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(d3d_sync
);
25 WINE_DECLARE_DEBUG_CHANNEL(fps
);
27 #define WINED3D_INITIAL_CS_SIZE 4096
32 WINED3D_CS_OP_PRESENT
,
34 WINED3D_CS_OP_DISPATCH
,
37 WINED3D_CS_OP_SET_PREDICATION
,
38 WINED3D_CS_OP_SET_VIEWPORTS
,
39 WINED3D_CS_OP_SET_SCISSOR_RECTS
,
40 WINED3D_CS_OP_SET_RENDERTARGET_VIEW
,
41 WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW
,
42 WINED3D_CS_OP_SET_VERTEX_DECLARATION
,
43 WINED3D_CS_OP_SET_STREAM_SOURCE
,
44 WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ
,
45 WINED3D_CS_OP_SET_STREAM_OUTPUT
,
46 WINED3D_CS_OP_SET_INDEX_BUFFER
,
47 WINED3D_CS_OP_SET_CONSTANT_BUFFER
,
48 WINED3D_CS_OP_SET_TEXTURE
,
49 WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW
,
50 WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW
,
51 WINED3D_CS_OP_SET_SAMPLER
,
52 WINED3D_CS_OP_SET_SHADER
,
53 WINED3D_CS_OP_SET_BLEND_STATE
,
54 WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE
,
55 WINED3D_CS_OP_SET_RASTERIZER_STATE
,
56 WINED3D_CS_OP_SET_RENDER_STATE
,
57 WINED3D_CS_OP_SET_TEXTURE_STATE
,
58 WINED3D_CS_OP_SET_SAMPLER_STATE
,
59 WINED3D_CS_OP_SET_TRANSFORM
,
60 WINED3D_CS_OP_SET_CLIP_PLANE
,
61 WINED3D_CS_OP_SET_COLOR_KEY
,
62 WINED3D_CS_OP_SET_MATERIAL
,
63 WINED3D_CS_OP_SET_LIGHT
,
64 WINED3D_CS_OP_SET_LIGHT_ENABLE
,
65 WINED3D_CS_OP_SET_FEATURE_LEVEL
,
66 WINED3D_CS_OP_PUSH_CONSTANTS
,
67 WINED3D_CS_OP_RESET_STATE
,
68 WINED3D_CS_OP_CALLBACK
,
69 WINED3D_CS_OP_QUERY_ISSUE
,
70 WINED3D_CS_OP_PRELOAD_RESOURCE
,
71 WINED3D_CS_OP_UNLOAD_RESOURCE
,
74 WINED3D_CS_OP_BLT_SUB_RESOURCE
,
75 WINED3D_CS_OP_UPDATE_SUB_RESOURCE
,
76 WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION
,
77 WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW
,
78 WINED3D_CS_OP_COPY_UAV_COUNTER
,
79 WINED3D_CS_OP_GENERATE_MIPMAPS
,
83 struct wined3d_cs_packet
91 enum wined3d_cs_op opcode
;
94 struct wined3d_cs_present
96 enum wined3d_cs_op opcode
;
97 HWND dst_window_override
;
98 struct wined3d_swapchain
*swapchain
;
101 unsigned int swap_interval
;
105 struct wined3d_cs_clear
107 enum wined3d_cs_op opcode
;
109 unsigned int rt_count
;
110 struct wined3d_fb_state
*fb
;
112 struct wined3d_color color
;
115 unsigned int rect_count
;
119 struct wined3d_cs_dispatch
121 enum wined3d_cs_op opcode
;
122 struct wined3d_dispatch_parameters parameters
;
125 struct wined3d_cs_draw
127 enum wined3d_cs_op opcode
;
128 enum wined3d_primitive_type primitive_type
;
129 GLint patch_vertex_count
;
130 struct wined3d_draw_parameters parameters
;
133 struct wined3d_cs_flush
135 enum wined3d_cs_op opcode
;
138 struct wined3d_cs_set_predication
140 enum wined3d_cs_op opcode
;
141 struct wined3d_query
*predicate
;
145 struct wined3d_cs_set_viewports
147 enum wined3d_cs_op opcode
;
148 unsigned int viewport_count
;
149 struct wined3d_viewport viewports
[1];
152 struct wined3d_cs_set_scissor_rects
154 enum wined3d_cs_op opcode
;
155 unsigned int rect_count
;
159 struct wined3d_cs_set_rendertarget_view
161 enum wined3d_cs_op opcode
;
162 unsigned int view_idx
;
163 struct wined3d_rendertarget_view
*view
;
166 struct wined3d_cs_set_depth_stencil_view
168 enum wined3d_cs_op opcode
;
169 struct wined3d_rendertarget_view
*view
;
172 struct wined3d_cs_set_vertex_declaration
174 enum wined3d_cs_op opcode
;
175 struct wined3d_vertex_declaration
*declaration
;
178 struct wined3d_cs_set_stream_source
180 enum wined3d_cs_op opcode
;
182 struct wined3d_buffer
*buffer
;
187 struct wined3d_cs_set_stream_source_freq
189 enum wined3d_cs_op opcode
;
195 struct wined3d_cs_set_stream_output
197 enum wined3d_cs_op opcode
;
199 struct wined3d_buffer
*buffer
;
203 struct wined3d_cs_set_index_buffer
205 enum wined3d_cs_op opcode
;
206 struct wined3d_buffer
*buffer
;
207 enum wined3d_format_id format_id
;
211 struct wined3d_cs_set_constant_buffer
213 enum wined3d_cs_op opcode
;
214 enum wined3d_shader_type type
;
216 struct wined3d_buffer
*buffer
;
219 struct wined3d_cs_set_texture
221 enum wined3d_cs_op opcode
;
223 struct wined3d_texture
*texture
;
226 struct wined3d_cs_set_color_key
228 enum wined3d_cs_op opcode
;
229 struct wined3d_texture
*texture
;
232 struct wined3d_color_key color_key
;
235 struct wined3d_cs_set_shader_resource_view
237 enum wined3d_cs_op opcode
;
238 enum wined3d_shader_type type
;
240 struct wined3d_shader_resource_view
*view
;
243 struct wined3d_cs_set_unordered_access_view
245 enum wined3d_cs_op opcode
;
246 enum wined3d_pipeline pipeline
;
247 unsigned int view_idx
;
248 struct wined3d_unordered_access_view
*view
;
249 unsigned int initial_count
;
252 struct wined3d_cs_set_sampler
254 enum wined3d_cs_op opcode
;
255 enum wined3d_shader_type type
;
257 struct wined3d_sampler
*sampler
;
260 struct wined3d_cs_set_shader
262 enum wined3d_cs_op opcode
;
263 enum wined3d_shader_type type
;
264 struct wined3d_shader
*shader
;
267 struct wined3d_cs_set_blend_state
269 enum wined3d_cs_op opcode
;
270 struct wined3d_blend_state
*state
;
271 struct wined3d_color factor
;
272 unsigned int sample_mask
;
275 struct wined3d_cs_set_depth_stencil_state
277 enum wined3d_cs_op opcode
;
278 struct wined3d_depth_stencil_state
*state
;
279 unsigned int stencil_ref
;
282 struct wined3d_cs_set_rasterizer_state
284 enum wined3d_cs_op opcode
;
285 struct wined3d_rasterizer_state
*state
;
288 struct wined3d_cs_set_render_state
290 enum wined3d_cs_op opcode
;
291 enum wined3d_render_state state
;
295 struct wined3d_cs_set_texture_state
297 enum wined3d_cs_op opcode
;
299 enum wined3d_texture_stage_state state
;
303 struct wined3d_cs_set_sampler_state
305 enum wined3d_cs_op opcode
;
307 enum wined3d_sampler_state state
;
311 struct wined3d_cs_set_transform
313 enum wined3d_cs_op opcode
;
314 enum wined3d_transform_state state
;
315 struct wined3d_matrix matrix
;
318 struct wined3d_cs_set_clip_plane
320 enum wined3d_cs_op opcode
;
322 struct wined3d_vec4 plane
;
325 struct wined3d_cs_set_material
327 enum wined3d_cs_op opcode
;
328 struct wined3d_material material
;
331 struct wined3d_cs_set_light
333 enum wined3d_cs_op opcode
;
334 struct wined3d_light_info light
;
337 struct wined3d_cs_set_light_enable
339 enum wined3d_cs_op opcode
;
344 struct wined3d_cs_set_feature_level
346 enum wined3d_cs_op opcode
;
347 enum wined3d_feature_level level
;
350 struct wined3d_cs_push_constants
352 enum wined3d_cs_op opcode
;
353 enum wined3d_push_constants type
;
354 unsigned int start_idx
;
359 struct wined3d_cs_reset_state
361 enum wined3d_cs_op opcode
;
364 struct wined3d_cs_callback
366 enum wined3d_cs_op opcode
;
367 void (*callback
)(void *object
);
371 struct wined3d_cs_query_issue
373 enum wined3d_cs_op opcode
;
374 struct wined3d_query
*query
;
378 struct wined3d_cs_preload_resource
380 enum wined3d_cs_op opcode
;
381 struct wined3d_resource
*resource
;
384 struct wined3d_cs_unload_resource
386 enum wined3d_cs_op opcode
;
387 struct wined3d_resource
*resource
;
390 struct wined3d_cs_map
392 enum wined3d_cs_op opcode
;
393 struct wined3d_resource
*resource
;
394 unsigned int sub_resource_idx
;
395 struct wined3d_map_desc
*map_desc
;
396 const struct wined3d_box
*box
;
401 struct wined3d_cs_unmap
403 enum wined3d_cs_op opcode
;
404 struct wined3d_resource
*resource
;
405 unsigned int sub_resource_idx
;
409 struct wined3d_cs_blt_sub_resource
411 enum wined3d_cs_op opcode
;
412 struct wined3d_resource
*dst_resource
;
413 unsigned int dst_sub_resource_idx
;
414 struct wined3d_box dst_box
;
415 struct wined3d_resource
*src_resource
;
416 unsigned int src_sub_resource_idx
;
417 struct wined3d_box src_box
;
419 struct wined3d_blt_fx fx
;
420 enum wined3d_texture_filter_type filter
;
423 struct wined3d_cs_update_sub_resource
425 enum wined3d_cs_op opcode
;
426 struct wined3d_resource
*resource
;
427 unsigned int sub_resource_idx
;
428 struct wined3d_box box
;
429 struct wined3d_sub_resource_data data
;
432 struct wined3d_cs_add_dirty_texture_region
434 enum wined3d_cs_op opcode
;
435 struct wined3d_texture
*texture
;
439 struct wined3d_cs_clear_unordered_access_view
441 enum wined3d_cs_op opcode
;
442 struct wined3d_unordered_access_view
*view
;
443 struct wined3d_uvec4 clear_value
;
446 struct wined3d_cs_copy_uav_counter
448 enum wined3d_cs_op opcode
;
449 struct wined3d_buffer
*buffer
;
451 struct wined3d_unordered_access_view
*view
;
454 struct wined3d_cs_generate_mipmaps
456 enum wined3d_cs_op opcode
;
457 struct wined3d_shader_resource_view
*view
;
460 struct wined3d_cs_stop
462 enum wined3d_cs_op opcode
;
465 static inline void *wined3d_device_context_require_space(struct wined3d_device_context
*context
,
466 size_t size
, enum wined3d_cs_queue_id queue_id
)
468 return context
->ops
->require_space(context
, size
, queue_id
);
471 static inline void wined3d_device_context_submit(struct wined3d_device_context
*context
,
472 enum wined3d_cs_queue_id queue_id
)
474 context
->ops
->submit(context
, queue_id
);
477 static const char *debug_cs_op(enum wined3d_cs_op op
)
481 #define WINED3D_TO_STR(type) case type: return #type
482 WINED3D_TO_STR(WINED3D_CS_OP_NOP
);
483 WINED3D_TO_STR(WINED3D_CS_OP_PRESENT
);
484 WINED3D_TO_STR(WINED3D_CS_OP_CLEAR
);
485 WINED3D_TO_STR(WINED3D_CS_OP_DISPATCH
);
486 WINED3D_TO_STR(WINED3D_CS_OP_DRAW
);
487 WINED3D_TO_STR(WINED3D_CS_OP_FLUSH
);
488 WINED3D_TO_STR(WINED3D_CS_OP_SET_PREDICATION
);
489 WINED3D_TO_STR(WINED3D_CS_OP_SET_VIEWPORTS
);
490 WINED3D_TO_STR(WINED3D_CS_OP_SET_SCISSOR_RECTS
);
491 WINED3D_TO_STR(WINED3D_CS_OP_SET_RENDERTARGET_VIEW
);
492 WINED3D_TO_STR(WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW
);
493 WINED3D_TO_STR(WINED3D_CS_OP_SET_VERTEX_DECLARATION
);
494 WINED3D_TO_STR(WINED3D_CS_OP_SET_STREAM_SOURCE
);
495 WINED3D_TO_STR(WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ
);
496 WINED3D_TO_STR(WINED3D_CS_OP_SET_STREAM_OUTPUT
);
497 WINED3D_TO_STR(WINED3D_CS_OP_SET_INDEX_BUFFER
);
498 WINED3D_TO_STR(WINED3D_CS_OP_SET_CONSTANT_BUFFER
);
499 WINED3D_TO_STR(WINED3D_CS_OP_SET_TEXTURE
);
500 WINED3D_TO_STR(WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW
);
501 WINED3D_TO_STR(WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW
);
502 WINED3D_TO_STR(WINED3D_CS_OP_SET_SAMPLER
);
503 WINED3D_TO_STR(WINED3D_CS_OP_SET_SHADER
);
504 WINED3D_TO_STR(WINED3D_CS_OP_SET_BLEND_STATE
);
505 WINED3D_TO_STR(WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE
);
506 WINED3D_TO_STR(WINED3D_CS_OP_SET_RASTERIZER_STATE
);
507 WINED3D_TO_STR(WINED3D_CS_OP_SET_RENDER_STATE
);
508 WINED3D_TO_STR(WINED3D_CS_OP_SET_TEXTURE_STATE
);
509 WINED3D_TO_STR(WINED3D_CS_OP_SET_SAMPLER_STATE
);
510 WINED3D_TO_STR(WINED3D_CS_OP_SET_TRANSFORM
);
511 WINED3D_TO_STR(WINED3D_CS_OP_SET_CLIP_PLANE
);
512 WINED3D_TO_STR(WINED3D_CS_OP_SET_COLOR_KEY
);
513 WINED3D_TO_STR(WINED3D_CS_OP_SET_MATERIAL
);
514 WINED3D_TO_STR(WINED3D_CS_OP_SET_LIGHT
);
515 WINED3D_TO_STR(WINED3D_CS_OP_SET_LIGHT_ENABLE
);
516 WINED3D_TO_STR(WINED3D_CS_OP_SET_FEATURE_LEVEL
);
517 WINED3D_TO_STR(WINED3D_CS_OP_PUSH_CONSTANTS
);
518 WINED3D_TO_STR(WINED3D_CS_OP_RESET_STATE
);
519 WINED3D_TO_STR(WINED3D_CS_OP_CALLBACK
);
520 WINED3D_TO_STR(WINED3D_CS_OP_QUERY_ISSUE
);
521 WINED3D_TO_STR(WINED3D_CS_OP_PRELOAD_RESOURCE
);
522 WINED3D_TO_STR(WINED3D_CS_OP_UNLOAD_RESOURCE
);
523 WINED3D_TO_STR(WINED3D_CS_OP_MAP
);
524 WINED3D_TO_STR(WINED3D_CS_OP_UNMAP
);
525 WINED3D_TO_STR(WINED3D_CS_OP_BLT_SUB_RESOURCE
);
526 WINED3D_TO_STR(WINED3D_CS_OP_UPDATE_SUB_RESOURCE
);
527 WINED3D_TO_STR(WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION
);
528 WINED3D_TO_STR(WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW
);
529 WINED3D_TO_STR(WINED3D_CS_OP_COPY_UAV_COUNTER
);
530 WINED3D_TO_STR(WINED3D_CS_OP_GENERATE_MIPMAPS
);
531 WINED3D_TO_STR(WINED3D_CS_OP_STOP
);
532 #undef WINED3D_TO_STR
534 return wine_dbg_sprintf("UNKNOWN_OP(%#x)", op
);
537 static void wined3d_cs_exec_nop(struct wined3d_cs
*cs
, const void *data
)
541 static void wined3d_cs_exec_present(struct wined3d_cs
*cs
, const void *data
)
543 struct wined3d_texture
*logo_texture
, *cursor_texture
, *back_buffer
;
544 struct wined3d_rendertarget_view
*dsv
= cs
->state
.fb
.depth_stencil
;
545 const struct wined3d_cs_present
*op
= data
;
546 const struct wined3d_swapchain_desc
*desc
;
547 struct wined3d_swapchain
*swapchain
;
550 swapchain
= op
->swapchain
;
551 desc
= &swapchain
->state
.desc
;
552 back_buffer
= swapchain
->back_buffers
[0];
553 wined3d_swapchain_set_window(swapchain
, op
->dst_window_override
);
555 if ((logo_texture
= swapchain
->device
->logo_texture
))
557 RECT rect
= {0, 0, logo_texture
->resource
.width
, logo_texture
->resource
.height
};
559 /* Blit the logo into the upper left corner of the back-buffer. */
560 wined3d_texture_blt(back_buffer
, 0, &rect
, logo_texture
, 0,
561 &rect
, WINED3D_BLT_SRC_CKEY
, NULL
, WINED3D_TEXF_POINT
);
564 if ((cursor_texture
= swapchain
->device
->cursor_texture
)
565 && swapchain
->device
->bCursorVisible
&& !swapchain
->device
->hardwareCursor
)
569 swapchain
->device
->xScreenSpace
- swapchain
->device
->xHotSpot
,
570 swapchain
->device
->yScreenSpace
- swapchain
->device
->yHotSpot
,
571 swapchain
->device
->xScreenSpace
+ swapchain
->device
->cursorWidth
- swapchain
->device
->xHotSpot
,
572 swapchain
->device
->yScreenSpace
+ swapchain
->device
->cursorHeight
- swapchain
->device
->yHotSpot
,
576 0, 0, cursor_texture
->resource
.width
, cursor_texture
->resource
.height
578 const RECT clip_rect
= {0, 0, back_buffer
->resource
.width
, back_buffer
->resource
.height
};
580 TRACE("Rendering the software cursor.\n");
583 MapWindowPoints(NULL
, swapchain
->win_handle
, (POINT
*)&dst_rect
, 2);
584 if (wined3d_clip_blit(&clip_rect
, &dst_rect
, &src_rect
))
585 wined3d_texture_blt(back_buffer
, 0, &dst_rect
, cursor_texture
, 0,
586 &src_rect
, WINED3D_BLT_ALPHA_TEST
, NULL
, WINED3D_TEXF_POINT
);
589 swapchain
->swapchain_ops
->swapchain_present(swapchain
, &op
->src_rect
, &op
->dst_rect
, op
->swap_interval
, op
->flags
);
591 /* Discard buffers if the swap effect allows it. */
592 back_buffer
= swapchain
->back_buffers
[desc
->backbuffer_count
- 1];
593 if (desc
->swap_effect
== WINED3D_SWAP_EFFECT_DISCARD
|| desc
->swap_effect
== WINED3D_SWAP_EFFECT_FLIP_DISCARD
)
594 wined3d_texture_validate_location(back_buffer
, 0, WINED3D_LOCATION_DISCARDED
);
596 if (dsv
&& dsv
->resource
->type
!= WINED3D_RTYPE_BUFFER
)
598 struct wined3d_texture
*ds
= texture_from_resource(dsv
->resource
);
600 if ((desc
->flags
& WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL
|| ds
->flags
& WINED3D_TEXTURE_DISCARD
))
601 wined3d_rendertarget_view_validate_location(dsv
, WINED3D_LOCATION_DISCARDED
);
606 DWORD time
= GetTickCount();
609 /* every 1.5 seconds */
610 if (time
- swapchain
->prev_time
> 1500)
612 TRACE_(fps
)("%p @ approx %.2ffps\n",
613 swapchain
, 1000.0 * swapchain
->frames
/ (time
- swapchain
->prev_time
));
614 swapchain
->prev_time
= time
;
615 swapchain
->frames
= 0;
619 wined3d_resource_release(&swapchain
->front_buffer
->resource
);
620 for (i
= 0; i
< desc
->backbuffer_count
; ++i
)
622 wined3d_resource_release(&swapchain
->back_buffers
[i
]->resource
);
625 InterlockedDecrement(&cs
->pending_presents
);
628 void wined3d_cs_emit_present(struct wined3d_cs
*cs
, struct wined3d_swapchain
*swapchain
,
629 const RECT
*src_rect
, const RECT
*dst_rect
, HWND dst_window_override
,
630 unsigned int swap_interval
, DWORD flags
)
632 struct wined3d_cs_present
*op
;
636 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
637 op
->opcode
= WINED3D_CS_OP_PRESENT
;
638 op
->dst_window_override
= dst_window_override
;
639 op
->swapchain
= swapchain
;
640 op
->src_rect
= *src_rect
;
641 op
->dst_rect
= *dst_rect
;
642 op
->swap_interval
= swap_interval
;
645 pending
= InterlockedIncrement(&cs
->pending_presents
);
647 wined3d_resource_acquire(&swapchain
->front_buffer
->resource
);
648 for (i
= 0; i
< swapchain
->state
.desc
.backbuffer_count
; ++i
)
650 wined3d_resource_acquire(&swapchain
->back_buffers
[i
]->resource
);
653 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
655 /* Limit input latency by limiting the number of presents that we can get
656 * ahead of the worker thread. */
657 while (pending
>= swapchain
->max_frame_latency
)
660 pending
= InterlockedCompareExchange(&cs
->pending_presents
, 0, 0);
664 static void wined3d_cs_exec_clear(struct wined3d_cs
*cs
, const void *data
)
666 struct wined3d_device
*device
= cs
->c
.device
;
667 const struct wined3d_cs_clear
*op
= data
;
670 device
->blitter
->ops
->blitter_clear(device
->blitter
, device
, op
->rt_count
, op
->fb
,
671 op
->rect_count
, op
->rects
, &op
->draw_rect
, op
->flags
, &op
->color
, op
->depth
, op
->stencil
);
673 if (op
->flags
& WINED3DCLEAR_TARGET
)
675 for (i
= 0; i
< op
->rt_count
; ++i
)
677 if (op
->fb
->render_targets
[i
])
678 wined3d_resource_release(op
->fb
->render_targets
[i
]->resource
);
681 if (op
->flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
682 wined3d_resource_release(op
->fb
->depth_stencil
->resource
);
685 void wined3d_cs_emit_clear(struct wined3d_cs
*cs
, DWORD rect_count
, const RECT
*rects
,
686 DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
688 const struct wined3d_state
*state
= cs
->c
.state
;
689 const struct wined3d_viewport
*vp
= &state
->viewports
[0];
690 struct wined3d_rendertarget_view
*view
;
691 struct wined3d_cs_clear
*op
;
692 unsigned int rt_count
, i
;
694 rt_count
= flags
& WINED3DCLEAR_TARGET
? cs
->c
.device
->adapter
->d3d_info
.limits
.max_rt_count
: 0;
696 op
= wined3d_device_context_require_space(&cs
->c
, FIELD_OFFSET(struct wined3d_cs_clear
, rects
[rect_count
]),
697 WINED3D_CS_QUEUE_DEFAULT
);
698 op
->opcode
= WINED3D_CS_OP_CLEAR
;
699 op
->flags
= flags
& (WINED3DCLEAR_TARGET
| WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
);
700 op
->rt_count
= rt_count
;
701 op
->fb
= &cs
->state
.fb
;
702 SetRect(&op
->draw_rect
, vp
->x
, vp
->y
, vp
->x
+ vp
->width
, vp
->y
+ vp
->height
);
703 if (state
->rasterizer_state
&& state
->rasterizer_state
->desc
.scissor
)
704 IntersectRect(&op
->draw_rect
, &op
->draw_rect
, &state
->scissor_rects
[0]);
707 op
->stencil
= stencil
;
708 op
->rect_count
= rect_count
;
709 memcpy(op
->rects
, rects
, sizeof(*rects
) * rect_count
);
711 for (i
= 0; i
< rt_count
; ++i
)
713 if ((view
= state
->fb
.render_targets
[i
]))
714 wined3d_resource_acquire(view
->resource
);
716 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
718 view
= state
->fb
.depth_stencil
;
719 wined3d_resource_acquire(view
->resource
);
722 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
725 void wined3d_cs_emit_clear_rendertarget_view(struct wined3d_cs
*cs
, struct wined3d_rendertarget_view
*view
,
726 const RECT
*rect
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
728 struct wined3d_cs_clear
*op
;
731 size
= FIELD_OFFSET(struct wined3d_cs_clear
, rects
[1]) + sizeof(struct wined3d_fb_state
);
732 op
= wined3d_device_context_require_space(&cs
->c
, size
, WINED3D_CS_QUEUE_DEFAULT
);
733 op
->fb
= (void *)&op
->rects
[1];
735 op
->opcode
= WINED3D_CS_OP_CLEAR
;
736 op
->flags
= flags
& (WINED3DCLEAR_TARGET
| WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
);
737 if (flags
& WINED3DCLEAR_TARGET
)
740 op
->fb
->render_targets
[0] = view
;
741 op
->fb
->depth_stencil
= NULL
;
747 op
->fb
->render_targets
[0] = NULL
;
748 op
->fb
->depth_stencil
= view
;
750 op
->stencil
= stencil
;
752 SetRect(&op
->draw_rect
, 0, 0, view
->width
, view
->height
);
754 op
->rects
[0] = *rect
;
756 wined3d_resource_acquire(view
->resource
);
758 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
759 if (flags
& WINED3DCLEAR_SYNCHRONOUS
)
760 wined3d_cs_finish(cs
, WINED3D_CS_QUEUE_DEFAULT
);
763 static void acquire_shader_resources(const struct wined3d_state
*state
, unsigned int shader_mask
)
765 struct wined3d_shader_sampler_map_entry
*entry
;
766 struct wined3d_shader_resource_view
*view
;
767 struct wined3d_shader
*shader
;
770 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
772 if (!(shader_mask
& (1u << i
)))
775 if (!(shader
= state
->shader
[i
]))
778 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
781 wined3d_resource_acquire(&state
->cb
[i
][j
]->resource
);
784 for (j
= 0; j
< shader
->reg_maps
.sampler_map
.count
; ++j
)
786 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
788 if (!(view
= state
->shader_resource_view
[i
][entry
->resource_idx
]))
791 wined3d_resource_acquire(view
->resource
);
796 static void release_shader_resources(const struct wined3d_state
*state
, unsigned int shader_mask
)
798 struct wined3d_shader_sampler_map_entry
*entry
;
799 struct wined3d_shader_resource_view
*view
;
800 struct wined3d_shader
*shader
;
803 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
805 if (!(shader_mask
& (1u << i
)))
808 if (!(shader
= state
->shader
[i
]))
811 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
814 wined3d_resource_release(&state
->cb
[i
][j
]->resource
);
817 for (j
= 0; j
< shader
->reg_maps
.sampler_map
.count
; ++j
)
819 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
821 if (!(view
= state
->shader_resource_view
[i
][entry
->resource_idx
]))
824 wined3d_resource_release(view
->resource
);
829 static void acquire_unordered_access_resources(const struct wined3d_shader
*shader
,
830 struct wined3d_unordered_access_view
* const *views
)
837 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
839 if (!shader
->reg_maps
.uav_resource_info
[i
].type
)
845 wined3d_resource_acquire(views
[i
]->resource
);
849 static void release_unordered_access_resources(const struct wined3d_shader
*shader
,
850 struct wined3d_unordered_access_view
* const *views
)
857 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
859 if (!shader
->reg_maps
.uav_resource_info
[i
].type
)
865 wined3d_resource_release(views
[i
]->resource
);
869 static void wined3d_cs_exec_dispatch(struct wined3d_cs
*cs
, const void *data
)
871 const struct wined3d_cs_dispatch
*op
= data
;
872 struct wined3d_state
*state
= &cs
->state
;
874 if (!state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
])
875 WARN("No compute shader bound, skipping dispatch.\n");
877 cs
->c
.device
->adapter
->adapter_ops
->adapter_dispatch_compute(cs
->c
.device
, state
, &op
->parameters
);
879 if (op
->parameters
.indirect
)
880 wined3d_resource_release(&op
->parameters
.u
.indirect
.buffer
->resource
);
882 release_shader_resources(state
, 1u << WINED3D_SHADER_TYPE_COMPUTE
);
883 release_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
884 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
887 static void acquire_compute_pipeline_resources(const struct wined3d_state
*state
)
889 acquire_shader_resources(state
, 1u << WINED3D_SHADER_TYPE_COMPUTE
);
890 acquire_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
891 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
894 void wined3d_cs_emit_dispatch(struct wined3d_cs
*cs
,
895 unsigned int group_count_x
, unsigned int group_count_y
, unsigned int group_count_z
)
897 const struct wined3d_state
*state
= cs
->c
.state
;
898 struct wined3d_cs_dispatch
*op
;
900 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
901 op
->opcode
= WINED3D_CS_OP_DISPATCH
;
902 op
->parameters
.indirect
= FALSE
;
903 op
->parameters
.u
.direct
.group_count_x
= group_count_x
;
904 op
->parameters
.u
.direct
.group_count_y
= group_count_y
;
905 op
->parameters
.u
.direct
.group_count_z
= group_count_z
;
907 acquire_compute_pipeline_resources(state
);
909 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
912 void wined3d_cs_emit_dispatch_indirect(struct wined3d_cs
*cs
,
913 struct wined3d_buffer
*buffer
, unsigned int offset
)
915 const struct wined3d_state
*state
= cs
->c
.state
;
916 struct wined3d_cs_dispatch
*op
;
918 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
919 op
->opcode
= WINED3D_CS_OP_DISPATCH
;
920 op
->parameters
.indirect
= TRUE
;
921 op
->parameters
.u
.indirect
.buffer
= buffer
;
922 op
->parameters
.u
.indirect
.offset
= offset
;
924 acquire_compute_pipeline_resources(state
);
925 wined3d_resource_acquire(&buffer
->resource
);
927 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
930 static void wined3d_cs_exec_draw(struct wined3d_cs
*cs
, const void *data
)
932 const struct wined3d_d3d_info
*d3d_info
= &cs
->c
.device
->adapter
->d3d_info
;
933 const struct wined3d_shader
*geometry_shader
;
934 struct wined3d_device
*device
= cs
->c
.device
;
935 int base_vertex_idx
, load_base_vertex_idx
;
936 struct wined3d_state
*state
= &cs
->state
;
937 const struct wined3d_cs_draw
*op
= data
;
941 if (!op
->parameters
.indirect
)
943 const struct wined3d_direct_draw_parameters
*direct
= &op
->parameters
.u
.direct
;
945 if (op
->parameters
.indexed
&& d3d_info
->draw_base_vertex_offset
)
946 base_vertex_idx
= direct
->base_vertex_idx
;
947 else if (!op
->parameters
.indexed
)
948 base_vertex_idx
= direct
->start_idx
;
951 /* ARB_draw_indirect always supports a base vertex offset. */
952 if (!op
->parameters
.indirect
&& !d3d_info
->draw_base_vertex_offset
)
953 load_base_vertex_idx
= op
->parameters
.u
.direct
.base_vertex_idx
;
955 load_base_vertex_idx
= 0;
957 if (state
->base_vertex_index
!= base_vertex_idx
)
959 state
->base_vertex_index
= base_vertex_idx
;
960 for (i
= 0; i
< device
->context_count
; ++i
)
961 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_BASE_VERTEX_ID
;
964 if (state
->load_base_vertex_index
!= load_base_vertex_idx
)
966 state
->load_base_vertex_index
= load_base_vertex_idx
;
967 device_invalidate_state(cs
->c
.device
, STATE_BASEVERTEXINDEX
);
970 if (state
->primitive_type
!= op
->primitive_type
)
972 if ((geometry_shader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]) && !geometry_shader
->function
)
973 device_invalidate_state(cs
->c
.device
, STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
));
974 if (state
->primitive_type
== WINED3D_PT_POINTLIST
|| op
->primitive_type
== WINED3D_PT_POINTLIST
)
975 device_invalidate_state(cs
->c
.device
, STATE_POINT_ENABLE
);
976 state
->primitive_type
= op
->primitive_type
;
978 state
->patch_vertex_count
= op
->patch_vertex_count
;
980 cs
->c
.device
->adapter
->adapter_ops
->adapter_draw_primitive(cs
->c
.device
, state
, &op
->parameters
);
982 if (op
->parameters
.indirect
)
984 struct wined3d_buffer
*buffer
= op
->parameters
.u
.indirect
.buffer
;
985 wined3d_resource_release(&buffer
->resource
);
988 if (op
->parameters
.indexed
)
989 wined3d_resource_release(&state
->index_buffer
->resource
);
990 for (i
= 0; i
< ARRAY_SIZE(state
->streams
); ++i
)
992 if (state
->streams
[i
].buffer
)
993 wined3d_resource_release(&state
->streams
[i
].buffer
->resource
);
995 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
997 if (state
->stream_output
[i
].buffer
)
998 wined3d_resource_release(&state
->stream_output
[i
].buffer
->resource
);
1000 for (i
= 0; i
< ARRAY_SIZE(state
->textures
); ++i
)
1002 if (state
->textures
[i
])
1003 wined3d_resource_release(&state
->textures
[i
]->resource
);
1005 for (i
= 0; i
< d3d_info
->limits
.max_rt_count
; ++i
)
1007 if (state
->fb
.render_targets
[i
])
1008 wined3d_resource_release(state
->fb
.render_targets
[i
]->resource
);
1010 if (state
->fb
.depth_stencil
)
1011 wined3d_resource_release(state
->fb
.depth_stencil
->resource
);
1012 release_shader_resources(state
, ~(1u << WINED3D_SHADER_TYPE_COMPUTE
));
1013 release_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
1014 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
1017 static void acquire_graphics_pipeline_resources(const struct wined3d_state
*state
,
1018 BOOL indexed
, const struct wined3d_d3d_info
*d3d_info
)
1023 wined3d_resource_acquire(&state
->index_buffer
->resource
);
1024 for (i
= 0; i
< ARRAY_SIZE(state
->streams
); ++i
)
1026 if (state
->streams
[i
].buffer
)
1027 wined3d_resource_acquire(&state
->streams
[i
].buffer
->resource
);
1029 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
1031 if (state
->stream_output
[i
].buffer
)
1032 wined3d_resource_acquire(&state
->stream_output
[i
].buffer
->resource
);
1034 for (i
= 0; i
< ARRAY_SIZE(state
->textures
); ++i
)
1036 if (state
->textures
[i
])
1037 wined3d_resource_acquire(&state
->textures
[i
]->resource
);
1039 for (i
= 0; i
< d3d_info
->limits
.max_rt_count
; ++i
)
1041 if (state
->fb
.render_targets
[i
])
1042 wined3d_resource_acquire(state
->fb
.render_targets
[i
]->resource
);
1044 if (state
->fb
.depth_stencil
)
1045 wined3d_resource_acquire(state
->fb
.depth_stencil
->resource
);
1046 acquire_shader_resources(state
, ~(1u << WINED3D_SHADER_TYPE_COMPUTE
));
1047 acquire_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
1048 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
1051 void wined3d_cs_emit_draw(struct wined3d_cs
*cs
, enum wined3d_primitive_type primitive_type
,
1052 unsigned int patch_vertex_count
, int base_vertex_idx
, unsigned int start_idx
,
1053 unsigned int index_count
, unsigned int start_instance
, unsigned int instance_count
, bool indexed
)
1055 const struct wined3d_d3d_info
*d3d_info
= &cs
->c
.device
->adapter
->d3d_info
;
1056 const struct wined3d_state
*state
= cs
->c
.state
;
1057 struct wined3d_cs_draw
*op
;
1059 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1060 op
->opcode
= WINED3D_CS_OP_DRAW
;
1061 op
->primitive_type
= primitive_type
;
1062 op
->patch_vertex_count
= patch_vertex_count
;
1063 op
->parameters
.indirect
= FALSE
;
1064 op
->parameters
.u
.direct
.base_vertex_idx
= base_vertex_idx
;
1065 op
->parameters
.u
.direct
.start_idx
= start_idx
;
1066 op
->parameters
.u
.direct
.index_count
= index_count
;
1067 op
->parameters
.u
.direct
.start_instance
= start_instance
;
1068 op
->parameters
.u
.direct
.instance_count
= instance_count
;
1069 op
->parameters
.indexed
= indexed
;
1071 acquire_graphics_pipeline_resources(state
, indexed
, d3d_info
);
1073 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
1076 void wined3d_cs_emit_draw_indirect(struct wined3d_cs
*cs
, enum wined3d_primitive_type primitive_type
,
1077 unsigned int patch_vertex_count
, struct wined3d_buffer
*buffer
, unsigned int offset
, bool indexed
)
1079 const struct wined3d_d3d_info
*d3d_info
= &cs
->c
.device
->adapter
->d3d_info
;
1080 const struct wined3d_state
*state
= cs
->c
.state
;
1081 struct wined3d_cs_draw
*op
;
1083 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1084 op
->opcode
= WINED3D_CS_OP_DRAW
;
1085 op
->primitive_type
= primitive_type
;
1086 op
->patch_vertex_count
= patch_vertex_count
;
1087 op
->parameters
.indirect
= TRUE
;
1088 op
->parameters
.u
.indirect
.buffer
= buffer
;
1089 op
->parameters
.u
.indirect
.offset
= offset
;
1090 op
->parameters
.indexed
= indexed
;
1092 acquire_graphics_pipeline_resources(state
, indexed
, d3d_info
);
1093 wined3d_resource_acquire(&buffer
->resource
);
1095 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
1098 static void wined3d_cs_exec_flush(struct wined3d_cs
*cs
, const void *data
)
1100 struct wined3d_context
*context
;
1102 context
= context_acquire(cs
->c
.device
, NULL
, 0);
1103 cs
->c
.device
->adapter
->adapter_ops
->adapter_flush_context(context
);
1104 context_release(context
);
1107 void wined3d_cs_emit_flush(struct wined3d_cs
*cs
)
1109 struct wined3d_cs_flush
*op
;
1111 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1112 op
->opcode
= WINED3D_CS_OP_FLUSH
;
1114 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
1115 cs
->queries_flushed
= TRUE
;
1118 static void wined3d_cs_exec_set_predication(struct wined3d_cs
*cs
, const void *data
)
1120 const struct wined3d_cs_set_predication
*op
= data
;
1122 cs
->state
.predicate
= op
->predicate
;
1123 cs
->state
.predicate_value
= op
->value
;
1126 void wined3d_device_context_emit_set_predication(struct wined3d_device_context
*context
,
1127 struct wined3d_query
*predicate
, BOOL value
)
1129 struct wined3d_cs_set_predication
*op
;
1131 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1132 op
->opcode
= WINED3D_CS_OP_SET_PREDICATION
;
1133 op
->predicate
= predicate
;
1136 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1139 static void wined3d_cs_exec_set_viewports(struct wined3d_cs
*cs
, const void *data
)
1141 const struct wined3d_cs_set_viewports
*op
= data
;
1143 if (op
->viewport_count
)
1144 memcpy(cs
->state
.viewports
, op
->viewports
, op
->viewport_count
* sizeof(*op
->viewports
));
1146 memset(cs
->state
.viewports
, 0, sizeof(*cs
->state
.viewports
));
1147 cs
->state
.viewport_count
= op
->viewport_count
;
1148 device_invalidate_state(cs
->c
.device
, STATE_VIEWPORT
);
1151 void wined3d_device_context_emit_set_viewports(struct wined3d_device_context
*context
, unsigned int viewport_count
,
1152 const struct wined3d_viewport
*viewports
)
1154 struct wined3d_cs_set_viewports
*op
;
1156 op
= wined3d_device_context_require_space(context
,
1157 FIELD_OFFSET(struct wined3d_cs_set_viewports
,viewports
[viewport_count
]), WINED3D_CS_QUEUE_DEFAULT
);
1158 op
->opcode
= WINED3D_CS_OP_SET_VIEWPORTS
;
1159 memcpy(op
->viewports
, viewports
, viewport_count
* sizeof(*viewports
));
1160 op
->viewport_count
= viewport_count
;
1162 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1165 static void wined3d_cs_exec_set_scissor_rects(struct wined3d_cs
*cs
, const void *data
)
1167 const struct wined3d_cs_set_scissor_rects
*op
= data
;
1170 memcpy(cs
->state
.scissor_rects
, op
->rects
, op
->rect_count
* sizeof(*op
->rects
));
1172 SetRectEmpty(cs
->state
.scissor_rects
);
1173 cs
->state
.scissor_rect_count
= op
->rect_count
;
1174 device_invalidate_state(cs
->c
.device
, STATE_SCISSORRECT
);
1177 void wined3d_device_context_emit_set_scissor_rects(struct wined3d_device_context
*context
,
1178 unsigned int rect_count
, const RECT
*rects
)
1180 struct wined3d_cs_set_scissor_rects
*op
;
1182 op
= wined3d_device_context_require_space(context
, FIELD_OFFSET(struct wined3d_cs_set_scissor_rects
, rects
[rect_count
]),
1183 WINED3D_CS_QUEUE_DEFAULT
);
1184 op
->opcode
= WINED3D_CS_OP_SET_SCISSOR_RECTS
;
1185 memcpy(op
->rects
, rects
, rect_count
* sizeof(*rects
));
1186 op
->rect_count
= rect_count
;
1188 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1191 static void wined3d_cs_exec_set_rendertarget_view(struct wined3d_cs
*cs
, const void *data
)
1193 const struct wined3d_cs_set_rendertarget_view
*op
= data
;
1194 bool prev_alpha_swizzle
, curr_alpha_swizzle
;
1195 struct wined3d_rendertarget_view
*prev
;
1196 bool prev_srgb_write
, curr_srgb_write
;
1197 struct wined3d_device
*device
;
1199 device
= cs
->c
.device
;
1200 prev
= cs
->state
.fb
.render_targets
[op
->view_idx
];
1201 cs
->state
.fb
.render_targets
[op
->view_idx
] = op
->view
;
1202 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
1204 prev_alpha_swizzle
= prev
&& prev
->format
->id
== WINED3DFMT_A8_UNORM
;
1205 curr_alpha_swizzle
= op
->view
&& op
->view
->format
->id
== WINED3DFMT_A8_UNORM
;
1206 if (prev_alpha_swizzle
!= curr_alpha_swizzle
)
1207 device_invalidate_state(device
, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
));
1209 if (!(device
->adapter
->d3d_info
.wined3d_creation_flags
& WINED3D_SRGB_READ_WRITE_CONTROL
)
1210 || cs
->state
.render_states
[WINED3D_RS_SRGBWRITEENABLE
])
1212 prev_srgb_write
= prev
&& prev
->format_flags
& WINED3DFMT_FLAG_SRGB_WRITE
;
1213 curr_srgb_write
= op
->view
&& op
->view
->format_flags
& WINED3DFMT_FLAG_SRGB_WRITE
;
1214 if (prev_srgb_write
!= curr_srgb_write
)
1215 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
));
1219 void wined3d_device_context_emit_set_rendertarget_view(struct wined3d_device_context
*context
, unsigned int view_idx
,
1220 struct wined3d_rendertarget_view
*view
)
1222 struct wined3d_cs_set_rendertarget_view
*op
;
1224 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1225 op
->opcode
= WINED3D_CS_OP_SET_RENDERTARGET_VIEW
;
1226 op
->view_idx
= view_idx
;
1229 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1232 static void wined3d_cs_exec_set_depth_stencil_view(struct wined3d_cs
*cs
, const void *data
)
1234 const struct wined3d_cs_set_depth_stencil_view
*op
= data
;
1235 struct wined3d_device
*device
= cs
->c
.device
;
1236 struct wined3d_rendertarget_view
*prev
;
1238 if ((prev
= cs
->state
.fb
.depth_stencil
) && prev
->resource
->type
!= WINED3D_RTYPE_BUFFER
)
1240 struct wined3d_texture
*prev_texture
= texture_from_resource(prev
->resource
);
1242 if (device
->swapchains
[0]->state
.desc
.flags
& WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL
1243 || prev_texture
->flags
& WINED3D_TEXTURE_DISCARD
)
1244 wined3d_texture_validate_location(prev_texture
,
1245 prev
->sub_resource_idx
, WINED3D_LOCATION_DISCARDED
);
1248 cs
->state
.fb
.depth_stencil
= op
->view
;
1250 if (!prev
!= !op
->view
)
1252 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
1253 device_invalidate_state(device
, STATE_DEPTH_STENCIL
);
1254 device_invalidate_state(device
, STATE_STENCIL_REF
);
1255 device_invalidate_state(device
, STATE_RASTERIZER
);
1259 if (prev
->format
->depth_bias_scale
!= op
->view
->format
->depth_bias_scale
)
1260 device_invalidate_state(device
, STATE_RASTERIZER
);
1261 if (prev
->format
->stencil_size
!= op
->view
->format
->stencil_size
)
1262 device_invalidate_state(device
, STATE_STENCIL_REF
);
1265 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
1268 void wined3d_device_context_emit_set_depth_stencil_view(struct wined3d_device_context
*context
,
1269 struct wined3d_rendertarget_view
*view
)
1271 struct wined3d_cs_set_depth_stencil_view
*op
;
1273 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1274 op
->opcode
= WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW
;
1277 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1280 static void wined3d_cs_exec_set_vertex_declaration(struct wined3d_cs
*cs
, const void *data
)
1282 const struct wined3d_cs_set_vertex_declaration
*op
= data
;
1284 cs
->state
.vertex_declaration
= op
->declaration
;
1285 device_invalidate_state(cs
->c
.device
, STATE_VDECL
);
1288 void wined3d_device_context_emit_set_vertex_declaration(struct wined3d_device_context
*context
,
1289 struct wined3d_vertex_declaration
*declaration
)
1291 struct wined3d_cs_set_vertex_declaration
*op
;
1293 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1294 op
->opcode
= WINED3D_CS_OP_SET_VERTEX_DECLARATION
;
1295 op
->declaration
= declaration
;
1297 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1300 static void wined3d_cs_exec_set_stream_source(struct wined3d_cs
*cs
, const void *data
)
1302 const struct wined3d_cs_set_stream_source
*op
= data
;
1303 struct wined3d_stream_state
*stream
;
1304 struct wined3d_buffer
*prev
;
1306 stream
= &cs
->state
.streams
[op
->stream_idx
];
1307 prev
= stream
->buffer
;
1308 stream
->buffer
= op
->buffer
;
1309 stream
->offset
= op
->offset
;
1310 stream
->stride
= op
->stride
;
1313 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1315 InterlockedDecrement(&prev
->resource
.bind_count
);
1317 device_invalidate_state(cs
->c
.device
, STATE_STREAMSRC
);
1320 void wined3d_device_context_emit_set_stream_source(struct wined3d_device_context
*context
, unsigned int stream_idx
,
1321 struct wined3d_buffer
*buffer
, unsigned int offset
, unsigned int stride
)
1323 struct wined3d_cs_set_stream_source
*op
;
1325 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1326 op
->opcode
= WINED3D_CS_OP_SET_STREAM_SOURCE
;
1327 op
->stream_idx
= stream_idx
;
1328 op
->buffer
= buffer
;
1329 op
->offset
= offset
;
1330 op
->stride
= stride
;
1332 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1335 static void wined3d_cs_exec_set_stream_source_freq(struct wined3d_cs
*cs
, const void *data
)
1337 const struct wined3d_cs_set_stream_source_freq
*op
= data
;
1338 struct wined3d_stream_state
*stream
;
1340 stream
= &cs
->state
.streams
[op
->stream_idx
];
1341 stream
->frequency
= op
->frequency
;
1342 stream
->flags
= op
->flags
;
1344 device_invalidate_state(cs
->c
.device
, STATE_STREAMSRC
);
1347 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs
*cs
, UINT stream_idx
, UINT frequency
, UINT flags
)
1349 struct wined3d_cs_set_stream_source_freq
*op
;
1351 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1352 op
->opcode
= WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ
;
1353 op
->stream_idx
= stream_idx
;
1354 op
->frequency
= frequency
;
1357 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
1360 static void wined3d_cs_exec_set_stream_output(struct wined3d_cs
*cs
, const void *data
)
1362 const struct wined3d_cs_set_stream_output
*op
= data
;
1363 struct wined3d_stream_output
*stream
;
1364 struct wined3d_buffer
*prev
;
1366 stream
= &cs
->state
.stream_output
[op
->stream_idx
];
1367 prev
= stream
->buffer
;
1368 stream
->buffer
= op
->buffer
;
1369 stream
->offset
= op
->offset
;
1372 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1374 InterlockedDecrement(&prev
->resource
.bind_count
);
1376 device_invalidate_state(cs
->c
.device
, STATE_STREAM_OUTPUT
);
1379 void wined3d_device_context_emit_set_stream_output(struct wined3d_device_context
*context
, unsigned int stream_idx
,
1380 struct wined3d_buffer
*buffer
, unsigned int offset
)
1382 struct wined3d_cs_set_stream_output
*op
;
1384 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1385 op
->opcode
= WINED3D_CS_OP_SET_STREAM_OUTPUT
;
1386 op
->stream_idx
= stream_idx
;
1387 op
->buffer
= buffer
;
1388 op
->offset
= offset
;
1390 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1393 static void wined3d_cs_exec_set_index_buffer(struct wined3d_cs
*cs
, const void *data
)
1395 const struct wined3d_cs_set_index_buffer
*op
= data
;
1396 struct wined3d_buffer
*prev
;
1398 prev
= cs
->state
.index_buffer
;
1399 cs
->state
.index_buffer
= op
->buffer
;
1400 cs
->state
.index_format
= op
->format_id
;
1401 cs
->state
.index_offset
= op
->offset
;
1404 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1406 InterlockedDecrement(&prev
->resource
.bind_count
);
1408 device_invalidate_state(cs
->c
.device
, STATE_INDEXBUFFER
);
1411 void wined3d_device_context_emit_set_index_buffer(struct wined3d_device_context
*context
, struct wined3d_buffer
*buffer
,
1412 enum wined3d_format_id format_id
, unsigned int offset
)
1414 struct wined3d_cs_set_index_buffer
*op
;
1416 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1417 op
->opcode
= WINED3D_CS_OP_SET_INDEX_BUFFER
;
1418 op
->buffer
= buffer
;
1419 op
->format_id
= format_id
;
1420 op
->offset
= offset
;
1422 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1425 static void wined3d_cs_exec_set_constant_buffer(struct wined3d_cs
*cs
, const void *data
)
1427 const struct wined3d_cs_set_constant_buffer
*op
= data
;
1428 struct wined3d_buffer
*prev
;
1430 prev
= cs
->state
.cb
[op
->type
][op
->cb_idx
];
1431 cs
->state
.cb
[op
->type
][op
->cb_idx
] = op
->buffer
;
1434 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1436 InterlockedDecrement(&prev
->resource
.bind_count
);
1438 device_invalidate_state(cs
->c
.device
, STATE_CONSTANT_BUFFER(op
->type
));
1441 void wined3d_device_context_emit_set_constant_buffer(struct wined3d_device_context
*context
,
1442 enum wined3d_shader_type type
, UINT cb_idx
, struct wined3d_buffer
*buffer
)
1444 struct wined3d_cs_set_constant_buffer
*op
;
1446 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1447 op
->opcode
= WINED3D_CS_OP_SET_CONSTANT_BUFFER
;
1449 op
->cb_idx
= cb_idx
;
1450 op
->buffer
= buffer
;
1452 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1455 static void wined3d_cs_exec_set_texture(struct wined3d_cs
*cs
, const void *data
)
1457 const struct wined3d_d3d_info
*d3d_info
= &cs
->c
.device
->adapter
->d3d_info
;
1458 const struct wined3d_cs_set_texture
*op
= data
;
1459 struct wined3d_texture
*prev
;
1460 BOOL old_use_color_key
= FALSE
, new_use_color_key
= FALSE
;
1462 prev
= cs
->state
.textures
[op
->stage
];
1463 cs
->state
.textures
[op
->stage
] = op
->texture
;
1467 const struct wined3d_format
*new_format
= op
->texture
->resource
.format
;
1468 const struct wined3d_format
*old_format
= prev
? prev
->resource
.format
: NULL
;
1469 unsigned int old_fmt_flags
= prev
? prev
->resource
.format_flags
: 0;
1470 unsigned int new_fmt_flags
= op
->texture
->resource
.format_flags
;
1472 if (InterlockedIncrement(&op
->texture
->resource
.bind_count
) == 1)
1473 op
->texture
->sampler
= op
->stage
;
1475 if (!prev
|| wined3d_texture_gl(op
->texture
)->target
!= wined3d_texture_gl(prev
)->target
1476 || (!is_same_fixup(new_format
->color_fixup
, old_format
->color_fixup
)
1477 && !(can_use_texture_swizzle(d3d_info
, new_format
) && can_use_texture_swizzle(d3d_info
, old_format
)))
1478 || (new_fmt_flags
& WINED3DFMT_FLAG_SHADOW
) != (old_fmt_flags
& WINED3DFMT_FLAG_SHADOW
))
1479 device_invalidate_state(cs
->c
.device
, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
));
1481 if (!prev
&& op
->stage
< d3d_info
->limits
.ffp_blend_stages
)
1483 /* The source arguments for color and alpha ops have different
1484 * meanings when a NULL texture is bound, so the COLOR_OP and
1485 * ALPHA_OP have to be dirtified. */
1486 device_invalidate_state(cs
->c
.device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_COLOR_OP
));
1487 device_invalidate_state(cs
->c
.device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_ALPHA_OP
));
1490 if (!op
->stage
&& op
->texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1491 new_use_color_key
= TRUE
;
1496 if (InterlockedDecrement(&prev
->resource
.bind_count
) && prev
->sampler
== op
->stage
)
1500 /* Search for other stages the texture is bound to. Shouldn't
1501 * happen if applications bind textures to a single stage only. */
1502 TRACE("Searching for other stages the texture is bound to.\n");
1503 for (i
= 0; i
< WINED3D_MAX_COMBINED_SAMPLERS
; ++i
)
1505 if (cs
->state
.textures
[i
] == prev
)
1507 TRACE("Texture is also bound to stage %u.\n", i
);
1514 if (!op
->texture
&& op
->stage
< d3d_info
->limits
.ffp_blend_stages
)
1516 device_invalidate_state(cs
->c
.device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_COLOR_OP
));
1517 device_invalidate_state(cs
->c
.device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_ALPHA_OP
));
1520 if (!op
->stage
&& prev
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1521 old_use_color_key
= TRUE
;
1524 device_invalidate_state(cs
->c
.device
, STATE_SAMPLER(op
->stage
));
1526 if (new_use_color_key
!= old_use_color_key
)
1527 device_invalidate_state(cs
->c
.device
, STATE_RENDER(WINED3D_RS_COLORKEYENABLE
));
1529 if (new_use_color_key
)
1530 device_invalidate_state(cs
->c
.device
, STATE_COLOR_KEY
);
1533 void wined3d_cs_emit_set_texture(struct wined3d_cs
*cs
, UINT stage
, struct wined3d_texture
*texture
)
1535 struct wined3d_cs_set_texture
*op
;
1537 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1538 op
->opcode
= WINED3D_CS_OP_SET_TEXTURE
;
1540 op
->texture
= texture
;
1542 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
1545 static void wined3d_cs_exec_set_shader_resource_view(struct wined3d_cs
*cs
, const void *data
)
1547 const struct wined3d_cs_set_shader_resource_view
*op
= data
;
1548 struct wined3d_shader_resource_view
*prev
;
1550 prev
= cs
->state
.shader_resource_view
[op
->type
][op
->view_idx
];
1551 cs
->state
.shader_resource_view
[op
->type
][op
->view_idx
] = op
->view
;
1554 InterlockedIncrement(&op
->view
->resource
->bind_count
);
1556 InterlockedDecrement(&prev
->resource
->bind_count
);
1558 if (op
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
1559 device_invalidate_state(cs
->c
.device
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1561 device_invalidate_state(cs
->c
.device
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1564 void wined3d_device_context_emit_set_shader_resource_view(struct wined3d_device_context
*context
,
1565 enum wined3d_shader_type type
, unsigned int view_idx
, struct wined3d_shader_resource_view
*view
)
1567 struct wined3d_cs_set_shader_resource_view
*op
;
1569 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1570 op
->opcode
= WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW
;
1572 op
->view_idx
= view_idx
;
1575 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1578 static void wined3d_cs_exec_set_unordered_access_view(struct wined3d_cs
*cs
, const void *data
)
1580 const struct wined3d_cs_set_unordered_access_view
*op
= data
;
1581 struct wined3d_unordered_access_view
*prev
;
1583 prev
= cs
->state
.unordered_access_view
[op
->pipeline
][op
->view_idx
];
1584 cs
->state
.unordered_access_view
[op
->pipeline
][op
->view_idx
] = op
->view
;
1587 InterlockedIncrement(&op
->view
->resource
->bind_count
);
1589 InterlockedDecrement(&prev
->resource
->bind_count
);
1591 if (op
->view
&& op
->initial_count
!= ~0u)
1592 wined3d_unordered_access_view_set_counter(op
->view
, op
->initial_count
);
1594 device_invalidate_state(cs
->c
.device
, STATE_UNORDERED_ACCESS_VIEW_BINDING(op
->pipeline
));
1597 void wined3d_device_context_emit_set_unordered_access_view(struct wined3d_device_context
*context
,
1598 enum wined3d_pipeline pipeline
, unsigned int view_idx
, struct wined3d_unordered_access_view
*view
,
1599 unsigned int initial_count
)
1601 struct wined3d_cs_set_unordered_access_view
*op
;
1603 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1604 op
->opcode
= WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW
;
1605 op
->pipeline
= pipeline
;
1606 op
->view_idx
= view_idx
;
1608 op
->initial_count
= initial_count
;
1610 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1613 static void wined3d_cs_exec_set_sampler(struct wined3d_cs
*cs
, const void *data
)
1615 const struct wined3d_cs_set_sampler
*op
= data
;
1617 cs
->state
.sampler
[op
->type
][op
->sampler_idx
] = op
->sampler
;
1618 if (op
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
1619 device_invalidate_state(cs
->c
.device
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1621 device_invalidate_state(cs
->c
.device
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1624 void wined3d_device_context_emit_set_sampler(struct wined3d_device_context
*context
, enum wined3d_shader_type type
,
1625 unsigned int sampler_idx
, struct wined3d_sampler
*sampler
)
1627 struct wined3d_cs_set_sampler
*op
;
1629 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1630 op
->opcode
= WINED3D_CS_OP_SET_SAMPLER
;
1632 op
->sampler_idx
= sampler_idx
;
1633 op
->sampler
= sampler
;
1635 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1638 static void wined3d_cs_exec_set_shader(struct wined3d_cs
*cs
, const void *data
)
1640 const struct wined3d_cs_set_shader
*op
= data
;
1642 cs
->state
.shader
[op
->type
] = op
->shader
;
1643 device_invalidate_state(cs
->c
.device
, STATE_SHADER(op
->type
));
1644 if (op
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
1645 device_invalidate_state(cs
->c
.device
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1647 device_invalidate_state(cs
->c
.device
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1650 void wined3d_device_context_emit_set_shader(struct wined3d_device_context
*context
,
1651 enum wined3d_shader_type type
, struct wined3d_shader
*shader
)
1653 struct wined3d_cs_set_shader
*op
;
1655 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1656 op
->opcode
= WINED3D_CS_OP_SET_SHADER
;
1658 op
->shader
= shader
;
1660 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1663 static void wined3d_cs_exec_set_blend_state(struct wined3d_cs
*cs
, const void *data
)
1665 const struct wined3d_cs_set_blend_state
*op
= data
;
1666 struct wined3d_state
*state
= &cs
->state
;
1668 if (state
->blend_state
!= op
->state
)
1670 state
->blend_state
= op
->state
;
1671 device_invalidate_state(cs
->c
.device
, STATE_BLEND
);
1673 state
->blend_factor
= op
->factor
;
1674 device_invalidate_state(cs
->c
.device
, STATE_BLEND_FACTOR
);
1675 state
->sample_mask
= op
->sample_mask
;
1676 device_invalidate_state(cs
->c
.device
, STATE_SAMPLE_MASK
);
1679 void wined3d_device_context_emit_set_blend_state(struct wined3d_device_context
*context
,
1680 struct wined3d_blend_state
*state
, const struct wined3d_color
*blend_factor
, unsigned int sample_mask
)
1682 struct wined3d_cs_set_blend_state
*op
;
1684 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1685 op
->opcode
= WINED3D_CS_OP_SET_BLEND_STATE
;
1687 op
->factor
= *blend_factor
;
1688 op
->sample_mask
= sample_mask
;
1690 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1693 static void wined3d_cs_exec_set_depth_stencil_state(struct wined3d_cs
*cs
, const void *data
)
1695 const struct wined3d_cs_set_depth_stencil_state
*op
= data
;
1696 struct wined3d_state
*state
= &cs
->state
;
1698 if (state
->depth_stencil_state
!= op
->state
)
1700 state
->depth_stencil_state
= op
->state
;
1701 device_invalidate_state(cs
->c
.device
, STATE_DEPTH_STENCIL
);
1703 state
->stencil_ref
= op
->stencil_ref
;
1704 device_invalidate_state(cs
->c
.device
, STATE_STENCIL_REF
);
1707 void wined3d_device_context_emit_set_depth_stencil_state(struct wined3d_device_context
*context
,
1708 struct wined3d_depth_stencil_state
*state
, unsigned int stencil_ref
)
1710 struct wined3d_cs_set_depth_stencil_state
*op
;
1712 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1713 op
->opcode
= WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE
;
1715 op
->stencil_ref
= stencil_ref
;
1717 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1720 static void wined3d_cs_exec_set_rasterizer_state(struct wined3d_cs
*cs
, const void *data
)
1722 const struct wined3d_cs_set_rasterizer_state
*op
= data
;
1724 cs
->state
.rasterizer_state
= op
->state
;
1725 device_invalidate_state(cs
->c
.device
, STATE_RASTERIZER
);
1728 void wined3d_device_context_emit_set_rasterizer_state(struct wined3d_device_context
*context
,
1729 struct wined3d_rasterizer_state
*rasterizer_state
)
1731 struct wined3d_cs_set_rasterizer_state
*op
;
1733 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1734 op
->opcode
= WINED3D_CS_OP_SET_RASTERIZER_STATE
;
1735 op
->state
= rasterizer_state
;
1737 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1740 static void wined3d_cs_exec_set_render_state(struct wined3d_cs
*cs
, const void *data
)
1742 const struct wined3d_cs_set_render_state
*op
= data
;
1744 cs
->state
.render_states
[op
->state
] = op
->value
;
1745 device_invalidate_state(cs
->c
.device
, STATE_RENDER(op
->state
));
1748 void wined3d_cs_emit_set_render_state(struct wined3d_cs
*cs
, enum wined3d_render_state state
, DWORD value
)
1750 struct wined3d_cs_set_render_state
*op
;
1752 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1753 op
->opcode
= WINED3D_CS_OP_SET_RENDER_STATE
;
1757 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
1760 static void wined3d_cs_exec_set_texture_state(struct wined3d_cs
*cs
, const void *data
)
1762 const struct wined3d_cs_set_texture_state
*op
= data
;
1764 cs
->state
.texture_states
[op
->stage
][op
->state
] = op
->value
;
1765 device_invalidate_state(cs
->c
.device
, STATE_TEXTURESTAGE(op
->stage
, op
->state
));
1768 void wined3d_cs_emit_set_texture_state(struct wined3d_cs
*cs
, UINT stage
,
1769 enum wined3d_texture_stage_state state
, DWORD value
)
1771 struct wined3d_cs_set_texture_state
*op
;
1773 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1774 op
->opcode
= WINED3D_CS_OP_SET_TEXTURE_STATE
;
1779 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
1782 static void wined3d_cs_exec_set_sampler_state(struct wined3d_cs
*cs
, const void *data
)
1784 const struct wined3d_cs_set_sampler_state
*op
= data
;
1786 cs
->state
.sampler_states
[op
->sampler_idx
][op
->state
] = op
->value
;
1787 device_invalidate_state(cs
->c
.device
, STATE_SAMPLER(op
->sampler_idx
));
1790 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs
*cs
, UINT sampler_idx
,
1791 enum wined3d_sampler_state state
, DWORD value
)
1793 struct wined3d_cs_set_sampler_state
*op
;
1795 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1796 op
->opcode
= WINED3D_CS_OP_SET_SAMPLER_STATE
;
1797 op
->sampler_idx
= sampler_idx
;
1801 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
1804 static void wined3d_cs_exec_set_transform(struct wined3d_cs
*cs
, const void *data
)
1806 const struct wined3d_cs_set_transform
*op
= data
;
1808 cs
->state
.transforms
[op
->state
] = op
->matrix
;
1809 if (op
->state
< WINED3D_TS_WORLD_MATRIX(cs
->c
.device
->adapter
->d3d_info
.limits
.ffp_vertex_blend_matrices
))
1810 device_invalidate_state(cs
->c
.device
, STATE_TRANSFORM(op
->state
));
1813 void wined3d_cs_emit_set_transform(struct wined3d_cs
*cs
, enum wined3d_transform_state state
,
1814 const struct wined3d_matrix
*matrix
)
1816 struct wined3d_cs_set_transform
*op
;
1818 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1819 op
->opcode
= WINED3D_CS_OP_SET_TRANSFORM
;
1821 op
->matrix
= *matrix
;
1823 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
1826 static void wined3d_cs_exec_set_clip_plane(struct wined3d_cs
*cs
, const void *data
)
1828 const struct wined3d_cs_set_clip_plane
*op
= data
;
1830 cs
->state
.clip_planes
[op
->plane_idx
] = op
->plane
;
1831 device_invalidate_state(cs
->c
.device
, STATE_CLIPPLANE(op
->plane_idx
));
1834 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs
*cs
, UINT plane_idx
, const struct wined3d_vec4
*plane
)
1836 struct wined3d_cs_set_clip_plane
*op
;
1838 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1839 op
->opcode
= WINED3D_CS_OP_SET_CLIP_PLANE
;
1840 op
->plane_idx
= plane_idx
;
1843 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
1846 static void wined3d_cs_exec_set_color_key(struct wined3d_cs
*cs
, const void *data
)
1848 const struct wined3d_cs_set_color_key
*op
= data
;
1849 struct wined3d_texture
*texture
= op
->texture
;
1855 case WINED3D_CKEY_DST_BLT
:
1856 texture
->async
.dst_blt_color_key
= op
->color_key
;
1857 texture
->async
.color_key_flags
|= WINED3D_CKEY_DST_BLT
;
1860 case WINED3D_CKEY_DST_OVERLAY
:
1861 texture
->async
.dst_overlay_color_key
= op
->color_key
;
1862 texture
->async
.color_key_flags
|= WINED3D_CKEY_DST_OVERLAY
;
1865 case WINED3D_CKEY_SRC_BLT
:
1866 if (texture
== cs
->state
.textures
[0])
1868 device_invalidate_state(cs
->c
.device
, STATE_COLOR_KEY
);
1869 if (!(texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
))
1870 device_invalidate_state(cs
->c
.device
, STATE_RENDER(WINED3D_RS_COLORKEYENABLE
));
1873 texture
->async
.src_blt_color_key
= op
->color_key
;
1874 texture
->async
.color_key_flags
|= WINED3D_CKEY_SRC_BLT
;
1877 case WINED3D_CKEY_SRC_OVERLAY
:
1878 texture
->async
.src_overlay_color_key
= op
->color_key
;
1879 texture
->async
.color_key_flags
|= WINED3D_CKEY_SRC_OVERLAY
;
1887 case WINED3D_CKEY_DST_BLT
:
1888 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_DST_BLT
;
1891 case WINED3D_CKEY_DST_OVERLAY
:
1892 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_DST_OVERLAY
;
1895 case WINED3D_CKEY_SRC_BLT
:
1896 if (texture
== cs
->state
.textures
[0] && texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1897 device_invalidate_state(cs
->c
.device
, STATE_RENDER(WINED3D_RS_COLORKEYENABLE
));
1899 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_SRC_BLT
;
1902 case WINED3D_CKEY_SRC_OVERLAY
:
1903 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_SRC_OVERLAY
;
1909 void wined3d_cs_emit_set_color_key(struct wined3d_cs
*cs
, struct wined3d_texture
*texture
,
1910 WORD flags
, const struct wined3d_color_key
*color_key
)
1912 struct wined3d_cs_set_color_key
*op
;
1914 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1915 op
->opcode
= WINED3D_CS_OP_SET_COLOR_KEY
;
1916 op
->texture
= texture
;
1920 op
->color_key
= *color_key
;
1926 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
1929 static void wined3d_cs_exec_set_material(struct wined3d_cs
*cs
, const void *data
)
1931 const struct wined3d_cs_set_material
*op
= data
;
1933 cs
->state
.material
= op
->material
;
1934 device_invalidate_state(cs
->c
.device
, STATE_MATERIAL
);
1937 void wined3d_cs_emit_set_material(struct wined3d_cs
*cs
, const struct wined3d_material
*material
)
1939 struct wined3d_cs_set_material
*op
;
1941 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1942 op
->opcode
= WINED3D_CS_OP_SET_MATERIAL
;
1943 op
->material
= *material
;
1945 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
1948 static void wined3d_cs_exec_set_light(struct wined3d_cs
*cs
, const void *data
)
1950 const struct wined3d_cs_set_light
*op
= data
;
1951 struct wined3d_light_info
*light_info
;
1952 unsigned int light_idx
, hash_idx
;
1954 light_idx
= op
->light
.OriginalIndex
;
1956 if (!(light_info
= wined3d_light_state_get_light(&cs
->state
.light_state
, light_idx
)))
1958 TRACE("Adding new light.\n");
1959 if (!(light_info
= heap_alloc_zero(sizeof(*light_info
))))
1961 ERR("Failed to allocate light info.\n");
1965 hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1966 list_add_head(&cs
->state
.light_state
.light_map
[hash_idx
], &light_info
->entry
);
1967 light_info
->glIndex
= -1;
1968 light_info
->OriginalIndex
= light_idx
;
1971 if (light_info
->glIndex
!= -1)
1973 if (light_info
->OriginalParms
.type
!= op
->light
.OriginalParms
.type
)
1974 device_invalidate_state(cs
->c
.device
, STATE_LIGHT_TYPE
);
1975 device_invalidate_state(cs
->c
.device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
1978 light_info
->OriginalParms
= op
->light
.OriginalParms
;
1979 light_info
->position
= op
->light
.position
;
1980 light_info
->direction
= op
->light
.direction
;
1981 light_info
->exponent
= op
->light
.exponent
;
1982 light_info
->cutoff
= op
->light
.cutoff
;
1985 void wined3d_cs_emit_set_light(struct wined3d_cs
*cs
, const struct wined3d_light_info
*light
)
1987 struct wined3d_cs_set_light
*op
;
1989 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1990 op
->opcode
= WINED3D_CS_OP_SET_LIGHT
;
1993 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
1996 static void wined3d_cs_exec_set_light_enable(struct wined3d_cs
*cs
, const void *data
)
1998 const struct wined3d_cs_set_light_enable
*op
= data
;
1999 struct wined3d_device
*device
= cs
->c
.device
;
2000 struct wined3d_light_info
*light_info
;
2003 if (!(light_info
= wined3d_light_state_get_light(&cs
->state
.light_state
, op
->idx
)))
2005 ERR("Light doesn't exist.\n");
2009 prev_idx
= light_info
->glIndex
;
2010 wined3d_light_state_enable_light(&cs
->state
.light_state
, &device
->adapter
->d3d_info
, light_info
, op
->enable
);
2011 if (light_info
->glIndex
!= prev_idx
)
2013 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
2014 device_invalidate_state(device
, STATE_ACTIVELIGHT(op
->enable
? light_info
->glIndex
: prev_idx
));
2018 void wined3d_cs_emit_set_light_enable(struct wined3d_cs
*cs
, unsigned int idx
, BOOL enable
)
2020 struct wined3d_cs_set_light_enable
*op
;
2022 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2023 op
->opcode
= WINED3D_CS_OP_SET_LIGHT_ENABLE
;
2025 op
->enable
= enable
;
2027 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2030 static void wined3d_cs_exec_set_feature_level(struct wined3d_cs
*cs
, const void *data
)
2032 const struct wined3d_cs_set_feature_level
*op
= data
;
2034 cs
->state
.feature_level
= op
->level
;
2037 void wined3d_cs_emit_set_feature_level(struct wined3d_cs
*cs
, enum wined3d_feature_level level
)
2039 struct wined3d_cs_set_feature_level
*op
;
2041 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2042 op
->opcode
= WINED3D_CS_OP_SET_FEATURE_LEVEL
;
2045 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2054 wined3d_cs_push_constant_info
[] =
2056 /* WINED3D_PUSH_CONSTANTS_VS_F */
2057 {FIELD_OFFSET(struct wined3d_state
, vs_consts_f
), sizeof(struct wined3d_vec4
), WINED3D_SHADER_CONST_VS_F
},
2058 /* WINED3D_PUSH_CONSTANTS_PS_F */
2059 {FIELD_OFFSET(struct wined3d_state
, ps_consts_f
), sizeof(struct wined3d_vec4
), WINED3D_SHADER_CONST_PS_F
},
2060 /* WINED3D_PUSH_CONSTANTS_VS_I */
2061 {FIELD_OFFSET(struct wined3d_state
, vs_consts_i
), sizeof(struct wined3d_ivec4
), WINED3D_SHADER_CONST_VS_I
},
2062 /* WINED3D_PUSH_CONSTANTS_PS_I */
2063 {FIELD_OFFSET(struct wined3d_state
, ps_consts_i
), sizeof(struct wined3d_ivec4
), WINED3D_SHADER_CONST_PS_I
},
2064 /* WINED3D_PUSH_CONSTANTS_VS_B */
2065 {FIELD_OFFSET(struct wined3d_state
, vs_consts_b
), sizeof(BOOL
), WINED3D_SHADER_CONST_VS_B
},
2066 /* WINED3D_PUSH_CONSTANTS_PS_B */
2067 {FIELD_OFFSET(struct wined3d_state
, ps_consts_b
), sizeof(BOOL
), WINED3D_SHADER_CONST_PS_B
},
2070 static struct wined3d_cs
*wined3d_cs_from_context(struct wined3d_device_context
*context
)
2072 return CONTAINING_RECORD(context
, struct wined3d_cs
, c
);
2075 static void wined3d_cs_st_push_constants(struct wined3d_device_context
*context
, enum wined3d_push_constants p
,
2076 unsigned int start_idx
, unsigned int count
, const void *constants
)
2078 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
2079 struct wined3d_device
*device
= cs
->c
.device
;
2080 unsigned int context_count
;
2084 if (p
== WINED3D_PUSH_CONSTANTS_VS_F
)
2085 device
->shader_backend
->shader_update_float_vertex_constants(device
, start_idx
, count
);
2086 else if (p
== WINED3D_PUSH_CONSTANTS_PS_F
)
2087 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_idx
, count
);
2089 offset
= wined3d_cs_push_constant_info
[p
].offset
+ start_idx
* wined3d_cs_push_constant_info
[p
].size
;
2090 memcpy((BYTE
*)&cs
->state
+ offset
, constants
, count
* wined3d_cs_push_constant_info
[p
].size
);
2091 for (i
= 0, context_count
= device
->context_count
; i
< context_count
; ++i
)
2093 device
->contexts
[i
]->constant_update_mask
|= wined3d_cs_push_constant_info
[p
].mask
;
2097 static void wined3d_cs_exec_push_constants(struct wined3d_cs
*cs
, const void *data
)
2099 const struct wined3d_cs_push_constants
*op
= data
;
2101 wined3d_cs_st_push_constants(&cs
->c
, op
->type
, op
->start_idx
, op
->count
, op
->constants
);
2104 static void wined3d_cs_mt_push_constants(struct wined3d_device_context
*context
, enum wined3d_push_constants p
,
2105 unsigned int start_idx
, unsigned int count
, const void *constants
)
2107 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
2108 struct wined3d_cs_push_constants
*op
;
2111 size
= count
* wined3d_cs_push_constant_info
[p
].size
;
2112 op
= wined3d_device_context_require_space(&cs
->c
, FIELD_OFFSET(struct wined3d_cs_push_constants
, constants
[size
]),
2113 WINED3D_CS_QUEUE_DEFAULT
);
2114 op
->opcode
= WINED3D_CS_OP_PUSH_CONSTANTS
;
2116 op
->start_idx
= start_idx
;
2118 memcpy(op
->constants
, constants
, size
);
2120 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2123 static void wined3d_cs_exec_reset_state(struct wined3d_cs
*cs
, const void *data
)
2125 state_cleanup(&cs
->state
);
2126 wined3d_state_reset(&cs
->state
, &cs
->c
.device
->adapter
->d3d_info
);
2129 void wined3d_cs_emit_reset_state(struct wined3d_cs
*cs
)
2131 struct wined3d_cs_reset_state
*op
;
2133 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2134 op
->opcode
= WINED3D_CS_OP_RESET_STATE
;
2136 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2139 static void wined3d_cs_exec_callback(struct wined3d_cs
*cs
, const void *data
)
2141 const struct wined3d_cs_callback
*op
= data
;
2143 op
->callback(op
->object
);
2146 static void wined3d_cs_emit_callback(struct wined3d_cs
*cs
, void (*callback
)(void *object
), void *object
)
2148 struct wined3d_cs_callback
*op
;
2150 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2151 op
->opcode
= WINED3D_CS_OP_CALLBACK
;
2152 op
->callback
= callback
;
2153 op
->object
= object
;
2155 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2158 void wined3d_cs_destroy_object(struct wined3d_cs
*cs
, void (*callback
)(void *object
), void *object
)
2160 wined3d_cs_emit_callback(cs
, callback
, object
);
2163 void wined3d_cs_init_object(struct wined3d_cs
*cs
, void (*callback
)(void *object
), void *object
)
2165 wined3d_cs_emit_callback(cs
, callback
, object
);
2168 static void wined3d_cs_exec_query_issue(struct wined3d_cs
*cs
, const void *data
)
2170 const struct wined3d_cs_query_issue
*op
= data
;
2171 struct wined3d_query
*query
= op
->query
;
2174 poll
= query
->query_ops
->query_issue(query
, op
->flags
);
2179 if (poll
&& list_empty(&query
->poll_list_entry
))
2181 if (query
->buffer_object
)
2182 InterlockedIncrement(&query
->counter_retrieved
);
2184 list_add_tail(&cs
->query_poll_list
, &query
->poll_list_entry
);
2188 /* This can happen if occlusion queries are restarted. This discards the
2189 * old result, since polling it could result in a GL error. */
2190 if ((op
->flags
& WINED3DISSUE_BEGIN
) && !poll
&& !list_empty(&query
->poll_list_entry
))
2192 list_remove(&query
->poll_list_entry
);
2193 list_init(&query
->poll_list_entry
);
2194 InterlockedIncrement(&query
->counter_retrieved
);
2198 /* This can happen when an occlusion query is ended without being started,
2199 * in which case we don't want to poll, but still have to counter-balance
2200 * the increment of the main counter.
2202 * This can also happen if an event query is re-issued before the first
2203 * fence was reached. In this case the query is already in the list and
2204 * the poll function will check the new fence. We have to counter-balance
2205 * the discarded increment. */
2206 if (op
->flags
& WINED3DISSUE_END
)
2207 InterlockedIncrement(&query
->counter_retrieved
);
2210 void wined3d_cs_emit_query_issue(struct wined3d_cs
*cs
, struct wined3d_query
*query
, DWORD flags
)
2212 struct wined3d_cs_query_issue
*op
;
2214 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2215 op
->opcode
= WINED3D_CS_OP_QUERY_ISSUE
;
2219 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2220 cs
->queries_flushed
= FALSE
;
2223 static void wined3d_cs_exec_preload_resource(struct wined3d_cs
*cs
, const void *data
)
2225 const struct wined3d_cs_preload_resource
*op
= data
;
2226 struct wined3d_resource
*resource
= op
->resource
;
2228 resource
->resource_ops
->resource_preload(resource
);
2229 wined3d_resource_release(resource
);
2232 void wined3d_cs_emit_preload_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
)
2234 struct wined3d_cs_preload_resource
*op
;
2236 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2237 op
->opcode
= WINED3D_CS_OP_PRELOAD_RESOURCE
;
2238 op
->resource
= resource
;
2240 wined3d_resource_acquire(resource
);
2242 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2245 static void wined3d_cs_exec_unload_resource(struct wined3d_cs
*cs
, const void *data
)
2247 const struct wined3d_cs_unload_resource
*op
= data
;
2248 struct wined3d_resource
*resource
= op
->resource
;
2250 resource
->resource_ops
->resource_unload(resource
);
2251 wined3d_resource_release(resource
);
2254 void wined3d_cs_emit_unload_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
)
2256 struct wined3d_cs_unload_resource
*op
;
2258 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2259 op
->opcode
= WINED3D_CS_OP_UNLOAD_RESOURCE
;
2260 op
->resource
= resource
;
2262 wined3d_resource_acquire(resource
);
2264 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2267 static void wined3d_cs_exec_map(struct wined3d_cs
*cs
, const void *data
)
2269 const struct wined3d_cs_map
*op
= data
;
2270 struct wined3d_resource
*resource
= op
->resource
;
2272 *op
->hr
= resource
->resource_ops
->resource_sub_resource_map(resource
,
2273 op
->sub_resource_idx
, op
->map_desc
, op
->box
, op
->flags
);
2276 HRESULT
wined3d_cs_map(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
, unsigned int sub_resource_idx
,
2277 struct wined3d_map_desc
*map_desc
, const struct wined3d_box
*box
, unsigned int flags
)
2279 struct wined3d_cs_map
*op
;
2282 /* Mapping resources from the worker thread isn't an issue by itself, but
2283 * increasing the map count would be visible to applications. */
2284 wined3d_not_from_cs(cs
);
2286 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_MAP
);
2287 op
->opcode
= WINED3D_CS_OP_MAP
;
2288 op
->resource
= resource
;
2289 op
->sub_resource_idx
= sub_resource_idx
;
2290 op
->map_desc
= map_desc
;
2295 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_MAP
);
2296 wined3d_cs_finish(cs
, WINED3D_CS_QUEUE_MAP
);
2301 static void wined3d_cs_exec_unmap(struct wined3d_cs
*cs
, const void *data
)
2303 const struct wined3d_cs_unmap
*op
= data
;
2304 struct wined3d_resource
*resource
= op
->resource
;
2306 *op
->hr
= resource
->resource_ops
->resource_sub_resource_unmap(resource
, op
->sub_resource_idx
);
2309 HRESULT
wined3d_cs_unmap(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
, unsigned int sub_resource_idx
)
2311 struct wined3d_cs_unmap
*op
;
2314 wined3d_not_from_cs(cs
);
2316 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_MAP
);
2317 op
->opcode
= WINED3D_CS_OP_UNMAP
;
2318 op
->resource
= resource
;
2319 op
->sub_resource_idx
= sub_resource_idx
;
2322 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_MAP
);
2323 wined3d_cs_finish(cs
, WINED3D_CS_QUEUE_MAP
);
2328 static void wined3d_cs_exec_blt_sub_resource(struct wined3d_cs
*cs
, const void *data
)
2330 const struct wined3d_cs_blt_sub_resource
*op
= data
;
2332 if (op
->dst_resource
->type
== WINED3D_RTYPE_BUFFER
)
2334 wined3d_buffer_copy(buffer_from_resource(op
->dst_resource
), op
->dst_box
.left
,
2335 buffer_from_resource(op
->src_resource
), op
->src_box
.left
,
2336 op
->src_box
.right
- op
->src_box
.left
);
2338 else if (op
->dst_resource
->type
== WINED3D_RTYPE_TEXTURE_3D
)
2340 struct wined3d_texture
*src_texture
, *dst_texture
;
2341 unsigned int level
, update_w
, update_h
, update_d
;
2342 unsigned int row_pitch
, slice_pitch
;
2343 struct wined3d_context
*context
;
2344 struct wined3d_bo_address addr
;
2346 if (op
->flags
& ~WINED3D_BLT_RAW
)
2348 FIXME("Flags %#x not implemented for %s resources.\n",
2349 op
->flags
, debug_d3dresourcetype(op
->dst_resource
->type
));
2353 if (!(op
->flags
& WINED3D_BLT_RAW
) && op
->src_resource
->format
!= op
->dst_resource
->format
)
2355 FIXME("Format conversion not implemented for %s resources.\n",
2356 debug_d3dresourcetype(op
->dst_resource
->type
));
2360 update_w
= op
->dst_box
.right
- op
->dst_box
.left
;
2361 update_h
= op
->dst_box
.bottom
- op
->dst_box
.top
;
2362 update_d
= op
->dst_box
.back
- op
->dst_box
.front
;
2363 if (op
->src_box
.right
- op
->src_box
.left
!= update_w
2364 || op
->src_box
.bottom
- op
->src_box
.top
!= update_h
2365 || op
->src_box
.back
- op
->src_box
.front
!= update_d
)
2367 FIXME("Stretching not implemented for %s resources.\n",
2368 debug_d3dresourcetype(op
->dst_resource
->type
));
2372 dst_texture
= texture_from_resource(op
->dst_resource
);
2373 src_texture
= texture_from_resource(op
->src_resource
);
2375 context
= context_acquire(cs
->c
.device
, NULL
, 0);
2377 if (!wined3d_texture_load_location(src_texture
, op
->src_sub_resource_idx
,
2378 context
, src_texture
->resource
.map_binding
))
2380 ERR("Failed to load source sub-resource into %s.\n",
2381 wined3d_debug_location(src_texture
->resource
.map_binding
));
2382 context_release(context
);
2386 level
= op
->dst_sub_resource_idx
% dst_texture
->level_count
;
2387 if (update_w
== wined3d_texture_get_level_width(dst_texture
, level
)
2388 && update_h
== wined3d_texture_get_level_height(dst_texture
, level
)
2389 && update_d
== wined3d_texture_get_level_depth(dst_texture
, level
))
2391 wined3d_texture_prepare_location(dst_texture
, op
->dst_sub_resource_idx
,
2392 context
, WINED3D_LOCATION_TEXTURE_RGB
);
2394 else if (!wined3d_texture_load_location(dst_texture
, op
->dst_sub_resource_idx
,
2395 context
, WINED3D_LOCATION_TEXTURE_RGB
))
2397 ERR("Failed to load destination sub-resource.\n");
2398 context_release(context
);
2402 wined3d_texture_get_memory(src_texture
, op
->src_sub_resource_idx
, &addr
, src_texture
->resource
.map_binding
);
2403 wined3d_texture_get_pitch(src_texture
, op
->src_sub_resource_idx
% src_texture
->level_count
,
2404 &row_pitch
, &slice_pitch
);
2406 dst_texture
->texture_ops
->texture_upload_data(context
, wined3d_const_bo_address(&addr
),
2407 dst_texture
->resource
.format
, &op
->src_box
, row_pitch
, slice_pitch
, dst_texture
,
2408 op
->dst_sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
,
2409 op
->dst_box
.left
, op
->dst_box
.top
, op
->dst_box
.front
);
2410 wined3d_texture_validate_location(dst_texture
, op
->dst_sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
);
2411 wined3d_texture_invalidate_location(dst_texture
, op
->dst_sub_resource_idx
, ~WINED3D_LOCATION_TEXTURE_RGB
);
2413 context_release(context
);
2417 if (FAILED(texture2d_blt(texture_from_resource(op
->dst_resource
), op
->dst_sub_resource_idx
,
2418 &op
->dst_box
, texture_from_resource(op
->src_resource
), op
->src_sub_resource_idx
,
2419 &op
->src_box
, op
->flags
, &op
->fx
, op
->filter
)))
2420 FIXME("Blit failed.\n");
2424 if (op
->src_resource
)
2425 wined3d_resource_release(op
->src_resource
);
2426 wined3d_resource_release(op
->dst_resource
);
2429 void wined3d_cs_emit_blt_sub_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*dst_resource
,
2430 unsigned int dst_sub_resource_idx
, const struct wined3d_box
*dst_box
, struct wined3d_resource
*src_resource
,
2431 unsigned int src_sub_resource_idx
, const struct wined3d_box
*src_box
, DWORD flags
,
2432 const struct wined3d_blt_fx
*fx
, enum wined3d_texture_filter_type filter
)
2434 struct wined3d_cs_blt_sub_resource
*op
;
2436 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2437 op
->opcode
= WINED3D_CS_OP_BLT_SUB_RESOURCE
;
2438 op
->dst_resource
= dst_resource
;
2439 op
->dst_sub_resource_idx
= dst_sub_resource_idx
;
2440 op
->dst_box
= *dst_box
;
2441 op
->src_resource
= src_resource
;
2442 op
->src_sub_resource_idx
= src_sub_resource_idx
;
2443 op
->src_box
= *src_box
;
2448 memset(&op
->fx
, 0, sizeof(op
->fx
));
2449 op
->filter
= filter
;
2451 wined3d_resource_acquire(dst_resource
);
2453 wined3d_resource_acquire(src_resource
);
2455 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2456 if (flags
& WINED3D_BLT_SYNCHRONOUS
)
2457 wined3d_cs_finish(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2460 static void wined3d_cs_exec_update_sub_resource(struct wined3d_cs
*cs
, const void *data
)
2462 const struct wined3d_cs_update_sub_resource
*op
= data
;
2463 struct wined3d_resource
*resource
= op
->resource
;
2464 const struct wined3d_box
*box
= &op
->box
;
2465 unsigned int width
, height
, depth
, level
;
2466 struct wined3d_const_bo_address addr
;
2467 struct wined3d_context
*context
;
2468 struct wined3d_texture
*texture
;
2469 struct wined3d_box src_box
;
2471 context
= context_acquire(cs
->c
.device
, NULL
, 0);
2473 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
2475 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
2477 if (!wined3d_buffer_load_location(buffer
, context
, WINED3D_LOCATION_BUFFER
))
2479 ERR("Failed to load buffer location.\n");
2483 wined3d_buffer_upload_data(buffer
, context
, box
, op
->data
.data
);
2484 wined3d_buffer_invalidate_location(buffer
, ~WINED3D_LOCATION_BUFFER
);
2488 texture
= wined3d_texture_from_resource(resource
);
2490 level
= op
->sub_resource_idx
% texture
->level_count
;
2491 width
= wined3d_texture_get_level_width(texture
, level
);
2492 height
= wined3d_texture_get_level_height(texture
, level
);
2493 depth
= wined3d_texture_get_level_depth(texture
, level
);
2495 addr
.buffer_object
= 0;
2496 addr
.addr
= op
->data
.data
;
2498 /* Only load the sub-resource for partial updates. */
2499 if (!box
->left
&& !box
->top
&& !box
->front
2500 && box
->right
== width
&& box
->bottom
== height
&& box
->back
== depth
)
2501 wined3d_texture_prepare_location(texture
, op
->sub_resource_idx
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
2503 wined3d_texture_load_location(texture
, op
->sub_resource_idx
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
2505 wined3d_box_set(&src_box
, 0, 0, box
->right
- box
->left
, box
->bottom
- box
->top
, 0, box
->back
- box
->front
);
2506 texture
->texture_ops
->texture_upload_data(context
, &addr
, texture
->resource
.format
, &src_box
,
2507 op
->data
.row_pitch
, op
->data
.slice_pitch
, texture
, op
->sub_resource_idx
,
2508 WINED3D_LOCATION_TEXTURE_RGB
, box
->left
, box
->top
, box
->front
);
2510 wined3d_texture_validate_location(texture
, op
->sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
);
2511 wined3d_texture_invalidate_location(texture
, op
->sub_resource_idx
, ~WINED3D_LOCATION_TEXTURE_RGB
);
2514 context_release(context
);
2516 wined3d_resource_release(resource
);
2519 void wined3d_cs_emit_update_sub_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
,
2520 unsigned int sub_resource_idx
, const struct wined3d_box
*box
, const void *data
, unsigned int row_pitch
,
2521 unsigned int slice_pitch
)
2523 struct wined3d_cs_update_sub_resource
*op
;
2525 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_MAP
);
2526 op
->opcode
= WINED3D_CS_OP_UPDATE_SUB_RESOURCE
;
2527 op
->resource
= resource
;
2528 op
->sub_resource_idx
= sub_resource_idx
;
2530 op
->data
.row_pitch
= row_pitch
;
2531 op
->data
.slice_pitch
= slice_pitch
;
2532 op
->data
.data
= data
;
2534 wined3d_resource_acquire(resource
);
2536 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_MAP
);
2537 /* The data pointer may go away, so we need to wait until it is read.
2538 * Copying the data may be faster if it's small. */
2539 wined3d_cs_finish(cs
, WINED3D_CS_QUEUE_MAP
);
2542 static void wined3d_cs_exec_add_dirty_texture_region(struct wined3d_cs
*cs
, const void *data
)
2544 const struct wined3d_cs_add_dirty_texture_region
*op
= data
;
2545 struct wined3d_texture
*texture
= op
->texture
;
2546 unsigned int sub_resource_idx
, i
;
2547 struct wined3d_context
*context
;
2549 context
= context_acquire(cs
->c
.device
, NULL
, 0);
2550 sub_resource_idx
= op
->layer
* texture
->level_count
;
2551 for (i
= 0; i
< texture
->level_count
; ++i
, ++sub_resource_idx
)
2553 if (wined3d_texture_load_location(texture
, sub_resource_idx
, context
, texture
->resource
.map_binding
))
2554 wined3d_texture_invalidate_location(texture
, sub_resource_idx
, ~texture
->resource
.map_binding
);
2556 ERR("Failed to load location %s.\n", wined3d_debug_location(texture
->resource
.map_binding
));
2558 context_release(context
);
2560 wined3d_resource_release(&texture
->resource
);
2563 void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs
*cs
,
2564 struct wined3d_texture
*texture
, unsigned int layer
)
2566 struct wined3d_cs_add_dirty_texture_region
*op
;
2568 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2569 op
->opcode
= WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION
;
2570 op
->texture
= texture
;
2573 wined3d_resource_acquire(&texture
->resource
);
2575 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2578 static void wined3d_cs_exec_clear_unordered_access_view(struct wined3d_cs
*cs
, const void *data
)
2580 const struct wined3d_cs_clear_unordered_access_view
*op
= data
;
2581 struct wined3d_unordered_access_view
*view
= op
->view
;
2582 struct wined3d_context
*context
;
2584 context
= context_acquire(cs
->c
.device
, NULL
, 0);
2585 cs
->c
.device
->adapter
->adapter_ops
->adapter_clear_uav(context
, view
, &op
->clear_value
);
2586 context_release(context
);
2588 wined3d_resource_release(view
->resource
);
2591 void wined3d_cs_emit_clear_unordered_access_view_uint(struct wined3d_cs
*cs
,
2592 struct wined3d_unordered_access_view
*view
, const struct wined3d_uvec4
*clear_value
)
2594 struct wined3d_cs_clear_unordered_access_view
*op
;
2596 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2597 op
->opcode
= WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW
;
2599 op
->clear_value
= *clear_value
;
2601 wined3d_resource_acquire(view
->resource
);
2603 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2606 static void wined3d_cs_exec_copy_uav_counter(struct wined3d_cs
*cs
, const void *data
)
2608 const struct wined3d_cs_copy_uav_counter
*op
= data
;
2609 struct wined3d_unordered_access_view
*view
= op
->view
;
2610 struct wined3d_context
*context
;
2612 context
= context_acquire(cs
->c
.device
, NULL
, 0);
2613 wined3d_unordered_access_view_copy_counter(view
, op
->buffer
, op
->offset
, context
);
2614 context_release(context
);
2616 wined3d_resource_release(&op
->buffer
->resource
);
2619 void wined3d_cs_emit_copy_uav_counter(struct wined3d_cs
*cs
, struct wined3d_buffer
*dst_buffer
,
2620 unsigned int offset
, struct wined3d_unordered_access_view
*uav
)
2622 struct wined3d_cs_copy_uav_counter
*op
;
2624 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2625 op
->opcode
= WINED3D_CS_OP_COPY_UAV_COUNTER
;
2626 op
->buffer
= dst_buffer
;
2627 op
->offset
= offset
;
2630 wined3d_resource_acquire(&dst_buffer
->resource
);
2632 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2635 static void wined3d_cs_exec_generate_mipmaps(struct wined3d_cs
*cs
, const void *data
)
2637 const struct wined3d_cs_generate_mipmaps
*op
= data
;
2638 struct wined3d_shader_resource_view
*view
= op
->view
;
2639 struct wined3d_context
*context
;
2641 context
= context_acquire(cs
->c
.device
, NULL
, 0);
2642 cs
->c
.device
->adapter
->adapter_ops
->adapter_generate_mipmap(context
, view
);
2643 context_release(context
);
2645 wined3d_resource_release(view
->resource
);
2648 void wined3d_cs_emit_generate_mipmaps(struct wined3d_cs
*cs
, struct wined3d_shader_resource_view
*view
)
2650 struct wined3d_cs_generate_mipmaps
*op
;
2652 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2653 op
->opcode
= WINED3D_CS_OP_GENERATE_MIPMAPS
;
2656 wined3d_resource_acquire(view
->resource
);
2658 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2661 static void wined3d_cs_emit_stop(struct wined3d_cs
*cs
)
2663 struct wined3d_cs_stop
*op
;
2665 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2666 op
->opcode
= WINED3D_CS_OP_STOP
;
2668 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2669 wined3d_cs_finish(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2672 static void (* const wined3d_cs_op_handlers
[])(struct wined3d_cs
*cs
, const void *data
) =
2674 /* WINED3D_CS_OP_NOP */ wined3d_cs_exec_nop
,
2675 /* WINED3D_CS_OP_PRESENT */ wined3d_cs_exec_present
,
2676 /* WINED3D_CS_OP_CLEAR */ wined3d_cs_exec_clear
,
2677 /* WINED3D_CS_OP_DISPATCH */ wined3d_cs_exec_dispatch
,
2678 /* WINED3D_CS_OP_DRAW */ wined3d_cs_exec_draw
,
2679 /* WINED3D_CS_OP_FLUSH */ wined3d_cs_exec_flush
,
2680 /* WINED3D_CS_OP_SET_PREDICATION */ wined3d_cs_exec_set_predication
,
2681 /* WINED3D_CS_OP_SET_VIEWPORTS */ wined3d_cs_exec_set_viewports
,
2682 /* WINED3D_CS_OP_SET_SCISSOR_RECTS */ wined3d_cs_exec_set_scissor_rects
,
2683 /* WINED3D_CS_OP_SET_RENDERTARGET_VIEW */ wined3d_cs_exec_set_rendertarget_view
,
2684 /* WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW */ wined3d_cs_exec_set_depth_stencil_view
,
2685 /* WINED3D_CS_OP_SET_VERTEX_DECLARATION */ wined3d_cs_exec_set_vertex_declaration
,
2686 /* WINED3D_CS_OP_SET_STREAM_SOURCE */ wined3d_cs_exec_set_stream_source
,
2687 /* WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ */ wined3d_cs_exec_set_stream_source_freq
,
2688 /* WINED3D_CS_OP_SET_STREAM_OUTPUT */ wined3d_cs_exec_set_stream_output
,
2689 /* WINED3D_CS_OP_SET_INDEX_BUFFER */ wined3d_cs_exec_set_index_buffer
,
2690 /* WINED3D_CS_OP_SET_CONSTANT_BUFFER */ wined3d_cs_exec_set_constant_buffer
,
2691 /* WINED3D_CS_OP_SET_TEXTURE */ wined3d_cs_exec_set_texture
,
2692 /* WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW */ wined3d_cs_exec_set_shader_resource_view
,
2693 /* WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW */ wined3d_cs_exec_set_unordered_access_view
,
2694 /* WINED3D_CS_OP_SET_SAMPLER */ wined3d_cs_exec_set_sampler
,
2695 /* WINED3D_CS_OP_SET_SHADER */ wined3d_cs_exec_set_shader
,
2696 /* WINED3D_CS_OP_SET_BLEND_STATE */ wined3d_cs_exec_set_blend_state
,
2697 /* WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE */ wined3d_cs_exec_set_depth_stencil_state
,
2698 /* WINED3D_CS_OP_SET_RASTERIZER_STATE */ wined3d_cs_exec_set_rasterizer_state
,
2699 /* WINED3D_CS_OP_SET_RENDER_STATE */ wined3d_cs_exec_set_render_state
,
2700 /* WINED3D_CS_OP_SET_TEXTURE_STATE */ wined3d_cs_exec_set_texture_state
,
2701 /* WINED3D_CS_OP_SET_SAMPLER_STATE */ wined3d_cs_exec_set_sampler_state
,
2702 /* WINED3D_CS_OP_SET_TRANSFORM */ wined3d_cs_exec_set_transform
,
2703 /* WINED3D_CS_OP_SET_CLIP_PLANE */ wined3d_cs_exec_set_clip_plane
,
2704 /* WINED3D_CS_OP_SET_COLOR_KEY */ wined3d_cs_exec_set_color_key
,
2705 /* WINED3D_CS_OP_SET_MATERIAL */ wined3d_cs_exec_set_material
,
2706 /* WINED3D_CS_OP_SET_LIGHT */ wined3d_cs_exec_set_light
,
2707 /* WINED3D_CS_OP_SET_LIGHT_ENABLE */ wined3d_cs_exec_set_light_enable
,
2708 /* WINED3D_CS_OP_SET_FEATURE_LEVEL */ wined3d_cs_exec_set_feature_level
,
2709 /* WINED3D_CS_OP_PUSH_CONSTANTS */ wined3d_cs_exec_push_constants
,
2710 /* WINED3D_CS_OP_RESET_STATE */ wined3d_cs_exec_reset_state
,
2711 /* WINED3D_CS_OP_CALLBACK */ wined3d_cs_exec_callback
,
2712 /* WINED3D_CS_OP_QUERY_ISSUE */ wined3d_cs_exec_query_issue
,
2713 /* WINED3D_CS_OP_PRELOAD_RESOURCE */ wined3d_cs_exec_preload_resource
,
2714 /* WINED3D_CS_OP_UNLOAD_RESOURCE */ wined3d_cs_exec_unload_resource
,
2715 /* WINED3D_CS_OP_MAP */ wined3d_cs_exec_map
,
2716 /* WINED3D_CS_OP_UNMAP */ wined3d_cs_exec_unmap
,
2717 /* WINED3D_CS_OP_BLT_SUB_RESOURCE */ wined3d_cs_exec_blt_sub_resource
,
2718 /* WINED3D_CS_OP_UPDATE_SUB_RESOURCE */ wined3d_cs_exec_update_sub_resource
,
2719 /* WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION */ wined3d_cs_exec_add_dirty_texture_region
,
2720 /* WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW */ wined3d_cs_exec_clear_unordered_access_view
,
2721 /* WINED3D_CS_OP_COPY_UAV_COUNTER */ wined3d_cs_exec_copy_uav_counter
,
2722 /* WINED3D_CS_OP_GENERATE_MIPMAPS */ wined3d_cs_exec_generate_mipmaps
,
2725 static void *wined3d_cs_st_require_space(struct wined3d_device_context
*context
,
2726 size_t size
, enum wined3d_cs_queue_id queue_id
)
2728 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
2730 if (size
> (cs
->data_size
- cs
->end
))
2735 new_size
= max(size
, cs
->data_size
* 2);
2737 new_data
= heap_realloc(cs
->data
, new_size
);
2739 new_data
= heap_alloc(new_size
);
2743 cs
->data_size
= new_size
;
2744 cs
->start
= cs
->end
= 0;
2745 cs
->data
= new_data
;
2750 return (BYTE
*)cs
->data
+ cs
->start
;
2753 static void wined3d_cs_st_submit(struct wined3d_device_context
*context
, enum wined3d_cs_queue_id queue_id
)
2755 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
2756 enum wined3d_cs_op opcode
;
2762 cs
->start
= cs
->end
;
2764 opcode
= *(const enum wined3d_cs_op
*)&data
[start
];
2765 if (opcode
>= WINED3D_CS_OP_STOP
)
2766 ERR("Invalid opcode %#x.\n", opcode
);
2768 wined3d_cs_op_handlers
[opcode
](cs
, &data
[start
]);
2770 if (cs
->data
== data
)
2771 cs
->start
= cs
->end
= start
;
2776 static void wined3d_cs_st_finish(struct wined3d_device_context
*context
, enum wined3d_cs_queue_id queue_id
)
2780 static const struct wined3d_device_context_ops wined3d_cs_st_ops
=
2782 wined3d_cs_st_require_space
,
2783 wined3d_cs_st_submit
,
2784 wined3d_cs_st_finish
,
2785 wined3d_cs_st_push_constants
,
2788 static BOOL
wined3d_cs_queue_is_empty(const struct wined3d_cs
*cs
, const struct wined3d_cs_queue
*queue
)
2790 wined3d_from_cs(cs
);
2791 return *(volatile LONG
*)&queue
->head
== queue
->tail
;
2794 static void wined3d_cs_queue_submit(struct wined3d_cs_queue
*queue
, struct wined3d_cs
*cs
)
2796 struct wined3d_cs_packet
*packet
;
2799 packet
= (struct wined3d_cs_packet
*)&queue
->data
[queue
->head
];
2800 packet_size
= FIELD_OFFSET(struct wined3d_cs_packet
, data
[packet
->size
]);
2801 InterlockedExchange(&queue
->head
, (queue
->head
+ packet_size
) & (WINED3D_CS_QUEUE_SIZE
- 1));
2803 if (InterlockedCompareExchange(&cs
->waiting_for_event
, FALSE
, TRUE
))
2804 SetEvent(cs
->event
);
2807 static void wined3d_cs_mt_submit(struct wined3d_device_context
*context
, enum wined3d_cs_queue_id queue_id
)
2809 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
2811 if (cs
->thread_id
== GetCurrentThreadId())
2812 return wined3d_cs_st_submit(context
, queue_id
);
2814 wined3d_cs_queue_submit(&cs
->queue
[queue_id
], cs
);
2817 static void *wined3d_cs_queue_require_space(struct wined3d_cs_queue
*queue
, size_t size
, struct wined3d_cs
*cs
)
2819 size_t queue_size
= ARRAY_SIZE(queue
->data
);
2820 size_t header_size
, packet_size
, remaining
;
2821 struct wined3d_cs_packet
*packet
;
2823 header_size
= FIELD_OFFSET(struct wined3d_cs_packet
, data
[0]);
2824 packet_size
= FIELD_OFFSET(struct wined3d_cs_packet
, data
[size
]);
2825 packet_size
= (packet_size
+ header_size
- 1) & ~(header_size
- 1);
2826 size
= packet_size
- header_size
;
2827 if (packet_size
>= WINED3D_CS_QUEUE_SIZE
)
2829 ERR("Packet size %lu >= queue size %u.\n",
2830 (unsigned long)packet_size
, WINED3D_CS_QUEUE_SIZE
);
2834 remaining
= queue_size
- queue
->head
;
2835 if (remaining
< packet_size
)
2837 size_t nop_size
= remaining
- header_size
;
2838 struct wined3d_cs_nop
*nop
;
2840 TRACE("Inserting a nop for %lu + %lu bytes.\n",
2841 (unsigned long)header_size
, (unsigned long)nop_size
);
2843 nop
= wined3d_cs_queue_require_space(queue
, nop_size
, cs
);
2845 nop
->opcode
= WINED3D_CS_OP_NOP
;
2847 wined3d_cs_queue_submit(queue
, cs
);
2848 assert(!queue
->head
);
2853 LONG tail
= *(volatile LONG
*)&queue
->tail
;
2854 LONG head
= queue
->head
;
2860 new_pos
= (head
+ packet_size
) & (WINED3D_CS_QUEUE_SIZE
- 1);
2861 /* Head ahead of tail. We checked the remaining size above, so we only
2862 * need to make sure we don't make head equal to tail. */
2863 if (head
> tail
&& (new_pos
!= tail
))
2865 /* Tail ahead of head. Make sure the new head is before the tail as
2866 * well. Note that new_pos is 0 when it's at the end of the queue. */
2867 if (new_pos
< tail
&& new_pos
)
2870 TRACE("Waiting for free space. Head %u, tail %u, packet size %lu.\n",
2871 head
, tail
, (unsigned long)packet_size
);
2874 packet
= (struct wined3d_cs_packet
*)&queue
->data
[queue
->head
];
2875 packet
->size
= size
;
2876 return packet
->data
;
2879 static void *wined3d_cs_mt_require_space(struct wined3d_device_context
*context
,
2880 size_t size
, enum wined3d_cs_queue_id queue_id
)
2882 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
2884 if (cs
->thread_id
== GetCurrentThreadId())
2885 return wined3d_cs_st_require_space(context
, size
, queue_id
);
2887 return wined3d_cs_queue_require_space(&cs
->queue
[queue_id
], size
, cs
);
2890 static void wined3d_cs_mt_finish(struct wined3d_device_context
*context
, enum wined3d_cs_queue_id queue_id
)
2892 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
2894 if (cs
->thread_id
== GetCurrentThreadId())
2895 return wined3d_cs_st_finish(context
, queue_id
);
2897 while (cs
->queue
[queue_id
].head
!= *(volatile LONG
*)&cs
->queue
[queue_id
].tail
)
2901 static const struct wined3d_device_context_ops wined3d_cs_mt_ops
=
2903 wined3d_cs_mt_require_space
,
2904 wined3d_cs_mt_submit
,
2905 wined3d_cs_mt_finish
,
2906 wined3d_cs_mt_push_constants
,
2909 static void poll_queries(struct wined3d_cs
*cs
)
2911 struct wined3d_query
*query
, *cursor
;
2913 LIST_FOR_EACH_ENTRY_SAFE(query
, cursor
, &cs
->query_poll_list
, struct wined3d_query
, poll_list_entry
)
2915 if (!query
->query_ops
->query_poll(query
, 0))
2918 list_remove(&query
->poll_list_entry
);
2919 list_init(&query
->poll_list_entry
);
2920 InterlockedIncrement(&query
->counter_retrieved
);
2924 static void wined3d_cs_wait_event(struct wined3d_cs
*cs
)
2926 InterlockedExchange(&cs
->waiting_for_event
, TRUE
);
2928 /* The main thread might have enqueued a command and blocked on it after
2929 * the CS thread decided to enter wined3d_cs_wait_event(), but before
2930 * "waiting_for_event" was set.
2932 * Likewise, we can race with the main thread when resetting
2933 * "waiting_for_event", in which case we would need to call
2934 * WaitForSingleObject() because the main thread called SetEvent(). */
2935 if (!(wined3d_cs_queue_is_empty(cs
, &cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
])
2936 && wined3d_cs_queue_is_empty(cs
, &cs
->queue
[WINED3D_CS_QUEUE_MAP
]))
2937 && InterlockedCompareExchange(&cs
->waiting_for_event
, FALSE
, TRUE
))
2940 WaitForSingleObject(cs
->event
, INFINITE
);
2943 static void wined3d_cs_command_lock(const struct wined3d_cs
*cs
)
2945 if (cs
->serialize_commands
)
2946 EnterCriticalSection(&wined3d_command_cs
);
2949 static void wined3d_cs_command_unlock(const struct wined3d_cs
*cs
)
2951 if (cs
->serialize_commands
)
2952 LeaveCriticalSection(&wined3d_command_cs
);
2955 static DWORD WINAPI
wined3d_cs_run(void *ctx
)
2957 struct wined3d_cs_packet
*packet
;
2958 struct wined3d_cs_queue
*queue
;
2959 unsigned int spin_count
= 0;
2960 struct wined3d_cs
*cs
= ctx
;
2961 enum wined3d_cs_op opcode
;
2962 HMODULE wined3d_module
;
2963 unsigned int poll
= 0;
2966 TRACE("Started.\n");
2968 /* Copy the module handle to a local variable to avoid racing with the
2969 * thread freeing "cs" before the FreeLibraryAndExitThread() call. */
2970 wined3d_module
= cs
->wined3d_module
;
2972 list_init(&cs
->query_poll_list
);
2973 cs
->thread_id
= GetCurrentThreadId();
2976 if (++poll
== WINED3D_CS_QUERY_POLL_INTERVAL
)
2978 wined3d_cs_command_lock(cs
);
2980 wined3d_cs_command_unlock(cs
);
2984 queue
= &cs
->queue
[WINED3D_CS_QUEUE_MAP
];
2985 if (wined3d_cs_queue_is_empty(cs
, queue
))
2987 queue
= &cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
];
2988 if (wined3d_cs_queue_is_empty(cs
, queue
))
2990 if (++spin_count
>= WINED3D_CS_SPIN_COUNT
&& list_empty(&cs
->query_poll_list
))
2991 wined3d_cs_wait_event(cs
);
2998 packet
= (struct wined3d_cs_packet
*)&queue
->data
[tail
];
3001 opcode
= *(const enum wined3d_cs_op
*)packet
->data
;
3003 TRACE("Executing %s.\n", debug_cs_op(opcode
));
3004 if (opcode
>= WINED3D_CS_OP_STOP
)
3006 if (opcode
> WINED3D_CS_OP_STOP
)
3007 ERR("Invalid opcode %#x.\n", opcode
);
3011 wined3d_cs_command_lock(cs
);
3012 wined3d_cs_op_handlers
[opcode
](cs
, packet
->data
);
3013 wined3d_cs_command_unlock(cs
);
3014 TRACE("%s executed.\n", debug_cs_op(opcode
));
3017 tail
+= FIELD_OFFSET(struct wined3d_cs_packet
, data
[packet
->size
]);
3018 tail
&= (WINED3D_CS_QUEUE_SIZE
- 1);
3019 InterlockedExchange(&queue
->tail
, tail
);
3022 cs
->queue
[WINED3D_CS_QUEUE_MAP
].tail
= cs
->queue
[WINED3D_CS_QUEUE_MAP
].head
;
3023 cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
].tail
= cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
].head
;
3024 TRACE("Stopped.\n");
3025 FreeLibraryAndExitThread(wined3d_module
, 0);
3028 struct wined3d_cs
*wined3d_cs_create(struct wined3d_device
*device
,
3029 const enum wined3d_feature_level
*levels
, unsigned int level_count
)
3031 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
3032 struct wined3d_cs
*cs
;
3034 if (!(cs
= heap_alloc_zero(sizeof(*cs
))))
3037 if (FAILED(wined3d_state_create(device
, levels
, level_count
, &cs
->c
.state
)))
3043 cs
->c
.ops
= &wined3d_cs_st_ops
;
3044 cs
->c
.device
= device
;
3045 cs
->serialize_commands
= TRACE_ON(d3d_sync
) || wined3d_settings
.cs_multithreaded
& WINED3D_CSMT_SERIALIZE
;
3047 state_init(&cs
->state
, d3d_info
, WINED3D_STATE_NO_REF
| WINED3D_STATE_INIT_DEFAULT
, cs
->c
.state
->feature_level
);
3049 cs
->data_size
= WINED3D_INITIAL_CS_SIZE
;
3050 if (!(cs
->data
= heap_alloc(cs
->data_size
)))
3053 if (wined3d_settings
.cs_multithreaded
& WINED3D_CSMT_ENABLE
3054 && !RtlIsCriticalSectionLockedByThread(NtCurrentTeb()->Peb
->LoaderLock
))
3056 cs
->c
.ops
= &wined3d_cs_mt_ops
;
3058 if (!(cs
->event
= CreateEventW(NULL
, FALSE
, FALSE
, NULL
)))
3060 ERR("Failed to create command stream event.\n");
3061 heap_free(cs
->data
);
3065 if (!(GetModuleHandleExW(GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS
,
3066 (const WCHAR
*)wined3d_cs_run
, &cs
->wined3d_module
)))
3068 ERR("Failed to get wined3d module handle.\n");
3069 CloseHandle(cs
->event
);
3070 heap_free(cs
->data
);
3074 if (!(cs
->thread
= CreateThread(NULL
, 0, wined3d_cs_run
, cs
, 0, NULL
)))
3076 ERR("Failed to create wined3d command stream thread.\n");
3077 FreeLibrary(cs
->wined3d_module
);
3078 CloseHandle(cs
->event
);
3079 heap_free(cs
->data
);
3087 wined3d_state_destroy(cs
->c
.state
);
3088 state_cleanup(&cs
->state
);
3093 void wined3d_cs_destroy(struct wined3d_cs
*cs
)
3097 wined3d_cs_emit_stop(cs
);
3098 CloseHandle(cs
->thread
);
3099 if (!CloseHandle(cs
->event
))
3100 ERR("Closing event failed.\n");
3103 wined3d_state_destroy(cs
->c
.state
);
3104 state_cleanup(&cs
->state
);
3105 heap_free(cs
->data
);