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_PUSH_CONSTANTS
,
66 WINED3D_CS_OP_RESET_STATE
,
67 WINED3D_CS_OP_CALLBACK
,
68 WINED3D_CS_OP_QUERY_ISSUE
,
69 WINED3D_CS_OP_PRELOAD_RESOURCE
,
70 WINED3D_CS_OP_UNLOAD_RESOURCE
,
73 WINED3D_CS_OP_BLT_SUB_RESOURCE
,
74 WINED3D_CS_OP_UPDATE_SUB_RESOURCE
,
75 WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION
,
76 WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW
,
77 WINED3D_CS_OP_COPY_UAV_COUNTER
,
78 WINED3D_CS_OP_GENERATE_MIPMAPS
,
82 struct wined3d_cs_packet
90 enum wined3d_cs_op opcode
;
93 struct wined3d_cs_present
95 enum wined3d_cs_op opcode
;
96 HWND dst_window_override
;
97 struct wined3d_swapchain
*swapchain
;
100 unsigned int swap_interval
;
104 struct wined3d_cs_clear
106 enum wined3d_cs_op opcode
;
108 unsigned int rt_count
;
109 struct wined3d_fb_state
*fb
;
111 struct wined3d_color color
;
114 unsigned int rect_count
;
118 struct wined3d_cs_dispatch
120 enum wined3d_cs_op opcode
;
121 struct wined3d_dispatch_parameters parameters
;
124 struct wined3d_cs_draw
126 enum wined3d_cs_op opcode
;
127 enum wined3d_primitive_type primitive_type
;
128 GLint patch_vertex_count
;
129 struct wined3d_draw_parameters parameters
;
132 struct wined3d_cs_flush
134 enum wined3d_cs_op opcode
;
137 struct wined3d_cs_set_predication
139 enum wined3d_cs_op opcode
;
140 struct wined3d_query
*predicate
;
144 struct wined3d_cs_set_viewports
146 enum wined3d_cs_op opcode
;
147 unsigned int viewport_count
;
148 struct wined3d_viewport viewports
[1];
151 struct wined3d_cs_set_scissor_rects
153 enum wined3d_cs_op opcode
;
154 unsigned int rect_count
;
158 struct wined3d_cs_set_rendertarget_view
160 enum wined3d_cs_op opcode
;
161 unsigned int view_idx
;
162 struct wined3d_rendertarget_view
*view
;
165 struct wined3d_cs_set_depth_stencil_view
167 enum wined3d_cs_op opcode
;
168 struct wined3d_rendertarget_view
*view
;
171 struct wined3d_cs_set_vertex_declaration
173 enum wined3d_cs_op opcode
;
174 struct wined3d_vertex_declaration
*declaration
;
177 struct wined3d_cs_set_stream_source
179 enum wined3d_cs_op opcode
;
181 struct wined3d_buffer
*buffer
;
186 struct wined3d_cs_set_stream_source_freq
188 enum wined3d_cs_op opcode
;
194 struct wined3d_cs_set_stream_output
196 enum wined3d_cs_op opcode
;
198 struct wined3d_buffer
*buffer
;
202 struct wined3d_cs_set_index_buffer
204 enum wined3d_cs_op opcode
;
205 struct wined3d_buffer
*buffer
;
206 enum wined3d_format_id format_id
;
210 struct wined3d_cs_set_constant_buffer
212 enum wined3d_cs_op opcode
;
213 enum wined3d_shader_type type
;
215 struct wined3d_buffer
*buffer
;
218 struct wined3d_cs_set_texture
220 enum wined3d_cs_op opcode
;
222 struct wined3d_texture
*texture
;
225 struct wined3d_cs_set_color_key
227 enum wined3d_cs_op opcode
;
228 struct wined3d_texture
*texture
;
231 struct wined3d_color_key color_key
;
234 struct wined3d_cs_set_shader_resource_view
236 enum wined3d_cs_op opcode
;
237 enum wined3d_shader_type type
;
239 struct wined3d_shader_resource_view
*view
;
242 struct wined3d_cs_set_unordered_access_view
244 enum wined3d_cs_op opcode
;
245 enum wined3d_pipeline pipeline
;
246 unsigned int view_idx
;
247 struct wined3d_unordered_access_view
*view
;
248 unsigned int initial_count
;
251 struct wined3d_cs_set_sampler
253 enum wined3d_cs_op opcode
;
254 enum wined3d_shader_type type
;
256 struct wined3d_sampler
*sampler
;
259 struct wined3d_cs_set_shader
261 enum wined3d_cs_op opcode
;
262 enum wined3d_shader_type type
;
263 struct wined3d_shader
*shader
;
266 struct wined3d_cs_set_blend_state
268 enum wined3d_cs_op opcode
;
269 struct wined3d_blend_state
*state
;
270 struct wined3d_color factor
;
271 unsigned int sample_mask
;
274 struct wined3d_cs_set_depth_stencil_state
276 enum wined3d_cs_op opcode
;
277 struct wined3d_depth_stencil_state
*state
;
280 struct wined3d_cs_set_rasterizer_state
282 enum wined3d_cs_op opcode
;
283 struct wined3d_rasterizer_state
*state
;
286 struct wined3d_cs_set_render_state
288 enum wined3d_cs_op opcode
;
289 enum wined3d_render_state state
;
293 struct wined3d_cs_set_texture_state
295 enum wined3d_cs_op opcode
;
297 enum wined3d_texture_stage_state state
;
301 struct wined3d_cs_set_sampler_state
303 enum wined3d_cs_op opcode
;
305 enum wined3d_sampler_state state
;
309 struct wined3d_cs_set_transform
311 enum wined3d_cs_op opcode
;
312 enum wined3d_transform_state state
;
313 struct wined3d_matrix matrix
;
316 struct wined3d_cs_set_clip_plane
318 enum wined3d_cs_op opcode
;
320 struct wined3d_vec4 plane
;
323 struct wined3d_cs_set_material
325 enum wined3d_cs_op opcode
;
326 struct wined3d_material material
;
329 struct wined3d_cs_set_light
331 enum wined3d_cs_op opcode
;
332 struct wined3d_light_info light
;
335 struct wined3d_cs_set_light_enable
337 enum wined3d_cs_op opcode
;
342 struct wined3d_cs_push_constants
344 enum wined3d_cs_op opcode
;
345 enum wined3d_push_constants type
;
346 unsigned int start_idx
;
351 struct wined3d_cs_reset_state
353 enum wined3d_cs_op opcode
;
356 struct wined3d_cs_callback
358 enum wined3d_cs_op opcode
;
359 void (*callback
)(void *object
);
363 struct wined3d_cs_query_issue
365 enum wined3d_cs_op opcode
;
366 struct wined3d_query
*query
;
370 struct wined3d_cs_preload_resource
372 enum wined3d_cs_op opcode
;
373 struct wined3d_resource
*resource
;
376 struct wined3d_cs_unload_resource
378 enum wined3d_cs_op opcode
;
379 struct wined3d_resource
*resource
;
382 struct wined3d_cs_map
384 enum wined3d_cs_op opcode
;
385 struct wined3d_resource
*resource
;
386 unsigned int sub_resource_idx
;
387 struct wined3d_map_desc
*map_desc
;
388 const struct wined3d_box
*box
;
393 struct wined3d_cs_unmap
395 enum wined3d_cs_op opcode
;
396 struct wined3d_resource
*resource
;
397 unsigned int sub_resource_idx
;
401 struct wined3d_cs_blt_sub_resource
403 enum wined3d_cs_op opcode
;
404 struct wined3d_resource
*dst_resource
;
405 unsigned int dst_sub_resource_idx
;
406 struct wined3d_box dst_box
;
407 struct wined3d_resource
*src_resource
;
408 unsigned int src_sub_resource_idx
;
409 struct wined3d_box src_box
;
411 struct wined3d_blt_fx fx
;
412 enum wined3d_texture_filter_type filter
;
415 struct wined3d_cs_update_sub_resource
417 enum wined3d_cs_op opcode
;
418 struct wined3d_resource
*resource
;
419 unsigned int sub_resource_idx
;
420 struct wined3d_box box
;
421 struct wined3d_sub_resource_data data
;
424 struct wined3d_cs_add_dirty_texture_region
426 enum wined3d_cs_op opcode
;
427 struct wined3d_texture
*texture
;
431 struct wined3d_cs_clear_unordered_access_view
433 enum wined3d_cs_op opcode
;
434 struct wined3d_unordered_access_view
*view
;
435 struct wined3d_uvec4 clear_value
;
438 struct wined3d_cs_copy_uav_counter
440 enum wined3d_cs_op opcode
;
441 struct wined3d_buffer
*buffer
;
443 struct wined3d_unordered_access_view
*view
;
446 struct wined3d_cs_generate_mipmaps
448 enum wined3d_cs_op opcode
;
449 struct wined3d_shader_resource_view
*view
;
452 struct wined3d_cs_stop
454 enum wined3d_cs_op opcode
;
457 static inline void *wined3d_cs_require_space(struct wined3d_cs
*cs
,
458 size_t size
, enum wined3d_cs_queue_id queue_id
)
460 return cs
->ops
->require_space(cs
, size
, queue_id
);
463 static inline void wined3d_cs_submit(struct wined3d_cs
*cs
, enum wined3d_cs_queue_id queue_id
)
465 cs
->ops
->submit(cs
, queue_id
);
468 static const char *debug_cs_op(enum wined3d_cs_op op
)
472 #define WINED3D_TO_STR(type) case type: return #type
473 WINED3D_TO_STR(WINED3D_CS_OP_NOP
);
474 WINED3D_TO_STR(WINED3D_CS_OP_PRESENT
);
475 WINED3D_TO_STR(WINED3D_CS_OP_CLEAR
);
476 WINED3D_TO_STR(WINED3D_CS_OP_DISPATCH
);
477 WINED3D_TO_STR(WINED3D_CS_OP_DRAW
);
478 WINED3D_TO_STR(WINED3D_CS_OP_FLUSH
);
479 WINED3D_TO_STR(WINED3D_CS_OP_SET_PREDICATION
);
480 WINED3D_TO_STR(WINED3D_CS_OP_SET_VIEWPORTS
);
481 WINED3D_TO_STR(WINED3D_CS_OP_SET_SCISSOR_RECTS
);
482 WINED3D_TO_STR(WINED3D_CS_OP_SET_RENDERTARGET_VIEW
);
483 WINED3D_TO_STR(WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW
);
484 WINED3D_TO_STR(WINED3D_CS_OP_SET_VERTEX_DECLARATION
);
485 WINED3D_TO_STR(WINED3D_CS_OP_SET_STREAM_SOURCE
);
486 WINED3D_TO_STR(WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ
);
487 WINED3D_TO_STR(WINED3D_CS_OP_SET_STREAM_OUTPUT
);
488 WINED3D_TO_STR(WINED3D_CS_OP_SET_INDEX_BUFFER
);
489 WINED3D_TO_STR(WINED3D_CS_OP_SET_CONSTANT_BUFFER
);
490 WINED3D_TO_STR(WINED3D_CS_OP_SET_TEXTURE
);
491 WINED3D_TO_STR(WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW
);
492 WINED3D_TO_STR(WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW
);
493 WINED3D_TO_STR(WINED3D_CS_OP_SET_SAMPLER
);
494 WINED3D_TO_STR(WINED3D_CS_OP_SET_SHADER
);
495 WINED3D_TO_STR(WINED3D_CS_OP_SET_BLEND_STATE
);
496 WINED3D_TO_STR(WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE
);
497 WINED3D_TO_STR(WINED3D_CS_OP_SET_RASTERIZER_STATE
);
498 WINED3D_TO_STR(WINED3D_CS_OP_SET_RENDER_STATE
);
499 WINED3D_TO_STR(WINED3D_CS_OP_SET_TEXTURE_STATE
);
500 WINED3D_TO_STR(WINED3D_CS_OP_SET_SAMPLER_STATE
);
501 WINED3D_TO_STR(WINED3D_CS_OP_SET_TRANSFORM
);
502 WINED3D_TO_STR(WINED3D_CS_OP_SET_CLIP_PLANE
);
503 WINED3D_TO_STR(WINED3D_CS_OP_SET_COLOR_KEY
);
504 WINED3D_TO_STR(WINED3D_CS_OP_SET_MATERIAL
);
505 WINED3D_TO_STR(WINED3D_CS_OP_SET_LIGHT
);
506 WINED3D_TO_STR(WINED3D_CS_OP_SET_LIGHT_ENABLE
);
507 WINED3D_TO_STR(WINED3D_CS_OP_PUSH_CONSTANTS
);
508 WINED3D_TO_STR(WINED3D_CS_OP_RESET_STATE
);
509 WINED3D_TO_STR(WINED3D_CS_OP_CALLBACK
);
510 WINED3D_TO_STR(WINED3D_CS_OP_QUERY_ISSUE
);
511 WINED3D_TO_STR(WINED3D_CS_OP_PRELOAD_RESOURCE
);
512 WINED3D_TO_STR(WINED3D_CS_OP_UNLOAD_RESOURCE
);
513 WINED3D_TO_STR(WINED3D_CS_OP_MAP
);
514 WINED3D_TO_STR(WINED3D_CS_OP_UNMAP
);
515 WINED3D_TO_STR(WINED3D_CS_OP_BLT_SUB_RESOURCE
);
516 WINED3D_TO_STR(WINED3D_CS_OP_UPDATE_SUB_RESOURCE
);
517 WINED3D_TO_STR(WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION
);
518 WINED3D_TO_STR(WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW
);
519 WINED3D_TO_STR(WINED3D_CS_OP_COPY_UAV_COUNTER
);
520 WINED3D_TO_STR(WINED3D_CS_OP_GENERATE_MIPMAPS
);
521 WINED3D_TO_STR(WINED3D_CS_OP_STOP
);
522 #undef WINED3D_TO_STR
524 return wine_dbg_sprintf("UNKNOWN_OP(%#x)", op
);
527 static void wined3d_cs_exec_nop(struct wined3d_cs
*cs
, const void *data
)
531 static void wined3d_cs_exec_present(struct wined3d_cs
*cs
, const void *data
)
533 struct wined3d_texture
*logo_texture
, *cursor_texture
, *back_buffer
;
534 struct wined3d_rendertarget_view
*dsv
= cs
->state
.fb
.depth_stencil
;
535 const struct wined3d_cs_present
*op
= data
;
536 const struct wined3d_swapchain_desc
*desc
;
537 struct wined3d_swapchain
*swapchain
;
540 swapchain
= op
->swapchain
;
541 desc
= &swapchain
->state
.desc
;
542 back_buffer
= swapchain
->back_buffers
[0];
543 wined3d_swapchain_set_window(swapchain
, op
->dst_window_override
);
545 if ((logo_texture
= swapchain
->device
->logo_texture
))
547 RECT rect
= {0, 0, logo_texture
->resource
.width
, logo_texture
->resource
.height
};
549 /* Blit the logo into the upper left corner of the back-buffer. */
550 wined3d_texture_blt(back_buffer
, 0, &rect
, logo_texture
, 0,
551 &rect
, WINED3D_BLT_SRC_CKEY
, NULL
, WINED3D_TEXF_POINT
);
554 if ((cursor_texture
= swapchain
->device
->cursor_texture
)
555 && swapchain
->device
->bCursorVisible
&& !swapchain
->device
->hardwareCursor
)
559 swapchain
->device
->xScreenSpace
- swapchain
->device
->xHotSpot
,
560 swapchain
->device
->yScreenSpace
- swapchain
->device
->yHotSpot
,
561 swapchain
->device
->xScreenSpace
+ swapchain
->device
->cursorWidth
- swapchain
->device
->xHotSpot
,
562 swapchain
->device
->yScreenSpace
+ swapchain
->device
->cursorHeight
- swapchain
->device
->yHotSpot
,
566 0, 0, cursor_texture
->resource
.width
, cursor_texture
->resource
.height
568 const RECT clip_rect
= {0, 0, back_buffer
->resource
.width
, back_buffer
->resource
.height
};
570 TRACE("Rendering the software cursor.\n");
573 MapWindowPoints(NULL
, swapchain
->win_handle
, (POINT
*)&dst_rect
, 2);
574 if (wined3d_clip_blit(&clip_rect
, &dst_rect
, &src_rect
))
575 wined3d_texture_blt(back_buffer
, 0, &dst_rect
, cursor_texture
, 0,
576 &src_rect
, WINED3D_BLT_ALPHA_TEST
, NULL
, WINED3D_TEXF_POINT
);
579 swapchain
->swapchain_ops
->swapchain_present(swapchain
, &op
->src_rect
, &op
->dst_rect
, op
->swap_interval
, op
->flags
);
581 /* Discard buffers if the swap effect allows it. */
582 back_buffer
= swapchain
->back_buffers
[desc
->backbuffer_count
- 1];
583 if (desc
->swap_effect
== WINED3D_SWAP_EFFECT_DISCARD
|| desc
->swap_effect
== WINED3D_SWAP_EFFECT_FLIP_DISCARD
)
584 wined3d_texture_validate_location(back_buffer
, 0, WINED3D_LOCATION_DISCARDED
);
586 if (dsv
&& dsv
->resource
->type
!= WINED3D_RTYPE_BUFFER
)
588 struct wined3d_texture
*ds
= texture_from_resource(dsv
->resource
);
590 if ((desc
->flags
& WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL
|| ds
->flags
& WINED3D_TEXTURE_DISCARD
))
591 wined3d_rendertarget_view_validate_location(dsv
, WINED3D_LOCATION_DISCARDED
);
596 DWORD time
= GetTickCount();
599 /* every 1.5 seconds */
600 if (time
- swapchain
->prev_time
> 1500)
602 TRACE_(fps
)("%p @ approx %.2ffps\n",
603 swapchain
, 1000.0 * swapchain
->frames
/ (time
- swapchain
->prev_time
));
604 swapchain
->prev_time
= time
;
605 swapchain
->frames
= 0;
609 wined3d_resource_release(&swapchain
->front_buffer
->resource
);
610 for (i
= 0; i
< desc
->backbuffer_count
; ++i
)
612 wined3d_resource_release(&swapchain
->back_buffers
[i
]->resource
);
615 InterlockedDecrement(&cs
->pending_presents
);
618 void wined3d_cs_emit_present(struct wined3d_cs
*cs
, struct wined3d_swapchain
*swapchain
,
619 const RECT
*src_rect
, const RECT
*dst_rect
, HWND dst_window_override
,
620 unsigned int swap_interval
, DWORD flags
)
622 struct wined3d_cs_present
*op
;
626 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
627 op
->opcode
= WINED3D_CS_OP_PRESENT
;
628 op
->dst_window_override
= dst_window_override
;
629 op
->swapchain
= swapchain
;
630 op
->src_rect
= *src_rect
;
631 op
->dst_rect
= *dst_rect
;
632 op
->swap_interval
= swap_interval
;
635 pending
= InterlockedIncrement(&cs
->pending_presents
);
637 wined3d_resource_acquire(&swapchain
->front_buffer
->resource
);
638 for (i
= 0; i
< swapchain
->state
.desc
.backbuffer_count
; ++i
)
640 wined3d_resource_acquire(&swapchain
->back_buffers
[i
]->resource
);
643 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
645 /* Limit input latency by limiting the number of presents that we can get
646 * ahead of the worker thread. */
647 while (pending
>= swapchain
->max_frame_latency
)
650 pending
= InterlockedCompareExchange(&cs
->pending_presents
, 0, 0);
654 static void wined3d_cs_exec_clear(struct wined3d_cs
*cs
, const void *data
)
656 const struct wined3d_cs_clear
*op
= data
;
657 struct wined3d_device
*device
;
661 device
->blitter
->ops
->blitter_clear(device
->blitter
, device
, op
->rt_count
, op
->fb
,
662 op
->rect_count
, op
->rects
, &op
->draw_rect
, op
->flags
, &op
->color
, op
->depth
, op
->stencil
);
664 if (op
->flags
& WINED3DCLEAR_TARGET
)
666 for (i
= 0; i
< op
->rt_count
; ++i
)
668 if (op
->fb
->render_targets
[i
])
669 wined3d_resource_release(op
->fb
->render_targets
[i
]->resource
);
672 if (op
->flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
673 wined3d_resource_release(op
->fb
->depth_stencil
->resource
);
676 void wined3d_cs_emit_clear(struct wined3d_cs
*cs
, DWORD rect_count
, const RECT
*rects
,
677 DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
679 const struct wined3d_state
*state
= &cs
->device
->state
;
680 const struct wined3d_viewport
*vp
= &state
->viewports
[0];
681 struct wined3d_rendertarget_view
*view
;
682 struct wined3d_cs_clear
*op
;
683 unsigned int rt_count
, i
;
685 rt_count
= flags
& WINED3DCLEAR_TARGET
? cs
->device
->adapter
->d3d_info
.limits
.max_rt_count
: 0;
687 op
= wined3d_cs_require_space(cs
, FIELD_OFFSET(struct wined3d_cs_clear
, rects
[rect_count
]),
688 WINED3D_CS_QUEUE_DEFAULT
);
689 op
->opcode
= WINED3D_CS_OP_CLEAR
;
690 op
->flags
= flags
& (WINED3DCLEAR_TARGET
| WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
);
691 op
->rt_count
= rt_count
;
692 op
->fb
= &cs
->state
.fb
;
693 SetRect(&op
->draw_rect
, vp
->x
, vp
->y
, vp
->x
+ vp
->width
, vp
->y
+ vp
->height
);
694 if (state
->rasterizer_state
&& state
->rasterizer_state
->desc
.scissor
)
695 IntersectRect(&op
->draw_rect
, &op
->draw_rect
, &state
->scissor_rects
[0]);
698 op
->stencil
= stencil
;
699 op
->rect_count
= rect_count
;
700 memcpy(op
->rects
, rects
, sizeof(*rects
) * rect_count
);
702 for (i
= 0; i
< rt_count
; ++i
)
704 if ((view
= state
->fb
.render_targets
[i
]))
705 wined3d_resource_acquire(view
->resource
);
707 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
709 view
= state
->fb
.depth_stencil
;
710 wined3d_resource_acquire(view
->resource
);
713 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
716 void wined3d_cs_emit_clear_rendertarget_view(struct wined3d_cs
*cs
, struct wined3d_rendertarget_view
*view
,
717 const RECT
*rect
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
719 struct wined3d_cs_clear
*op
;
722 size
= FIELD_OFFSET(struct wined3d_cs_clear
, rects
[1]) + sizeof(struct wined3d_fb_state
);
723 op
= wined3d_cs_require_space(cs
, size
, WINED3D_CS_QUEUE_DEFAULT
);
724 op
->fb
= (void *)&op
->rects
[1];
726 op
->opcode
= WINED3D_CS_OP_CLEAR
;
727 op
->flags
= flags
& (WINED3DCLEAR_TARGET
| WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
);
728 if (flags
& WINED3DCLEAR_TARGET
)
731 op
->fb
->render_targets
[0] = view
;
732 op
->fb
->depth_stencil
= NULL
;
738 op
->fb
->render_targets
[0] = NULL
;
739 op
->fb
->depth_stencil
= view
;
741 op
->stencil
= stencil
;
743 SetRect(&op
->draw_rect
, 0, 0, view
->width
, view
->height
);
745 op
->rects
[0] = *rect
;
747 wined3d_resource_acquire(view
->resource
);
749 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
750 if (flags
& WINED3DCLEAR_SYNCHRONOUS
)
751 wined3d_cs_finish(cs
, WINED3D_CS_QUEUE_DEFAULT
);
754 static void acquire_shader_resources(const struct wined3d_state
*state
, unsigned int shader_mask
)
756 struct wined3d_shader_sampler_map_entry
*entry
;
757 struct wined3d_shader_resource_view
*view
;
758 struct wined3d_shader
*shader
;
761 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
763 if (!(shader_mask
& (1u << i
)))
766 if (!(shader
= state
->shader
[i
]))
769 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
772 wined3d_resource_acquire(&state
->cb
[i
][j
]->resource
);
775 for (j
= 0; j
< shader
->reg_maps
.sampler_map
.count
; ++j
)
777 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
779 if (!(view
= state
->shader_resource_view
[i
][entry
->resource_idx
]))
782 wined3d_resource_acquire(view
->resource
);
787 static void release_shader_resources(const struct wined3d_state
*state
, unsigned int shader_mask
)
789 struct wined3d_shader_sampler_map_entry
*entry
;
790 struct wined3d_shader_resource_view
*view
;
791 struct wined3d_shader
*shader
;
794 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
796 if (!(shader_mask
& (1u << i
)))
799 if (!(shader
= state
->shader
[i
]))
802 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
805 wined3d_resource_release(&state
->cb
[i
][j
]->resource
);
808 for (j
= 0; j
< shader
->reg_maps
.sampler_map
.count
; ++j
)
810 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
812 if (!(view
= state
->shader_resource_view
[i
][entry
->resource_idx
]))
815 wined3d_resource_release(view
->resource
);
820 static void acquire_unordered_access_resources(const struct wined3d_shader
*shader
,
821 struct wined3d_unordered_access_view
* const *views
)
828 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
830 if (!shader
->reg_maps
.uav_resource_info
[i
].type
)
836 wined3d_resource_acquire(views
[i
]->resource
);
840 static void release_unordered_access_resources(const struct wined3d_shader
*shader
,
841 struct wined3d_unordered_access_view
* const *views
)
848 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
850 if (!shader
->reg_maps
.uav_resource_info
[i
].type
)
856 wined3d_resource_release(views
[i
]->resource
);
860 static void wined3d_cs_exec_dispatch(struct wined3d_cs
*cs
, const void *data
)
862 const struct wined3d_cs_dispatch
*op
= data
;
863 struct wined3d_state
*state
= &cs
->state
;
865 if (!state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
])
866 WARN("No compute shader bound, skipping dispatch.\n");
868 cs
->device
->adapter
->adapter_ops
->adapter_dispatch_compute(cs
->device
, state
, &op
->parameters
);
870 if (op
->parameters
.indirect
)
871 wined3d_resource_release(&op
->parameters
.u
.indirect
.buffer
->resource
);
873 release_shader_resources(state
, 1u << WINED3D_SHADER_TYPE_COMPUTE
);
874 release_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
875 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
878 static void acquire_compute_pipeline_resources(const struct wined3d_state
*state
)
880 acquire_shader_resources(state
, 1u << WINED3D_SHADER_TYPE_COMPUTE
);
881 acquire_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
882 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
885 void wined3d_cs_emit_dispatch(struct wined3d_cs
*cs
,
886 unsigned int group_count_x
, unsigned int group_count_y
, unsigned int group_count_z
)
888 const struct wined3d_state
*state
= &cs
->device
->state
;
889 struct wined3d_cs_dispatch
*op
;
891 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
892 op
->opcode
= WINED3D_CS_OP_DISPATCH
;
893 op
->parameters
.indirect
= FALSE
;
894 op
->parameters
.u
.direct
.group_count_x
= group_count_x
;
895 op
->parameters
.u
.direct
.group_count_y
= group_count_y
;
896 op
->parameters
.u
.direct
.group_count_z
= group_count_z
;
898 acquire_compute_pipeline_resources(state
);
900 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
903 void wined3d_cs_emit_dispatch_indirect(struct wined3d_cs
*cs
,
904 struct wined3d_buffer
*buffer
, unsigned int offset
)
906 const struct wined3d_state
*state
= &cs
->device
->state
;
907 struct wined3d_cs_dispatch
*op
;
909 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
910 op
->opcode
= WINED3D_CS_OP_DISPATCH
;
911 op
->parameters
.indirect
= TRUE
;
912 op
->parameters
.u
.indirect
.buffer
= buffer
;
913 op
->parameters
.u
.indirect
.offset
= offset
;
915 acquire_compute_pipeline_resources(state
);
916 wined3d_resource_acquire(&buffer
->resource
);
918 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
921 static void wined3d_cs_exec_draw(struct wined3d_cs
*cs
, const void *data
)
923 const struct wined3d_d3d_info
*d3d_info
= &cs
->device
->adapter
->d3d_info
;
924 const struct wined3d_shader
*geometry_shader
;
925 struct wined3d_device
*device
= cs
->device
;
926 int base_vertex_idx
, load_base_vertex_idx
;
927 struct wined3d_state
*state
= &cs
->state
;
928 const struct wined3d_cs_draw
*op
= data
;
932 if (!op
->parameters
.indirect
)
934 const struct wined3d_direct_draw_parameters
*direct
= &op
->parameters
.u
.direct
;
936 if (op
->parameters
.indexed
&& d3d_info
->draw_base_vertex_offset
)
937 base_vertex_idx
= direct
->base_vertex_idx
;
938 else if (!op
->parameters
.indexed
)
939 base_vertex_idx
= direct
->start_idx
;
942 /* ARB_draw_indirect always supports a base vertex offset. */
943 if (!op
->parameters
.indirect
&& !d3d_info
->draw_base_vertex_offset
)
944 load_base_vertex_idx
= op
->parameters
.u
.direct
.base_vertex_idx
;
946 load_base_vertex_idx
= 0;
948 if (state
->base_vertex_index
!= base_vertex_idx
)
950 state
->base_vertex_index
= base_vertex_idx
;
951 for (i
= 0; i
< device
->context_count
; ++i
)
952 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_BASE_VERTEX_ID
;
955 if (state
->load_base_vertex_index
!= load_base_vertex_idx
)
957 state
->load_base_vertex_index
= load_base_vertex_idx
;
958 device_invalidate_state(cs
->device
, STATE_BASEVERTEXINDEX
);
961 if (state
->primitive_type
!= op
->primitive_type
)
963 if ((geometry_shader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]) && !geometry_shader
->function
)
964 device_invalidate_state(cs
->device
, STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
));
965 if (state
->primitive_type
== WINED3D_PT_POINTLIST
|| op
->primitive_type
== WINED3D_PT_POINTLIST
)
966 device_invalidate_state(cs
->device
, STATE_POINT_ENABLE
);
967 state
->primitive_type
= op
->primitive_type
;
969 state
->patch_vertex_count
= op
->patch_vertex_count
;
971 cs
->device
->adapter
->adapter_ops
->adapter_draw_primitive(cs
->device
, state
, &op
->parameters
);
973 if (op
->parameters
.indirect
)
975 struct wined3d_buffer
*buffer
= op
->parameters
.u
.indirect
.buffer
;
976 wined3d_resource_release(&buffer
->resource
);
979 if (op
->parameters
.indexed
)
980 wined3d_resource_release(&state
->index_buffer
->resource
);
981 for (i
= 0; i
< ARRAY_SIZE(state
->streams
); ++i
)
983 if (state
->streams
[i
].buffer
)
984 wined3d_resource_release(&state
->streams
[i
].buffer
->resource
);
986 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
988 if (state
->stream_output
[i
].buffer
)
989 wined3d_resource_release(&state
->stream_output
[i
].buffer
->resource
);
991 for (i
= 0; i
< ARRAY_SIZE(state
->textures
); ++i
)
993 if (state
->textures
[i
])
994 wined3d_resource_release(&state
->textures
[i
]->resource
);
996 for (i
= 0; i
< d3d_info
->limits
.max_rt_count
; ++i
)
998 if (state
->fb
.render_targets
[i
])
999 wined3d_resource_release(state
->fb
.render_targets
[i
]->resource
);
1001 if (state
->fb
.depth_stencil
)
1002 wined3d_resource_release(state
->fb
.depth_stencil
->resource
);
1003 release_shader_resources(state
, ~(1u << WINED3D_SHADER_TYPE_COMPUTE
));
1004 release_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
1005 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
1008 static void acquire_graphics_pipeline_resources(const struct wined3d_state
*state
,
1009 BOOL indexed
, const struct wined3d_d3d_info
*d3d_info
)
1014 wined3d_resource_acquire(&state
->index_buffer
->resource
);
1015 for (i
= 0; i
< ARRAY_SIZE(state
->streams
); ++i
)
1017 if (state
->streams
[i
].buffer
)
1018 wined3d_resource_acquire(&state
->streams
[i
].buffer
->resource
);
1020 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
1022 if (state
->stream_output
[i
].buffer
)
1023 wined3d_resource_acquire(&state
->stream_output
[i
].buffer
->resource
);
1025 for (i
= 0; i
< ARRAY_SIZE(state
->textures
); ++i
)
1027 if (state
->textures
[i
])
1028 wined3d_resource_acquire(&state
->textures
[i
]->resource
);
1030 for (i
= 0; i
< d3d_info
->limits
.max_rt_count
; ++i
)
1032 if (state
->fb
.render_targets
[i
])
1033 wined3d_resource_acquire(state
->fb
.render_targets
[i
]->resource
);
1035 if (state
->fb
.depth_stencil
)
1036 wined3d_resource_acquire(state
->fb
.depth_stencil
->resource
);
1037 acquire_shader_resources(state
, ~(1u << WINED3D_SHADER_TYPE_COMPUTE
));
1038 acquire_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
1039 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
1042 void wined3d_cs_emit_draw(struct wined3d_cs
*cs
, enum wined3d_primitive_type primitive_type
,
1043 unsigned int patch_vertex_count
, int base_vertex_idx
, unsigned int start_idx
,
1044 unsigned int index_count
, unsigned int start_instance
, unsigned int instance_count
, bool indexed
)
1046 const struct wined3d_d3d_info
*d3d_info
= &cs
->device
->adapter
->d3d_info
;
1047 const struct wined3d_state
*state
= &cs
->device
->state
;
1048 struct wined3d_cs_draw
*op
;
1050 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1051 op
->opcode
= WINED3D_CS_OP_DRAW
;
1052 op
->primitive_type
= primitive_type
;
1053 op
->patch_vertex_count
= patch_vertex_count
;
1054 op
->parameters
.indirect
= FALSE
;
1055 op
->parameters
.u
.direct
.base_vertex_idx
= base_vertex_idx
;
1056 op
->parameters
.u
.direct
.start_idx
= start_idx
;
1057 op
->parameters
.u
.direct
.index_count
= index_count
;
1058 op
->parameters
.u
.direct
.start_instance
= start_instance
;
1059 op
->parameters
.u
.direct
.instance_count
= instance_count
;
1060 op
->parameters
.indexed
= indexed
;
1062 acquire_graphics_pipeline_resources(state
, indexed
, d3d_info
);
1064 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1067 void wined3d_cs_emit_draw_indirect(struct wined3d_cs
*cs
, enum wined3d_primitive_type primitive_type
,
1068 unsigned int patch_vertex_count
, struct wined3d_buffer
*buffer
, unsigned int offset
, bool indexed
)
1070 const struct wined3d_d3d_info
*d3d_info
= &cs
->device
->adapter
->d3d_info
;
1071 const struct wined3d_state
*state
= &cs
->device
->state
;
1072 struct wined3d_cs_draw
*op
;
1074 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1075 op
->opcode
= WINED3D_CS_OP_DRAW
;
1076 op
->primitive_type
= primitive_type
;
1077 op
->patch_vertex_count
= patch_vertex_count
;
1078 op
->parameters
.indirect
= TRUE
;
1079 op
->parameters
.u
.indirect
.buffer
= buffer
;
1080 op
->parameters
.u
.indirect
.offset
= offset
;
1081 op
->parameters
.indexed
= indexed
;
1083 acquire_graphics_pipeline_resources(state
, indexed
, d3d_info
);
1084 wined3d_resource_acquire(&buffer
->resource
);
1086 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1089 static void wined3d_cs_exec_flush(struct wined3d_cs
*cs
, const void *data
)
1091 struct wined3d_context
*context
;
1093 context
= context_acquire(cs
->device
, NULL
, 0);
1094 cs
->device
->adapter
->adapter_ops
->adapter_flush_context(context
);
1095 context_release(context
);
1098 void wined3d_cs_emit_flush(struct wined3d_cs
*cs
)
1100 struct wined3d_cs_flush
*op
;
1102 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1103 op
->opcode
= WINED3D_CS_OP_FLUSH
;
1105 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1106 cs
->queries_flushed
= TRUE
;
1109 static void wined3d_cs_exec_set_predication(struct wined3d_cs
*cs
, const void *data
)
1111 const struct wined3d_cs_set_predication
*op
= data
;
1113 cs
->state
.predicate
= op
->predicate
;
1114 cs
->state
.predicate_value
= op
->value
;
1117 void wined3d_cs_emit_set_predication(struct wined3d_cs
*cs
, struct wined3d_query
*predicate
, BOOL value
)
1119 struct wined3d_cs_set_predication
*op
;
1121 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1122 op
->opcode
= WINED3D_CS_OP_SET_PREDICATION
;
1123 op
->predicate
= predicate
;
1126 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1129 static void wined3d_cs_exec_set_viewports(struct wined3d_cs
*cs
, const void *data
)
1131 const struct wined3d_cs_set_viewports
*op
= data
;
1133 if (op
->viewport_count
)
1134 memcpy(cs
->state
.viewports
, op
->viewports
, op
->viewport_count
* sizeof(*op
->viewports
));
1136 memset(cs
->state
.viewports
, 0, sizeof(*cs
->state
.viewports
));
1137 cs
->state
.viewport_count
= op
->viewport_count
;
1138 device_invalidate_state(cs
->device
, STATE_VIEWPORT
);
1141 void wined3d_cs_emit_set_viewports(struct wined3d_cs
*cs
, unsigned int viewport_count
,
1142 const struct wined3d_viewport
*viewports
)
1144 struct wined3d_cs_set_viewports
*op
;
1146 op
= wined3d_cs_require_space(cs
, FIELD_OFFSET(struct wined3d_cs_set_viewports
, viewports
[viewport_count
]),
1147 WINED3D_CS_QUEUE_DEFAULT
);
1148 op
->opcode
= WINED3D_CS_OP_SET_VIEWPORTS
;
1149 memcpy(op
->viewports
, viewports
, viewport_count
* sizeof(*viewports
));
1150 op
->viewport_count
= viewport_count
;
1152 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1155 static void wined3d_cs_exec_set_scissor_rects(struct wined3d_cs
*cs
, const void *data
)
1157 const struct wined3d_cs_set_scissor_rects
*op
= data
;
1160 memcpy(cs
->state
.scissor_rects
, op
->rects
, op
->rect_count
* sizeof(*op
->rects
));
1162 SetRectEmpty(cs
->state
.scissor_rects
);
1163 cs
->state
.scissor_rect_count
= op
->rect_count
;
1164 device_invalidate_state(cs
->device
, STATE_SCISSORRECT
);
1167 void wined3d_cs_emit_set_scissor_rects(struct wined3d_cs
*cs
, unsigned int rect_count
, const RECT
*rects
)
1169 struct wined3d_cs_set_scissor_rects
*op
;
1171 op
= wined3d_cs_require_space(cs
, FIELD_OFFSET(struct wined3d_cs_set_scissor_rects
, rects
[rect_count
]),
1172 WINED3D_CS_QUEUE_DEFAULT
);
1173 op
->opcode
= WINED3D_CS_OP_SET_SCISSOR_RECTS
;
1174 memcpy(op
->rects
, rects
, rect_count
* sizeof(*rects
));
1175 op
->rect_count
= rect_count
;
1177 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1180 static void wined3d_cs_exec_set_rendertarget_view(struct wined3d_cs
*cs
, const void *data
)
1182 const struct wined3d_cs_set_rendertarget_view
*op
= data
;
1183 BOOL prev_alpha_swizzle
, curr_alpha_swizzle
;
1184 struct wined3d_rendertarget_view
*prev
;
1186 prev
= cs
->state
.fb
.render_targets
[op
->view_idx
];
1187 cs
->state
.fb
.render_targets
[op
->view_idx
] = op
->view
;
1188 device_invalidate_state(cs
->device
, STATE_FRAMEBUFFER
);
1190 prev_alpha_swizzle
= prev
&& prev
->format
->id
== WINED3DFMT_A8_UNORM
;
1191 curr_alpha_swizzle
= op
->view
&& op
->view
->format
->id
== WINED3DFMT_A8_UNORM
;
1192 if (prev_alpha_swizzle
!= curr_alpha_swizzle
)
1193 device_invalidate_state(cs
->device
, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
));
1196 void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs
*cs
, unsigned int view_idx
,
1197 struct wined3d_rendertarget_view
*view
)
1199 struct wined3d_cs_set_rendertarget_view
*op
;
1201 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1202 op
->opcode
= WINED3D_CS_OP_SET_RENDERTARGET_VIEW
;
1203 op
->view_idx
= view_idx
;
1206 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1209 static void wined3d_cs_exec_set_depth_stencil_view(struct wined3d_cs
*cs
, const void *data
)
1211 const struct wined3d_cs_set_depth_stencil_view
*op
= data
;
1212 struct wined3d_device
*device
= cs
->device
;
1213 struct wined3d_rendertarget_view
*prev
;
1215 if ((prev
= cs
->state
.fb
.depth_stencil
) && prev
->resource
->type
!= WINED3D_RTYPE_BUFFER
)
1217 struct wined3d_texture
*prev_texture
= texture_from_resource(prev
->resource
);
1219 if (device
->swapchains
[0]->state
.desc
.flags
& WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL
1220 || prev_texture
->flags
& WINED3D_TEXTURE_DISCARD
)
1221 wined3d_texture_validate_location(prev_texture
,
1222 prev
->sub_resource_idx
, WINED3D_LOCATION_DISCARDED
);
1225 cs
->state
.fb
.depth_stencil
= op
->view
;
1227 if (!prev
!= !op
->view
)
1229 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
1230 device_invalidate_state(device
, STATE_DEPTH_STENCIL
);
1231 device_invalidate_state(device
, STATE_RASTERIZER
);
1235 if (prev
->format
->depth_bias_scale
!= op
->view
->format
->depth_bias_scale
)
1236 device_invalidate_state(device
, STATE_RASTERIZER
);
1237 if (prev
->format
->stencil_size
!= op
->view
->format
->stencil_size
)
1238 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_STENCILREF
));
1241 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
1244 void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs
*cs
, struct wined3d_rendertarget_view
*view
)
1246 struct wined3d_cs_set_depth_stencil_view
*op
;
1248 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1249 op
->opcode
= WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW
;
1252 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1255 static void wined3d_cs_exec_set_vertex_declaration(struct wined3d_cs
*cs
, const void *data
)
1257 const struct wined3d_cs_set_vertex_declaration
*op
= data
;
1259 cs
->state
.vertex_declaration
= op
->declaration
;
1260 device_invalidate_state(cs
->device
, STATE_VDECL
);
1263 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs
*cs
, struct wined3d_vertex_declaration
*declaration
)
1265 struct wined3d_cs_set_vertex_declaration
*op
;
1267 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1268 op
->opcode
= WINED3D_CS_OP_SET_VERTEX_DECLARATION
;
1269 op
->declaration
= declaration
;
1271 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1274 static void wined3d_cs_exec_set_stream_source(struct wined3d_cs
*cs
, const void *data
)
1276 const struct wined3d_cs_set_stream_source
*op
= data
;
1277 struct wined3d_stream_state
*stream
;
1278 struct wined3d_buffer
*prev
;
1280 stream
= &cs
->state
.streams
[op
->stream_idx
];
1281 prev
= stream
->buffer
;
1282 stream
->buffer
= op
->buffer
;
1283 stream
->offset
= op
->offset
;
1284 stream
->stride
= op
->stride
;
1287 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1289 InterlockedDecrement(&prev
->resource
.bind_count
);
1291 device_invalidate_state(cs
->device
, STATE_STREAMSRC
);
1294 void wined3d_cs_emit_set_stream_source(struct wined3d_cs
*cs
, UINT stream_idx
,
1295 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1297 struct wined3d_cs_set_stream_source
*op
;
1299 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1300 op
->opcode
= WINED3D_CS_OP_SET_STREAM_SOURCE
;
1301 op
->stream_idx
= stream_idx
;
1302 op
->buffer
= buffer
;
1303 op
->offset
= offset
;
1304 op
->stride
= stride
;
1306 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1309 static void wined3d_cs_exec_set_stream_source_freq(struct wined3d_cs
*cs
, const void *data
)
1311 const struct wined3d_cs_set_stream_source_freq
*op
= data
;
1312 struct wined3d_stream_state
*stream
;
1314 stream
= &cs
->state
.streams
[op
->stream_idx
];
1315 stream
->frequency
= op
->frequency
;
1316 stream
->flags
= op
->flags
;
1318 device_invalidate_state(cs
->device
, STATE_STREAMSRC
);
1321 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs
*cs
, UINT stream_idx
, UINT frequency
, UINT flags
)
1323 struct wined3d_cs_set_stream_source_freq
*op
;
1325 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1326 op
->opcode
= WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ
;
1327 op
->stream_idx
= stream_idx
;
1328 op
->frequency
= frequency
;
1331 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1334 static void wined3d_cs_exec_set_stream_output(struct wined3d_cs
*cs
, const void *data
)
1336 const struct wined3d_cs_set_stream_output
*op
= data
;
1337 struct wined3d_stream_output
*stream
;
1338 struct wined3d_buffer
*prev
;
1340 stream
= &cs
->state
.stream_output
[op
->stream_idx
];
1341 prev
= stream
->buffer
;
1342 stream
->buffer
= op
->buffer
;
1343 stream
->offset
= op
->offset
;
1346 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1348 InterlockedDecrement(&prev
->resource
.bind_count
);
1350 device_invalidate_state(cs
->device
, STATE_STREAM_OUTPUT
);
1353 void wined3d_cs_emit_set_stream_output(struct wined3d_cs
*cs
, UINT stream_idx
,
1354 struct wined3d_buffer
*buffer
, UINT offset
)
1356 struct wined3d_cs_set_stream_output
*op
;
1358 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1359 op
->opcode
= WINED3D_CS_OP_SET_STREAM_OUTPUT
;
1360 op
->stream_idx
= stream_idx
;
1361 op
->buffer
= buffer
;
1362 op
->offset
= offset
;
1364 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1367 static void wined3d_cs_exec_set_index_buffer(struct wined3d_cs
*cs
, const void *data
)
1369 const struct wined3d_cs_set_index_buffer
*op
= data
;
1370 struct wined3d_buffer
*prev
;
1372 prev
= cs
->state
.index_buffer
;
1373 cs
->state
.index_buffer
= op
->buffer
;
1374 cs
->state
.index_format
= op
->format_id
;
1375 cs
->state
.index_offset
= op
->offset
;
1378 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1380 InterlockedDecrement(&prev
->resource
.bind_count
);
1382 device_invalidate_state(cs
->device
, STATE_INDEXBUFFER
);
1385 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs
*cs
, struct wined3d_buffer
*buffer
,
1386 enum wined3d_format_id format_id
, unsigned int offset
)
1388 struct wined3d_cs_set_index_buffer
*op
;
1390 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1391 op
->opcode
= WINED3D_CS_OP_SET_INDEX_BUFFER
;
1392 op
->buffer
= buffer
;
1393 op
->format_id
= format_id
;
1394 op
->offset
= offset
;
1396 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1399 static void wined3d_cs_exec_set_constant_buffer(struct wined3d_cs
*cs
, const void *data
)
1401 const struct wined3d_cs_set_constant_buffer
*op
= data
;
1402 struct wined3d_buffer
*prev
;
1404 prev
= cs
->state
.cb
[op
->type
][op
->cb_idx
];
1405 cs
->state
.cb
[op
->type
][op
->cb_idx
] = op
->buffer
;
1408 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1410 InterlockedDecrement(&prev
->resource
.bind_count
);
1412 device_invalidate_state(cs
->device
, STATE_CONSTANT_BUFFER(op
->type
));
1415 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs
*cs
, enum wined3d_shader_type type
,
1416 UINT cb_idx
, struct wined3d_buffer
*buffer
)
1418 struct wined3d_cs_set_constant_buffer
*op
;
1420 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1421 op
->opcode
= WINED3D_CS_OP_SET_CONSTANT_BUFFER
;
1423 op
->cb_idx
= cb_idx
;
1424 op
->buffer
= buffer
;
1426 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1429 static void wined3d_cs_exec_set_texture(struct wined3d_cs
*cs
, const void *data
)
1431 const struct wined3d_d3d_info
*d3d_info
= &cs
->device
->adapter
->d3d_info
;
1432 const struct wined3d_cs_set_texture
*op
= data
;
1433 struct wined3d_texture
*prev
;
1434 BOOL old_use_color_key
= FALSE
, new_use_color_key
= FALSE
;
1436 prev
= cs
->state
.textures
[op
->stage
];
1437 cs
->state
.textures
[op
->stage
] = op
->texture
;
1441 const struct wined3d_format
*new_format
= op
->texture
->resource
.format
;
1442 const struct wined3d_format
*old_format
= prev
? prev
->resource
.format
: NULL
;
1443 unsigned int old_fmt_flags
= prev
? prev
->resource
.format_flags
: 0;
1444 unsigned int new_fmt_flags
= op
->texture
->resource
.format_flags
;
1446 if (InterlockedIncrement(&op
->texture
->resource
.bind_count
) == 1)
1447 op
->texture
->sampler
= op
->stage
;
1449 if (!prev
|| wined3d_texture_gl(op
->texture
)->target
!= wined3d_texture_gl(prev
)->target
1450 || (!is_same_fixup(new_format
->color_fixup
, old_format
->color_fixup
)
1451 && !(can_use_texture_swizzle(d3d_info
, new_format
) && can_use_texture_swizzle(d3d_info
, old_format
)))
1452 || (new_fmt_flags
& WINED3DFMT_FLAG_SHADOW
) != (old_fmt_flags
& WINED3DFMT_FLAG_SHADOW
))
1453 device_invalidate_state(cs
->device
, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
));
1455 if (!prev
&& op
->stage
< d3d_info
->limits
.ffp_blend_stages
)
1457 /* The source arguments for color and alpha ops have different
1458 * meanings when a NULL texture is bound, so the COLOR_OP and
1459 * ALPHA_OP have to be dirtified. */
1460 device_invalidate_state(cs
->device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_COLOR_OP
));
1461 device_invalidate_state(cs
->device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_ALPHA_OP
));
1464 if (!op
->stage
&& op
->texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1465 new_use_color_key
= TRUE
;
1470 if (InterlockedDecrement(&prev
->resource
.bind_count
) && prev
->sampler
== op
->stage
)
1474 /* Search for other stages the texture is bound to. Shouldn't
1475 * happen if applications bind textures to a single stage only. */
1476 TRACE("Searching for other stages the texture is bound to.\n");
1477 for (i
= 0; i
< WINED3D_MAX_COMBINED_SAMPLERS
; ++i
)
1479 if (cs
->state
.textures
[i
] == prev
)
1481 TRACE("Texture is also bound to stage %u.\n", i
);
1488 if (!op
->texture
&& op
->stage
< d3d_info
->limits
.ffp_blend_stages
)
1490 device_invalidate_state(cs
->device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_COLOR_OP
));
1491 device_invalidate_state(cs
->device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_ALPHA_OP
));
1494 if (!op
->stage
&& prev
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1495 old_use_color_key
= TRUE
;
1498 device_invalidate_state(cs
->device
, STATE_SAMPLER(op
->stage
));
1500 if (new_use_color_key
!= old_use_color_key
)
1501 device_invalidate_state(cs
->device
, STATE_RENDER(WINED3D_RS_COLORKEYENABLE
));
1503 if (new_use_color_key
)
1504 device_invalidate_state(cs
->device
, STATE_COLOR_KEY
);
1507 void wined3d_cs_emit_set_texture(struct wined3d_cs
*cs
, UINT stage
, struct wined3d_texture
*texture
)
1509 struct wined3d_cs_set_texture
*op
;
1511 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1512 op
->opcode
= WINED3D_CS_OP_SET_TEXTURE
;
1514 op
->texture
= texture
;
1516 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1519 static void wined3d_cs_exec_set_shader_resource_view(struct wined3d_cs
*cs
, const void *data
)
1521 const struct wined3d_cs_set_shader_resource_view
*op
= data
;
1522 struct wined3d_shader_resource_view
*prev
;
1524 prev
= cs
->state
.shader_resource_view
[op
->type
][op
->view_idx
];
1525 cs
->state
.shader_resource_view
[op
->type
][op
->view_idx
] = op
->view
;
1528 InterlockedIncrement(&op
->view
->resource
->bind_count
);
1530 InterlockedDecrement(&prev
->resource
->bind_count
);
1532 if (op
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
1533 device_invalidate_state(cs
->device
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1535 device_invalidate_state(cs
->device
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1538 void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs
*cs
, enum wined3d_shader_type type
,
1539 UINT view_idx
, struct wined3d_shader_resource_view
*view
)
1541 struct wined3d_cs_set_shader_resource_view
*op
;
1543 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1544 op
->opcode
= WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW
;
1546 op
->view_idx
= view_idx
;
1549 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1552 static void wined3d_cs_exec_set_unordered_access_view(struct wined3d_cs
*cs
, const void *data
)
1554 const struct wined3d_cs_set_unordered_access_view
*op
= data
;
1555 struct wined3d_unordered_access_view
*prev
;
1557 prev
= cs
->state
.unordered_access_view
[op
->pipeline
][op
->view_idx
];
1558 cs
->state
.unordered_access_view
[op
->pipeline
][op
->view_idx
] = op
->view
;
1561 InterlockedIncrement(&op
->view
->resource
->bind_count
);
1563 InterlockedDecrement(&prev
->resource
->bind_count
);
1565 if (op
->view
&& op
->initial_count
!= ~0u)
1566 wined3d_unordered_access_view_set_counter(op
->view
, op
->initial_count
);
1568 device_invalidate_state(cs
->device
, STATE_UNORDERED_ACCESS_VIEW_BINDING(op
->pipeline
));
1571 void wined3d_cs_emit_set_unordered_access_view(struct wined3d_cs
*cs
, enum wined3d_pipeline pipeline
,
1572 unsigned int view_idx
, struct wined3d_unordered_access_view
*view
, unsigned int initial_count
)
1574 struct wined3d_cs_set_unordered_access_view
*op
;
1576 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1577 op
->opcode
= WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW
;
1578 op
->pipeline
= pipeline
;
1579 op
->view_idx
= view_idx
;
1581 op
->initial_count
= initial_count
;
1583 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1586 static void wined3d_cs_exec_set_sampler(struct wined3d_cs
*cs
, const void *data
)
1588 const struct wined3d_cs_set_sampler
*op
= data
;
1590 cs
->state
.sampler
[op
->type
][op
->sampler_idx
] = op
->sampler
;
1591 if (op
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
1592 device_invalidate_state(cs
->device
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1594 device_invalidate_state(cs
->device
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1597 void wined3d_cs_emit_set_sampler(struct wined3d_cs
*cs
, enum wined3d_shader_type type
,
1598 UINT sampler_idx
, struct wined3d_sampler
*sampler
)
1600 struct wined3d_cs_set_sampler
*op
;
1602 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1603 op
->opcode
= WINED3D_CS_OP_SET_SAMPLER
;
1605 op
->sampler_idx
= sampler_idx
;
1606 op
->sampler
= sampler
;
1608 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1611 static void wined3d_cs_exec_set_shader(struct wined3d_cs
*cs
, const void *data
)
1613 const struct wined3d_cs_set_shader
*op
= data
;
1615 cs
->state
.shader
[op
->type
] = op
->shader
;
1616 device_invalidate_state(cs
->device
, STATE_SHADER(op
->type
));
1617 if (op
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
1618 device_invalidate_state(cs
->device
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1620 device_invalidate_state(cs
->device
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1623 void wined3d_cs_emit_set_shader(struct wined3d_cs
*cs
, enum wined3d_shader_type type
, struct wined3d_shader
*shader
)
1625 struct wined3d_cs_set_shader
*op
;
1627 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1628 op
->opcode
= WINED3D_CS_OP_SET_SHADER
;
1630 op
->shader
= shader
;
1632 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1635 static void wined3d_cs_exec_set_blend_state(struct wined3d_cs
*cs
, const void *data
)
1637 const struct wined3d_cs_set_blend_state
*op
= data
;
1638 struct wined3d_state
*state
= &cs
->state
;
1640 if (state
->blend_state
!= op
->state
)
1642 state
->blend_state
= op
->state
;
1643 device_invalidate_state(cs
->device
, STATE_BLEND
);
1645 state
->blend_factor
= op
->factor
;
1646 device_invalidate_state(cs
->device
, STATE_BLEND_FACTOR
);
1647 state
->sample_mask
= op
->sample_mask
;
1648 device_invalidate_state(cs
->device
, STATE_SAMPLE_MASK
);
1651 void wined3d_cs_emit_set_blend_state(struct wined3d_cs
*cs
, struct wined3d_blend_state
*state
,
1652 const struct wined3d_color
*blend_factor
, unsigned int sample_mask
)
1654 struct wined3d_cs_set_blend_state
*op
;
1656 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1657 op
->opcode
= WINED3D_CS_OP_SET_BLEND_STATE
;
1659 op
->factor
= *blend_factor
;
1660 op
->sample_mask
= sample_mask
;
1662 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1665 static void wined3d_cs_exec_set_depth_stencil_state(struct wined3d_cs
*cs
, const void *data
)
1667 const struct wined3d_cs_set_depth_stencil_state
*op
= data
;
1669 cs
->state
.depth_stencil_state
= op
->state
;
1670 device_invalidate_state(cs
->device
, STATE_DEPTH_STENCIL
);
1673 void wined3d_cs_emit_set_depth_stencil_state(struct wined3d_cs
*cs
,
1674 struct wined3d_depth_stencil_state
*state
)
1676 struct wined3d_cs_set_depth_stencil_state
*op
;
1678 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1679 op
->opcode
= WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE
;
1682 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1685 static void wined3d_cs_exec_set_rasterizer_state(struct wined3d_cs
*cs
, const void *data
)
1687 const struct wined3d_cs_set_rasterizer_state
*op
= data
;
1689 cs
->state
.rasterizer_state
= op
->state
;
1690 device_invalidate_state(cs
->device
, STATE_RASTERIZER
);
1693 void wined3d_cs_emit_set_rasterizer_state(struct wined3d_cs
*cs
,
1694 struct wined3d_rasterizer_state
*rasterizer_state
)
1696 struct wined3d_cs_set_rasterizer_state
*op
;
1698 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1699 op
->opcode
= WINED3D_CS_OP_SET_RASTERIZER_STATE
;
1700 op
->state
= rasterizer_state
;
1702 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1705 static void wined3d_cs_exec_set_render_state(struct wined3d_cs
*cs
, const void *data
)
1707 const struct wined3d_cs_set_render_state
*op
= data
;
1709 cs
->state
.render_states
[op
->state
] = op
->value
;
1710 device_invalidate_state(cs
->device
, STATE_RENDER(op
->state
));
1713 void wined3d_cs_emit_set_render_state(struct wined3d_cs
*cs
, enum wined3d_render_state state
, DWORD value
)
1715 struct wined3d_cs_set_render_state
*op
;
1717 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1718 op
->opcode
= WINED3D_CS_OP_SET_RENDER_STATE
;
1722 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1725 static void wined3d_cs_exec_set_texture_state(struct wined3d_cs
*cs
, const void *data
)
1727 const struct wined3d_cs_set_texture_state
*op
= data
;
1729 cs
->state
.texture_states
[op
->stage
][op
->state
] = op
->value
;
1730 device_invalidate_state(cs
->device
, STATE_TEXTURESTAGE(op
->stage
, op
->state
));
1733 void wined3d_cs_emit_set_texture_state(struct wined3d_cs
*cs
, UINT stage
,
1734 enum wined3d_texture_stage_state state
, DWORD value
)
1736 struct wined3d_cs_set_texture_state
*op
;
1738 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1739 op
->opcode
= WINED3D_CS_OP_SET_TEXTURE_STATE
;
1744 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1747 static void wined3d_cs_exec_set_sampler_state(struct wined3d_cs
*cs
, const void *data
)
1749 const struct wined3d_cs_set_sampler_state
*op
= data
;
1751 cs
->state
.sampler_states
[op
->sampler_idx
][op
->state
] = op
->value
;
1752 device_invalidate_state(cs
->device
, STATE_SAMPLER(op
->sampler_idx
));
1755 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs
*cs
, UINT sampler_idx
,
1756 enum wined3d_sampler_state state
, DWORD value
)
1758 struct wined3d_cs_set_sampler_state
*op
;
1760 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1761 op
->opcode
= WINED3D_CS_OP_SET_SAMPLER_STATE
;
1762 op
->sampler_idx
= sampler_idx
;
1766 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1769 static void wined3d_cs_exec_set_transform(struct wined3d_cs
*cs
, const void *data
)
1771 const struct wined3d_cs_set_transform
*op
= data
;
1773 cs
->state
.transforms
[op
->state
] = op
->matrix
;
1774 if (op
->state
< WINED3D_TS_WORLD_MATRIX(cs
->device
->adapter
->d3d_info
.limits
.ffp_vertex_blend_matrices
))
1775 device_invalidate_state(cs
->device
, STATE_TRANSFORM(op
->state
));
1778 void wined3d_cs_emit_set_transform(struct wined3d_cs
*cs
, enum wined3d_transform_state state
,
1779 const struct wined3d_matrix
*matrix
)
1781 struct wined3d_cs_set_transform
*op
;
1783 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1784 op
->opcode
= WINED3D_CS_OP_SET_TRANSFORM
;
1786 op
->matrix
= *matrix
;
1788 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1791 static void wined3d_cs_exec_set_clip_plane(struct wined3d_cs
*cs
, const void *data
)
1793 const struct wined3d_cs_set_clip_plane
*op
= data
;
1795 cs
->state
.clip_planes
[op
->plane_idx
] = op
->plane
;
1796 device_invalidate_state(cs
->device
, STATE_CLIPPLANE(op
->plane_idx
));
1799 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs
*cs
, UINT plane_idx
, const struct wined3d_vec4
*plane
)
1801 struct wined3d_cs_set_clip_plane
*op
;
1803 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1804 op
->opcode
= WINED3D_CS_OP_SET_CLIP_PLANE
;
1805 op
->plane_idx
= plane_idx
;
1808 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1811 static void wined3d_cs_exec_set_color_key(struct wined3d_cs
*cs
, const void *data
)
1813 const struct wined3d_cs_set_color_key
*op
= data
;
1814 struct wined3d_texture
*texture
= op
->texture
;
1820 case WINED3D_CKEY_DST_BLT
:
1821 texture
->async
.dst_blt_color_key
= op
->color_key
;
1822 texture
->async
.color_key_flags
|= WINED3D_CKEY_DST_BLT
;
1825 case WINED3D_CKEY_DST_OVERLAY
:
1826 texture
->async
.dst_overlay_color_key
= op
->color_key
;
1827 texture
->async
.color_key_flags
|= WINED3D_CKEY_DST_OVERLAY
;
1830 case WINED3D_CKEY_SRC_BLT
:
1831 if (texture
== cs
->state
.textures
[0])
1833 device_invalidate_state(cs
->device
, STATE_COLOR_KEY
);
1834 if (!(texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
))
1835 device_invalidate_state(cs
->device
, STATE_RENDER(WINED3D_RS_COLORKEYENABLE
));
1838 texture
->async
.src_blt_color_key
= op
->color_key
;
1839 texture
->async
.color_key_flags
|= WINED3D_CKEY_SRC_BLT
;
1842 case WINED3D_CKEY_SRC_OVERLAY
:
1843 texture
->async
.src_overlay_color_key
= op
->color_key
;
1844 texture
->async
.color_key_flags
|= WINED3D_CKEY_SRC_OVERLAY
;
1852 case WINED3D_CKEY_DST_BLT
:
1853 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_DST_BLT
;
1856 case WINED3D_CKEY_DST_OVERLAY
:
1857 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_DST_OVERLAY
;
1860 case WINED3D_CKEY_SRC_BLT
:
1861 if (texture
== cs
->state
.textures
[0] && texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1862 device_invalidate_state(cs
->device
, STATE_RENDER(WINED3D_RS_COLORKEYENABLE
));
1864 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_SRC_BLT
;
1867 case WINED3D_CKEY_SRC_OVERLAY
:
1868 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_SRC_OVERLAY
;
1874 void wined3d_cs_emit_set_color_key(struct wined3d_cs
*cs
, struct wined3d_texture
*texture
,
1875 WORD flags
, const struct wined3d_color_key
*color_key
)
1877 struct wined3d_cs_set_color_key
*op
;
1879 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1880 op
->opcode
= WINED3D_CS_OP_SET_COLOR_KEY
;
1881 op
->texture
= texture
;
1885 op
->color_key
= *color_key
;
1891 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1894 static void wined3d_cs_exec_set_material(struct wined3d_cs
*cs
, const void *data
)
1896 const struct wined3d_cs_set_material
*op
= data
;
1898 cs
->state
.material
= op
->material
;
1899 device_invalidate_state(cs
->device
, STATE_MATERIAL
);
1902 void wined3d_cs_emit_set_material(struct wined3d_cs
*cs
, const struct wined3d_material
*material
)
1904 struct wined3d_cs_set_material
*op
;
1906 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1907 op
->opcode
= WINED3D_CS_OP_SET_MATERIAL
;
1908 op
->material
= *material
;
1910 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1913 static void wined3d_cs_exec_set_light(struct wined3d_cs
*cs
, const void *data
)
1915 const struct wined3d_cs_set_light
*op
= data
;
1916 struct wined3d_light_info
*light_info
;
1917 unsigned int light_idx
, hash_idx
;
1919 light_idx
= op
->light
.OriginalIndex
;
1921 if (!(light_info
= wined3d_light_state_get_light(&cs
->state
.light_state
, light_idx
)))
1923 TRACE("Adding new light.\n");
1924 if (!(light_info
= heap_alloc_zero(sizeof(*light_info
))))
1926 ERR("Failed to allocate light info.\n");
1930 hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1931 list_add_head(&cs
->state
.light_state
.light_map
[hash_idx
], &light_info
->entry
);
1932 light_info
->glIndex
= -1;
1933 light_info
->OriginalIndex
= light_idx
;
1936 if (light_info
->glIndex
!= -1)
1938 if (light_info
->OriginalParms
.type
!= op
->light
.OriginalParms
.type
)
1939 device_invalidate_state(cs
->device
, STATE_LIGHT_TYPE
);
1940 device_invalidate_state(cs
->device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
1943 light_info
->OriginalParms
= op
->light
.OriginalParms
;
1944 light_info
->position
= op
->light
.position
;
1945 light_info
->direction
= op
->light
.direction
;
1946 light_info
->exponent
= op
->light
.exponent
;
1947 light_info
->cutoff
= op
->light
.cutoff
;
1950 void wined3d_cs_emit_set_light(struct wined3d_cs
*cs
, const struct wined3d_light_info
*light
)
1952 struct wined3d_cs_set_light
*op
;
1954 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1955 op
->opcode
= WINED3D_CS_OP_SET_LIGHT
;
1958 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1961 static void wined3d_cs_exec_set_light_enable(struct wined3d_cs
*cs
, const void *data
)
1963 const struct wined3d_cs_set_light_enable
*op
= data
;
1964 struct wined3d_device
*device
= cs
->device
;
1965 struct wined3d_light_info
*light_info
;
1968 if (!(light_info
= wined3d_light_state_get_light(&cs
->state
.light_state
, op
->idx
)))
1970 ERR("Light doesn't exist.\n");
1974 prev_idx
= light_info
->glIndex
;
1975 wined3d_light_state_enable_light(&cs
->state
.light_state
, &device
->adapter
->d3d_info
, light_info
, op
->enable
);
1976 if (light_info
->glIndex
!= prev_idx
)
1978 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1979 device_invalidate_state(device
, STATE_ACTIVELIGHT(op
->enable
? light_info
->glIndex
: prev_idx
));
1983 void wined3d_cs_emit_set_light_enable(struct wined3d_cs
*cs
, unsigned int idx
, BOOL enable
)
1985 struct wined3d_cs_set_light_enable
*op
;
1987 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1988 op
->opcode
= WINED3D_CS_OP_SET_LIGHT_ENABLE
;
1990 op
->enable
= enable
;
1992 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2001 wined3d_cs_push_constant_info
[] =
2003 /* WINED3D_PUSH_CONSTANTS_VS_F */
2004 {FIELD_OFFSET(struct wined3d_state
, vs_consts_f
), sizeof(struct wined3d_vec4
), WINED3D_SHADER_CONST_VS_F
},
2005 /* WINED3D_PUSH_CONSTANTS_PS_F */
2006 {FIELD_OFFSET(struct wined3d_state
, ps_consts_f
), sizeof(struct wined3d_vec4
), WINED3D_SHADER_CONST_PS_F
},
2007 /* WINED3D_PUSH_CONSTANTS_VS_I */
2008 {FIELD_OFFSET(struct wined3d_state
, vs_consts_i
), sizeof(struct wined3d_ivec4
), WINED3D_SHADER_CONST_VS_I
},
2009 /* WINED3D_PUSH_CONSTANTS_PS_I */
2010 {FIELD_OFFSET(struct wined3d_state
, ps_consts_i
), sizeof(struct wined3d_ivec4
), WINED3D_SHADER_CONST_PS_I
},
2011 /* WINED3D_PUSH_CONSTANTS_VS_B */
2012 {FIELD_OFFSET(struct wined3d_state
, vs_consts_b
), sizeof(BOOL
), WINED3D_SHADER_CONST_VS_B
},
2013 /* WINED3D_PUSH_CONSTANTS_PS_B */
2014 {FIELD_OFFSET(struct wined3d_state
, ps_consts_b
), sizeof(BOOL
), WINED3D_SHADER_CONST_PS_B
},
2017 static void wined3d_cs_st_push_constants(struct wined3d_cs
*cs
, enum wined3d_push_constants p
,
2018 unsigned int start_idx
, unsigned int count
, const void *constants
)
2020 struct wined3d_device
*device
= cs
->device
;
2021 unsigned int context_count
;
2025 if (p
== WINED3D_PUSH_CONSTANTS_VS_F
)
2026 device
->shader_backend
->shader_update_float_vertex_constants(device
, start_idx
, count
);
2027 else if (p
== WINED3D_PUSH_CONSTANTS_PS_F
)
2028 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_idx
, count
);
2030 offset
= wined3d_cs_push_constant_info
[p
].offset
+ start_idx
* wined3d_cs_push_constant_info
[p
].size
;
2031 memcpy((BYTE
*)&cs
->state
+ offset
, constants
, count
* wined3d_cs_push_constant_info
[p
].size
);
2032 for (i
= 0, context_count
= device
->context_count
; i
< context_count
; ++i
)
2034 device
->contexts
[i
]->constant_update_mask
|= wined3d_cs_push_constant_info
[p
].mask
;
2038 static void wined3d_cs_exec_push_constants(struct wined3d_cs
*cs
, const void *data
)
2040 const struct wined3d_cs_push_constants
*op
= data
;
2042 wined3d_cs_st_push_constants(cs
, op
->type
, op
->start_idx
, op
->count
, op
->constants
);
2045 static void wined3d_cs_mt_push_constants(struct wined3d_cs
*cs
, enum wined3d_push_constants p
,
2046 unsigned int start_idx
, unsigned int count
, const void *constants
)
2048 struct wined3d_cs_push_constants
*op
;
2051 size
= count
* wined3d_cs_push_constant_info
[p
].size
;
2052 op
= wined3d_cs_require_space(cs
, FIELD_OFFSET(struct wined3d_cs_push_constants
, constants
[size
]),
2053 WINED3D_CS_QUEUE_DEFAULT
);
2054 op
->opcode
= WINED3D_CS_OP_PUSH_CONSTANTS
;
2056 op
->start_idx
= start_idx
;
2058 memcpy(op
->constants
, constants
, size
);
2060 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2063 static void wined3d_cs_exec_reset_state(struct wined3d_cs
*cs
, const void *data
)
2065 struct wined3d_adapter
*adapter
= cs
->device
->adapter
;
2067 state_cleanup(&cs
->state
);
2068 memset(&cs
->state
, 0, sizeof(cs
->state
));
2069 state_init(&cs
->state
, &adapter
->d3d_info
, WINED3D_STATE_NO_REF
| WINED3D_STATE_INIT_DEFAULT
);
2072 void wined3d_cs_emit_reset_state(struct wined3d_cs
*cs
)
2074 struct wined3d_cs_reset_state
*op
;
2076 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2077 op
->opcode
= WINED3D_CS_OP_RESET_STATE
;
2079 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2082 static void wined3d_cs_exec_callback(struct wined3d_cs
*cs
, const void *data
)
2084 const struct wined3d_cs_callback
*op
= data
;
2086 op
->callback(op
->object
);
2089 static void wined3d_cs_emit_callback(struct wined3d_cs
*cs
, void (*callback
)(void *object
), void *object
)
2091 struct wined3d_cs_callback
*op
;
2093 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2094 op
->opcode
= WINED3D_CS_OP_CALLBACK
;
2095 op
->callback
= callback
;
2096 op
->object
= object
;
2098 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2101 void wined3d_cs_destroy_object(struct wined3d_cs
*cs
, void (*callback
)(void *object
), void *object
)
2103 wined3d_cs_emit_callback(cs
, callback
, object
);
2106 void wined3d_cs_init_object(struct wined3d_cs
*cs
, void (*callback
)(void *object
), void *object
)
2108 wined3d_cs_emit_callback(cs
, callback
, object
);
2111 static void wined3d_cs_exec_query_issue(struct wined3d_cs
*cs
, const void *data
)
2113 const struct wined3d_cs_query_issue
*op
= data
;
2114 struct wined3d_query
*query
= op
->query
;
2117 poll
= query
->query_ops
->query_issue(query
, op
->flags
);
2122 if (poll
&& list_empty(&query
->poll_list_entry
))
2124 if (query
->buffer_object
)
2125 InterlockedIncrement(&query
->counter_retrieved
);
2127 list_add_tail(&cs
->query_poll_list
, &query
->poll_list_entry
);
2131 /* This can happen if occlusion queries are restarted. This discards the
2132 * old result, since polling it could result in a GL error. */
2133 if ((op
->flags
& WINED3DISSUE_BEGIN
) && !poll
&& !list_empty(&query
->poll_list_entry
))
2135 list_remove(&query
->poll_list_entry
);
2136 list_init(&query
->poll_list_entry
);
2137 InterlockedIncrement(&query
->counter_retrieved
);
2141 /* This can happen when an occlusion query is ended without being started,
2142 * in which case we don't want to poll, but still have to counter-balance
2143 * the increment of the main counter.
2145 * This can also happen if an event query is re-issued before the first
2146 * fence was reached. In this case the query is already in the list and
2147 * the poll function will check the new fence. We have to counter-balance
2148 * the discarded increment. */
2149 if (op
->flags
& WINED3DISSUE_END
)
2150 InterlockedIncrement(&query
->counter_retrieved
);
2153 void wined3d_cs_emit_query_issue(struct wined3d_cs
*cs
, struct wined3d_query
*query
, DWORD flags
)
2155 struct wined3d_cs_query_issue
*op
;
2157 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2158 op
->opcode
= WINED3D_CS_OP_QUERY_ISSUE
;
2162 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2163 cs
->queries_flushed
= FALSE
;
2166 static void wined3d_cs_exec_preload_resource(struct wined3d_cs
*cs
, const void *data
)
2168 const struct wined3d_cs_preload_resource
*op
= data
;
2169 struct wined3d_resource
*resource
= op
->resource
;
2171 resource
->resource_ops
->resource_preload(resource
);
2172 wined3d_resource_release(resource
);
2175 void wined3d_cs_emit_preload_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
)
2177 struct wined3d_cs_preload_resource
*op
;
2179 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2180 op
->opcode
= WINED3D_CS_OP_PRELOAD_RESOURCE
;
2181 op
->resource
= resource
;
2183 wined3d_resource_acquire(resource
);
2185 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2188 static void wined3d_cs_exec_unload_resource(struct wined3d_cs
*cs
, const void *data
)
2190 const struct wined3d_cs_unload_resource
*op
= data
;
2191 struct wined3d_resource
*resource
= op
->resource
;
2193 resource
->resource_ops
->resource_unload(resource
);
2194 wined3d_resource_release(resource
);
2197 void wined3d_cs_emit_unload_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
)
2199 struct wined3d_cs_unload_resource
*op
;
2201 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2202 op
->opcode
= WINED3D_CS_OP_UNLOAD_RESOURCE
;
2203 op
->resource
= resource
;
2205 wined3d_resource_acquire(resource
);
2207 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2210 static void wined3d_cs_exec_map(struct wined3d_cs
*cs
, const void *data
)
2212 const struct wined3d_cs_map
*op
= data
;
2213 struct wined3d_resource
*resource
= op
->resource
;
2215 *op
->hr
= resource
->resource_ops
->resource_sub_resource_map(resource
,
2216 op
->sub_resource_idx
, op
->map_desc
, op
->box
, op
->flags
);
2219 HRESULT
wined3d_cs_map(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
, unsigned int sub_resource_idx
,
2220 struct wined3d_map_desc
*map_desc
, const struct wined3d_box
*box
, unsigned int flags
)
2222 struct wined3d_cs_map
*op
;
2225 /* Mapping resources from the worker thread isn't an issue by itself, but
2226 * increasing the map count would be visible to applications. */
2227 wined3d_not_from_cs(cs
);
2229 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_MAP
);
2230 op
->opcode
= WINED3D_CS_OP_MAP
;
2231 op
->resource
= resource
;
2232 op
->sub_resource_idx
= sub_resource_idx
;
2233 op
->map_desc
= map_desc
;
2238 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_MAP
);
2239 wined3d_cs_finish(cs
, WINED3D_CS_QUEUE_MAP
);
2244 static void wined3d_cs_exec_unmap(struct wined3d_cs
*cs
, const void *data
)
2246 const struct wined3d_cs_unmap
*op
= data
;
2247 struct wined3d_resource
*resource
= op
->resource
;
2249 *op
->hr
= resource
->resource_ops
->resource_sub_resource_unmap(resource
, op
->sub_resource_idx
);
2252 HRESULT
wined3d_cs_unmap(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
, unsigned int sub_resource_idx
)
2254 struct wined3d_cs_unmap
*op
;
2257 wined3d_not_from_cs(cs
);
2259 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_MAP
);
2260 op
->opcode
= WINED3D_CS_OP_UNMAP
;
2261 op
->resource
= resource
;
2262 op
->sub_resource_idx
= sub_resource_idx
;
2265 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_MAP
);
2266 wined3d_cs_finish(cs
, WINED3D_CS_QUEUE_MAP
);
2271 static void wined3d_cs_exec_blt_sub_resource(struct wined3d_cs
*cs
, const void *data
)
2273 const struct wined3d_cs_blt_sub_resource
*op
= data
;
2275 if (op
->dst_resource
->type
== WINED3D_RTYPE_BUFFER
)
2277 wined3d_buffer_copy(buffer_from_resource(op
->dst_resource
), op
->dst_box
.left
,
2278 buffer_from_resource(op
->src_resource
), op
->src_box
.left
,
2279 op
->src_box
.right
- op
->src_box
.left
);
2281 else if (op
->dst_resource
->type
== WINED3D_RTYPE_TEXTURE_3D
)
2283 struct wined3d_texture
*src_texture
, *dst_texture
;
2284 unsigned int level
, update_w
, update_h
, update_d
;
2285 unsigned int row_pitch
, slice_pitch
;
2286 struct wined3d_context
*context
;
2287 struct wined3d_bo_address addr
;
2289 if (op
->flags
& ~WINED3D_BLT_RAW
)
2291 FIXME("Flags %#x not implemented for %s resources.\n",
2292 op
->flags
, debug_d3dresourcetype(op
->dst_resource
->type
));
2296 if (!(op
->flags
& WINED3D_BLT_RAW
) && op
->src_resource
->format
!= op
->dst_resource
->format
)
2298 FIXME("Format conversion not implemented for %s resources.\n",
2299 debug_d3dresourcetype(op
->dst_resource
->type
));
2303 update_w
= op
->dst_box
.right
- op
->dst_box
.left
;
2304 update_h
= op
->dst_box
.bottom
- op
->dst_box
.top
;
2305 update_d
= op
->dst_box
.back
- op
->dst_box
.front
;
2306 if (op
->src_box
.right
- op
->src_box
.left
!= update_w
2307 || op
->src_box
.bottom
- op
->src_box
.top
!= update_h
2308 || op
->src_box
.back
- op
->src_box
.front
!= update_d
)
2310 FIXME("Stretching not implemented for %s resources.\n",
2311 debug_d3dresourcetype(op
->dst_resource
->type
));
2315 dst_texture
= texture_from_resource(op
->dst_resource
);
2316 src_texture
= texture_from_resource(op
->src_resource
);
2318 context
= context_acquire(cs
->device
, NULL
, 0);
2320 if (!wined3d_texture_load_location(src_texture
, op
->src_sub_resource_idx
,
2321 context
, src_texture
->resource
.map_binding
))
2323 ERR("Failed to load source sub-resource into %s.\n",
2324 wined3d_debug_location(src_texture
->resource
.map_binding
));
2325 context_release(context
);
2329 level
= op
->dst_sub_resource_idx
% dst_texture
->level_count
;
2330 if (update_w
== wined3d_texture_get_level_width(dst_texture
, level
)
2331 && update_h
== wined3d_texture_get_level_height(dst_texture
, level
)
2332 && update_d
== wined3d_texture_get_level_depth(dst_texture
, level
))
2334 wined3d_texture_prepare_location(dst_texture
, op
->dst_sub_resource_idx
,
2335 context
, WINED3D_LOCATION_TEXTURE_RGB
);
2337 else if (!wined3d_texture_load_location(dst_texture
, op
->dst_sub_resource_idx
,
2338 context
, WINED3D_LOCATION_TEXTURE_RGB
))
2340 ERR("Failed to load destination sub-resource.\n");
2341 context_release(context
);
2345 wined3d_texture_get_memory(src_texture
, op
->src_sub_resource_idx
, &addr
, src_texture
->resource
.map_binding
);
2346 wined3d_texture_get_pitch(src_texture
, op
->src_sub_resource_idx
% src_texture
->level_count
,
2347 &row_pitch
, &slice_pitch
);
2349 dst_texture
->texture_ops
->texture_upload_data(context
, wined3d_const_bo_address(&addr
),
2350 dst_texture
->resource
.format
, &op
->src_box
, row_pitch
, slice_pitch
, dst_texture
,
2351 op
->dst_sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
,
2352 op
->dst_box
.left
, op
->dst_box
.top
, op
->dst_box
.front
);
2353 wined3d_texture_validate_location(dst_texture
, op
->dst_sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
);
2354 wined3d_texture_invalidate_location(dst_texture
, op
->dst_sub_resource_idx
, ~WINED3D_LOCATION_TEXTURE_RGB
);
2356 context_release(context
);
2360 if (FAILED(texture2d_blt(texture_from_resource(op
->dst_resource
), op
->dst_sub_resource_idx
,
2361 &op
->dst_box
, texture_from_resource(op
->src_resource
), op
->src_sub_resource_idx
,
2362 &op
->src_box
, op
->flags
, &op
->fx
, op
->filter
)))
2363 FIXME("Blit failed.\n");
2367 if (op
->src_resource
)
2368 wined3d_resource_release(op
->src_resource
);
2369 wined3d_resource_release(op
->dst_resource
);
2372 void wined3d_cs_emit_blt_sub_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*dst_resource
,
2373 unsigned int dst_sub_resource_idx
, const struct wined3d_box
*dst_box
, struct wined3d_resource
*src_resource
,
2374 unsigned int src_sub_resource_idx
, const struct wined3d_box
*src_box
, DWORD flags
,
2375 const struct wined3d_blt_fx
*fx
, enum wined3d_texture_filter_type filter
)
2377 struct wined3d_cs_blt_sub_resource
*op
;
2379 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2380 op
->opcode
= WINED3D_CS_OP_BLT_SUB_RESOURCE
;
2381 op
->dst_resource
= dst_resource
;
2382 op
->dst_sub_resource_idx
= dst_sub_resource_idx
;
2383 op
->dst_box
= *dst_box
;
2384 op
->src_resource
= src_resource
;
2385 op
->src_sub_resource_idx
= src_sub_resource_idx
;
2386 op
->src_box
= *src_box
;
2391 memset(&op
->fx
, 0, sizeof(op
->fx
));
2392 op
->filter
= filter
;
2394 wined3d_resource_acquire(dst_resource
);
2396 wined3d_resource_acquire(src_resource
);
2398 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2399 if (flags
& WINED3D_BLT_SYNCHRONOUS
)
2400 wined3d_cs_finish(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2403 static void wined3d_cs_exec_update_sub_resource(struct wined3d_cs
*cs
, const void *data
)
2405 const struct wined3d_cs_update_sub_resource
*op
= data
;
2406 struct wined3d_resource
*resource
= op
->resource
;
2407 const struct wined3d_box
*box
= &op
->box
;
2408 unsigned int width
, height
, depth
, level
;
2409 struct wined3d_const_bo_address addr
;
2410 struct wined3d_context
*context
;
2411 struct wined3d_texture
*texture
;
2412 struct wined3d_box src_box
;
2414 context
= context_acquire(cs
->device
, NULL
, 0);
2416 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
2418 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
2420 if (!wined3d_buffer_load_location(buffer
, context
, WINED3D_LOCATION_BUFFER
))
2422 ERR("Failed to load buffer location.\n");
2426 wined3d_buffer_upload_data(buffer
, context
, box
, op
->data
.data
);
2427 wined3d_buffer_invalidate_location(buffer
, ~WINED3D_LOCATION_BUFFER
);
2431 texture
= wined3d_texture_from_resource(resource
);
2433 level
= op
->sub_resource_idx
% texture
->level_count
;
2434 width
= wined3d_texture_get_level_width(texture
, level
);
2435 height
= wined3d_texture_get_level_height(texture
, level
);
2436 depth
= wined3d_texture_get_level_depth(texture
, level
);
2438 addr
.buffer_object
= 0;
2439 addr
.addr
= op
->data
.data
;
2441 /* Only load the sub-resource for partial updates. */
2442 if (!box
->left
&& !box
->top
&& !box
->front
2443 && box
->right
== width
&& box
->bottom
== height
&& box
->back
== depth
)
2444 wined3d_texture_prepare_location(texture
, op
->sub_resource_idx
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
2446 wined3d_texture_load_location(texture
, op
->sub_resource_idx
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
2448 wined3d_box_set(&src_box
, 0, 0, box
->right
- box
->left
, box
->bottom
- box
->top
, 0, box
->back
- box
->front
);
2449 texture
->texture_ops
->texture_upload_data(context
, &addr
, texture
->resource
.format
, &src_box
,
2450 op
->data
.row_pitch
, op
->data
.slice_pitch
, texture
, op
->sub_resource_idx
,
2451 WINED3D_LOCATION_TEXTURE_RGB
, box
->left
, box
->top
, box
->front
);
2453 wined3d_texture_validate_location(texture
, op
->sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
);
2454 wined3d_texture_invalidate_location(texture
, op
->sub_resource_idx
, ~WINED3D_LOCATION_TEXTURE_RGB
);
2457 context_release(context
);
2459 wined3d_resource_release(resource
);
2462 void wined3d_cs_emit_update_sub_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
,
2463 unsigned int sub_resource_idx
, const struct wined3d_box
*box
, const void *data
, unsigned int row_pitch
,
2464 unsigned int slice_pitch
)
2466 struct wined3d_cs_update_sub_resource
*op
;
2468 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_MAP
);
2469 op
->opcode
= WINED3D_CS_OP_UPDATE_SUB_RESOURCE
;
2470 op
->resource
= resource
;
2471 op
->sub_resource_idx
= sub_resource_idx
;
2473 op
->data
.row_pitch
= row_pitch
;
2474 op
->data
.slice_pitch
= slice_pitch
;
2475 op
->data
.data
= data
;
2477 wined3d_resource_acquire(resource
);
2479 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_MAP
);
2480 /* The data pointer may go away, so we need to wait until it is read.
2481 * Copying the data may be faster if it's small. */
2482 wined3d_cs_finish(cs
, WINED3D_CS_QUEUE_MAP
);
2485 static void wined3d_cs_exec_add_dirty_texture_region(struct wined3d_cs
*cs
, const void *data
)
2487 const struct wined3d_cs_add_dirty_texture_region
*op
= data
;
2488 struct wined3d_texture
*texture
= op
->texture
;
2489 unsigned int sub_resource_idx
, i
;
2490 struct wined3d_context
*context
;
2492 context
= context_acquire(cs
->device
, NULL
, 0);
2493 sub_resource_idx
= op
->layer
* texture
->level_count
;
2494 for (i
= 0; i
< texture
->level_count
; ++i
, ++sub_resource_idx
)
2496 if (wined3d_texture_load_location(texture
, sub_resource_idx
, context
, texture
->resource
.map_binding
))
2497 wined3d_texture_invalidate_location(texture
, sub_resource_idx
, ~texture
->resource
.map_binding
);
2499 ERR("Failed to load location %s.\n", wined3d_debug_location(texture
->resource
.map_binding
));
2501 context_release(context
);
2503 wined3d_resource_release(&texture
->resource
);
2506 void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs
*cs
,
2507 struct wined3d_texture
*texture
, unsigned int layer
)
2509 struct wined3d_cs_add_dirty_texture_region
*op
;
2511 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2512 op
->opcode
= WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION
;
2513 op
->texture
= texture
;
2516 wined3d_resource_acquire(&texture
->resource
);
2518 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2521 static void wined3d_cs_exec_clear_unordered_access_view(struct wined3d_cs
*cs
, const void *data
)
2523 const struct wined3d_cs_clear_unordered_access_view
*op
= data
;
2524 struct wined3d_unordered_access_view
*view
= op
->view
;
2525 struct wined3d_context
*context
;
2527 context
= context_acquire(cs
->device
, NULL
, 0);
2528 cs
->device
->adapter
->adapter_ops
->adapter_clear_uav(context
, view
, &op
->clear_value
);
2529 context_release(context
);
2531 wined3d_resource_release(view
->resource
);
2534 void wined3d_cs_emit_clear_unordered_access_view_uint(struct wined3d_cs
*cs
,
2535 struct wined3d_unordered_access_view
*view
, const struct wined3d_uvec4
*clear_value
)
2537 struct wined3d_cs_clear_unordered_access_view
*op
;
2539 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2540 op
->opcode
= WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW
;
2542 op
->clear_value
= *clear_value
;
2544 wined3d_resource_acquire(view
->resource
);
2546 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2549 static void wined3d_cs_exec_copy_uav_counter(struct wined3d_cs
*cs
, const void *data
)
2551 const struct wined3d_cs_copy_uav_counter
*op
= data
;
2552 struct wined3d_unordered_access_view
*view
= op
->view
;
2553 struct wined3d_context
*context
;
2555 context
= context_acquire(cs
->device
, NULL
, 0);
2556 wined3d_unordered_access_view_copy_counter(view
, op
->buffer
, op
->offset
, context
);
2557 context_release(context
);
2559 wined3d_resource_release(&op
->buffer
->resource
);
2562 void wined3d_cs_emit_copy_uav_counter(struct wined3d_cs
*cs
, struct wined3d_buffer
*dst_buffer
,
2563 unsigned int offset
, struct wined3d_unordered_access_view
*uav
)
2565 struct wined3d_cs_copy_uav_counter
*op
;
2567 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2568 op
->opcode
= WINED3D_CS_OP_COPY_UAV_COUNTER
;
2569 op
->buffer
= dst_buffer
;
2570 op
->offset
= offset
;
2573 wined3d_resource_acquire(&dst_buffer
->resource
);
2575 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2578 static void wined3d_cs_exec_generate_mipmaps(struct wined3d_cs
*cs
, const void *data
)
2580 const struct wined3d_cs_generate_mipmaps
*op
= data
;
2581 struct wined3d_shader_resource_view
*view
= op
->view
;
2583 shader_resource_view_generate_mipmaps(view
);
2584 wined3d_resource_release(view
->resource
);
2587 void wined3d_cs_emit_generate_mipmaps(struct wined3d_cs
*cs
, struct wined3d_shader_resource_view
*view
)
2589 struct wined3d_cs_generate_mipmaps
*op
;
2591 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2592 op
->opcode
= WINED3D_CS_OP_GENERATE_MIPMAPS
;
2595 wined3d_resource_acquire(view
->resource
);
2597 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2600 static void wined3d_cs_emit_stop(struct wined3d_cs
*cs
)
2602 struct wined3d_cs_stop
*op
;
2604 op
= wined3d_cs_require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2605 op
->opcode
= WINED3D_CS_OP_STOP
;
2607 wined3d_cs_submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2608 wined3d_cs_finish(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2611 static void (* const wined3d_cs_op_handlers
[])(struct wined3d_cs
*cs
, const void *data
) =
2613 /* WINED3D_CS_OP_NOP */ wined3d_cs_exec_nop
,
2614 /* WINED3D_CS_OP_PRESENT */ wined3d_cs_exec_present
,
2615 /* WINED3D_CS_OP_CLEAR */ wined3d_cs_exec_clear
,
2616 /* WINED3D_CS_OP_DISPATCH */ wined3d_cs_exec_dispatch
,
2617 /* WINED3D_CS_OP_DRAW */ wined3d_cs_exec_draw
,
2618 /* WINED3D_CS_OP_FLUSH */ wined3d_cs_exec_flush
,
2619 /* WINED3D_CS_OP_SET_PREDICATION */ wined3d_cs_exec_set_predication
,
2620 /* WINED3D_CS_OP_SET_VIEWPORTS */ wined3d_cs_exec_set_viewports
,
2621 /* WINED3D_CS_OP_SET_SCISSOR_RECTS */ wined3d_cs_exec_set_scissor_rects
,
2622 /* WINED3D_CS_OP_SET_RENDERTARGET_VIEW */ wined3d_cs_exec_set_rendertarget_view
,
2623 /* WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW */ wined3d_cs_exec_set_depth_stencil_view
,
2624 /* WINED3D_CS_OP_SET_VERTEX_DECLARATION */ wined3d_cs_exec_set_vertex_declaration
,
2625 /* WINED3D_CS_OP_SET_STREAM_SOURCE */ wined3d_cs_exec_set_stream_source
,
2626 /* WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ */ wined3d_cs_exec_set_stream_source_freq
,
2627 /* WINED3D_CS_OP_SET_STREAM_OUTPUT */ wined3d_cs_exec_set_stream_output
,
2628 /* WINED3D_CS_OP_SET_INDEX_BUFFER */ wined3d_cs_exec_set_index_buffer
,
2629 /* WINED3D_CS_OP_SET_CONSTANT_BUFFER */ wined3d_cs_exec_set_constant_buffer
,
2630 /* WINED3D_CS_OP_SET_TEXTURE */ wined3d_cs_exec_set_texture
,
2631 /* WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW */ wined3d_cs_exec_set_shader_resource_view
,
2632 /* WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW */ wined3d_cs_exec_set_unordered_access_view
,
2633 /* WINED3D_CS_OP_SET_SAMPLER */ wined3d_cs_exec_set_sampler
,
2634 /* WINED3D_CS_OP_SET_SHADER */ wined3d_cs_exec_set_shader
,
2635 /* WINED3D_CS_OP_SET_BLEND_STATE */ wined3d_cs_exec_set_blend_state
,
2636 /* WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE */ wined3d_cs_exec_set_depth_stencil_state
,
2637 /* WINED3D_CS_OP_SET_RASTERIZER_STATE */ wined3d_cs_exec_set_rasterizer_state
,
2638 /* WINED3D_CS_OP_SET_RENDER_STATE */ wined3d_cs_exec_set_render_state
,
2639 /* WINED3D_CS_OP_SET_TEXTURE_STATE */ wined3d_cs_exec_set_texture_state
,
2640 /* WINED3D_CS_OP_SET_SAMPLER_STATE */ wined3d_cs_exec_set_sampler_state
,
2641 /* WINED3D_CS_OP_SET_TRANSFORM */ wined3d_cs_exec_set_transform
,
2642 /* WINED3D_CS_OP_SET_CLIP_PLANE */ wined3d_cs_exec_set_clip_plane
,
2643 /* WINED3D_CS_OP_SET_COLOR_KEY */ wined3d_cs_exec_set_color_key
,
2644 /* WINED3D_CS_OP_SET_MATERIAL */ wined3d_cs_exec_set_material
,
2645 /* WINED3D_CS_OP_SET_LIGHT */ wined3d_cs_exec_set_light
,
2646 /* WINED3D_CS_OP_SET_LIGHT_ENABLE */ wined3d_cs_exec_set_light_enable
,
2647 /* WINED3D_CS_OP_PUSH_CONSTANTS */ wined3d_cs_exec_push_constants
,
2648 /* WINED3D_CS_OP_RESET_STATE */ wined3d_cs_exec_reset_state
,
2649 /* WINED3D_CS_OP_CALLBACK */ wined3d_cs_exec_callback
,
2650 /* WINED3D_CS_OP_QUERY_ISSUE */ wined3d_cs_exec_query_issue
,
2651 /* WINED3D_CS_OP_PRELOAD_RESOURCE */ wined3d_cs_exec_preload_resource
,
2652 /* WINED3D_CS_OP_UNLOAD_RESOURCE */ wined3d_cs_exec_unload_resource
,
2653 /* WINED3D_CS_OP_MAP */ wined3d_cs_exec_map
,
2654 /* WINED3D_CS_OP_UNMAP */ wined3d_cs_exec_unmap
,
2655 /* WINED3D_CS_OP_BLT_SUB_RESOURCE */ wined3d_cs_exec_blt_sub_resource
,
2656 /* WINED3D_CS_OP_UPDATE_SUB_RESOURCE */ wined3d_cs_exec_update_sub_resource
,
2657 /* WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION */ wined3d_cs_exec_add_dirty_texture_region
,
2658 /* WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW */ wined3d_cs_exec_clear_unordered_access_view
,
2659 /* WINED3D_CS_OP_COPY_UAV_COUNTER */ wined3d_cs_exec_copy_uav_counter
,
2660 /* WINED3D_CS_OP_GENERATE_MIPMAPS */ wined3d_cs_exec_generate_mipmaps
,
2663 static void *wined3d_cs_st_require_space(struct wined3d_cs
*cs
, size_t size
, enum wined3d_cs_queue_id queue_id
)
2665 if (size
> (cs
->data_size
- cs
->end
))
2670 new_size
= max(size
, cs
->data_size
* 2);
2672 new_data
= heap_realloc(cs
->data
, new_size
);
2674 new_data
= heap_alloc(new_size
);
2678 cs
->data_size
= new_size
;
2679 cs
->start
= cs
->end
= 0;
2680 cs
->data
= new_data
;
2685 return (BYTE
*)cs
->data
+ cs
->start
;
2688 static void wined3d_cs_st_submit(struct wined3d_cs
*cs
, enum wined3d_cs_queue_id queue_id
)
2690 enum wined3d_cs_op opcode
;
2696 cs
->start
= cs
->end
;
2698 opcode
= *(const enum wined3d_cs_op
*)&data
[start
];
2699 if (opcode
>= WINED3D_CS_OP_STOP
)
2700 ERR("Invalid opcode %#x.\n", opcode
);
2702 wined3d_cs_op_handlers
[opcode
](cs
, &data
[start
]);
2704 if (cs
->data
== data
)
2705 cs
->start
= cs
->end
= start
;
2710 static void wined3d_cs_st_finish(struct wined3d_cs
*cs
, enum wined3d_cs_queue_id queue_id
)
2714 static const struct wined3d_cs_ops wined3d_cs_st_ops
=
2716 wined3d_cs_st_require_space
,
2717 wined3d_cs_st_submit
,
2718 wined3d_cs_st_finish
,
2719 wined3d_cs_st_push_constants
,
2722 static BOOL
wined3d_cs_queue_is_empty(const struct wined3d_cs
*cs
, const struct wined3d_cs_queue
*queue
)
2724 wined3d_from_cs(cs
);
2725 return *(volatile LONG
*)&queue
->head
== queue
->tail
;
2728 static void wined3d_cs_queue_submit(struct wined3d_cs_queue
*queue
, struct wined3d_cs
*cs
)
2730 struct wined3d_cs_packet
*packet
;
2733 packet
= (struct wined3d_cs_packet
*)&queue
->data
[queue
->head
];
2734 packet_size
= FIELD_OFFSET(struct wined3d_cs_packet
, data
[packet
->size
]);
2735 InterlockedExchange(&queue
->head
, (queue
->head
+ packet_size
) & (WINED3D_CS_QUEUE_SIZE
- 1));
2737 if (InterlockedCompareExchange(&cs
->waiting_for_event
, FALSE
, TRUE
))
2738 SetEvent(cs
->event
);
2741 static void wined3d_cs_mt_submit(struct wined3d_cs
*cs
, enum wined3d_cs_queue_id queue_id
)
2743 if (cs
->thread_id
== GetCurrentThreadId())
2744 return wined3d_cs_st_submit(cs
, queue_id
);
2746 wined3d_cs_queue_submit(&cs
->queue
[queue_id
], cs
);
2749 static void *wined3d_cs_queue_require_space(struct wined3d_cs_queue
*queue
, size_t size
, struct wined3d_cs
*cs
)
2751 size_t queue_size
= ARRAY_SIZE(queue
->data
);
2752 size_t header_size
, packet_size
, remaining
;
2753 struct wined3d_cs_packet
*packet
;
2755 header_size
= FIELD_OFFSET(struct wined3d_cs_packet
, data
[0]);
2756 packet_size
= FIELD_OFFSET(struct wined3d_cs_packet
, data
[size
]);
2757 packet_size
= (packet_size
+ header_size
- 1) & ~(header_size
- 1);
2758 size
= packet_size
- header_size
;
2759 if (packet_size
>= WINED3D_CS_QUEUE_SIZE
)
2761 ERR("Packet size %lu >= queue size %u.\n",
2762 (unsigned long)packet_size
, WINED3D_CS_QUEUE_SIZE
);
2766 remaining
= queue_size
- queue
->head
;
2767 if (remaining
< packet_size
)
2769 size_t nop_size
= remaining
- header_size
;
2770 struct wined3d_cs_nop
*nop
;
2772 TRACE("Inserting a nop for %lu + %lu bytes.\n",
2773 (unsigned long)header_size
, (unsigned long)nop_size
);
2775 nop
= wined3d_cs_queue_require_space(queue
, nop_size
, cs
);
2777 nop
->opcode
= WINED3D_CS_OP_NOP
;
2779 wined3d_cs_queue_submit(queue
, cs
);
2780 assert(!queue
->head
);
2785 LONG tail
= *(volatile LONG
*)&queue
->tail
;
2786 LONG head
= queue
->head
;
2792 new_pos
= (head
+ packet_size
) & (WINED3D_CS_QUEUE_SIZE
- 1);
2793 /* Head ahead of tail. We checked the remaining size above, so we only
2794 * need to make sure we don't make head equal to tail. */
2795 if (head
> tail
&& (new_pos
!= tail
))
2797 /* Tail ahead of head. Make sure the new head is before the tail as
2798 * well. Note that new_pos is 0 when it's at the end of the queue. */
2799 if (new_pos
< tail
&& new_pos
)
2802 TRACE("Waiting for free space. Head %u, tail %u, packet size %lu.\n",
2803 head
, tail
, (unsigned long)packet_size
);
2806 packet
= (struct wined3d_cs_packet
*)&queue
->data
[queue
->head
];
2807 packet
->size
= size
;
2808 return packet
->data
;
2811 static void *wined3d_cs_mt_require_space(struct wined3d_cs
*cs
, size_t size
, enum wined3d_cs_queue_id queue_id
)
2813 if (cs
->thread_id
== GetCurrentThreadId())
2814 return wined3d_cs_st_require_space(cs
, size
, queue_id
);
2816 return wined3d_cs_queue_require_space(&cs
->queue
[queue_id
], size
, cs
);
2819 static void wined3d_cs_mt_finish(struct wined3d_cs
*cs
, enum wined3d_cs_queue_id queue_id
)
2821 if (cs
->thread_id
== GetCurrentThreadId())
2822 return wined3d_cs_st_finish(cs
, queue_id
);
2824 while (cs
->queue
[queue_id
].head
!= *(volatile LONG
*)&cs
->queue
[queue_id
].tail
)
2828 static const struct wined3d_cs_ops wined3d_cs_mt_ops
=
2830 wined3d_cs_mt_require_space
,
2831 wined3d_cs_mt_submit
,
2832 wined3d_cs_mt_finish
,
2833 wined3d_cs_mt_push_constants
,
2836 static void poll_queries(struct wined3d_cs
*cs
)
2838 struct wined3d_query
*query
, *cursor
;
2840 LIST_FOR_EACH_ENTRY_SAFE(query
, cursor
, &cs
->query_poll_list
, struct wined3d_query
, poll_list_entry
)
2842 if (!query
->query_ops
->query_poll(query
, 0))
2845 list_remove(&query
->poll_list_entry
);
2846 list_init(&query
->poll_list_entry
);
2847 InterlockedIncrement(&query
->counter_retrieved
);
2851 static void wined3d_cs_wait_event(struct wined3d_cs
*cs
)
2853 InterlockedExchange(&cs
->waiting_for_event
, TRUE
);
2855 /* The main thread might have enqueued a command and blocked on it after
2856 * the CS thread decided to enter wined3d_cs_wait_event(), but before
2857 * "waiting_for_event" was set.
2859 * Likewise, we can race with the main thread when resetting
2860 * "waiting_for_event", in which case we would need to call
2861 * WaitForSingleObject() because the main thread called SetEvent(). */
2862 if (!(wined3d_cs_queue_is_empty(cs
, &cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
])
2863 && wined3d_cs_queue_is_empty(cs
, &cs
->queue
[WINED3D_CS_QUEUE_MAP
]))
2864 && InterlockedCompareExchange(&cs
->waiting_for_event
, FALSE
, TRUE
))
2867 WaitForSingleObject(cs
->event
, INFINITE
);
2870 static void wined3d_cs_command_lock(const struct wined3d_cs
*cs
)
2872 if (cs
->serialize_commands
)
2873 EnterCriticalSection(&wined3d_command_cs
);
2876 static void wined3d_cs_command_unlock(const struct wined3d_cs
*cs
)
2878 if (cs
->serialize_commands
)
2879 LeaveCriticalSection(&wined3d_command_cs
);
2882 static DWORD WINAPI
wined3d_cs_run(void *ctx
)
2884 struct wined3d_cs_packet
*packet
;
2885 struct wined3d_cs_queue
*queue
;
2886 unsigned int spin_count
= 0;
2887 struct wined3d_cs
*cs
= ctx
;
2888 enum wined3d_cs_op opcode
;
2889 HMODULE wined3d_module
;
2890 unsigned int poll
= 0;
2893 TRACE("Started.\n");
2895 /* Copy the module handle to a local variable to avoid racing with the
2896 * thread freeing "cs" before the FreeLibraryAndExitThread() call. */
2897 wined3d_module
= cs
->wined3d_module
;
2899 list_init(&cs
->query_poll_list
);
2900 cs
->thread_id
= GetCurrentThreadId();
2903 if (++poll
== WINED3D_CS_QUERY_POLL_INTERVAL
)
2905 wined3d_cs_command_lock(cs
);
2907 wined3d_cs_command_unlock(cs
);
2911 queue
= &cs
->queue
[WINED3D_CS_QUEUE_MAP
];
2912 if (wined3d_cs_queue_is_empty(cs
, queue
))
2914 queue
= &cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
];
2915 if (wined3d_cs_queue_is_empty(cs
, queue
))
2917 if (++spin_count
>= WINED3D_CS_SPIN_COUNT
&& list_empty(&cs
->query_poll_list
))
2918 wined3d_cs_wait_event(cs
);
2925 packet
= (struct wined3d_cs_packet
*)&queue
->data
[tail
];
2928 opcode
= *(const enum wined3d_cs_op
*)packet
->data
;
2930 TRACE("Executing %s.\n", debug_cs_op(opcode
));
2931 if (opcode
>= WINED3D_CS_OP_STOP
)
2933 if (opcode
> WINED3D_CS_OP_STOP
)
2934 ERR("Invalid opcode %#x.\n", opcode
);
2938 wined3d_cs_command_lock(cs
);
2939 wined3d_cs_op_handlers
[opcode
](cs
, packet
->data
);
2940 wined3d_cs_command_unlock(cs
);
2941 TRACE("%s executed.\n", debug_cs_op(opcode
));
2944 tail
+= FIELD_OFFSET(struct wined3d_cs_packet
, data
[packet
->size
]);
2945 tail
&= (WINED3D_CS_QUEUE_SIZE
- 1);
2946 InterlockedExchange(&queue
->tail
, tail
);
2949 cs
->queue
[WINED3D_CS_QUEUE_MAP
].tail
= cs
->queue
[WINED3D_CS_QUEUE_MAP
].head
;
2950 cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
].tail
= cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
].head
;
2951 TRACE("Stopped.\n");
2952 FreeLibraryAndExitThread(wined3d_module
, 0);
2955 struct wined3d_cs
*wined3d_cs_create(struct wined3d_device
*device
)
2957 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2958 struct wined3d_cs
*cs
;
2960 if (!(cs
= heap_alloc_zero(sizeof(*cs
))))
2963 cs
->ops
= &wined3d_cs_st_ops
;
2964 cs
->device
= device
;
2965 cs
->serialize_commands
= TRACE_ON(d3d_sync
) || wined3d_settings
.cs_multithreaded
& WINED3D_CSMT_SERIALIZE
;
2967 state_init(&cs
->state
, d3d_info
, WINED3D_STATE_NO_REF
| WINED3D_STATE_INIT_DEFAULT
);
2969 cs
->data_size
= WINED3D_INITIAL_CS_SIZE
;
2970 if (!(cs
->data
= heap_alloc(cs
->data_size
)))
2973 if (wined3d_settings
.cs_multithreaded
& WINED3D_CSMT_ENABLE
2974 && !RtlIsCriticalSectionLockedByThread(NtCurrentTeb()->Peb
->LoaderLock
))
2976 cs
->ops
= &wined3d_cs_mt_ops
;
2978 if (!(cs
->event
= CreateEventW(NULL
, FALSE
, FALSE
, NULL
)))
2980 ERR("Failed to create command stream event.\n");
2981 heap_free(cs
->data
);
2985 if (!(GetModuleHandleExW(GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS
,
2986 (const WCHAR
*)wined3d_cs_run
, &cs
->wined3d_module
)))
2988 ERR("Failed to get wined3d module handle.\n");
2989 CloseHandle(cs
->event
);
2990 heap_free(cs
->data
);
2994 if (!(cs
->thread
= CreateThread(NULL
, 0, wined3d_cs_run
, cs
, 0, NULL
)))
2996 ERR("Failed to create wined3d command stream thread.\n");
2997 FreeLibrary(cs
->wined3d_module
);
2998 CloseHandle(cs
->event
);
2999 heap_free(cs
->data
);
3007 state_cleanup(&cs
->state
);
3012 void wined3d_cs_destroy(struct wined3d_cs
*cs
)
3016 wined3d_cs_emit_stop(cs
);
3017 CloseHandle(cs
->thread
);
3018 if (!CloseHandle(cs
->event
))
3019 ERR("Closing event failed.\n");
3022 state_cleanup(&cs
->state
);
3023 heap_free(cs
->data
);