3d_cs
*cs
, const void *data
)
1447 const struct wined3d_cs_set_shader
*op
= data
;
1449 cs
->state
.shader
[op
->type
] = op
->shader
;
1450 device_invalidate_state(cs
->device
, STATE_SHADER(op
->type
));
1451 if (op
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
1452 device_invalidate_state(cs
->device
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1454 device_invalidate_state(cs
->device
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1457 void wined3d_cs_emit_set_shader(struct wined3d_cs
*cs
, enum wined3d_shader_type type
, struct wined3d_shader
*shader
)
1459 struct wined3d_cs_set_shader
*op
;
1461 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1462 op
->opcode
= WINED3D_CS_OP_SET_SHADER
;
1464 op
->shader
= shader
;
1466 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1469 static void wined3d_cs_exec_set_blend_state(struct wined3d_cs
*cs
, const void *data
)
1471 const struct wined3d_cs_set_blend_state
*op
= data
;
1473 cs
->state
.blend_state
= op
->state
;
1474 device_invalidate_state(cs
->device
, STATE_BLEND
);
1477 void wined3d_cs_emit_set_blend_state(struct wined3d_cs
*cs
, struct wined3d_blend_state
*state
)
1479 struct wined3d_cs_set_blend_state
*op
;
1481 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1482 op
->opcode
= WINED3D_CS_OP_SET_BLEND_STATE
;
1485 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1488 static void wined3d_cs_exec_set_rasterizer_state(struct wined3d_cs
*cs
, const void *data
)
1490 const struct wined3d_cs_set_rasterizer_state
*op
= data
;
1492 cs
->state
.rasterizer_state
= op
->state
;
1493 device_invalidate_state(cs
->device
, STATE_RASTERIZER
);
1496 void wined3d_cs_emit_set_rasterizer_state(struct wined3d_cs
*cs
,
1497 struct wined3d_rasterizer_state
*rasterizer_state
)
1499 struct wined3d_cs_set_rasterizer_state
*op
;
1501 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1502 op
->opcode
= WINED3D_CS_OP_SET_RASTERIZER_STATE
;
1503 op
->state
= rasterizer_state
;
1505 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1508 static void wined3d_cs_exec_set_render_state(struct wined3d_cs
*cs
, const void *data
)
1510 const struct wined3d_cs_set_render_state
*op
= data
;
1512 cs
->state
.render_states
[op
->state
] = op
->value
;
1513 device_invalidate_state(cs
->device
, STATE_RENDER(op
->state
));
1516 void wined3d_cs_emit_set_render_state(struct wined3d_cs
*cs
, enum wined3d_render_state state
, DWORD value
)
1518 struct wined3d_cs_set_render_state
*op
;
1520 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1521 op
->opcode
= WINED3D_CS_OP_SET_RENDER_STATE
;
1525 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1528 static void wined3d_cs_exec_set_texture_state(struct wined3d_cs
*cs
, const void *data
)
1530 const struct wined3d_cs_set_texture_state
*op
= data
;
1532 cs
->state
.texture_states
[op
->stage
][op
->state
] = op
->value
;
1533 device_invalidate_state(cs
->device
, STATE_TEXTURESTAGE(op
->stage
, op
->state
));
1536 void wined3d_cs_emit_set_texture_state(struct wined3d_cs
*cs
, UINT stage
,
1537 enum wined3d_texture_stage_state state
, DWORD value
)
1539 struct wined3d_cs_set_texture_state
*op
;
1541 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1542 op
->opcode
= WINED3D_CS_OP_SET_TEXTURE_STATE
;
1547 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1550 static void wined3d_cs_exec_set_sampler_state(struct wined3d_cs
*cs
, const void *data
)
1552 const struct wined3d_cs_set_sampler_state
*op
= data
;
1554 cs
->state
.sampler_states
[op
->sampler_idx
][op
->state
] = op
->value
;
1555 device_invalidate_state(cs
->device
, STATE_SAMPLER(op
->sampler_idx
));
1558 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs
*cs
, UINT sampler_idx
,
1559 enum wined3d_sampler_state state
, DWORD value
)
1561 struct wined3d_cs_set_sampler_state
*op
;
1563 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1564 op
->opcode
= WINED3D_CS_OP_SET_SAMPLER_STATE
;
1565 op
->sampler_idx
= sampler_idx
;
1569 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1572 static void wined3d_cs_exec_set_transform(struct wined3d_cs
*cs
, const void *data
)
1574 const struct wined3d_cs_set_transform
*op
= data
;
1576 cs
->state
.transforms
[op
->state
] = op
->matrix
;
1577 if (op
->state
< WINED3D_TS_WORLD_MATRIX(cs
->device
->adapter
->d3d_info
.limits
.ffp_vertex_blend_matrices
))
1578 device_invalidate_state(cs
->device
, STATE_TRANSFORM(op
->state
));
1581 void wined3d_cs_emit_set_transform(struct wined3d_cs
*cs
, enum wined3d_transform_state state
,
1582 const struct wined3d_matrix
*matrix
)
1584 struct wined3d_cs_set_transform
*op
;
1586 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1587 op
->opcode
= WINED3D_CS_OP_SET_TRANSFORM
;
1589 op
->matrix
= *matrix
;
1591 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1594 static void wined3d_cs_exec_set_clip_plane(struct wined3d_cs
*cs
, const void *data
)
1596 const struct wined3d_cs_set_clip_plane
*op
= data
;
1598 cs
->state
.clip_planes
[op
->plane_idx
] = op
->plane
;
1599 device_invalidate_state(cs
->device
, STATE_CLIPPLANE(op
->plane_idx
));
1602 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs
*cs
, UINT plane_idx
, const struct wined3d_vec4
*plane
)
1604 struct wined3d_cs_set_clip_plane
*op
;
1606 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1607 op
->opcode
= WINED3D_CS_OP_SET_CLIP_PLANE
;
1608 op
->plane_idx
= plane_idx
;
1611 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1614 static void wined3d_cs_exec_set_color_key(struct wined3d_cs
*cs
, const void *data
)
1616 const struct wined3d_cs_set_color_key
*op
= data
;
1617 struct wined3d_texture
*texture
= op
->texture
;
1623 case WINED3D_CKEY_DST_BLT
:
1624 texture
->async
.dst_blt_color_key
= op
->color_key
;
1625 texture
->async
.color_key_flags
|= WINED3D_CKEY_DST_BLT
;
1628 case WINED3D_CKEY_DST_OVERLAY
:
1629 texture
->async
.dst_overlay_color_key
= op
->color_key
;
1630 texture
->async
.color_key_flags
|= WINED3D_CKEY_DST_OVERLAY
;
1633 case WINED3D_CKEY_SRC_BLT
:
1634 if (texture
== cs
->state
.textures
[0])
1636 device_invalidate_state(cs
->device
, STATE_COLOR_KEY
);
1637 if (!(texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
))
1638 device_invalidate_state(cs
->device
, STATE_RENDER(WINED3D_RS_COLORKEYENABLE
));
1641 texture
->async
.src_blt_color_key
= op
->color_key
;
1642 texture
->async
.color_key_flags
|= WINED3D_CKEY_SRC_BLT
;
1645 case WINED3D_CKEY_SRC_OVERLAY
:
1646 texture
->async
.src_overlay_color_key
= op
->color_key
;
1647 texture
->async
.color_key_flags
|= WINED3D_CKEY_SRC_OVERLAY
;
1655 case WINED3D_CKEY_DST_BLT
:
1656 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_DST_BLT
;
1659 case WINED3D_CKEY_DST_OVERLAY
:
1660 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_DST_OVERLAY
;
1663 case WINED3D_CKEY_SRC_BLT
:
1664 if (texture
== cs
->state
.textures
[0] && texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1665 device_invalidate_state(cs
->device
, STATE_RENDER(WINED3D_RS_COLORKEYENABLE
));
1667 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_SRC_BLT
;
1670 case WINED3D_CKEY_SRC_OVERLAY
:
1671 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_SRC_OVERLAY
;
1677 void wined3d_cs_emit_set_color_key(struct wined3d_cs
*cs
, struct wined3d_texture
*texture
,
1678 WORD flags
, const struct wined3d_color_key
*color_key
)
1680 struct wined3d_cs_set_color_key
*op
;
1682 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1683 op
->opcode
= WINED3D_CS_OP_SET_COLOR_KEY
;
1684 op
->texture
= texture
;
1688 op
->color_key
= *color_key
;
1694 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1697 static void wined3d_cs_exec_set_material(struct wined3d_cs
*cs
, const void *data
)
1699 const struct wined3d_cs_set_material
*op
= data
;
1701 cs
->state
.material
= op
->material
;
1702 device_invalidate_state(cs
->device
, STATE_MATERIAL
);
1705 void wined3d_cs_emit_set_material(struct wined3d_cs
*cs
, const struct wined3d_material
*material
)
1707 struct wined3d_cs_set_material
*op
;
1709 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1710 op
->opcode
= WINED3D_CS_OP_SET_MATERIAL
;
1711 op
->material
= *material
;
1713 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1716 static void wined3d_cs_exec_set_light(struct wined3d_cs
*cs
, const void *data
)
1718 const struct wined3d_cs_set_light
*op
= data
;
1719 struct wined3d_light_info
*light_info
;
1720 unsigned int light_idx
, hash_idx
;
1722 light_idx
= op
->light
.OriginalIndex
;
1724 if (!(light_info
= wined3d_state_get_light(&cs
->state
, light_idx
)))
1726 TRACE("Adding new light.\n");
1727 if (!(light_info
= heap_alloc_zero(sizeof(*light_info
))))
1729 ERR("Failed to allocate light info.\n");
1733 hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1734 list_add_head(&cs
->state
.light_map
[hash_idx
], &light_info
->entry
);
1735 light_info
->glIndex
= -1;
1736 light_info
->OriginalIndex
= light_idx
;
1739 if (light_info
->glIndex
!= -1)
1741 if (light_info
->OriginalParms
.type
!= op
->light
.OriginalParms
.type
)
1742 device_invalidate_state(cs
->device
, STATE_LIGHT_TYPE
);
1743 device_invalidate_state(cs
->device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
1746 light_info
->OriginalParms
= op
->light
.OriginalParms
;
1747 light_info
->position
= op
->light
.position
;
1748 light_info
->direction
= op
->light
.direction
;
1749 light_info
->exponent
= op
->light
.exponent
;
1750 light_info
->cutoff
= op
->light
.cutoff
;
1753 void wined3d_cs_emit_set_light(struct wined3d_cs
*cs
, const struct wined3d_light_info
*light
)
1755 struct wined3d_cs_set_light
*op
;
1757 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1758 op
->opcode
= WINED3D_CS_OP_SET_LIGHT
;
1761 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1764 static void wined3d_cs_exec_set_light_enable(struct wined3d_cs
*cs
, const void *data
)
1766 const struct wined3d_cs_set_light_enable
*op
= data
;
1767 struct wined3d_device
*device
= cs
->device
;
1768 struct wined3d_light_info
*light_info
;
1771 if (!(light_info
= wined3d_state_get_light(&cs
->state
, op
->idx
)))
1773 ERR("Light doesn't exist.\n");
1777 prev_idx
= light_info
->glIndex
;
1778 wined3d_state_enable_light(&cs
->state
, &device
->adapter
->d3d_info
, light_info
, op
->enable
);
1779 if (light_info
->glIndex
!= prev_idx
)
1781 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1782 device_invalidate_state(device
, STATE_ACTIVELIGHT(op
->enable
? light_info
->glIndex
: prev_idx
));
1786 void wined3d_cs_emit_set_light_enable(struct wined3d_cs
*cs
, unsigned int idx
, BOOL enable
)
1788 struct wined3d_cs_set_light_enable
*op
;
1790 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1791 op
->opcode
= WINED3D_CS_OP_SET_LIGHT_ENABLE
;
1793 op
->enable
= enable
;
1795 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1804 wined3d_cs_push_constant_info
[] =
1806 /* WINED3D_PUSH_CONSTANTS_VS_F */
1807 {FIELD_OFFSET(struct wined3d_state
, vs_consts_f
), sizeof(struct wined3d_vec4
), WINED3D_SHADER_CONST_VS_F
},
1808 /* WINED3D_PUSH_CONSTANTS_PS_F */
1809 {FIELD_OFFSET(struct wined3d_state
, ps_consts_f
), sizeof(struct wined3d_vec4
), WINED3D_SHADER_CONST_PS_F
},
1810 /* WINED3D_PUSH_CONSTANTS_VS_I */
1811 {FIELD_OFFSET(struct wined3d_state
, vs_consts_i
), sizeof(struct wined3d_ivec4
), WINED3D_SHADER_CONST_VS_I
},
1812 /* WINED3D_PUSH_CONSTANTS_PS_I */
1813 {FIELD_OFFSET(struct wined3d_state
, ps_consts_i
), sizeof(struct wined3d_ivec4
), WINED3D_SHADER_CONST_PS_I
},
1814 /* WINED3D_PUSH_CONSTANTS_VS_B */
1815 {FIELD_OFFSET(struct wined3d_state
, vs_consts_b
), sizeof(BOOL
), WINED3D_SHADER_CONST_VS_B
},
1816 /* WINED3D_PUSH_CONSTANTS_PS_B */
1817 {FIELD_OFFSET(struct wined3d_state
, ps_consts_b
), sizeof(BOOL
), WINED3D_SHADER_CONST_PS_B
},
1820 static void wined3d_cs_st_push_constants(struct wined3d_cs
*cs
, enum wined3d_push_constants p
,
1821 unsigned int start_idx
, unsigned int count
, const void *constants
)
1823 struct wined3d_device
*device
= cs
->device
;
1824 unsigned int context_count
;
1828 if (p
== WINED3D_PUSH_CONSTANTS_VS_F
)
1829 device
->shader_backend
->shader_update_float_vertex_constants(device
, start_idx
, count
);
1830 else if (p
== WINED3D_PUSH_CONSTANTS_PS_F
)
1831 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_idx
, count
);
1833 offset
= wined3d_cs_push_constant_info
[p
].offset
+ start_idx
* wined3d_cs_push_constant_info
[p
].size
;
1834 memcpy((BYTE
*)&cs
->state
+ offset
, constants
, count
* wined3d_cs_push_constant_info
[p
].size
);
1835 for (i
= 0, context_count
= device
->context_count
; i
< context_count
; ++i
)
1837 device
->contexts
[i
]->constant_update_mask
|= wined3d_cs_push_constant_info
[p
].mask
;
1841 static void wined3d_cs_exec_push_constants(struct wined3d_cs
*cs
, const void *data
)
1843 const struct wined3d_cs_push_constants
*op
= data
;
1845 wined3d_cs_st_push_constants(cs
, op
->type
, op
->start_idx
, op
->count
, op
->constants
);
1848 static void wined3d_cs_mt_push_constants(struct wined3d_cs
*cs
, enum wined3d_push_constants p
,
1849 unsigned int start_idx
, unsigned int count
, const void *constants
)
1851 struct wined3d_cs_push_constants
*op
;
1854 size
= count
* wined3d_cs_push_constant_info
[p
].size
;
1855 op
= cs
->ops
->require_space(cs
, FIELD_OFFSET(struct wined3d_cs_push_constants
, constants
[size
]),
1856 WINED3D_CS_QUEUE_DEFAULT
);
1857 op
->opcode
= WINED3D_CS_OP_PUSH_CONSTANTS
;
1859 op
->start_idx
= start_idx
;
1861 memcpy(op
->constants
, constants
, size
);
1863 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1866 static void wined3d_cs_exec_reset_state(struct wined3d_cs
*cs
, const void *data
)
1868 struct wined3d_adapter
*adapter
= cs
->device
->adapter
;
1870 state_cleanup(&cs
->state
);
1871 memset(&cs
->state
, 0, sizeof(cs
->state
));
1872 state_init(&cs
->state
, &cs
->fb
, &adapter
->gl_info
, &adapter
->d3d_info
,
1873 WINED3D_STATE_NO_REF
| WINED3D_STATE_INIT_DEFAULT
);
1876 void wined3d_cs_emit_reset_state(struct wined3d_cs
*cs
)
1878 struct wined3d_cs_reset_state
*op
;
1880 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1881 op
->opcode
= WINED3D_CS_OP_RESET_STATE
;
1883 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1886 static void wined3d_cs_exec_callback(struct wined3d_cs
*cs
, const void *data
)
1888 const struct wined3d_cs_callback
*op
= data
;
1890 op
->callback(op
->object
);
1893 static void wined3d_cs_emit_callback(struct wined3d_cs
*cs
, void (*callback
)(void *object
), void *object
)
1895 struct wined3d_cs_callback
*op
;
1897 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1898 op
->opcode
= WINED3D_CS_OP_CALLBACK
;
1899 op
->callback
= callback
;
1900 op
->object
= object
;
1902 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1905 void wined3d_cs_destroy_object(struct wined3d_cs
*cs
, void (*callback
)(void *object
), void *object
)
1907 wined3d_cs_emit_callback(cs
, callback
, object
);
1910 void wined3d_cs_init_object(struct wined3d_cs
*cs
, void (*callback
)(void *object
), void *object
)
1912 wined3d_cs_emit_callback(cs
, callback
, object
);
1915 static void wined3d_cs_exec_query_issue(struct wined3d_cs
*cs
, const void *data
)
1917 const struct wined3d_cs_query_issue
*op
= data
;
1918 struct wined3d_query
*query
= op
->query
;
1921 poll
= query
->query_ops
->query_issue(query
, op
->flags
);
1926 if (poll
&& list_empty(&query
->poll_list_entry
))
1928 list_add_tail(&cs
->query_poll_list
, &query
->poll_list_entry
);
1932 /* This can happen if occlusion queries are restarted. This discards the
1933 * old result, since polling it could result in a GL error. */
1934 if ((op
->flags
& WINED3DISSUE_BEGIN
) && !poll
&& !list_empty(&query
->poll_list_entry
))
1936 list_remove(&query
->poll_list_entry
);
1937 list_init(&query
->poll_list_entry
);
1938 InterlockedIncrement(&query
->counter_retrieved
);
1942 /* This can happen when an occlusion query is ended without being started,
1943 * in which case we don't want to poll, but still have to counter-balance
1944 * the increment of the main counter.
1946 * This can also happen if an event query is re-issued before the first
1947 * fence was reached. In this case the query is already in the list and
1948 * the poll function will check the new fence. We have to counter-balance
1949 * the discarded increment. */
1950 if (op
->flags
& WINED3DISSUE_END
)
1951 InterlockedIncrement(&query
->counter_retrieved
);
1954 void wined3d_cs_emit_query_issue(struct wined3d_cs
*cs
, struct wined3d_query
*query
, DWORD flags
)
1956 struct wined3d_cs_query_issue
*op
;
1958 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1959 op
->opcode
= WINED3D_CS_OP_QUERY_ISSUE
;
1963 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1964 cs
->queries_flushed
= FALSE
;
1967 static void wined3d_cs_exec_preload_resource(struct wined3d_cs
*cs
, const void *data
)
1969 const struct wined3d_cs_preload_resource
*op
= data
;
1970 struct wined3d_resource
*resource
= op
->resource
;
1972 resource
->resource_ops
->resource_preload(resource
);
1973 wined3d_resource_release(resource
);
1976 void wined3d_cs_emit_preload_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
)
1978 struct wined3d_cs_preload_resource
*op
;
1980 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1981 op
->opcode
= WINED3D_CS_OP_PRELOAD_RESOURCE
;
1982 op
->resource
= resource
;
1984 wined3d_resource_acquire(resource
);
1986 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1989 static void wined3d_cs_exec_unload_resource(struct wined3d_cs
*cs
, const void *data
)
1991 const struct wined3d_cs_unload_resource
*op
= data
;
1992 struct wined3d_resource
*resource
= op
->resource
;
1994 resource
->resource_ops
->resource_unload(resource
);
1995 wined3d_resource_release(resource
);
1998 void wined3d_cs_emit_unload_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
)
2000 struct wined3d_cs_unload_resource
*op
;
2002 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2003 op
->opcode
= WINED3D_CS_OP_UNLOAD_RESOURCE
;
2004 op
->resource
= resource
;
2006 wined3d_resource_acquire(resource
);
2008 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2011 static void wined3d_cs_exec_map(struct wined3d_cs
*cs
, const void *data
)
2013 const struct wined3d_cs_map
*op
= data
;
2014 struct wined3d_resource
*resource
= op
->resource
;
2016 *op
->hr
= resource
->resource_ops
->resource_sub_resource_map(resource
,
2017 op
->sub_resource_idx
, op
->map_desc
, op
->box
, op
->flags
);
2020 HRESULT
wined3d_cs_map(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
, unsigned int sub_resource_idx
,
2021 struct wined3d_map_desc
*map_desc
, const struct wined3d_box
*box
, unsigned int flags
)
2023 struct wined3d_cs_map
*op
;
2026 /* Mapping resources from the worker thread isn't an issue by itself, but
2027 * increasing the map count would be visible to applications. */
2028 wined3d_not_from_cs(cs
);
2030 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_MAP
);
2031 op
->opcode
= WINED3D_CS_OP_MAP
;
2032 op
->resource
= resource
;
2033 op
->sub_resource_idx
= sub_resource_idx
;
2034 op
->map_desc
= map_desc
;
2039 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_MAP
);
2040 cs
->ops
->finish(cs
, WINED3D_CS_QUEUE_MAP
);
2045 static void wined3d_cs_exec_unmap(struct wined3d_cs
*cs
, const void *data
)
2047 const struct wined3d_cs_unmap
*op
= data
;
2048 struct wined3d_resource
*resource
= op
->resource
;
2050 *op
->hr
= resource
->resource_ops
->resource_sub_resource_unmap(resource
, op
->sub_resource_idx
);
2053 HRESULT
wined3d_cs_unmap(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
, unsigned int sub_resource_idx
)
2055 struct wined3d_cs_unmap
*op
;
2058 wined3d_not_from_cs(cs
);
2060 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_MAP
);
2061 op
->opcode
= WINED3D_CS_OP_UNMAP
;
2062 op
->resource
= resource
;
2063 op
->sub_resource_idx
= sub_resource_idx
;
2066 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_MAP
);
2067 cs
->ops
->finish(cs
, WINED3D_CS_QUEUE_MAP
);
2072 static void wined3d_cs_exec_blt_sub_resource(struct wined3d_cs
*cs
, const void *data
)
2074 const struct wined3d_cs_blt_sub_resource
*op
= data
;
2076 if (op
->dst_resource
->type
== WINED3D_RTYPE_BUFFER
)
2078 wined3d_buffer_copy(buffer_from_resource(op
->dst_resource
), op
->dst_box
.left
,
2079 buffer_from_resource(op
->src_resource
), op
->src_box
.left
,
2080 op
->src_box
.right
- op
->src_box
.left
);
2082 else if (op
->dst_resource
->type
== WINED3D_RTYPE_TEXTURE_3D
)
2084 struct wined3d_texture
*src_texture
, *dst_texture
;
2085 unsigned int level
, update_w
, update_h
, update_d
;
2086 unsigned int row_pitch
, slice_pitch
;
2087 struct wined3d_context
*context
;
2088 struct wined3d_bo_address addr
;
2090 if (op
->flags
& ~WINED3D_BLT_RAW
)
2092 FIXME("Flags %#x not implemented for %s resources.\n",
2093 op
->flags
, debug_d3dresourcetype(op
->dst_resource
->type
));
2097 if (!(op
->flags
& WINED3D_BLT_RAW
) && op
->src_resource
->format
!= op
->dst_resource
->format
)
2099 FIXME("Format conversion not implemented for %s resources.\n",
2100 debug_d3dresourcetype(op
->dst_resource
->type
));
2104 update_w
= op
->dst_box
.right
- op
->dst_box
.left
;
2105 update_h
= op
->dst_box
.bottom
- op
->dst_box
.top
;
2106 update_d
= op
->dst_box
.back
- op
->dst_box
.front
;
2107 if (op
->src_box
.right
- op
->src_box
.left
!= update_w
2108 || op
->src_box
.bottom
- op
->src_box
.top
!= update_h
2109 || op
->src_box
.back
- op
->src_box
.front
!= update_d
)
2111 FIXME("Stretching not implemented for %s resources.\n",
2112 debug_d3dresourcetype(op
->dst_resource
->type
));
2116 dst_texture
= texture_from_resource(op
->dst_resource
);
2117 src_texture
= texture_from_resource(op
->src_resource
);
2119 context
= context_acquire(cs
->device
, NULL
, 0);
2121 if (!wined3d_texture_load_location(src_texture
, op
->src_sub_resource_idx
,
2122 context
, src_texture
->resource
.map_binding
))
2124 ERR("Failed to load source sub-resource into %s.\n",
2125 wined3d_debug_location(src_texture
->resource
.map_binding
));
2126 context_release(context
);
2130 level
= op
->dst_sub_resource_idx
% dst_texture
->level_count
;
2131 if (update_w
== wined3d_texture_get_level_width(dst_texture
, level
)
2132 && update_h
== wined3d_texture_get_level_height(dst_texture
, level
)
2133 && update_d
== wined3d_texture_get_level_depth(dst_texture
, level
))
2135 wined3d_texture_prepare_texture(dst_texture
, context
, FALSE
);
2137 else if (!wined3d_texture_load_location(dst_texture
, op
->dst_sub_resource_idx
,
2138 context
, WINED3D_LOCATION_TEXTURE_RGB
))
2140 ERR("Failed to load destination sub-resource.\n");
2141 context_release(context
);
2145 wined3d_texture_get_memory(src_texture
, op
->src_sub_resource_idx
, &addr
, src_texture
->resource
.map_binding
);
2146 wined3d_texture_get_pitch(src_texture
, op
->src_sub_resource_idx
% src_texture
->level_count
,
2147 &row_pitch
, &slice_pitch
);
2149 wined3d_texture_bind_and_dirtify(dst_texture
, context
, FALSE
);
2150 wined3d_texture_upload_data(dst_texture
, op
->dst_sub_resource_idx
, context
,
2151 dst_texture
->resource
.format
, &op
->src_box
, wined3d_const_bo_address(&addr
),
2152 row_pitch
, slice_pitch
, op
->dst_box
.left
, op
->dst_box
.top
, op
->dst_box
.front
, FALSE
);
2153 wined3d_texture_validate_location(dst_texture
, op
->dst_sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
);
2154 wined3d_texture_invalidate_location(dst_texture
, op
->dst_sub_resource_idx
, ~WINED3D_LOCATION_TEXTURE_RGB
);
2156 context_release(context
);
2160 if (FAILED(texture2d_blt(texture_from_resource(op
->dst_resource
), op
->dst_sub_resource_idx
,
2161 &op
->dst_box
, texture_from_resource(op
->src_resource
), op
->src_sub_resource_idx
,
2162 &op
->src_box
, op
->flags
, &op
->fx
, op
->filter
)))
2163 FIXME("Blit failed.\n");
2167 if (op
->src_resource
)
2168 wined3d_resource_release(op
->src_resource
);
2169 wined3d_resource_release(op
->dst_resource
);
2172 void wined3d_cs_emit_blt_sub_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*dst_resource
,
2173 unsigned int dst_sub_resource_idx
, const struct wined3d_box
*dst_box
, struct wined3d_resource
*src_resource
,
2174 unsigned int src_sub_resource_idx
, const struct wined3d_box
*src_box
, DWORD flags
,
2175 const struct wined3d_blt_fx
*fx
, enum wined3d_texture_filter_type filter
)
2177 struct wined3d_cs_blt_sub_resource
*op
;
2179 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2180 op
->opcode
= WINED3D_CS_OP_BLT_SUB_RESOURCE
;
2181 op
->dst_resource
= dst_resource
;
2182 op
->dst_sub_resource_idx
= dst_sub_resource_idx
;
2183 op
->dst_box
= *dst_box
;
2184 op
->src_resource
= src_resource
;
2185 op
->src_sub_resource_idx
= src_sub_resource_idx
;
2186 op
->src_box
= *src_box
;
2191 memset(&op
->fx
, 0, sizeof(op
->fx
));
2192 op
->filter
= filter
;
2194 wined3d_resource_acquire(dst_resource
);
2196 wined3d_resource_acquire(src_resource
);
2198 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2199 if (flags
& WINED3D_BLT_SYNCHRONOUS
)
2200 cs
->ops
->finish(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2203 static void wined3d_cs_exec_update_sub_resource(struct wined3d_cs
*cs
, const void *data
)
2205 const struct wined3d_cs_update_sub_resource
*op
= data
;
2206 struct wined3d_resource
*resource
= op
->resource
;
2207 const struct wined3d_box
*box
= &op
->box
;
2208 unsigned int width
, height
, depth
, level
;
2209 struct wined3d_const_bo_address addr
;
2210 struct wined3d_context
*context
;
2211 struct wined3d_texture
*texture
;
2212 struct wined3d_box src_box
;
2214 context
= context_acquire(cs
->device
, NULL
, 0);
2216 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
2218 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
2220 if (!wined3d_buffer_load_location(buffer
, context
, WINED3D_LOCATION_BUFFER
))
2222 ERR("Failed to load buffer location.\n");
2226 wined3d_buffer_upload_data(buffer
, context
, box
, op
->data
.data
);
2227 wined3d_buffer_invalidate_location(buffer
, ~WINED3D_LOCATION_BUFFER
);
2231 texture
= wined3d_texture_from_resource(resource
);
2233 level
= op
->sub_resource_idx
% texture
->level_count
;
2234 width
= wined3d_texture_get_level_width(texture
, level
);
2235 height
= wined3d_texture_get_level_height(texture
, level
);
2236 depth
= wined3d_texture_get_level_depth(texture
, level
);
2238 addr
.buffer_object
= 0;
2239 addr
.addr
= op
->data
.data
;
2241 /* Only load the sub-resource for partial updates. */
2242 if (!box
->left
&& !box
->top
&& !box
->front
2243 && box
->right
== width
&& box
->bottom
== height
&& box
->back
== depth
)
2244 wined3d_texture_prepare_texture(texture
, context
, FALSE
);
2246 wined3d_texture_load_location(texture
, op
->sub_resource_idx
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
2247 wined3d_texture_bind_and_dirtify(texture
, context
, FALSE
);
2249 wined3d_box_set(&src_box
, 0, 0, box
->right
- box
->left
, box
->bottom
- box
->top
, 0, box
->back
- box
->front
);
2250 wined3d_texture_upload_data(texture
, op
->sub_resource_idx
, context
, texture
->resource
.format
, &src_box
,
2251 &addr
, op
->data
.row_pitch
, op
->data
.slice_pitch
, box
->left
, box
->top
, box
->front
, FALSE
);
2253 wined3d_texture_validate_location(texture
, op
->sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
);
2254 wined3d_texture_invalidate_location(texture
, op
->sub_resource_idx
, ~WINED3D_LOCATION_TEXTURE_RGB
);
2257 context_release(context
);
2259 wined3d_resource_release(resource
);
2262 void wined3d_cs_emit_update_sub_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
,
2263 unsigned int sub_resource_idx
, const struct wined3d_box
*box
, const void *data
, unsigned int row_pitch
,
2264 unsigned int slice_pitch
)
2266 struct wined3d_cs_update_sub_resource
*op
;
2268 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_MAP
);
2269 op
->opcode
= WINED3D_CS_OP_UPDATE_SUB_RESOURCE
;
2270 op
->resource
= resource
;
2271 op
->sub_resource_idx
= sub_resource_idx
;
2273 op
->data
.row_pitch
= row_pitch
;
2274 op
->data
.slice_pitch
= slice_pitch
;
2275 op
->data
.data
= data
;
2277 wined3d_resource_acquire(resource
);
2279 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_MAP
);
2280 /* The data pointer may go away, so we need to wait until it is read.
2281 * Copying the data may be faster if it's small. */
2282 cs
->ops
->finish(cs
, WINED3D_CS_QUEUE_MAP
);
2285 static void wined3d_cs_exec_add_dirty_texture_region(struct wined3d_cs
*cs
, const void *data
)
2287 const struct wined3d_cs_add_dirty_texture_region
*op
= data
;
2288 struct wined3d_texture
*texture
= op
->texture
;
2289 unsigned int sub_resource_idx
, i
;
2290 struct wined3d_context
*context
;
2292 context
= context_acquire(cs
->device
, NULL
, 0);
2293 sub_resource_idx
= op
->layer
* texture
->level_count
;
2294 for (i
= 0; i
< texture
->level_count
; ++i
, ++sub_resource_idx
)
2296 if (wined3d_texture_load_location(texture
, sub_resource_idx
, context
, texture
->resource
.map_binding
))
2297 wined3d_texture_invalidate_location(texture
, sub_resource_idx
, ~texture
->resource
.map_binding
);
2299 ERR("Failed to load location %s.\n", wined3d_debug_location(texture
->resource
.map_binding
));
2301 context_release(context
);
2303 wined3d_resource_release(&texture
->resource
);
2306 void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs
*cs
,
2307 struct wined3d_texture
*texture
, unsigned int layer
)
2309 struct wined3d_cs_add_dirty_texture_region
*op
;
2311 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2312 op
->opcode
= WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION
;
2313 op
->texture
= texture
;
2316 wined3d_resource_acquire(&texture
->resource
);
2318 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2321 static void wined3d_cs_exec_clear_unordered_access_view(struct wined3d_cs
*cs
, const void *data
)
2323 const struct wined3d_cs_clear_unordered_access_view
*op
= data
;
2324 struct wined3d_unordered_access_view
*view
= op
->view
;
2325 struct wined3d_context
*context
;
2327 context
= context_acquire(cs
->device
, NULL
, 0);
2328 wined3d_unordered_access_view_clear_uint(view
, &op
->clear_value
, context
);
2329 context_release(context
);
2331 wined3d_resource_release(view
->resource
);
2334 void wined3d_cs_emit_clear_unordered_access_view_uint(struct wined3d_cs
*cs
,
2335 struct wined3d_unordered_access_view
*view
, const struct wined3d_uvec4
*clear_value
)
2337 struct wined3d_cs_clear_unordered_access_view
*op
;
2339 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2340 op
->opcode
= WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW
;
2342 op
->clear_value
= *clear_value
;
2344 wined3d_resource_acquire(view
->resource
);
2346 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2349 static void wined3d_cs_exec_copy_uav_counter(struct wined3d_cs
*cs
, const void *data
)
2351 const struct wined3d_cs_copy_uav_counter
*op
= data
;
2352 struct wined3d_unordered_access_view
*view
= op
->view
;
2353 struct wined3d_context
*context
;
2355 context
= context_acquire(cs
->device
, NULL
, 0);
2356 wined3d_unordered_access_view_copy_counter(view
, op
->buffer
, op
->offset
, context
);
2357 context_release(context
);
2359 wined3d_resource_release(&op
->buffer
->resource
);
2362 void wined3d_cs_emit_copy_uav_counter(struct wined3d_cs
*cs
, struct wined3d_buffer
*dst_buffer
,
2363 unsigned int offset
, struct wined3d_unordered_access_view
*uav
)
2365 struct wined3d_cs_copy_uav_counter
*op
;
2367 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2368 op
->opcode
= WINED3D_CS_OP_COPY_UAV_COUNTER
;
2369 op
->buffer
= dst_buffer
;
2370 op
->offset
= offset
;
2373 wined3d_resource_acquire(&dst_buffer
->resource
);
2375 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2378 static void wined3d_cs_exec_generate_mipmaps(struct wined3d_cs
*cs
, const void *data
)
2380 const struct wined3d_cs_generate_mipmaps
*op
= data
;
2381 struct wined3d_shader_resource_view
*view
= op
->view
;
2383 shader_resource_view_generate_mipmaps(view
);
2384 wined3d_resource_release(view
->resource
);
2387 void wined3d_cs_emit_generate_mipmaps(struct wined3d_cs
*cs
, struct wined3d_shader_resource_view
*view
)
2389 struct wined3d_cs_generate_mipmaps
*op
;
2391 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2392 op
->opcode
= WINED3D_CS_OP_GENERATE_MIPMAPS
;
2395 wined3d_resource_acquire(view
->resource
);
2397 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2400 static void wined3d_cs_emit_stop(struct wined3d_cs
*cs
)
2402 struct wined3d_cs_stop
*op
;
2404 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2405 op
->opcode
= WINED3D_CS_OP_STOP
;
2407 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2408 cs
->ops
->finish(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2411 static void (* const wined3d_cs_op_handlers
[])(struct wined3d_cs
*cs
, const void *data
) =
2413 /* WINED3D_CS_OP_NOP */ wined3d_cs_exec_nop
,
2414 /* WINED3D_CS_OP_PRESENT */ wined3d_cs_exec_present
,
2415 /* WINED3D_CS_OP_CLEAR */ wined3d_cs_exec_clear
,
2416 /* WINED3D_CS_OP_DISPATCH */ wined3d_cs_exec_dispatch
,
2417 /* WINED3D_CS_OP_DRAW */ wined3d_cs_exec_draw
,
2418 /* WINED3D_CS_OP_FLUSH */ wined3d_cs_exec_flush
,
2419 /* WINED3D_CS_OP_SET_PREDICATION */ wined3d_cs_exec_set_predication
,
2420 /* WINED3D_CS_OP_SET_VIEWPORTS */ wined3d_cs_exec_set_viewports
,
2421 /* WINED3D_CS_OP_SET_SCISSOR_RECTS */ wined3d_cs_exec_set_scissor_rects
,
2422 /* WINED3D_CS_OP_SET_RENDERTARGET_VIEW */ wined3d_cs_exec_set_rendertarget_view
,
2423 /* WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW */ wined3d_cs_exec_set_depth_stencil_view
,
2424 /* WINED3D_CS_OP_SET_VERTEX_DECLARATION */ wined3d_cs_exec_set_vertex_declaration
,
2425 /* WINED3D_CS_OP_SET_STREAM_SOURCE */ wined3d_cs_exec_set_stream_source
,
2426 /* WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ */ wined3d_cs_exec_set_stream_source_freq
,
2427 /* WINED3D_CS_OP_SET_STREAM_OUTPUT */ wined3d_cs_exec_set_stream_output
,
2428 /* WINED3D_CS_OP_SET_INDEX_BUFFER */ wined3d_cs_exec_set_index_buffer
,
2429 /* WINED3D_CS_OP_SET_CONSTANT_BUFFER */ wined3d_cs_exec_set_constant_buffer
,
2430 /* WINED3D_CS_OP_SET_TEXTURE */ wined3d_cs_exec_set_texture
,
2431 /* WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW */ wined3d_cs_exec_set_shader_resource_view
,
2432 /* WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW */ wined3d_cs_exec_set_unordered_access_view
,
2433 /* WINED3D_CS_OP_SET_SAMPLER */ wined3d_cs_exec_set_sampler
,
2434 /* WINED3D_CS_OP_SET_SHADER */ wined3d_cs_exec_set_shader
,
2435 /* WINED3D_CS_OP_SET_BLEND_STATE */ wined3d_cs_exec_set_blend_state
,
2436 /* WINED3D_CS_OP_SET_RASTERIZER_STATE */ wined3d_cs_exec_set_rasterizer_state
,
2437 /* WINED3D_CS_OP_SET_RENDER_STATE */ wined3d_cs_exec_set_render_state
,
2438 /* WINED3D_CS_OP_SET_TEXTURE_STATE */ wined3d_cs_exec_set_texture_state
,
2439 /* WINED3D_CS_OP_SET_SAMPLER_STATE */ wined3d_cs_exec_set_sampler_state
,
2440 /* WINED3D_CS_OP_SET_TRANSFORM */ wined3d_cs_exec_set_transform
,
2441 /* WINED3D_CS_OP_SET_CLIP_PLANE */ wined3d_cs_exec_set_clip_plane
,
2442 /* WINED3D_CS_OP_SET_COLOR_KEY */ wined3d_cs_exec_set_color_key
,
2443 /* WINED3D_CS_OP_SET_MATERIAL */ wined3d_cs_exec_set_material
,
2444 /* WINED3D_CS_OP_SET_LIGHT */ wined3d_cs_exec_set_light
,
2445 /* WINED3D_CS_OP_SET_LIGHT_ENABLE */ wined3d_cs_exec_set_light_enable
,
2446 /* WINED3D_CS_OP_PUSH_CONSTANTS */ wined3d_cs_exec_push_constants
,
2447 /* WINED3D_CS_OP_RESET_STATE */ wined3d_cs_exec_reset_state
,
2448 /* WINED3D_CS_OP_CALLBACK */ wined3d_cs_exec_callback
,
2449 /* WINED3D_CS_OP_QUERY_ISSUE */ wined3d_cs_exec_query_issue
,
2450 /* WINED3D_CS_OP_PRELOAD_RESOURCE */ wined3d_cs_exec_preload_resource
,
2451 /* WINED3D_CS_OP_UNLOAD_RESOURCE */ wined3d_cs_exec_unload_resource
,
2452 /* WINED3D_CS_OP_MAP */ wined3d_cs_exec_map
,
2453 /* WINED3D_CS_OP_UNMAP */ wined3d_cs_exec_unmap
,
2454 /* WINED3D_CS_OP_BLT_SUB_RESOURCE */ wined3d_cs_exec_blt_sub_resource
,
2455 /* WINED3D_CS_OP_UPDATE_SUB_RESOURCE */ wined3d_cs_exec_update_sub_resource
,
2456 /* WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION */ wined3d_cs_exec_add_dirty_texture_region
,
2457 /* WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW */ wined3d_cs_exec_clear_unordered_access_view
,
2458 /* WINED3D_CS_OP_COPY_UAV_COUNTER */ wined3d_cs_exec_copy_uav_counter
,
2459 /* WINED3D_CS_OP_GENERATE_MIPMAPS */ wined3d_cs_exec_generate_mipmaps
,
2462 static void *wined3d_cs_st_require_space(struct wined3d_cs
*cs
, size_t size
, enum wined3d_cs_queue_id queue_id
)
2464 if (size
> (cs
->data_size
- cs
->end
))
2469 new_size
= max(size
, cs
->data_size
* 2);
2471 new_data
= heap_realloc(cs
->data
, new_size
);
2473 new_data
= heap_alloc(new_size
);
2477 cs
->data_size
= new_size
;
2478 cs
->start
= cs
->end
= 0;
2479 cs
->data
= new_data
;
2484 return (BYTE
*)cs
->data
+ cs
->start
;
2487 static void wined3d_cs_st_submit(struct wined3d_cs
*cs
, enum wined3d_cs_queue_id queue_id
)
2489 enum wined3d_cs_op opcode
;
2495 cs
->start
= cs
->end
;
2497 opcode
= *(const enum wined3d_cs_op
*)&data
[start
];
2498 if (opcode
>= WINED3D_CS_OP_STOP
)
2499 ERR("Invalid opcode %#x.\n", opcode
);
2501 wined3d_cs_op_handlers
[opcode
](cs
, &data
[start
]);
2503 if (cs
->data
== data
)
2504 cs
->start
= cs
->end
= start
;
2509 static void wined3d_cs_st_finish(struct wined3d_cs
*cs
, enum wined3d_cs_queue_id queue_id
)
2513 static const struct wined3d_cs_ops wined3d_cs_st_ops
=
2515 wined3d_cs_st_require_space
,
2516 wined3d_cs_st_submit
,
2517 wined3d_cs_st_finish
,
2518 wined3d_cs_st_push_constants
,
2521 static BOOL
wined3d_cs_queue_is_empty(const struct wined3d_cs
*cs
, const struct wined3d_cs_queue
*queue
)
2523 wined3d_from_cs(cs
);
2524 return *(volatile LONG
*)&queue
->head
== queue
->tail
;
2527 static void wined3d_cs_queue_submit(struct wined3d_cs_queue
*queue
, struct wined3d_cs
*cs
)
2529 struct wined3d_cs_packet
*packet
;
2532 packet
= (struct wined3d_cs_packet
*)&queue
->data
[queue
->head
];
2533 packet_size
= FIELD_OFFSET(struct wined3d_cs_packet
, data
[packet
->size
]);
2534 InterlockedExchange(&queue
->head
, (queue
->head
+ packet_size
) & (WINED3D_CS_QUEUE_SIZE
- 1));
2536 if (InterlockedCompareExchange(&cs
->waiting_for_event
, FALSE
, TRUE
))
2537 SetEvent(cs
->event
);
2540 static void wined3d_cs_mt_submit(struct wined3d_cs
*cs
, enum wined3d_cs_queue_id queue_id
)
2542 if (cs
->thread_id
== GetCurrentThreadId())
2543 return wined3d_cs_st_submit(cs
, queue_id
);
2545 wined3d_cs_queue_submit(&cs
->queue
[queue_id
], cs
);
2548 static void *wined3d_cs_queue_require_space(struct wined3d_cs_queue
*queue
, size_t size
, struct wined3d_cs
*cs
)
2550 size_t queue_size
= ARRAY_SIZE(queue
->data
);
2551 size_t header_size
, packet_size
, remaining
;
2552 struct wined3d_cs_packet
*packet
;
2554 header_size
= FIELD_OFFSET(struct wined3d_cs_packet
, data
[0]);
2555 size
= (size
+ header_size
- 1) & ~(header_size
- 1);
2556 packet_size
= FIELD_OFFSET(struct wined3d_cs_packet
, data
[size
]);
2557 if (packet_size
>= WINED3D_CS_QUEUE_SIZE
)
2559 ERR("Packet size %lu >= queue size %u.\n",
2560 (unsigned long)packet_size
, WINED3D_CS_QUEUE_SIZE
);
2564 remaining
= queue_size
- queue
->head
;
2565 if (remaining
< packet_size
)
2567 size_t nop_size
= remaining
- header_size
;
2568 struct wined3d_cs_nop
*nop
;
2570 TRACE("Inserting a nop for %lu + %lu bytes.\n",
2571 (unsigned long)header_size
, (unsigned long)nop_size
);
2573 nop
= wined3d_cs_queue_require_space(queue
, nop_size
, cs
);
2575 nop
->opcode
= WINED3D_CS_OP_NOP
;
2577 wined3d_cs_queue_submit(queue
, cs
);
2578 assert(!queue
->head
);
2583 LONG tail
= *(volatile LONG
*)&queue
->tail
;
2584 LONG head
= queue
->head
;
2590 new_pos
= (head
+ packet_size
) & (WINED3D_CS_QUEUE_SIZE
- 1);
2591 /* Head ahead of tail. We checked the remaining size above, so we only
2592 * need to make sure we don't make head equal to tail. */
2593 if (head
> tail
&& (new_pos
!= tail
))
2595 /* Tail ahead of head. Make sure the new head is before the tail as
2596 * well. Note that new_pos is 0 when it's at the end of the queue. */
2597 if (new_pos
< tail
&& new_pos
)
2600 TRACE("Waiting for free space. Head %u, tail %u, packet size %lu.\n",
2601 head
, tail
, (unsigned long)packet_size
);
2604 packet
= (struct wined3d_cs_packet
*)&queue
->data
[queue
->head
];
2605 packet
->size
= size
;
2606 return packet
->data
;
2609 static void *wined3d_cs_mt_require_space(struct wined3d_cs
*cs
, size_t size
, enum wined3d_cs_queue_id queue_id
)
2611 if (cs
->thread_id
== GetCurrentThreadId())
2612 return wined3d_cs_st_require_space(cs
, size
, queue_id
);
2614 return wined3d_cs_queue_require_space(&cs
->queue
[queue_id
], size
, cs
);
2617 static void wined3d_cs_mt_finish(struct wined3d_cs
*cs
, enum wined3d_cs_queue_id queue_id
)
2619 if (cs
->thread_id
== GetCurrentThreadId())
2620 return wined3d_cs_st_finish(cs
, queue_id
);
2622 while (cs
->queue
[queue_id
].head
!= *(volatile LONG
*)&cs
->queue
[queue_id
].tail
)
2626 static const struct wined3d_cs_ops wined3d_cs_mt_ops
=
2628 wined3d_cs_mt_require_space
,
2629 wined3d_cs_mt_submit
,
2630 wined3d_cs_mt_finish
,
2631 wined3d_cs_mt_push_constants
,
2634 static void poll_queries(struct wined3d_cs
*cs
)
2636 struct wined3d_query
*query
, *cursor
;
2638 LIST_FOR_EACH_ENTRY_SAFE(query
, cursor
, &cs
->query_poll_list
, struct wined3d_query
, poll_list_entry
)
2640 if (!query
->query_ops
->query_poll(query
, 0))
2643 list_remove(&query
->poll_list_entry
);
2644 list_init(&query
->poll_list_entry
);
2645 InterlockedIncrement(&query
->counter_retrieved
);
2649 static void wined3d_cs_wait_event(struct wined3d_cs
*cs
)
2651 InterlockedExchange(&cs
->waiting_for_event
, TRUE
);
2653 /* The main thread might have enqueued a command and blocked on it after
2654 * the CS thread decided to enter wined3d_cs_wait_event(), but before
2655 * "waiting_for_event" was set.
2657 * Likewise, we can race with the main thread when resetting
2658 * "waiting_for_event", in which case we would need to call
2659 * WaitForSingleObject() because the main thread called SetEvent(). */
2660 if (!(wined3d_cs_queue_is_empty(cs
, &cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
])
2661 && wined3d_cs_queue_is_empty(cs
, &cs
->queue
[WINED3D_CS_QUEUE_MAP
]))
2662 && InterlockedCompareExchange(&cs
->waiting_for_event
, FALSE
, TRUE
))
2665 WaitForSingleObject(cs
->event
, INFINITE
);
2668 static DWORD WINAPI
wined3d_cs_run(void *ctx
)
2670 struct wined3d_cs_packet
*packet
;
2671 struct wined3d_cs_queue
*queue
;
2672 unsigned int spin_count
= 0;
2673 struct wined3d_cs
*cs
= ctx
;
2674 enum wined3d_cs_op opcode
;
2675 HMODULE wined3d_module
;
2676 unsigned int poll
= 0;
2679 TRACE("Started.\n");
2681 /* Copy the module handle to a local variable to avoid racing with the
2682 * thread freeing "cs" before the FreeLibraryAndExitThread() call. */
2683 wined3d_module
= cs
->wined3d_module
;
2685 list_init(&cs
->query_poll_list
);
2686 cs
->thread_id
= GetCurrentThreadId();
2689 if (++poll
== WINED3D_CS_QUERY_POLL_INTERVAL
)
2695 queue
= &cs
->queue
[WINED3D_CS_QUEUE_MAP
];
2696 if (wined3d_cs_queue_is_empty(cs
, queue
))
2698 queue
= &cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
];
2699 if (wined3d_cs_queue_is_empty(cs
, queue
))
2701 if (++spin_count
>= WINED3D_CS_SPIN_COUNT
&& list_empty(&cs
->query_poll_list
))
2702 wined3d_cs_wait_event(cs
);
2709 packet
= (struct wined3d_cs_packet
*)&queue
->data
[tail
];
2712 opcode
= *(const enum wined3d_cs_op
*)packet
->data
;
2714 if (opcode
>= WINED3D_CS_OP_STOP
)
2716 if (opcode
> WINED3D_CS_OP_STOP
)
2717 ERR("Invalid opcode %#x.\n", opcode
);
2721 wined3d_cs_op_handlers
[opcode
](cs
, packet
->data
);
2724 tail
+= FIELD_OFFSET(struct wined3d_cs_packet
, data
[packet
->size
]);
2725 tail
&= (WINED3D_CS_QUEUE_SIZE
- 1);
2726 InterlockedExchange(&queue
->tail
, tail
);
2729 cs
->queue
[WINED3D_CS_QUEUE_MAP
].tail
= cs
->queue
[WINED3D_CS_QUEUE_MAP
].head
;
2730 cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
].tail
= cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
].head
;
2731 TRACE("Stopped.\n");
2732 FreeLibraryAndExitThread(wined3d_module
, 0);
2735 struct wined3d_cs
*wined3d_cs_create(struct wined3d_device
*device
)
2737 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2738 struct wined3d_cs
*cs
;
2740 if (!(cs
= heap_alloc_zero(sizeof(*cs
))))
2743 cs
->ops
= &wined3d_cs_st_ops
;
2744 cs
->device
= device
;
2746 state_init(&cs
->state
, &cs
->fb
, gl_info
, &device
->adapter
->d3d_info
,
2747 WINED3D_STATE_NO_REF
| WINED3D_STATE_INIT_DEFAULT
);
2749 cs
->data_size
= WINED3D_INITIAL_CS_SIZE
;
2750 if (!(cs
->data
= heap_alloc(cs
->data_size
)))
2753 if (wined3d_settings
.cs_multithreaded
2754 && !RtlIsCriticalSectionLockedByThread(NtCurrentTeb()->Peb
->LoaderLock
))
2756 cs
->ops
= &wined3d_cs_mt_ops
;
2758 if (!(cs
->event
= CreateEventW(NULL
, FALSE
, FALSE
, NULL
)))
2760 ERR("Failed to create command stream event.\n");
2761 heap_free(cs
->data
);
2765 if (!(GetModuleHandleExW(GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS
,
2766 (const WCHAR
*)wined3d_cs_run
, &cs
->wined3d_module
)))
2768 ERR("Failed to get wined3d module handle.\n");
2769 CloseHandle(cs
->event
);
2770 heap_free(cs
->data
);
2774 if (!(cs
->thread
= CreateThread(NULL
, 0, wined3d_cs_run
, cs
, 0, NULL
)))
2776 ERR("Failed to create wined3d command stream thread.\n");
2777 FreeLibrary(cs
->wined3d_module
);
2778 CloseHandle(cs
->event
);
2779 heap_free(cs
->data
);
2787 state_cleanup(&cs
->state
);
2792 void wined3d_cs_destroy(struct wined3d_cs
*cs
)
2796 wined3d_cs_emit_stop(cs
);
2797 CloseHandle(cs
->thread
);
2798 if (!CloseHandle(cs
->event
))
2799 ERR("Closing event failed.\n");
2802 state_cleanup(&cs
->state
);
2803 heap_free(cs
->data
);