2 * Copyright 2013 Henri Verbeet for CodeWeavers
4 * This library is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU Lesser General Public
6 * License as published by the Free Software Foundation; either
7 * version 2.1 of the License, or (at your option) any later version.
9 * This library is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * Lesser General Public License for more details.
14 * You should have received a copy of the GNU Lesser General Public
15 * License along with this library; if not, write to the Free Software
16 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
20 #include "wine/port.h"
21 #include "wined3d_private.h"
23 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
25 #define WINED3D_INITIAL_CS_SIZE 4096
30 WINED3D_CS_OP_PRESENT
,
32 WINED3D_CS_OP_DISPATCH
,
35 WINED3D_CS_OP_SET_PREDICATION
,
36 WINED3D_CS_OP_SET_VIEWPORTS
,
37 WINED3D_CS_OP_SET_SCISSOR_RECT
,
38 WINED3D_CS_OP_SET_RENDERTARGET_VIEW
,
39 WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW
,
40 WINED3D_CS_OP_SET_VERTEX_DECLARATION
,
41 WINED3D_CS_OP_SET_STREAM_SOURCE
,
42 WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ
,
43 WINED3D_CS_OP_SET_STREAM_OUTPUT
,
44 WINED3D_CS_OP_SET_INDEX_BUFFER
,
45 WINED3D_CS_OP_SET_CONSTANT_BUFFER
,
46 WINED3D_CS_OP_SET_TEXTURE
,
47 WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW
,
48 WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW
,
49 WINED3D_CS_OP_SET_SAMPLER
,
50 WINED3D_CS_OP_SET_SHADER
,
51 WINED3D_CS_OP_SET_BLEND_STATE
,
52 WINED3D_CS_OP_SET_RASTERIZER_STATE
,
53 WINED3D_CS_OP_SET_RENDER_STATE
,
54 WINED3D_CS_OP_SET_TEXTURE_STATE
,
55 WINED3D_CS_OP_SET_SAMPLER_STATE
,
56 WINED3D_CS_OP_SET_TRANSFORM
,
57 WINED3D_CS_OP_SET_CLIP_PLANE
,
58 WINED3D_CS_OP_SET_COLOR_KEY
,
59 WINED3D_CS_OP_SET_MATERIAL
,
60 WINED3D_CS_OP_SET_LIGHT
,
61 WINED3D_CS_OP_SET_LIGHT_ENABLE
,
62 WINED3D_CS_OP_PUSH_CONSTANTS
,
63 WINED3D_CS_OP_RESET_STATE
,
64 WINED3D_CS_OP_CALLBACK
,
65 WINED3D_CS_OP_QUERY_ISSUE
,
66 WINED3D_CS_OP_PRELOAD_RESOURCE
,
67 WINED3D_CS_OP_UNLOAD_RESOURCE
,
70 WINED3D_CS_OP_BLT_SUB_RESOURCE
,
71 WINED3D_CS_OP_UPDATE_SUB_RESOURCE
,
72 WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION
,
73 WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW
,
74 WINED3D_CS_OP_COPY_UAV_COUNTER
,
75 WINED3D_CS_OP_GENERATE_MIPMAPS
,
79 struct wined3d_cs_packet
87 enum wined3d_cs_op opcode
;
90 struct wined3d_cs_present
92 enum wined3d_cs_op opcode
;
93 HWND dst_window_override
;
94 struct wined3d_swapchain
*swapchain
;
97 unsigned int swap_interval
;
101 struct wined3d_cs_clear
103 enum wined3d_cs_op opcode
;
105 unsigned int rt_count
;
106 struct wined3d_fb_state
*fb
;
108 struct wined3d_color color
;
111 unsigned int rect_count
;
115 struct wined3d_cs_dispatch
117 enum wined3d_cs_op opcode
;
118 struct wined3d_dispatch_parameters parameters
;
121 struct wined3d_cs_draw
123 enum wined3d_cs_op opcode
;
124 GLenum primitive_type
;
125 GLint patch_vertex_count
;
126 struct wined3d_draw_parameters parameters
;
129 struct wined3d_cs_flush
131 enum wined3d_cs_op opcode
;
134 struct wined3d_cs_set_predication
136 enum wined3d_cs_op opcode
;
137 struct wined3d_query
*predicate
;
141 struct wined3d_cs_set_viewports
143 enum wined3d_cs_op opcode
;
144 unsigned int viewport_count
;
145 struct wined3d_viewport viewports
[1];
148 struct wined3d_cs_set_scissor_rect
150 enum wined3d_cs_op opcode
;
154 struct wined3d_cs_set_rendertarget_view
156 enum wined3d_cs_op opcode
;
157 unsigned int view_idx
;
158 struct wined3d_rendertarget_view
*view
;
161 struct wined3d_cs_set_depth_stencil_view
163 enum wined3d_cs_op opcode
;
164 struct wined3d_rendertarget_view
*view
;
167 struct wined3d_cs_set_vertex_declaration
169 enum wined3d_cs_op opcode
;
170 struct wined3d_vertex_declaration
*declaration
;
173 struct wined3d_cs_set_stream_source
175 enum wined3d_cs_op opcode
;
177 struct wined3d_buffer
*buffer
;
182 struct wined3d_cs_set_stream_source_freq
184 enum wined3d_cs_op opcode
;
190 struct wined3d_cs_set_stream_output
192 enum wined3d_cs_op opcode
;
194 struct wined3d_buffer
*buffer
;
198 struct wined3d_cs_set_index_buffer
200 enum wined3d_cs_op opcode
;
201 struct wined3d_buffer
*buffer
;
202 enum wined3d_format_id format_id
;
206 struct wined3d_cs_set_constant_buffer
208 enum wined3d_cs_op opcode
;
209 enum wined3d_shader_type type
;
211 struct wined3d_buffer
*buffer
;
214 struct wined3d_cs_set_texture
216 enum wined3d_cs_op opcode
;
218 struct wined3d_texture
*texture
;
221 struct wined3d_cs_set_color_key
223 enum wined3d_cs_op opcode
;
224 struct wined3d_texture
*texture
;
227 struct wined3d_color_key color_key
;
230 struct wined3d_cs_set_shader_resource_view
232 enum wined3d_cs_op opcode
;
233 enum wined3d_shader_type type
;
235 struct wined3d_shader_resource_view
*view
;
238 struct wined3d_cs_set_unordered_access_view
240 enum wined3d_cs_op opcode
;
241 enum wined3d_pipeline pipeline
;
242 unsigned int view_idx
;
243 struct wined3d_unordered_access_view
*view
;
244 unsigned int initial_count
;
247 struct wined3d_cs_set_sampler
249 enum wined3d_cs_op opcode
;
250 enum wined3d_shader_type type
;
252 struct wined3d_sampler
*sampler
;
255 struct wined3d_cs_set_shader
257 enum wined3d_cs_op opcode
;
258 enum wined3d_shader_type type
;
259 struct wined3d_shader
*shader
;
262 struct wined3d_cs_set_blend_state
264 enum wined3d_cs_op opcode
;
265 struct wined3d_blend_state
*state
;
268 struct wined3d_cs_set_rasterizer_state
270 enum wined3d_cs_op opcode
;
271 struct wined3d_rasterizer_state
*state
;
274 struct wined3d_cs_set_render_state
276 enum wined3d_cs_op opcode
;
277 enum wined3d_render_state state
;
281 struct wined3d_cs_set_texture_state
283 enum wined3d_cs_op opcode
;
285 enum wined3d_texture_stage_state state
;
289 struct wined3d_cs_set_sampler_state
291 enum wined3d_cs_op opcode
;
293 enum wined3d_sampler_state state
;
297 struct wined3d_cs_set_transform
299 enum wined3d_cs_op opcode
;
300 enum wined3d_transform_state state
;
301 struct wined3d_matrix matrix
;
304 struct wined3d_cs_set_clip_plane
306 enum wined3d_cs_op opcode
;
308 struct wined3d_vec4 plane
;
311 struct wined3d_cs_set_material
313 enum wined3d_cs_op opcode
;
314 struct wined3d_material material
;
317 struct wined3d_cs_set_light
319 enum wined3d_cs_op opcode
;
320 struct wined3d_light_info light
;
323 struct wined3d_cs_set_light_enable
325 enum wined3d_cs_op opcode
;
330 struct wined3d_cs_push_constants
332 enum wined3d_cs_op opcode
;
333 enum wined3d_push_constants type
;
334 unsigned int start_idx
;
339 struct wined3d_cs_reset_state
341 enum wined3d_cs_op opcode
;
344 struct wined3d_cs_callback
346 enum wined3d_cs_op opcode
;
347 void (*callback
)(void *object
);
351 struct wined3d_cs_query_issue
353 enum wined3d_cs_op opcode
;
354 struct wined3d_query
*query
;
358 struct wined3d_cs_preload_resource
360 enum wined3d_cs_op opcode
;
361 struct wined3d_resource
*resource
;
364 struct wined3d_cs_unload_resource
366 enum wined3d_cs_op opcode
;
367 struct wined3d_resource
*resource
;
370 struct wined3d_cs_map
372 enum wined3d_cs_op opcode
;
373 struct wined3d_resource
*resource
;
374 unsigned int sub_resource_idx
;
375 struct wined3d_map_desc
*map_desc
;
376 const struct wined3d_box
*box
;
381 struct wined3d_cs_unmap
383 enum wined3d_cs_op opcode
;
384 struct wined3d_resource
*resource
;
385 unsigned int sub_resource_idx
;
389 struct wined3d_cs_blt_sub_resource
391 enum wined3d_cs_op opcode
;
392 struct wined3d_resource
*dst_resource
;
393 unsigned int dst_sub_resource_idx
;
394 struct wined3d_box dst_box
;
395 struct wined3d_resource
*src_resource
;
396 unsigned int src_sub_resource_idx
;
397 struct wined3d_box src_box
;
399 struct wined3d_blt_fx fx
;
400 enum wined3d_texture_filter_type filter
;
403 struct wined3d_cs_update_sub_resource
405 enum wined3d_cs_op opcode
;
406 struct wined3d_resource
*resource
;
407 unsigned int sub_resource_idx
;
408 struct wined3d_box box
;
409 struct wined3d_sub_resource_data data
;
412 struct wined3d_cs_add_dirty_texture_region
414 enum wined3d_cs_op opcode
;
415 struct wined3d_texture
*texture
;
419 struct wined3d_cs_clear_unordered_access_view
421 enum wined3d_cs_op opcode
;
422 struct wined3d_unordered_access_view
*view
;
423 struct wined3d_uvec4 clear_value
;
426 struct wined3d_cs_copy_uav_counter
428 enum wined3d_cs_op opcode
;
429 struct wined3d_buffer
*buffer
;
431 struct wined3d_unordered_access_view
*view
;
434 struct wined3d_cs_generate_mipmaps
436 enum wined3d_cs_op opcode
;
437 struct wined3d_shader_resource_view
*view
;
440 struct wined3d_cs_stop
442 enum wined3d_cs_op opcode
;
445 static void wined3d_cs_exec_nop(struct wined3d_cs
*cs
, const void *data
)
449 static void wined3d_cs_exec_present(struct wined3d_cs
*cs
, const void *data
)
451 const struct wined3d_cs_present
*op
= data
;
452 struct wined3d_swapchain
*swapchain
;
455 swapchain
= op
->swapchain
;
456 wined3d_swapchain_set_window(swapchain
, op
->dst_window_override
);
457 wined3d_swapchain_set_swap_interval(swapchain
, op
->swap_interval
);
459 swapchain
->swapchain_ops
->swapchain_present(swapchain
, &op
->src_rect
, &op
->dst_rect
, op
->flags
);
461 wined3d_resource_release(&swapchain
->front_buffer
->resource
);
462 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
464 wined3d_resource_release(&swapchain
->back_buffers
[i
]->resource
);
467 InterlockedDecrement(&cs
->pending_presents
);
470 void wined3d_cs_emit_present(struct wined3d_cs
*cs
, struct wined3d_swapchain
*swapchain
,
471 const RECT
*src_rect
, const RECT
*dst_rect
, HWND dst_window_override
,
472 unsigned int swap_interval
, DWORD flags
)
474 struct wined3d_cs_present
*op
;
478 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
479 op
->opcode
= WINED3D_CS_OP_PRESENT
;
480 op
->dst_window_override
= dst_window_override
;
481 op
->swapchain
= swapchain
;
482 op
->src_rect
= *src_rect
;
483 op
->dst_rect
= *dst_rect
;
484 op
->swap_interval
= swap_interval
;
487 pending
= InterlockedIncrement(&cs
->pending_presents
);
489 wined3d_resource_acquire(&swapchain
->front_buffer
->resource
);
490 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
492 wined3d_resource_acquire(&swapchain
->back_buffers
[i
]->resource
);
495 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
497 /* Limit input latency by limiting the number of presents that we can get
498 * ahead of the worker thread. We have a constant limit here, but
499 * IDXGIDevice1 allows tuning this. */
503 pending
= InterlockedCompareExchange(&cs
->pending_presents
, 0, 0);
507 static void wined3d_cs_exec_clear(struct wined3d_cs
*cs
, const void *data
)
509 const struct wined3d_cs_clear
*op
= data
;
510 struct wined3d_device
*device
;
514 device
->blitter
->ops
->blitter_clear(device
->blitter
, device
, op
->rt_count
, op
->fb
,
515 op
->rect_count
, op
->rects
, &op
->draw_rect
, op
->flags
, &op
->color
, op
->depth
, op
->stencil
);
517 if (op
->flags
& WINED3DCLEAR_TARGET
)
519 for (i
= 0; i
< op
->rt_count
; ++i
)
521 if (op
->fb
->render_targets
[i
])
522 wined3d_resource_release(op
->fb
->render_targets
[i
]->resource
);
525 if (op
->flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
526 wined3d_resource_release(op
->fb
->depth_stencil
->resource
);
529 void wined3d_cs_emit_clear(struct wined3d_cs
*cs
, DWORD rect_count
, const RECT
*rects
,
530 DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
532 unsigned int rt_count
= cs
->device
->adapter
->gl_info
.limits
.buffers
;
533 const struct wined3d_state
*state
= &cs
->device
->state
;
534 const struct wined3d_viewport
*vp
= &state
->viewports
[0];
535 struct wined3d_rendertarget_view
*view
;
536 struct wined3d_cs_clear
*op
;
540 op
= cs
->ops
->require_space(cs
, FIELD_OFFSET(struct wined3d_cs_clear
, rects
[rect_count
]),
541 WINED3D_CS_QUEUE_DEFAULT
);
542 op
->opcode
= WINED3D_CS_OP_CLEAR
;
544 op
->rt_count
= rt_count
;
546 SetRect(&op
->draw_rect
, vp
->x
, vp
->y
, vp
->x
+ vp
->width
, vp
->y
+ vp
->height
);
547 if (state
->render_states
[WINED3D_RS_SCISSORTESTENABLE
])
548 IntersectRect(&op
->draw_rect
, &op
->draw_rect
, &state
->scissor_rect
);
551 op
->stencil
= stencil
;
552 op
->rect_count
= rect_count
;
553 memcpy(op
->rects
, rects
, sizeof(*rects
) * rect_count
);
555 if (flags
& WINED3DCLEAR_TARGET
)
557 for (i
= 0; i
< rt_count
; ++i
)
559 if ((view
= state
->fb
->render_targets
[i
]))
561 SetRect(&view_rect
, 0, 0, view
->width
, view
->height
);
562 IntersectRect(&op
->draw_rect
, &op
->draw_rect
, &view_rect
);
563 wined3d_resource_acquire(view
->resource
);
567 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
569 view
= state
->fb
->depth_stencil
;
570 SetRect(&view_rect
, 0, 0, view
->width
, view
->height
);
571 IntersectRect(&op
->draw_rect
, &op
->draw_rect
, &view_rect
);
572 wined3d_resource_acquire(view
->resource
);
575 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
578 void wined3d_cs_emit_clear_rendertarget_view(struct wined3d_cs
*cs
, struct wined3d_rendertarget_view
*view
,
579 const RECT
*rect
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
581 struct wined3d_cs_clear
*op
;
584 size
= FIELD_OFFSET(struct wined3d_cs_clear
, rects
[1]) + sizeof(struct wined3d_fb_state
);
585 op
= cs
->ops
->require_space(cs
, size
, WINED3D_CS_QUEUE_DEFAULT
);
586 op
->fb
= (void *)&op
->rects
[1];
588 op
->opcode
= WINED3D_CS_OP_CLEAR
;
590 if (flags
& WINED3DCLEAR_TARGET
)
593 op
->fb
->render_targets
[0] = view
;
594 op
->fb
->depth_stencil
= NULL
;
600 op
->fb
->render_targets
[0] = NULL
;
601 op
->fb
->depth_stencil
= view
;
603 op
->stencil
= stencil
;
605 SetRect(&op
->draw_rect
, 0, 0, view
->width
, view
->height
);
607 op
->rects
[0] = *rect
;
609 wined3d_resource_acquire(view
->resource
);
611 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
614 static void acquire_shader_resources(const struct wined3d_state
*state
, unsigned int shader_mask
)
616 struct wined3d_shader_sampler_map_entry
*entry
;
617 struct wined3d_shader_resource_view
*view
;
618 struct wined3d_shader
*shader
;
621 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
623 if (!(shader_mask
& (1u << i
)))
626 if (!(shader
= state
->shader
[i
]))
629 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
632 wined3d_resource_acquire(&state
->cb
[i
][j
]->resource
);
635 for (j
= 0; j
< shader
->reg_maps
.sampler_map
.count
; ++j
)
637 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
639 if (!(view
= state
->shader_resource_view
[i
][entry
->resource_idx
]))
642 wined3d_resource_acquire(view
->resource
);
647 static void release_shader_resources(const struct wined3d_state
*state
, unsigned int shader_mask
)
649 struct wined3d_shader_sampler_map_entry
*entry
;
650 struct wined3d_shader_resource_view
*view
;
651 struct wined3d_shader
*shader
;
654 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
656 if (!(shader_mask
& (1u << i
)))
659 if (!(shader
= state
->shader
[i
]))
662 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
665 wined3d_resource_release(&state
->cb
[i
][j
]->resource
);
668 for (j
= 0; j
< shader
->reg_maps
.sampler_map
.count
; ++j
)
670 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
672 if (!(view
= state
->shader_resource_view
[i
][entry
->resource_idx
]))
675 wined3d_resource_release(view
->resource
);
680 static void acquire_unordered_access_resources(const struct wined3d_shader
*shader
,
681 struct wined3d_unordered_access_view
* const *views
)
688 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
690 if (!shader
->reg_maps
.uav_resource_info
[i
].type
)
696 wined3d_resource_acquire(views
[i
]->resource
);
700 static void release_unordered_access_resources(const struct wined3d_shader
*shader
,
701 struct wined3d_unordered_access_view
* const *views
)
708 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
710 if (!shader
->reg_maps
.uav_resource_info
[i
].type
)
716 wined3d_resource_release(views
[i
]->resource
);
720 static void wined3d_cs_exec_dispatch(struct wined3d_cs
*cs
, const void *data
)
722 const struct wined3d_cs_dispatch
*op
= data
;
723 struct wined3d_state
*state
= &cs
->state
;
725 dispatch_compute(cs
->device
, state
, &op
->parameters
);
727 if (op
->parameters
.indirect
)
728 wined3d_resource_release(&op
->parameters
.u
.indirect
.buffer
->resource
);
730 release_shader_resources(state
, 1u << WINED3D_SHADER_TYPE_COMPUTE
);
731 release_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
732 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
735 static void acquire_compute_pipeline_resources(const struct wined3d_state
*state
)
737 acquire_shader_resources(state
, 1u << WINED3D_SHADER_TYPE_COMPUTE
);
738 acquire_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
739 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
742 void wined3d_cs_emit_dispatch(struct wined3d_cs
*cs
,
743 unsigned int group_count_x
, unsigned int group_count_y
, unsigned int group_count_z
)
745 const struct wined3d_state
*state
= &cs
->device
->state
;
746 struct wined3d_cs_dispatch
*op
;
748 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
749 op
->opcode
= WINED3D_CS_OP_DISPATCH
;
750 op
->parameters
.indirect
= FALSE
;
751 op
->parameters
.u
.direct
.group_count_x
= group_count_x
;
752 op
->parameters
.u
.direct
.group_count_y
= group_count_y
;
753 op
->parameters
.u
.direct
.group_count_z
= group_count_z
;
755 acquire_compute_pipeline_resources(state
);
757 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
760 void wined3d_cs_emit_dispatch_indirect(struct wined3d_cs
*cs
,
761 struct wined3d_buffer
*buffer
, unsigned int offset
)
763 const struct wined3d_state
*state
= &cs
->device
->state
;
764 struct wined3d_cs_dispatch
*op
;
766 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
767 op
->opcode
= WINED3D_CS_OP_DISPATCH
;
768 op
->parameters
.indirect
= TRUE
;
769 op
->parameters
.u
.indirect
.buffer
= buffer
;
770 op
->parameters
.u
.indirect
.offset
= offset
;
772 acquire_compute_pipeline_resources(state
);
773 wined3d_resource_acquire(&buffer
->resource
);
775 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
778 static void wined3d_cs_exec_draw(struct wined3d_cs
*cs
, const void *data
)
780 const struct wined3d_gl_info
*gl_info
= &cs
->device
->adapter
->gl_info
;
781 struct wined3d_state
*state
= &cs
->state
;
782 const struct wined3d_cs_draw
*op
= data
;
783 int load_base_vertex_idx
;
786 /* ARB_draw_indirect always supports a base vertex offset. */
787 if (!op
->parameters
.indirect
&& !gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
])
788 load_base_vertex_idx
= op
->parameters
.u
.direct
.base_vertex_idx
;
790 load_base_vertex_idx
= 0;
792 if (state
->load_base_vertex_index
!= load_base_vertex_idx
)
794 state
->load_base_vertex_index
= load_base_vertex_idx
;
795 device_invalidate_state(cs
->device
, STATE_BASEVERTEXINDEX
);
798 if (state
->gl_primitive_type
!= op
->primitive_type
)
800 if (state
->gl_primitive_type
== GL_POINTS
|| op
->primitive_type
== GL_POINTS
)
801 device_invalidate_state(cs
->device
, STATE_POINT_ENABLE
);
802 state
->gl_primitive_type
= op
->primitive_type
;
804 state
->gl_patch_vertices
= op
->patch_vertex_count
;
806 draw_primitive(cs
->device
, state
, &op
->parameters
);
808 if (op
->parameters
.indirect
)
810 struct wined3d_buffer
*buffer
= op
->parameters
.u
.indirect
.buffer
;
811 wined3d_resource_release(&buffer
->resource
);
814 if (op
->parameters
.indexed
)
815 wined3d_resource_release(&state
->index_buffer
->resource
);
816 for (i
= 0; i
< ARRAY_SIZE(state
->streams
); ++i
)
818 if (state
->streams
[i
].buffer
)
819 wined3d_resource_release(&state
->streams
[i
].buffer
->resource
);
821 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
823 if (state
->stream_output
[i
].buffer
)
824 wined3d_resource_release(&state
->stream_output
[i
].buffer
->resource
);
826 for (i
= 0; i
< ARRAY_SIZE(state
->textures
); ++i
)
828 if (state
->textures
[i
])
829 wined3d_resource_release(&state
->textures
[i
]->resource
);
831 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
833 if (state
->fb
->render_targets
[i
])
834 wined3d_resource_release(state
->fb
->render_targets
[i
]->resource
);
836 if (state
->fb
->depth_stencil
)
837 wined3d_resource_release(state
->fb
->depth_stencil
->resource
);
838 release_shader_resources(state
, ~(1u << WINED3D_SHADER_TYPE_COMPUTE
));
839 release_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
840 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
843 static void acquire_graphics_pipeline_resources(const struct wined3d_state
*state
,
844 BOOL indexed
, const struct wined3d_gl_info
*gl_info
)
849 wined3d_resource_acquire(&state
->index_buffer
->resource
);
850 for (i
= 0; i
< ARRAY_SIZE(state
->streams
); ++i
)
852 if (state
->streams
[i
].buffer
)
853 wined3d_resource_acquire(&state
->streams
[i
].buffer
->resource
);
855 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
857 if (state
->stream_output
[i
].buffer
)
858 wined3d_resource_acquire(&state
->stream_output
[i
].buffer
->resource
);
860 for (i
= 0; i
< ARRAY_SIZE(state
->textures
); ++i
)
862 if (state
->textures
[i
])
863 wined3d_resource_acquire(&state
->textures
[i
]->resource
);
865 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
867 if (state
->fb
->render_targets
[i
])
868 wined3d_resource_acquire(state
->fb
->render_targets
[i
]->resource
);
870 if (state
->fb
->depth_stencil
)
871 wined3d_resource_acquire(state
->fb
->depth_stencil
->resource
);
872 acquire_shader_resources(state
, ~(1u << WINED3D_SHADER_TYPE_COMPUTE
));
873 acquire_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
874 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
877 void wined3d_cs_emit_draw(struct wined3d_cs
*cs
, GLenum primitive_type
, unsigned int patch_vertex_count
,
878 int base_vertex_idx
, unsigned int start_idx
, unsigned int index_count
,
879 unsigned int start_instance
, unsigned int instance_count
, BOOL indexed
)
881 const struct wined3d_gl_info
*gl_info
= &cs
->device
->adapter
->gl_info
;
882 const struct wined3d_state
*state
= &cs
->device
->state
;
883 struct wined3d_cs_draw
*op
;
885 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
886 op
->opcode
= WINED3D_CS_OP_DRAW
;
887 op
->primitive_type
= primitive_type
;
888 op
->patch_vertex_count
= patch_vertex_count
;
889 op
->parameters
.indirect
= FALSE
;
890 op
->parameters
.u
.direct
.base_vertex_idx
= base_vertex_idx
;
891 op
->parameters
.u
.direct
.start_idx
= start_idx
;
892 op
->parameters
.u
.direct
.index_count
= index_count
;
893 op
->parameters
.u
.direct
.start_instance
= start_instance
;
894 op
->parameters
.u
.direct
.instance_count
= instance_count
;
895 op
->parameters
.indexed
= indexed
;
897 acquire_graphics_pipeline_resources(state
, indexed
, gl_info
);
899 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
902 void wined3d_cs_emit_draw_indirect(struct wined3d_cs
*cs
, GLenum primitive_type
, unsigned int patch_vertex_count
,
903 struct wined3d_buffer
*buffer
, unsigned int offset
, BOOL indexed
)
905 const struct wined3d_gl_info
*gl_info
= &cs
->device
->adapter
->gl_info
;
906 const struct wined3d_state
*state
= &cs
->device
->state
;
907 struct wined3d_cs_draw
*op
;
909 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
910 op
->opcode
= WINED3D_CS_OP_DRAW
;
911 op
->primitive_type
= primitive_type
;
912 op
->patch_vertex_count
= patch_vertex_count
;
913 op
->parameters
.indirect
= TRUE
;
914 op
->parameters
.u
.indirect
.buffer
= buffer
;
915 op
->parameters
.u
.indirect
.offset
= offset
;
916 op
->parameters
.indexed
= indexed
;
918 acquire_graphics_pipeline_resources(state
, indexed
, gl_info
);
919 wined3d_resource_acquire(&buffer
->resource
);
921 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
924 static void wined3d_cs_exec_flush(struct wined3d_cs
*cs
, const void *data
)
926 struct wined3d_context
*context
;
928 context
= context_acquire(cs
->device
, NULL
, 0);
930 context
->gl_info
->gl_ops
.gl
.p_glFlush();
931 context_release(context
);
934 void wined3d_cs_emit_flush(struct wined3d_cs
*cs
)
936 struct wined3d_cs_flush
*op
;
938 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
939 op
->opcode
= WINED3D_CS_OP_FLUSH
;
941 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
942 cs
->queries_flushed
= TRUE
;
945 static void wined3d_cs_exec_set_predication(struct wined3d_cs
*cs
, const void *data
)
947 const struct wined3d_cs_set_predication
*op
= data
;
949 cs
->state
.predicate
= op
->predicate
;
950 cs
->state
.predicate_value
= op
->value
;
953 void wined3d_cs_emit_set_predication(struct wined3d_cs
*cs
, struct wined3d_query
*predicate
, BOOL value
)
955 struct wined3d_cs_set_predication
*op
;
957 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
958 op
->opcode
= WINED3D_CS_OP_SET_PREDICATION
;
959 op
->predicate
= predicate
;
962 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
965 static void wined3d_cs_exec_set_viewports(struct wined3d_cs
*cs
, const void *data
)
967 const struct wined3d_cs_set_viewports
*op
= data
;
969 if (op
->viewport_count
)
970 memcpy(cs
->state
.viewports
, op
->viewports
, op
->viewport_count
* sizeof(*op
->viewports
));
972 memset(cs
->state
.viewports
, 0, sizeof(*cs
->state
.viewports
));
973 cs
->state
.viewport_count
= op
->viewport_count
;
974 device_invalidate_state(cs
->device
, STATE_VIEWPORT
);
977 void wined3d_cs_emit_set_viewports(struct wined3d_cs
*cs
, unsigned int viewport_count
,
978 const struct wined3d_viewport
*viewports
)
980 struct wined3d_cs_set_viewports
*op
;
982 op
= cs
->ops
->require_space(cs
, FIELD_OFFSET(struct wined3d_cs_set_viewports
, viewports
[viewport_count
]),
983 WINED3D_CS_QUEUE_DEFAULT
);
984 op
->opcode
= WINED3D_CS_OP_SET_VIEWPORTS
;
986 memcpy(op
->viewports
, viewports
, viewport_count
* sizeof(*viewports
));
987 op
->viewport_count
= viewport_count
;
989 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
992 static void wined3d_cs_exec_set_scissor_rect(struct wined3d_cs
*cs
, const void *data
)
994 const struct wined3d_cs_set_scissor_rect
*op
= data
;
996 cs
->state
.scissor_rect
= op
->rect
;
997 device_invalidate_state(cs
->device
, STATE_SCISSORRECT
);
1000 void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs
*cs
, const RECT
*rect
)
1002 struct wined3d_cs_set_scissor_rect
*op
;
1004 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1005 op
->opcode
= WINED3D_CS_OP_SET_SCISSOR_RECT
;
1008 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1011 static void wined3d_cs_exec_set_rendertarget_view(struct wined3d_cs
*cs
, const void *data
)
1013 const struct wined3d_cs_set_rendertarget_view
*op
= data
;
1015 cs
->fb
.render_targets
[op
->view_idx
] = op
->view
;
1016 device_invalidate_state(cs
->device
, STATE_FRAMEBUFFER
);
1019 void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs
*cs
, unsigned int view_idx
,
1020 struct wined3d_rendertarget_view
*view
)
1022 struct wined3d_cs_set_rendertarget_view
*op
;
1024 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1025 op
->opcode
= WINED3D_CS_OP_SET_RENDERTARGET_VIEW
;
1026 op
->view_idx
= view_idx
;
1029 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1032 static void wined3d_cs_exec_set_depth_stencil_view(struct wined3d_cs
*cs
, const void *data
)
1034 const struct wined3d_cs_set_depth_stencil_view
*op
= data
;
1035 struct wined3d_device
*device
= cs
->device
;
1036 struct wined3d_rendertarget_view
*prev
;
1038 if ((prev
= cs
->state
.fb
->depth_stencil
) && prev
->resource
->type
!= WINED3D_RTYPE_BUFFER
)
1040 struct wined3d_texture
*prev_texture
= texture_from_resource(prev
->resource
);
1042 if (device
->swapchains
[0]->desc
.flags
& WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL
1043 || prev_texture
->flags
& WINED3D_TEXTURE_DISCARD
)
1044 wined3d_texture_validate_location(prev_texture
,
1045 prev
->sub_resource_idx
, WINED3D_LOCATION_DISCARDED
);
1048 cs
->fb
.depth_stencil
= op
->view
;
1050 if (!prev
!= !op
->view
)
1052 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
1053 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_ZENABLE
));
1054 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_STENCILENABLE
));
1055 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
1056 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
));
1058 else if (prev
&& prev
->format
->depth_bias_scale
!= op
->view
->format
->depth_bias_scale
)
1060 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
));
1063 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
1066 void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs
*cs
, struct wined3d_rendertarget_view
*view
)
1068 struct wined3d_cs_set_depth_stencil_view
*op
;
1070 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1071 op
->opcode
= WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW
;
1074 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1077 static void wined3d_cs_exec_set_vertex_declaration(struct wined3d_cs
*cs
, const void *data
)
1079 const struct wined3d_cs_set_vertex_declaration
*op
= data
;
1081 cs
->state
.vertex_declaration
= op
->declaration
;
1082 device_invalidate_state(cs
->device
, STATE_VDECL
);
1085 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs
*cs
, struct wined3d_vertex_declaration
*declaration
)
1087 struct wined3d_cs_set_vertex_declaration
*op
;
1089 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1090 op
->opcode
= WINED3D_CS_OP_SET_VERTEX_DECLARATION
;
1091 op
->declaration
= declaration
;
1093 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1096 static void wined3d_cs_exec_set_stream_source(struct wined3d_cs
*cs
, const void *data
)
1098 const struct wined3d_cs_set_stream_source
*op
= data
;
1099 struct wined3d_stream_state
*stream
;
1100 struct wined3d_buffer
*prev
;
1102 stream
= &cs
->state
.streams
[op
->stream_idx
];
1103 prev
= stream
->buffer
;
1104 stream
->buffer
= op
->buffer
;
1105 stream
->offset
= op
->offset
;
1106 stream
->stride
= op
->stride
;
1109 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1111 InterlockedDecrement(&prev
->resource
.bind_count
);
1113 device_invalidate_state(cs
->device
, STATE_STREAMSRC
);
1116 void wined3d_cs_emit_set_stream_source(struct wined3d_cs
*cs
, UINT stream_idx
,
1117 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1119 struct wined3d_cs_set_stream_source
*op
;
1121 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1122 op
->opcode
= WINED3D_CS_OP_SET_STREAM_SOURCE
;
1123 op
->stream_idx
= stream_idx
;
1124 op
->buffer
= buffer
;
1125 op
->offset
= offset
;
1126 op
->stride
= stride
;
1128 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1131 static void wined3d_cs_exec_set_stream_source_freq(struct wined3d_cs
*cs
, const void *data
)
1133 const struct wined3d_cs_set_stream_source_freq
*op
= data
;
1134 struct wined3d_stream_state
*stream
;
1136 stream
= &cs
->state
.streams
[op
->stream_idx
];
1137 stream
->frequency
= op
->frequency
;
1138 stream
->flags
= op
->flags
;
1140 device_invalidate_state(cs
->device
, STATE_STREAMSRC
);
1143 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs
*cs
, UINT stream_idx
, UINT frequency
, UINT flags
)
1145 struct wined3d_cs_set_stream_source_freq
*op
;
1147 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1148 op
->opcode
= WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ
;
1149 op
->stream_idx
= stream_idx
;
1150 op
->frequency
= frequency
;
1153 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1156 static void wined3d_cs_exec_set_stream_output(struct wined3d_cs
*cs
, const void *data
)
1158 const struct wined3d_cs_set_stream_output
*op
= data
;
1159 struct wined3d_stream_output
*stream
;
1160 struct wined3d_buffer
*prev
;
1162 stream
= &cs
->state
.stream_output
[op
->stream_idx
];
1163 prev
= stream
->buffer
;
1164 stream
->buffer
= op
->buffer
;
1165 stream
->offset
= op
->offset
;
1168 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1170 InterlockedDecrement(&prev
->resource
.bind_count
);
1172 device_invalidate_state(cs
->device
, STATE_STREAM_OUTPUT
);
1175 void wined3d_cs_emit_set_stream_output(struct wined3d_cs
*cs
, UINT stream_idx
,
1176 struct wined3d_buffer
*buffer
, UINT offset
)
1178 struct wined3d_cs_set_stream_output
*op
;
1180 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1181 op
->opcode
= WINED3D_CS_OP_SET_STREAM_OUTPUT
;
1182 op
->stream_idx
= stream_idx
;
1183 op
->buffer
= buffer
;
1184 op
->offset
= offset
;
1186 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1189 static void wined3d_cs_exec_set_index_buffer(struct wined3d_cs
*cs
, const void *data
)
1191 const struct wined3d_cs_set_index_buffer
*op
= data
;
1192 struct wined3d_buffer
*prev
;
1194 prev
= cs
->state
.index_buffer
;
1195 cs
->state
.index_buffer
= op
->buffer
;
1196 cs
->state
.index_format
= op
->format_id
;
1197 cs
->state
.index_offset
= op
->offset
;
1200 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1202 InterlockedDecrement(&prev
->resource
.bind_count
);
1204 device_invalidate_state(cs
->device
, STATE_INDEXBUFFER
);
1207 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs
*cs
, struct wined3d_buffer
*buffer
,
1208 enum wined3d_format_id format_id
, unsigned int offset
)
1210 struct wined3d_cs_set_index_buffer
*op
;
1212 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1213 op
->opcode
= WINED3D_CS_OP_SET_INDEX_BUFFER
;
1214 op
->buffer
= buffer
;
1215 op
->format_id
= format_id
;
1216 op
->offset
= offset
;
1218 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1221 static void wined3d_cs_exec_set_constant_buffer(struct wined3d_cs
*cs
, const void *data
)
1223 const struct wined3d_cs_set_constant_buffer
*op
= data
;
1224 struct wined3d_buffer
*prev
;
1226 prev
= cs
->state
.cb
[op
->type
][op
->cb_idx
];
1227 cs
->state
.cb
[op
->type
][op
->cb_idx
] = op
->buffer
;
1230 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1232 InterlockedDecrement(&prev
->resource
.bind_count
);
1234 device_invalidate_state(cs
->device
, STATE_CONSTANT_BUFFER(op
->type
));
1237 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs
*cs
, enum wined3d_shader_type type
,
1238 UINT cb_idx
, struct wined3d_buffer
*buffer
)
1240 struct wined3d_cs_set_constant_buffer
*op
;
1242 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1243 op
->opcode
= WINED3D_CS_OP_SET_CONSTANT_BUFFER
;
1245 op
->cb_idx
= cb_idx
;
1246 op
->buffer
= buffer
;
1248 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1251 static void wined3d_cs_exec_set_texture(struct wined3d_cs
*cs
, const void *data
)
1253 const struct wined3d_gl_info
*gl_info
= &cs
->device
->adapter
->gl_info
;
1254 const struct wined3d_d3d_info
*d3d_info
= &cs
->device
->adapter
->d3d_info
;
1255 const struct wined3d_cs_set_texture
*op
= data
;
1256 struct wined3d_texture
*prev
;
1257 BOOL old_use_color_key
= FALSE
, new_use_color_key
= FALSE
;
1259 prev
= cs
->state
.textures
[op
->stage
];
1260 cs
->state
.textures
[op
->stage
] = op
->texture
;
1264 const struct wined3d_format
*new_format
= op
->texture
->resource
.format
;
1265 const struct wined3d_format
*old_format
= prev
? prev
->resource
.format
: NULL
;
1266 unsigned int old_fmt_flags
= prev
? prev
->resource
.format_flags
: 0;
1267 unsigned int new_fmt_flags
= op
->texture
->resource
.format_flags
;
1269 if (InterlockedIncrement(&op
->texture
->resource
.bind_count
) == 1)
1270 op
->texture
->sampler
= op
->stage
;
1272 if (!prev
|| op
->texture
->target
!= prev
->target
1273 || (!is_same_fixup(new_format
->color_fixup
, old_format
->color_fixup
)
1274 && !(can_use_texture_swizzle(gl_info
, new_format
) && can_use_texture_swizzle(gl_info
, old_format
)))
1275 || (new_fmt_flags
& WINED3DFMT_FLAG_SHADOW
) != (old_fmt_flags
& WINED3DFMT_FLAG_SHADOW
))
1276 device_invalidate_state(cs
->device
, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
));
1278 if (!prev
&& op
->stage
< d3d_info
->limits
.ffp_blend_stages
)
1280 /* The source arguments for color and alpha ops have different
1281 * meanings when a NULL texture is bound, so the COLOR_OP and
1282 * ALPHA_OP have to be dirtified. */
1283 device_invalidate_state(cs
->device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_COLOR_OP
));
1284 device_invalidate_state(cs
->device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_ALPHA_OP
));
1287 if (!op
->stage
&& op
->texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1288 new_use_color_key
= TRUE
;
1293 if (InterlockedDecrement(&prev
->resource
.bind_count
) && prev
->sampler
== op
->stage
)
1297 /* Search for other stages the texture is bound to. Shouldn't
1298 * happen if applications bind textures to a single stage only. */
1299 TRACE("Searching for other stages the texture is bound to.\n");
1300 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
1302 if (cs
->state
.textures
[i
] == prev
)
1304 TRACE("Texture is also bound to stage %u.\n", i
);
1311 if (!op
->texture
&& op
->stage
< d3d_info
->limits
.ffp_blend_stages
)
1313 device_invalidate_state(cs
->device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_COLOR_OP
));
1314 device_invalidate_state(cs
->device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_ALPHA_OP
));
1317 if (!op
->stage
&& prev
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1318 old_use_color_key
= TRUE
;
1321 device_invalidate_state(cs
->device
, STATE_SAMPLER(op
->stage
));
1323 if (new_use_color_key
!= old_use_color_key
)
1324 device_invalidate_state(cs
->device
, STATE_RENDER(WINED3D_RS_COLORKEYENABLE
));
1326 if (new_use_color_key
)
1327 device_invalidate_state(cs
->device
, STATE_COLOR_KEY
);
1330 void wined3d_cs_emit_set_texture(struct wined3d_cs
*cs
, UINT stage
, struct wined3d_texture
*texture
)
1332 struct wined3d_cs_set_texture
*op
;
1334 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1335 op
->opcode
= WINED3D_CS_OP_SET_TEXTURE
;
1337 op
->texture
= texture
;
1339 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1342 static void wined3d_cs_exec_set_shader_resource_view(struct wined3d_cs
*cs
, const void *data
)
1344 const struct wined3d_cs_set_shader_resource_view
*op
= data
;
1345 struct wined3d_shader_resource_view
*prev
;
1347 prev
= cs
->state
.shader_resource_view
[op
->type
][op
->view_idx
];
1348 cs
->state
.shader_resource_view
[op
->type
][op
->view_idx
] = op
->view
;
1351 InterlockedIncrement(&op
->view
->resource
->bind_count
);
1353 InterlockedDecrement(&prev
->resource
->bind_count
);
1355 if (op
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
1356 device_invalidate_state(cs
->device
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1358 device_invalidate_state(cs
->device
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1361 void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs
*cs
, enum wined3d_shader_type type
,
1362 UINT view_idx
, struct wined3d_shader_resource_view
*view
)
1364 struct wined3d_cs_set_shader_resource_view
*op
;
1366 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1367 op
->opcode
= WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW
;
1369 op
->view_idx
= view_idx
;
1372 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1375 static void wined3d_cs_exec_set_unordered_access_view(struct wined3d_cs
*cs
, const void *data
)
1377 const struct wined3d_cs_set_unordered_access_view
*op
= data
;
1378 struct wined3d_unordered_access_view
*prev
;
1380 prev
= cs
->state
.unordered_access_view
[op
->pipeline
][op
->view_idx
];
1381 cs
->state
.unordered_access_view
[op
->pipeline
][op
->view_idx
] = op
->view
;
1384 InterlockedIncrement(&op
->view
->resource
->bind_count
);
1386 InterlockedDecrement(&prev
->resource
->bind_count
);
1388 if (op
->view
&& op
->initial_count
!= ~0u)
1389 wined3d_unordered_access_view_set_counter(op
->view
, op
->initial_count
);
1391 device_invalidate_state(cs
->device
, STATE_UNORDERED_ACCESS_VIEW_BINDING(op
->pipeline
));
1394 void wined3d_cs_emit_set_unordered_access_view(struct wined3d_cs
*cs
, enum wined3d_pipeline pipeline
,
1395 unsigned int view_idx
, struct wined3d_unordered_access_view
*view
, unsigned int initial_count
)
1397 struct wined3d_cs_set_unordered_access_view
*op
;
1399 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1400 op
->opcode
= WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW
;
1401 op
->pipeline
= pipeline
;
1402 op
->view_idx
= view_idx
;
1404 op
->initial_count
= initial_count
;
1406 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1409 static void wined3d_cs_exec_set_sampler(struct wined3d_cs
*cs
, const void *data
)
1411 const struct wined3d_cs_set_sampler
*op
= data
;
1413 cs
->state
.sampler
[op
->type
][op
->sampler_idx
] = op
->sampler
;
1414 if (op
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
1415 device_invalidate_state(cs
->device
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1417 device_invalidate_state(cs
->device
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1420 void wined3d_cs_emit_set_sampler(struct wined3d_cs
*cs
, enum wined3d_shader_type type
,
1421 UINT sampler_idx
, struct wined3d_sampler
*sampler
)
1423 struct wined3d_cs_set_sampler
*op
;
1425 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1426 op
->opcode
= WINED3D_CS_OP_SET_SAMPLER
;
1428 op
->sampler_idx
= sampler_idx
;
1429 op
->sampler
= sampler
;
1431 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1434 static void wined3d_cs_exec_set_shader(struct wined3d_cs
*cs
, const void *data
)
1436 const struct wined3d_cs_set_shader
*op
= data
;
1438 cs
->state
.shader
[op
->type
] = op
->shader
;
1439 device_invalidate_state(cs
->device
, STATE_SHADER(op
->type
));
1440 if (op
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
1441 device_invalidate_state(cs
->device
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1443 device_invalidate_state(cs
->device
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1446 void wined3d_cs_emit_set_shader(struct wined3d_cs
*cs
, enum wined3d_shader_type type
, struct wined3d_shader
*shader
)
1448 struct wined3d_cs_set_shader
*op
;
1450 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1451 op
->opcode
= WINED3D_CS_OP_SET_SHADER
;
1453 op
->shader
= shader
;
1455 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1458 static void wined3d_cs_exec_set_blend_state(struct wined3d_cs
*cs
, const void *data
)
1460 const struct wined3d_cs_set_blend_state
*op
= data
;
1462 cs
->state
.blend_state
= op
->state
;
1463 device_invalidate_state(cs
->device
, STATE_BLEND
);
1466 void wined3d_cs_emit_set_blend_state(struct wined3d_cs
*cs
, struct wined3d_blend_state
*state
)
1468 struct wined3d_cs_set_blend_state
*op
;
1470 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1471 op
->opcode
= WINED3D_CS_OP_SET_BLEND_STATE
;
1474 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1477 static void wined3d_cs_exec_set_rasterizer_state(struct wined3d_cs
*cs
, const void *data
)
1479 const struct wined3d_cs_set_rasterizer_state
*op
= data
;
1481 cs
->state
.rasterizer_state
= op
->state
;
1482 device_invalidate_state(cs
->device
, STATE_FRONTFACE
);
1485 void wined3d_cs_emit_set_rasterizer_state(struct wined3d_cs
*cs
,
1486 struct wined3d_rasterizer_state
*rasterizer_state
)
1488 struct wined3d_cs_set_rasterizer_state
*op
;
1490 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1491 op
->opcode
= WINED3D_CS_OP_SET_RASTERIZER_STATE
;
1492 op
->state
= rasterizer_state
;
1494 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1497 static void wined3d_cs_exec_set_render_state(struct wined3d_cs
*cs
, const void *data
)
1499 const struct wined3d_cs_set_render_state
*op
= data
;
1501 cs
->state
.render_states
[op
->state
] = op
->value
;
1502 device_invalidate_state(cs
->device
, STATE_RENDER(op
->state
));
1505 void wined3d_cs_emit_set_render_state(struct wined3d_cs
*cs
, enum wined3d_render_state state
, DWORD value
)
1507 struct wined3d_cs_set_render_state
*op
;
1509 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1510 op
->opcode
= WINED3D_CS_OP_SET_RENDER_STATE
;
1514 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1517 static void wined3d_cs_exec_set_texture_state(struct wined3d_cs
*cs
, const void *data
)
1519 const struct wined3d_cs_set_texture_state
*op
= data
;
1521 cs
->state
.texture_states
[op
->stage
][op
->state
] = op
->value
;
1522 device_invalidate_state(cs
->device
, STATE_TEXTURESTAGE(op
->stage
, op
->state
));
1525 void wined3d_cs_emit_set_texture_state(struct wined3d_cs
*cs
, UINT stage
,
1526 enum wined3d_texture_stage_state state
, DWORD value
)
1528 struct wined3d_cs_set_texture_state
*op
;
1530 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1531 op
->opcode
= WINED3D_CS_OP_SET_TEXTURE_STATE
;
1536 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1539 static void wined3d_cs_exec_set_sampler_state(struct wined3d_cs
*cs
, const void *data
)
1541 const struct wined3d_cs_set_sampler_state
*op
= data
;
1543 cs
->state
.sampler_states
[op
->sampler_idx
][op
->state
] = op
->value
;
1544 device_invalidate_state(cs
->device
, STATE_SAMPLER(op
->sampler_idx
));
1547 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs
*cs
, UINT sampler_idx
,
1548 enum wined3d_sampler_state state
, DWORD value
)
1550 struct wined3d_cs_set_sampler_state
*op
;
1552 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1553 op
->opcode
= WINED3D_CS_OP_SET_SAMPLER_STATE
;
1554 op
->sampler_idx
= sampler_idx
;
1558 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1561 static void wined3d_cs_exec_set_transform(struct wined3d_cs
*cs
, const void *data
)
1563 const struct wined3d_cs_set_transform
*op
= data
;
1565 cs
->state
.transforms
[op
->state
] = op
->matrix
;
1566 if (op
->state
< WINED3D_TS_WORLD_MATRIX(cs
->device
->adapter
->d3d_info
.limits
.ffp_vertex_blend_matrices
))
1567 device_invalidate_state(cs
->device
, STATE_TRANSFORM(op
->state
));
1570 void wined3d_cs_emit_set_transform(struct wined3d_cs
*cs
, enum wined3d_transform_state state
,
1571 const struct wined3d_matrix
*matrix
)
1573 struct wined3d_cs_set_transform
*op
;
1575 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1576 op
->opcode
= WINED3D_CS_OP_SET_TRANSFORM
;
1578 op
->matrix
= *matrix
;
1580 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1583 static void wined3d_cs_exec_set_clip_plane(struct wined3d_cs
*cs
, const void *data
)
1585 const struct wined3d_cs_set_clip_plane
*op
= data
;
1587 cs
->state
.clip_planes
[op
->plane_idx
] = op
->plane
;
1588 device_invalidate_state(cs
->device
, STATE_CLIPPLANE(op
->plane_idx
));
1591 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs
*cs
, UINT plane_idx
, const struct wined3d_vec4
*plane
)
1593 struct wined3d_cs_set_clip_plane
*op
;
1595 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1596 op
->opcode
= WINED3D_CS_OP_SET_CLIP_PLANE
;
1597 op
->plane_idx
= plane_idx
;
1600 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1603 static void wined3d_cs_exec_set_color_key(struct wined3d_cs
*cs
, const void *data
)
1605 const struct wined3d_cs_set_color_key
*op
= data
;
1606 struct wined3d_texture
*texture
= op
->texture
;
1612 case WINED3D_CKEY_DST_BLT
:
1613 texture
->async
.dst_blt_color_key
= op
->color_key
;
1614 texture
->async
.color_key_flags
|= WINED3D_CKEY_DST_BLT
;
1617 case WINED3D_CKEY_DST_OVERLAY
:
1618 texture
->async
.dst_overlay_color_key
= op
->color_key
;
1619 texture
->async
.color_key_flags
|= WINED3D_CKEY_DST_OVERLAY
;
1622 case WINED3D_CKEY_SRC_BLT
:
1623 if (texture
== cs
->state
.textures
[0])
1625 device_invalidate_state(cs
->device
, STATE_COLOR_KEY
);
1626 if (!(texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
))
1627 device_invalidate_state(cs
->device
, STATE_RENDER(WINED3D_RS_COLORKEYENABLE
));
1630 texture
->async
.src_blt_color_key
= op
->color_key
;
1631 texture
->async
.color_key_flags
|= WINED3D_CKEY_SRC_BLT
;
1634 case WINED3D_CKEY_SRC_OVERLAY
:
1635 texture
->async
.src_overlay_color_key
= op
->color_key
;
1636 texture
->async
.color_key_flags
|= WINED3D_CKEY_SRC_OVERLAY
;
1644 case WINED3D_CKEY_DST_BLT
:
1645 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_DST_BLT
;
1648 case WINED3D_CKEY_DST_OVERLAY
:
1649 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_DST_OVERLAY
;
1652 case WINED3D_CKEY_SRC_BLT
:
1653 if (texture
== cs
->state
.textures
[0] && texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1654 device_invalidate_state(cs
->device
, STATE_RENDER(WINED3D_RS_COLORKEYENABLE
));
1656 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_SRC_BLT
;
1659 case WINED3D_CKEY_SRC_OVERLAY
:
1660 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_SRC_OVERLAY
;
1666 void wined3d_cs_emit_set_color_key(struct wined3d_cs
*cs
, struct wined3d_texture
*texture
,
1667 WORD flags
, const struct wined3d_color_key
*color_key
)
1669 struct wined3d_cs_set_color_key
*op
;
1671 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1672 op
->opcode
= WINED3D_CS_OP_SET_COLOR_KEY
;
1673 op
->texture
= texture
;
1677 op
->color_key
= *color_key
;
1683 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1686 static void wined3d_cs_exec_set_material(struct wined3d_cs
*cs
, const void *data
)
1688 const struct wined3d_cs_set_material
*op
= data
;
1690 cs
->state
.material
= op
->material
;
1691 device_invalidate_state(cs
->device
, STATE_MATERIAL
);
1694 void wined3d_cs_emit_set_material(struct wined3d_cs
*cs
, const struct wined3d_material
*material
)
1696 struct wined3d_cs_set_material
*op
;
1698 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1699 op
->opcode
= WINED3D_CS_OP_SET_MATERIAL
;
1700 op
->material
= *material
;
1702 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1705 static void wined3d_cs_exec_set_light(struct wined3d_cs
*cs
, const void *data
)
1707 const struct wined3d_cs_set_light
*op
= data
;
1708 struct wined3d_light_info
*light_info
;
1709 unsigned int light_idx
, hash_idx
;
1711 light_idx
= op
->light
.OriginalIndex
;
1713 if (!(light_info
= wined3d_state_get_light(&cs
->state
, light_idx
)))
1715 TRACE("Adding new light.\n");
1716 if (!(light_info
= heap_alloc_zero(sizeof(*light_info
))))
1718 ERR("Failed to allocate light info.\n");
1722 hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1723 list_add_head(&cs
->state
.light_map
[hash_idx
], &light_info
->entry
);
1724 light_info
->glIndex
= -1;
1725 light_info
->OriginalIndex
= light_idx
;
1728 if (light_info
->glIndex
!= -1)
1730 if (light_info
->OriginalParms
.type
!= op
->light
.OriginalParms
.type
)
1731 device_invalidate_state(cs
->device
, STATE_LIGHT_TYPE
);
1732 device_invalidate_state(cs
->device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
1735 light_info
->OriginalParms
= op
->light
.OriginalParms
;
1736 light_info
->position
= op
->light
.position
;
1737 light_info
->direction
= op
->light
.direction
;
1738 light_info
->exponent
= op
->light
.exponent
;
1739 light_info
->cutoff
= op
->light
.cutoff
;
1742 void wined3d_cs_emit_set_light(struct wined3d_cs
*cs
, const struct wined3d_light_info
*light
)
1744 struct wined3d_cs_set_light
*op
;
1746 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1747 op
->opcode
= WINED3D_CS_OP_SET_LIGHT
;
1750 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1753 static void wined3d_cs_exec_set_light_enable(struct wined3d_cs
*cs
, const void *data
)
1755 const struct wined3d_cs_set_light_enable
*op
= data
;
1756 struct wined3d_device
*device
= cs
->device
;
1757 struct wined3d_light_info
*light_info
;
1760 if (!(light_info
= wined3d_state_get_light(&cs
->state
, op
->idx
)))
1762 ERR("Light doesn't exist.\n");
1766 prev_idx
= light_info
->glIndex
;
1767 wined3d_state_enable_light(&cs
->state
, &device
->adapter
->d3d_info
, light_info
, op
->enable
);
1768 if (light_info
->glIndex
!= prev_idx
)
1770 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1771 device_invalidate_state(device
, STATE_ACTIVELIGHT(op
->enable
? light_info
->glIndex
: prev_idx
));
1775 void wined3d_cs_emit_set_light_enable(struct wined3d_cs
*cs
, unsigned int idx
, BOOL enable
)
1777 struct wined3d_cs_set_light_enable
*op
;
1779 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1780 op
->opcode
= WINED3D_CS_OP_SET_LIGHT_ENABLE
;
1782 op
->enable
= enable
;
1784 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1793 wined3d_cs_push_constant_info
[] =
1795 /* WINED3D_PUSH_CONSTANTS_VS_F */
1796 {FIELD_OFFSET(struct wined3d_state
, vs_consts_f
), sizeof(struct wined3d_vec4
), WINED3D_SHADER_CONST_VS_F
},
1797 /* WINED3D_PUSH_CONSTANTS_PS_F */
1798 {FIELD_OFFSET(struct wined3d_state
, ps_consts_f
), sizeof(struct wined3d_vec4
), WINED3D_SHADER_CONST_PS_F
},
1799 /* WINED3D_PUSH_CONSTANTS_VS_I */
1800 {FIELD_OFFSET(struct wined3d_state
, vs_consts_i
), sizeof(struct wined3d_ivec4
), WINED3D_SHADER_CONST_VS_I
},
1801 /* WINED3D_PUSH_CONSTANTS_PS_I */
1802 {FIELD_OFFSET(struct wined3d_state
, ps_consts_i
), sizeof(struct wined3d_ivec4
), WINED3D_SHADER_CONST_PS_I
},
1803 /* WINED3D_PUSH_CONSTANTS_VS_B */
1804 {FIELD_OFFSET(struct wined3d_state
, vs_consts_b
), sizeof(BOOL
), WINED3D_SHADER_CONST_VS_B
},
1805 /* WINED3D_PUSH_CONSTANTS_PS_B */
1806 {FIELD_OFFSET(struct wined3d_state
, ps_consts_b
), sizeof(BOOL
), WINED3D_SHADER_CONST_PS_B
},
1809 static void wined3d_cs_st_push_constants(struct wined3d_cs
*cs
, enum wined3d_push_constants p
,
1810 unsigned int start_idx
, unsigned int count
, const void *constants
)
1812 struct wined3d_device
*device
= cs
->device
;
1813 unsigned int context_count
;
1817 if (p
== WINED3D_PUSH_CONSTANTS_VS_F
)
1818 device
->shader_backend
->shader_update_float_vertex_constants(device
, start_idx
, count
);
1819 else if (p
== WINED3D_PUSH_CONSTANTS_PS_F
)
1820 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_idx
, count
);
1822 offset
= wined3d_cs_push_constant_info
[p
].offset
+ start_idx
* wined3d_cs_push_constant_info
[p
].size
;
1823 memcpy((BYTE
*)&cs
->state
+ offset
, constants
, count
* wined3d_cs_push_constant_info
[p
].size
);
1824 for (i
= 0, context_count
= device
->context_count
; i
< context_count
; ++i
)
1826 device
->contexts
[i
]->constant_update_mask
|= wined3d_cs_push_constant_info
[p
].mask
;
1830 static void wined3d_cs_exec_push_constants(struct wined3d_cs
*cs
, const void *data
)
1832 const struct wined3d_cs_push_constants
*op
= data
;
1834 wined3d_cs_st_push_constants(cs
, op
->type
, op
->start_idx
, op
->count
, op
->constants
);
1837 static void wined3d_cs_mt_push_constants(struct wined3d_cs
*cs
, enum wined3d_push_constants p
,
1838 unsigned int start_idx
, unsigned int count
, const void *constants
)
1840 struct wined3d_cs_push_constants
*op
;
1843 size
= count
* wined3d_cs_push_constant_info
[p
].size
;
1844 op
= cs
->ops
->require_space(cs
, FIELD_OFFSET(struct wined3d_cs_push_constants
, constants
[size
]),
1845 WINED3D_CS_QUEUE_DEFAULT
);
1846 op
->opcode
= WINED3D_CS_OP_PUSH_CONSTANTS
;
1848 op
->start_idx
= start_idx
;
1850 memcpy(op
->constants
, constants
, size
);
1852 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1855 static void wined3d_cs_exec_reset_state(struct wined3d_cs
*cs
, const void *data
)
1857 struct wined3d_adapter
*adapter
= cs
->device
->adapter
;
1859 state_cleanup(&cs
->state
);
1860 memset(&cs
->state
, 0, sizeof(cs
->state
));
1861 state_init(&cs
->state
, &cs
->fb
, &adapter
->gl_info
, &adapter
->d3d_info
,
1862 WINED3D_STATE_NO_REF
| WINED3D_STATE_INIT_DEFAULT
);
1865 void wined3d_cs_emit_reset_state(struct wined3d_cs
*cs
)
1867 struct wined3d_cs_reset_state
*op
;
1869 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1870 op
->opcode
= WINED3D_CS_OP_RESET_STATE
;
1872 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1875 static void wined3d_cs_exec_callback(struct wined3d_cs
*cs
, const void *data
)
1877 const struct wined3d_cs_callback
*op
= data
;
1879 op
->callback(op
->object
);
1882 static void wined3d_cs_emit_callback(struct wined3d_cs
*cs
, void (*callback
)(void *object
), void *object
)
1884 struct wined3d_cs_callback
*op
;
1886 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1887 op
->opcode
= WINED3D_CS_OP_CALLBACK
;
1888 op
->callback
= callback
;
1889 op
->object
= object
;
1891 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1894 void wined3d_cs_destroy_object(struct wined3d_cs
*cs
, void (*callback
)(void *object
), void *object
)
1896 wined3d_cs_emit_callback(cs
, callback
, object
);
1899 void wined3d_cs_init_object(struct wined3d_cs
*cs
, void (*callback
)(void *object
), void *object
)
1901 wined3d_cs_emit_callback(cs
, callback
, object
);
1904 static void wined3d_cs_exec_query_issue(struct wined3d_cs
*cs
, const void *data
)
1906 const struct wined3d_cs_query_issue
*op
= data
;
1907 struct wined3d_query
*query
= op
->query
;
1910 poll
= query
->query_ops
->query_issue(query
, op
->flags
);
1915 if (poll
&& list_empty(&query
->poll_list_entry
))
1917 list_add_tail(&cs
->query_poll_list
, &query
->poll_list_entry
);
1921 /* This can happen if occlusion queries are restarted. This discards the
1922 * old result, since polling it could result in a GL error. */
1923 if ((op
->flags
& WINED3DISSUE_BEGIN
) && !poll
&& !list_empty(&query
->poll_list_entry
))
1925 list_remove(&query
->poll_list_entry
);
1926 list_init(&query
->poll_list_entry
);
1927 InterlockedIncrement(&query
->counter_retrieved
);
1931 /* This can happen when an occlusion query is ended without being started,
1932 * in which case we don't want to poll, but still have to counter-balance
1933 * the increment of the main counter.
1935 * This can also happen if an event query is re-issued before the first
1936 * fence was reached. In this case the query is already in the list and
1937 * the poll function will check the new fence. We have to counter-balance
1938 * the discarded increment. */
1939 if (op
->flags
& WINED3DISSUE_END
)
1940 InterlockedIncrement(&query
->counter_retrieved
);
1943 void wined3d_cs_emit_query_issue(struct wined3d_cs
*cs
, struct wined3d_query
*query
, DWORD flags
)
1945 struct wined3d_cs_query_issue
*op
;
1947 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1948 op
->opcode
= WINED3D_CS_OP_QUERY_ISSUE
;
1952 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1953 cs
->queries_flushed
= FALSE
;
1956 static void wined3d_cs_exec_preload_resource(struct wined3d_cs
*cs
, const void *data
)
1958 const struct wined3d_cs_preload_resource
*op
= data
;
1959 struct wined3d_resource
*resource
= op
->resource
;
1961 resource
->resource_ops
->resource_preload(resource
);
1962 wined3d_resource_release(resource
);
1965 void wined3d_cs_emit_preload_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
)
1967 struct wined3d_cs_preload_resource
*op
;
1969 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1970 op
->opcode
= WINED3D_CS_OP_PRELOAD_RESOURCE
;
1971 op
->resource
= resource
;
1973 wined3d_resource_acquire(resource
);
1975 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1978 static void wined3d_cs_exec_unload_resource(struct wined3d_cs
*cs
, const void *data
)
1980 const struct wined3d_cs_unload_resource
*op
= data
;
1981 struct wined3d_resource
*resource
= op
->resource
;
1983 resource
->resource_ops
->resource_unload(resource
);
1984 wined3d_resource_release(resource
);
1987 void wined3d_cs_emit_unload_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
)
1989 struct wined3d_cs_unload_resource
*op
;
1991 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1992 op
->opcode
= WINED3D_CS_OP_UNLOAD_RESOURCE
;
1993 op
->resource
= resource
;
1995 wined3d_resource_acquire(resource
);
1997 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2000 static void wined3d_cs_exec_map(struct wined3d_cs
*cs
, const void *data
)
2002 const struct wined3d_cs_map
*op
= data
;
2003 struct wined3d_resource
*resource
= op
->resource
;
2005 *op
->hr
= resource
->resource_ops
->resource_sub_resource_map(resource
,
2006 op
->sub_resource_idx
, op
->map_desc
, op
->box
, op
->flags
);
2009 HRESULT
wined3d_cs_map(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
, unsigned int sub_resource_idx
,
2010 struct wined3d_map_desc
*map_desc
, const struct wined3d_box
*box
, unsigned int flags
)
2012 struct wined3d_cs_map
*op
;
2015 /* Mapping resources from the worker thread isn't an issue by itself, but
2016 * increasing the map count would be visible to applications. */
2017 wined3d_not_from_cs(cs
);
2019 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_MAP
);
2020 op
->opcode
= WINED3D_CS_OP_MAP
;
2021 op
->resource
= resource
;
2022 op
->sub_resource_idx
= sub_resource_idx
;
2023 op
->map_desc
= map_desc
;
2028 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_MAP
);
2029 cs
->ops
->finish(cs
, WINED3D_CS_QUEUE_MAP
);
2034 static void wined3d_cs_exec_unmap(struct wined3d_cs
*cs
, const void *data
)
2036 const struct wined3d_cs_unmap
*op
= data
;
2037 struct wined3d_resource
*resource
= op
->resource
;
2039 *op
->hr
= resource
->resource_ops
->resource_sub_resource_unmap(resource
, op
->sub_resource_idx
);
2042 HRESULT
wined3d_cs_unmap(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
, unsigned int sub_resource_idx
)
2044 struct wined3d_cs_unmap
*op
;
2047 wined3d_not_from_cs(cs
);
2049 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_MAP
);
2050 op
->opcode
= WINED3D_CS_OP_UNMAP
;
2051 op
->resource
= resource
;
2052 op
->sub_resource_idx
= sub_resource_idx
;
2055 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_MAP
);
2056 cs
->ops
->finish(cs
, WINED3D_CS_QUEUE_MAP
);
2061 static void wined3d_cs_exec_blt_sub_resource(struct wined3d_cs
*cs
, const void *data
)
2063 const struct wined3d_cs_blt_sub_resource
*op
= data
;
2065 if (op
->dst_resource
->type
== WINED3D_RTYPE_BUFFER
)
2067 wined3d_buffer_copy(buffer_from_resource(op
->dst_resource
), op
->dst_box
.left
,
2068 buffer_from_resource(op
->src_resource
), op
->src_box
.left
,
2069 op
->src_box
.right
- op
->src_box
.left
);
2071 else if (op
->dst_resource
->type
== WINED3D_RTYPE_TEXTURE_2D
)
2073 if (FAILED(texture2d_blt(texture_from_resource(op
->dst_resource
), op
->dst_sub_resource_idx
,
2074 &op
->dst_box
, texture_from_resource(op
->src_resource
), op
->src_sub_resource_idx
,
2075 &op
->src_box
, op
->flags
, &op
->fx
, op
->filter
)))
2076 FIXME("Blit failed.\n");
2078 else if (op
->dst_resource
->type
== WINED3D_RTYPE_TEXTURE_3D
)
2080 struct wined3d_texture
*src_texture
, *dst_texture
;
2081 unsigned int level
, update_w
, update_h
, update_d
;
2082 unsigned int row_pitch
, slice_pitch
;
2083 struct wined3d_context
*context
;
2084 struct wined3d_bo_address addr
;
2086 if (op
->flags
& ~WINED3D_BLT_RAW
)
2088 FIXME("Flags %#x not implemented for %s resources.\n",
2089 op
->flags
, debug_d3dresourcetype(op
->dst_resource
->type
));
2093 if (!(op
->flags
& WINED3D_BLT_RAW
) && op
->src_resource
->format
!= op
->dst_resource
->format
)
2095 FIXME("Format conversion not implemented for %s resources.\n",
2096 debug_d3dresourcetype(op
->dst_resource
->type
));
2100 update_w
= op
->dst_box
.right
- op
->dst_box
.left
;
2101 update_h
= op
->dst_box
.bottom
- op
->dst_box
.top
;
2102 update_d
= op
->dst_box
.back
- op
->dst_box
.front
;
2103 if (op
->src_box
.right
- op
->src_box
.left
!= update_w
2104 || op
->src_box
.bottom
- op
->src_box
.top
!= update_h
2105 || op
->src_box
.back
- op
->src_box
.front
!= update_d
)
2107 FIXME("Stretching not implemented for %s resources.\n",
2108 debug_d3dresourcetype(op
->dst_resource
->type
));
2112 dst_texture
= texture_from_resource(op
->dst_resource
);
2113 src_texture
= texture_from_resource(op
->src_resource
);
2115 context
= context_acquire(cs
->device
, NULL
, 0);
2117 if (!wined3d_texture_load_location(src_texture
, op
->src_sub_resource_idx
,
2118 context
, src_texture
->resource
.map_binding
))
2120 ERR("Failed to load source sub-resource into %s.\n",
2121 wined3d_debug_location(src_texture
->resource
.map_binding
));
2122 context_release(context
);
2126 level
= op
->dst_sub_resource_idx
% dst_texture
->level_count
;
2127 if (update_w
== wined3d_texture_get_level_width(dst_texture
, level
)
2128 && update_h
== wined3d_texture_get_level_height(dst_texture
, level
)
2129 && update_d
== wined3d_texture_get_level_depth(dst_texture
, level
))
2131 wined3d_texture_prepare_texture(dst_texture
, context
, FALSE
);
2133 else if (!wined3d_texture_load_location(dst_texture
, op
->dst_sub_resource_idx
,
2134 context
, WINED3D_LOCATION_TEXTURE_RGB
))
2136 ERR("Failed to load destination sub-resource.\n");
2137 context_release(context
);
2141 wined3d_texture_get_memory(src_texture
, op
->src_sub_resource_idx
, &addr
, src_texture
->resource
.map_binding
);
2142 wined3d_texture_get_pitch(src_texture
, op
->src_sub_resource_idx
% src_texture
->level_count
,
2143 &row_pitch
, &slice_pitch
);
2145 wined3d_texture_bind_and_dirtify(dst_texture
, context
, FALSE
);
2146 wined3d_texture_upload_data(dst_texture
, op
->dst_sub_resource_idx
, context
,
2147 dst_texture
->resource
.format
, &op
->src_box
, wined3d_const_bo_address(&addr
),
2148 row_pitch
, slice_pitch
, op
->dst_box
.left
, op
->dst_box
.top
, op
->dst_box
.front
, FALSE
);
2149 wined3d_texture_validate_location(dst_texture
, op
->dst_sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
);
2150 wined3d_texture_invalidate_location(dst_texture
, op
->dst_sub_resource_idx
, ~WINED3D_LOCATION_TEXTURE_RGB
);
2152 context_release(context
);
2156 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(op
->dst_resource
->type
));
2160 if (op
->src_resource
)
2161 wined3d_resource_release(op
->src_resource
);
2162 wined3d_resource_release(op
->dst_resource
);
2165 void wined3d_cs_emit_blt_sub_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*dst_resource
,
2166 unsigned int dst_sub_resource_idx
, const struct wined3d_box
*dst_box
, struct wined3d_resource
*src_resource
,
2167 unsigned int src_sub_resource_idx
, const struct wined3d_box
*src_box
, DWORD flags
,
2168 const struct wined3d_blt_fx
*fx
, enum wined3d_texture_filter_type filter
)
2170 struct wined3d_cs_blt_sub_resource
*op
;
2172 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2173 op
->opcode
= WINED3D_CS_OP_BLT_SUB_RESOURCE
;
2174 op
->dst_resource
= dst_resource
;
2175 op
->dst_sub_resource_idx
= dst_sub_resource_idx
;
2176 op
->dst_box
= *dst_box
;
2177 op
->src_resource
= src_resource
;
2178 op
->src_sub_resource_idx
= src_sub_resource_idx
;
2179 op
->src_box
= *src_box
;
2184 memset(&op
->fx
, 0, sizeof(op
->fx
));
2185 op
->filter
= filter
;
2187 wined3d_resource_acquire(dst_resource
);
2189 wined3d_resource_acquire(src_resource
);
2191 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2192 if (flags
& WINED3D_BLT_SYNCHRONOUS
)
2193 cs
->ops
->finish(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2196 static void wined3d_cs_exec_update_sub_resource(struct wined3d_cs
*cs
, const void *data
)
2198 const struct wined3d_cs_update_sub_resource
*op
= data
;
2199 struct wined3d_resource
*resource
= op
->resource
;
2200 const struct wined3d_box
*box
= &op
->box
;
2201 unsigned int width
, height
, depth
, level
;
2202 struct wined3d_const_bo_address addr
;
2203 struct wined3d_context
*context
;
2204 struct wined3d_texture
*texture
;
2205 struct wined3d_box src_box
;
2207 context
= context_acquire(cs
->device
, NULL
, 0);
2209 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
2211 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
2213 if (!wined3d_buffer_load_location(buffer
, context
, WINED3D_LOCATION_BUFFER
))
2215 ERR("Failed to load buffer location.\n");
2219 wined3d_buffer_upload_data(buffer
, context
, box
, op
->data
.data
);
2220 wined3d_buffer_invalidate_location(buffer
, ~WINED3D_LOCATION_BUFFER
);
2224 texture
= wined3d_texture_from_resource(resource
);
2226 level
= op
->sub_resource_idx
% texture
->level_count
;
2227 width
= wined3d_texture_get_level_width(texture
, level
);
2228 height
= wined3d_texture_get_level_height(texture
, level
);
2229 depth
= wined3d_texture_get_level_depth(texture
, level
);
2231 addr
.buffer_object
= 0;
2232 addr
.addr
= op
->data
.data
;
2234 /* Only load the sub-resource for partial updates. */
2235 if (!box
->left
&& !box
->top
&& !box
->front
2236 && box
->right
== width
&& box
->bottom
== height
&& box
->back
== depth
)
2237 wined3d_texture_prepare_texture(texture
, context
, FALSE
);
2239 wined3d_texture_load_location(texture
, op
->sub_resource_idx
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
2240 wined3d_texture_bind_and_dirtify(texture
, context
, FALSE
);
2242 wined3d_box_set(&src_box
, 0, 0, box
->right
- box
->left
, box
->bottom
- box
->top
, 0, box
->back
- box
->front
);
2243 wined3d_texture_upload_data(texture
, op
->sub_resource_idx
, context
, texture
->resource
.format
, &src_box
,
2244 &addr
, op
->data
.row_pitch
, op
->data
.slice_pitch
, box
->left
, box
->top
, box
->front
, FALSE
);
2246 wined3d_texture_validate_location(texture
, op
->sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
);
2247 wined3d_texture_invalidate_location(texture
, op
->sub_resource_idx
, ~WINED3D_LOCATION_TEXTURE_RGB
);
2250 context_release(context
);
2252 wined3d_resource_release(resource
);
2255 void wined3d_cs_emit_update_sub_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
,
2256 unsigned int sub_resource_idx
, const struct wined3d_box
*box
, const void *data
, unsigned int row_pitch
,
2257 unsigned int slice_pitch
)
2259 struct wined3d_cs_update_sub_resource
*op
;
2261 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_MAP
);
2262 op
->opcode
= WINED3D_CS_OP_UPDATE_SUB_RESOURCE
;
2263 op
->resource
= resource
;
2264 op
->sub_resource_idx
= sub_resource_idx
;
2266 op
->data
.row_pitch
= row_pitch
;
2267 op
->data
.slice_pitch
= slice_pitch
;
2268 op
->data
.data
= data
;
2270 wined3d_resource_acquire(resource
);
2272 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_MAP
);
2273 /* The data pointer may go away, so we need to wait until it is read.
2274 * Copying the data may be faster if it's small. */
2275 cs
->ops
->finish(cs
, WINED3D_CS_QUEUE_MAP
);
2278 static void wined3d_cs_exec_add_dirty_texture_region(struct wined3d_cs
*cs
, const void *data
)
2280 const struct wined3d_cs_add_dirty_texture_region
*op
= data
;
2281 struct wined3d_texture
*texture
= op
->texture
;
2282 unsigned int sub_resource_idx
, i
;
2283 struct wined3d_context
*context
;
2285 context
= context_acquire(cs
->device
, NULL
, 0);
2286 sub_resource_idx
= op
->layer
* texture
->level_count
;
2287 for (i
= 0; i
< texture
->level_count
; ++i
, ++sub_resource_idx
)
2289 if (wined3d_texture_load_location(texture
, sub_resource_idx
, context
, texture
->resource
.map_binding
))
2290 wined3d_texture_invalidate_location(texture
, sub_resource_idx
, ~texture
->resource
.map_binding
);
2292 ERR("Failed to load location %s.\n", wined3d_debug_location(texture
->resource
.map_binding
));
2294 context_release(context
);
2296 wined3d_resource_release(&texture
->resource
);
2299 void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs
*cs
,
2300 struct wined3d_texture
*texture
, unsigned int layer
)
2302 struct wined3d_cs_add_dirty_texture_region
*op
;
2304 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2305 op
->opcode
= WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION
;
2306 op
->texture
= texture
;
2309 wined3d_resource_acquire(&texture
->resource
);
2311 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2314 static void wined3d_cs_exec_clear_unordered_access_view(struct wined3d_cs
*cs
, const void *data
)
2316 const struct wined3d_cs_clear_unordered_access_view
*op
= data
;
2317 struct wined3d_unordered_access_view
*view
= op
->view
;
2318 struct wined3d_context
*context
;
2320 context
= context_acquire(cs
->device
, NULL
, 0);
2321 wined3d_unordered_access_view_clear_uint(view
, &op
->clear_value
, context
);
2322 context_release(context
);
2324 wined3d_resource_release(view
->resource
);
2327 void wined3d_cs_emit_clear_unordered_access_view_uint(struct wined3d_cs
*cs
,
2328 struct wined3d_unordered_access_view
*view
, const struct wined3d_uvec4
*clear_value
)
2330 struct wined3d_cs_clear_unordered_access_view
*op
;
2332 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2333 op
->opcode
= WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW
;
2335 op
->clear_value
= *clear_value
;
2337 wined3d_resource_acquire(view
->resource
);
2339 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2342 static void wined3d_cs_exec_copy_uav_counter(struct wined3d_cs
*cs
, const void *data
)
2344 const struct wined3d_cs_copy_uav_counter
*op
= data
;
2345 struct wined3d_unordered_access_view
*view
= op
->view
;
2346 struct wined3d_context
*context
;
2348 context
= context_acquire(cs
->device
, NULL
, 0);
2349 wined3d_unordered_access_view_copy_counter(view
, op
->buffer
, op
->offset
, context
);
2350 context_release(context
);
2352 wined3d_resource_release(&op
->buffer
->resource
);
2355 void wined3d_cs_emit_copy_uav_counter(struct wined3d_cs
*cs
, struct wined3d_buffer
*dst_buffer
,
2356 unsigned int offset
, struct wined3d_unordered_access_view
*uav
)
2358 struct wined3d_cs_copy_uav_counter
*op
;
2360 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2361 op
->opcode
= WINED3D_CS_OP_COPY_UAV_COUNTER
;
2362 op
->buffer
= dst_buffer
;
2363 op
->offset
= offset
;
2366 wined3d_resource_acquire(&dst_buffer
->resource
);
2368 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2371 static void wined3d_cs_exec_generate_mipmaps(struct wined3d_cs
*cs
, const void *data
)
2373 const struct wined3d_cs_generate_mipmaps
*op
= data
;
2374 struct wined3d_shader_resource_view
*view
= op
->view
;
2376 shader_resource_view_generate_mipmaps(view
);
2377 wined3d_resource_release(view
->resource
);
2380 void wined3d_cs_emit_generate_mipmaps(struct wined3d_cs
*cs
, struct wined3d_shader_resource_view
*view
)
2382 struct wined3d_cs_generate_mipmaps
*op
;
2384 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2385 op
->opcode
= WINED3D_CS_OP_GENERATE_MIPMAPS
;
2388 wined3d_resource_acquire(view
->resource
);
2390 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2393 static void wined3d_cs_emit_stop(struct wined3d_cs
*cs
)
2395 struct wined3d_cs_stop
*op
;
2397 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2398 op
->opcode
= WINED3D_CS_OP_STOP
;
2400 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2401 cs
->ops
->finish(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2404 static void (* const wined3d_cs_op_handlers
[])(struct wined3d_cs
*cs
, const void *data
) =
2406 /* WINED3D_CS_OP_NOP */ wined3d_cs_exec_nop
,
2407 /* WINED3D_CS_OP_PRESENT */ wined3d_cs_exec_present
,
2408 /* WINED3D_CS_OP_CLEAR */ wined3d_cs_exec_clear
,
2409 /* WINED3D_CS_OP_DISPATCH */ wined3d_cs_exec_dispatch
,
2410 /* WINED3D_CS_OP_DRAW */ wined3d_cs_exec_draw
,
2411 /* WINED3D_CS_OP_FLUSH */ wined3d_cs_exec_flush
,
2412 /* WINED3D_CS_OP_SET_PREDICATION */ wined3d_cs_exec_set_predication
,
2413 /* WINED3D_CS_OP_SET_VIEWPORTS */ wined3d_cs_exec_set_viewports
,
2414 /* WINED3D_CS_OP_SET_SCISSOR_RECT */ wined3d_cs_exec_set_scissor_rect
,
2415 /* WINED3D_CS_OP_SET_RENDERTARGET_VIEW */ wined3d_cs_exec_set_rendertarget_view
,
2416 /* WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW */ wined3d_cs_exec_set_depth_stencil_view
,
2417 /* WINED3D_CS_OP_SET_VERTEX_DECLARATION */ wined3d_cs_exec_set_vertex_declaration
,
2418 /* WINED3D_CS_OP_SET_STREAM_SOURCE */ wined3d_cs_exec_set_stream_source
,
2419 /* WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ */ wined3d_cs_exec_set_stream_source_freq
,
2420 /* WINED3D_CS_OP_SET_STREAM_OUTPUT */ wined3d_cs_exec_set_stream_output
,
2421 /* WINED3D_CS_OP_SET_INDEX_BUFFER */ wined3d_cs_exec_set_index_buffer
,
2422 /* WINED3D_CS_OP_SET_CONSTANT_BUFFER */ wined3d_cs_exec_set_constant_buffer
,
2423 /* WINED3D_CS_OP_SET_TEXTURE */ wined3d_cs_exec_set_texture
,
2424 /* WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW */ wined3d_cs_exec_set_shader_resource_view
,
2425 /* WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW */ wined3d_cs_exec_set_unordered_access_view
,
2426 /* WINED3D_CS_OP_SET_SAMPLER */ wined3d_cs_exec_set_sampler
,
2427 /* WINED3D_CS_OP_SET_SHADER */ wined3d_cs_exec_set_shader
,
2428 /* WINED3D_CS_OP_SET_BLEND_STATE */ wined3d_cs_exec_set_blend_state
,
2429 /* WINED3D_CS_OP_SET_RASTERIZER_STATE */ wined3d_cs_exec_set_rasterizer_state
,
2430 /* WINED3D_CS_OP_SET_RENDER_STATE */ wined3d_cs_exec_set_render_state
,
2431 /* WINED3D_CS_OP_SET_TEXTURE_STATE */ wined3d_cs_exec_set_texture_state
,
2432 /* WINED3D_CS_OP_SET_SAMPLER_STATE */ wined3d_cs_exec_set_sampler_state
,
2433 /* WINED3D_CS_OP_SET_TRANSFORM */ wined3d_cs_exec_set_transform
,
2434 /* WINED3D_CS_OP_SET_CLIP_PLANE */ wined3d_cs_exec_set_clip_plane
,
2435 /* WINED3D_CS_OP_SET_COLOR_KEY */ wined3d_cs_exec_set_color_key
,
2436 /* WINED3D_CS_OP_SET_MATERIAL */ wined3d_cs_exec_set_material
,
2437 /* WINED3D_CS_OP_SET_LIGHT */ wined3d_cs_exec_set_light
,
2438 /* WINED3D_CS_OP_SET_LIGHT_ENABLE */ wined3d_cs_exec_set_light_enable
,
2439 /* WINED3D_CS_OP_PUSH_CONSTANTS */ wined3d_cs_exec_push_constants
,
2440 /* WINED3D_CS_OP_RESET_STATE */ wined3d_cs_exec_reset_state
,
2441 /* WINED3D_CS_OP_CALLBACK */ wined3d_cs_exec_callback
,
2442 /* WINED3D_CS_OP_QUERY_ISSUE */ wined3d_cs_exec_query_issue
,
2443 /* WINED3D_CS_OP_PRELOAD_RESOURCE */ wined3d_cs_exec_preload_resource
,
2444 /* WINED3D_CS_OP_UNLOAD_RESOURCE */ wined3d_cs_exec_unload_resource
,
2445 /* WINED3D_CS_OP_MAP */ wined3d_cs_exec_map
,
2446 /* WINED3D_CS_OP_UNMAP */ wined3d_cs_exec_unmap
,
2447 /* WINED3D_CS_OP_BLT_SUB_RESOURCE */ wined3d_cs_exec_blt_sub_resource
,
2448 /* WINED3D_CS_OP_UPDATE_SUB_RESOURCE */ wined3d_cs_exec_update_sub_resource
,
2449 /* WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION */ wined3d_cs_exec_add_dirty_texture_region
,
2450 /* WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW */ wined3d_cs_exec_clear_unordered_access_view
,
2451 /* WINED3D_CS_OP_COPY_UAV_COUNTER */ wined3d_cs_exec_copy_uav_counter
,
2452 /* WINED3D_CS_OP_GENERATE_MIPMAPS */ wined3d_cs_exec_generate_mipmaps
,
2455 static void *wined3d_cs_st_require_space(struct wined3d_cs
*cs
, size_t size
, enum wined3d_cs_queue_id queue_id
)
2457 if (size
> (cs
->data_size
- cs
->end
))
2462 new_size
= max(size
, cs
->data_size
* 2);
2464 new_data
= heap_realloc(cs
->data
, new_size
);
2466 new_data
= heap_alloc(new_size
);
2470 cs
->data_size
= new_size
;
2471 cs
->start
= cs
->end
= 0;
2472 cs
->data
= new_data
;
2477 return (BYTE
*)cs
->data
+ cs
->start
;
2480 static void wined3d_cs_st_submit(struct wined3d_cs
*cs
, enum wined3d_cs_queue_id queue_id
)
2482 enum wined3d_cs_op opcode
;
2488 cs
->start
= cs
->end
;
2490 opcode
= *(const enum wined3d_cs_op
*)&data
[start
];
2491 if (opcode
>= WINED3D_CS_OP_STOP
)
2492 ERR("Invalid opcode %#x.\n", opcode
);
2494 wined3d_cs_op_handlers
[opcode
](cs
, &data
[start
]);
2496 if (cs
->data
== data
)
2497 cs
->start
= cs
->end
= start
;
2502 static void wined3d_cs_st_finish(struct wined3d_cs
*cs
, enum wined3d_cs_queue_id queue_id
)
2506 static const struct wined3d_cs_ops wined3d_cs_st_ops
=
2508 wined3d_cs_st_require_space
,
2509 wined3d_cs_st_submit
,
2510 wined3d_cs_st_finish
,
2511 wined3d_cs_st_push_constants
,
2514 static BOOL
wined3d_cs_queue_is_empty(const struct wined3d_cs
*cs
, const struct wined3d_cs_queue
*queue
)
2516 wined3d_from_cs(cs
);
2517 return *(volatile LONG
*)&queue
->head
== queue
->tail
;
2520 static void wined3d_cs_queue_submit(struct wined3d_cs_queue
*queue
, struct wined3d_cs
*cs
)
2522 struct wined3d_cs_packet
*packet
;
2525 packet
= (struct wined3d_cs_packet
*)&queue
->data
[queue
->head
];
2526 packet_size
= FIELD_OFFSET(struct wined3d_cs_packet
, data
[packet
->size
]);
2527 InterlockedExchange(&queue
->head
, (queue
->head
+ packet_size
) & (WINED3D_CS_QUEUE_SIZE
- 1));
2529 if (InterlockedCompareExchange(&cs
->waiting_for_event
, FALSE
, TRUE
))
2530 SetEvent(cs
->event
);
2533 static void wined3d_cs_mt_submit(struct wined3d_cs
*cs
, enum wined3d_cs_queue_id queue_id
)
2535 if (cs
->thread_id
== GetCurrentThreadId())
2536 return wined3d_cs_st_submit(cs
, queue_id
);
2538 wined3d_cs_queue_submit(&cs
->queue
[queue_id
], cs
);
2541 static void *wined3d_cs_queue_require_space(struct wined3d_cs_queue
*queue
, size_t size
, struct wined3d_cs
*cs
)
2543 size_t queue_size
= ARRAY_SIZE(queue
->data
);
2544 size_t header_size
, packet_size
, remaining
;
2545 struct wined3d_cs_packet
*packet
;
2547 header_size
= FIELD_OFFSET(struct wined3d_cs_packet
, data
[0]);
2548 size
= (size
+ header_size
- 1) & ~(header_size
- 1);
2549 packet_size
= FIELD_OFFSET(struct wined3d_cs_packet
, data
[size
]);
2550 if (packet_size
>= WINED3D_CS_QUEUE_SIZE
)
2552 ERR("Packet size %lu >= queue size %u.\n",
2553 (unsigned long)packet_size
, WINED3D_CS_QUEUE_SIZE
);
2557 remaining
= queue_size
- queue
->head
;
2558 if (remaining
< packet_size
)
2560 size_t nop_size
= remaining
- header_size
;
2561 struct wined3d_cs_nop
*nop
;
2563 TRACE("Inserting a nop for %lu + %lu bytes.\n",
2564 (unsigned long)header_size
, (unsigned long)nop_size
);
2566 nop
= wined3d_cs_queue_require_space(queue
, nop_size
, cs
);
2568 nop
->opcode
= WINED3D_CS_OP_NOP
;
2570 wined3d_cs_queue_submit(queue
, cs
);
2571 assert(!queue
->head
);
2576 LONG tail
= *(volatile LONG
*)&queue
->tail
;
2577 LONG head
= queue
->head
;
2583 new_pos
= (head
+ packet_size
) & (WINED3D_CS_QUEUE_SIZE
- 1);
2584 /* Head ahead of tail. We checked the remaining size above, so we only
2585 * need to make sure we don't make head equal to tail. */
2586 if (head
> tail
&& (new_pos
!= tail
))
2588 /* Tail ahead of head. Make sure the new head is before the tail as
2589 * well. Note that new_pos is 0 when it's at the end of the queue. */
2590 if (new_pos
< tail
&& new_pos
)
2593 TRACE("Waiting for free space. Head %u, tail %u, packet size %lu.\n",
2594 head
, tail
, (unsigned long)packet_size
);
2597 packet
= (struct wined3d_cs_packet
*)&queue
->data
[queue
->head
];
2598 packet
->size
= size
;
2599 return packet
->data
;
2602 static void *wined3d_cs_mt_require_space(struct wined3d_cs
*cs
, size_t size
, enum wined3d_cs_queue_id queue_id
)
2604 if (cs
->thread_id
== GetCurrentThreadId())
2605 return wined3d_cs_st_require_space(cs
, size
, queue_id
);
2607 return wined3d_cs_queue_require_space(&cs
->queue
[queue_id
], size
, cs
);
2610 static void wined3d_cs_mt_finish(struct wined3d_cs
*cs
, enum wined3d_cs_queue_id queue_id
)
2612 if (cs
->thread_id
== GetCurrentThreadId())
2613 return wined3d_cs_st_finish(cs
, queue_id
);
2615 while (cs
->queue
[queue_id
].head
!= *(volatile LONG
*)&cs
->queue
[queue_id
].tail
)
2619 static const struct wined3d_cs_ops wined3d_cs_mt_ops
=
2621 wined3d_cs_mt_require_space
,
2622 wined3d_cs_mt_submit
,
2623 wined3d_cs_mt_finish
,
2624 wined3d_cs_mt_push_constants
,
2627 static void poll_queries(struct wined3d_cs
*cs
)
2629 struct wined3d_query
*query
, *cursor
;
2631 LIST_FOR_EACH_ENTRY_SAFE(query
, cursor
, &cs
->query_poll_list
, struct wined3d_query
, poll_list_entry
)
2633 if (!query
->query_ops
->query_poll(query
, 0))
2636 list_remove(&query
->poll_list_entry
);
2637 list_init(&query
->poll_list_entry
);
2638 InterlockedIncrement(&query
->counter_retrieved
);
2642 static void wined3d_cs_wait_event(struct wined3d_cs
*cs
)
2644 InterlockedExchange(&cs
->waiting_for_event
, TRUE
);
2646 /* The main thread might have enqueued a command and blocked on it after
2647 * the CS thread decided to enter wined3d_cs_wait_event(), but before
2648 * "waiting_for_event" was set.
2650 * Likewise, we can race with the main thread when resetting
2651 * "waiting_for_event", in which case we would need to call
2652 * WaitForSingleObject() because the main thread called SetEvent(). */
2653 if (!(wined3d_cs_queue_is_empty(cs
, &cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
])
2654 && wined3d_cs_queue_is_empty(cs
, &cs
->queue
[WINED3D_CS_QUEUE_MAP
]))
2655 && InterlockedCompareExchange(&cs
->waiting_for_event
, FALSE
, TRUE
))
2658 WaitForSingleObject(cs
->event
, INFINITE
);
2661 static DWORD WINAPI
wined3d_cs_run(void *ctx
)
2663 struct wined3d_cs_packet
*packet
;
2664 struct wined3d_cs_queue
*queue
;
2665 unsigned int spin_count
= 0;
2666 struct wined3d_cs
*cs
= ctx
;
2667 enum wined3d_cs_op opcode
;
2668 HMODULE wined3d_module
;
2669 unsigned int poll
= 0;
2672 TRACE("Started.\n");
2674 /* Copy the module handle to a local variable to avoid racing with the
2675 * thread freeing "cs" before the FreeLibraryAndExitThread() call. */
2676 wined3d_module
= cs
->wined3d_module
;
2678 list_init(&cs
->query_poll_list
);
2679 cs
->thread_id
= GetCurrentThreadId();
2682 if (++poll
== WINED3D_CS_QUERY_POLL_INTERVAL
)
2688 queue
= &cs
->queue
[WINED3D_CS_QUEUE_MAP
];
2689 if (wined3d_cs_queue_is_empty(cs
, queue
))
2691 queue
= &cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
];
2692 if (wined3d_cs_queue_is_empty(cs
, queue
))
2694 if (++spin_count
>= WINED3D_CS_SPIN_COUNT
&& list_empty(&cs
->query_poll_list
))
2695 wined3d_cs_wait_event(cs
);
2702 packet
= (struct wined3d_cs_packet
*)&queue
->data
[tail
];
2705 opcode
= *(const enum wined3d_cs_op
*)packet
->data
;
2707 if (opcode
>= WINED3D_CS_OP_STOP
)
2709 if (opcode
> WINED3D_CS_OP_STOP
)
2710 ERR("Invalid opcode %#x.\n", opcode
);
2714 wined3d_cs_op_handlers
[opcode
](cs
, packet
->data
);
2717 tail
+= FIELD_OFFSET(struct wined3d_cs_packet
, data
[packet
->size
]);
2718 tail
&= (WINED3D_CS_QUEUE_SIZE
- 1);
2719 InterlockedExchange(&queue
->tail
, tail
);
2722 cs
->queue
[WINED3D_CS_QUEUE_MAP
].tail
= cs
->queue
[WINED3D_CS_QUEUE_MAP
].head
;
2723 cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
].tail
= cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
].head
;
2724 TRACE("Stopped.\n");
2725 FreeLibraryAndExitThread(wined3d_module
, 0);
2728 struct wined3d_cs
*wined3d_cs_create(struct wined3d_device
*device
)
2730 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2731 struct wined3d_cs
*cs
;
2733 if (!(cs
= heap_alloc_zero(sizeof(*cs
))))
2736 cs
->ops
= &wined3d_cs_st_ops
;
2737 cs
->device
= device
;
2739 state_init(&cs
->state
, &cs
->fb
, gl_info
, &device
->adapter
->d3d_info
,
2740 WINED3D_STATE_NO_REF
| WINED3D_STATE_INIT_DEFAULT
);
2742 cs
->data_size
= WINED3D_INITIAL_CS_SIZE
;
2743 if (!(cs
->data
= heap_alloc(cs
->data_size
)))
2746 if (wined3d_settings
.cs_multithreaded
2747 && !RtlIsCriticalSectionLockedByThread(NtCurrentTeb()->Peb
->LoaderLock
))
2749 cs
->ops
= &wined3d_cs_mt_ops
;
2751 if (!(cs
->event
= CreateEventW(NULL
, FALSE
, FALSE
, NULL
)))
2753 ERR("Failed to create command stream event.\n");
2754 heap_free(cs
->data
);
2758 if (!(GetModuleHandleExW(GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS
,
2759 (const WCHAR
*)wined3d_cs_run
, &cs
->wined3d_module
)))
2761 ERR("Failed to get wined3d module handle.\n");
2762 CloseHandle(cs
->event
);
2763 heap_free(cs
->data
);
2767 if (!(cs
->thread
= CreateThread(NULL
, 0, wined3d_cs_run
, cs
, 0, NULL
)))
2769 ERR("Failed to create wined3d command stream thread.\n");
2770 FreeLibrary(cs
->wined3d_module
);
2771 CloseHandle(cs
->event
);
2772 heap_free(cs
->data
);
2780 state_cleanup(&cs
->state
);
2785 void wined3d_cs_destroy(struct wined3d_cs
*cs
)
2789 wined3d_cs_emit_stop(cs
);
2790 CloseHandle(cs
->thread
);
2791 if (!CloseHandle(cs
->event
))
2792 ERR("Closing event failed.\n");
2795 state_cleanup(&cs
->state
);
2796 heap_free(cs
->data
);