2 * Copyright 2013 Henri Verbeet for CodeWeavers
4 * This library is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU Lesser General Public
6 * License as published by the Free Software Foundation; either
7 * version 2.1 of the License, or (at your option) any later version.
9 * This library is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * Lesser General Public License for more details.
14 * You should have received a copy of the GNU Lesser General Public
15 * License along with this library; if not, write to the Free Software
16 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
20 #include "wine/port.h"
21 #include "wined3d_private.h"
23 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
25 #define WINED3D_INITIAL_CS_SIZE 4096
30 WINED3D_CS_OP_PRESENT
,
32 WINED3D_CS_OP_DISPATCH
,
35 WINED3D_CS_OP_SET_PREDICATION
,
36 WINED3D_CS_OP_SET_VIEWPORT
,
37 WINED3D_CS_OP_SET_SCISSOR_RECT
,
38 WINED3D_CS_OP_SET_RENDERTARGET_VIEW
,
39 WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW
,
40 WINED3D_CS_OP_SET_VERTEX_DECLARATION
,
41 WINED3D_CS_OP_SET_STREAM_SOURCE
,
42 WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ
,
43 WINED3D_CS_OP_SET_STREAM_OUTPUT
,
44 WINED3D_CS_OP_SET_INDEX_BUFFER
,
45 WINED3D_CS_OP_SET_CONSTANT_BUFFER
,
46 WINED3D_CS_OP_SET_TEXTURE
,
47 WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW
,
48 WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW
,
49 WINED3D_CS_OP_SET_SAMPLER
,
50 WINED3D_CS_OP_SET_SHADER
,
51 WINED3D_CS_OP_SET_RASTERIZER_STATE
,
52 WINED3D_CS_OP_SET_RENDER_STATE
,
53 WINED3D_CS_OP_SET_TEXTURE_STATE
,
54 WINED3D_CS_OP_SET_SAMPLER_STATE
,
55 WINED3D_CS_OP_SET_TRANSFORM
,
56 WINED3D_CS_OP_SET_CLIP_PLANE
,
57 WINED3D_CS_OP_SET_COLOR_KEY
,
58 WINED3D_CS_OP_SET_MATERIAL
,
59 WINED3D_CS_OP_SET_LIGHT
,
60 WINED3D_CS_OP_SET_LIGHT_ENABLE
,
61 WINED3D_CS_OP_PUSH_CONSTANTS
,
62 WINED3D_CS_OP_RESET_STATE
,
63 WINED3D_CS_OP_CALLBACK
,
64 WINED3D_CS_OP_QUERY_ISSUE
,
65 WINED3D_CS_OP_PRELOAD_RESOURCE
,
66 WINED3D_CS_OP_UNLOAD_RESOURCE
,
69 WINED3D_CS_OP_BLT_SUB_RESOURCE
,
70 WINED3D_CS_OP_UPDATE_SUB_RESOURCE
,
71 WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION
,
72 WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW
,
73 WINED3D_CS_OP_COPY_UAV_COUNTER
,
77 struct wined3d_cs_packet
85 enum wined3d_cs_op opcode
;
88 struct wined3d_cs_present
90 enum wined3d_cs_op opcode
;
91 HWND dst_window_override
;
92 struct wined3d_swapchain
*swapchain
;
98 struct wined3d_cs_clear
100 enum wined3d_cs_op opcode
;
102 unsigned int rt_count
;
103 struct wined3d_fb_state
*fb
;
105 struct wined3d_color color
;
108 unsigned int rect_count
;
112 struct wined3d_cs_dispatch
114 enum wined3d_cs_op opcode
;
115 struct wined3d_dispatch_parameters parameters
;
118 struct wined3d_cs_draw
120 enum wined3d_cs_op opcode
;
121 GLenum primitive_type
;
122 GLint patch_vertex_count
;
123 struct wined3d_draw_parameters parameters
;
126 struct wined3d_cs_flush
128 enum wined3d_cs_op opcode
;
131 struct wined3d_cs_set_predication
133 enum wined3d_cs_op opcode
;
134 struct wined3d_query
*predicate
;
138 struct wined3d_cs_set_viewport
140 enum wined3d_cs_op opcode
;
141 struct wined3d_viewport viewport
;
144 struct wined3d_cs_set_scissor_rect
146 enum wined3d_cs_op opcode
;
150 struct wined3d_cs_set_rendertarget_view
152 enum wined3d_cs_op opcode
;
153 unsigned int view_idx
;
154 struct wined3d_rendertarget_view
*view
;
157 struct wined3d_cs_set_depth_stencil_view
159 enum wined3d_cs_op opcode
;
160 struct wined3d_rendertarget_view
*view
;
163 struct wined3d_cs_set_vertex_declaration
165 enum wined3d_cs_op opcode
;
166 struct wined3d_vertex_declaration
*declaration
;
169 struct wined3d_cs_set_stream_source
171 enum wined3d_cs_op opcode
;
173 struct wined3d_buffer
*buffer
;
178 struct wined3d_cs_set_stream_source_freq
180 enum wined3d_cs_op opcode
;
186 struct wined3d_cs_set_stream_output
188 enum wined3d_cs_op opcode
;
190 struct wined3d_buffer
*buffer
;
194 struct wined3d_cs_set_index_buffer
196 enum wined3d_cs_op opcode
;
197 struct wined3d_buffer
*buffer
;
198 enum wined3d_format_id format_id
;
202 struct wined3d_cs_set_constant_buffer
204 enum wined3d_cs_op opcode
;
205 enum wined3d_shader_type type
;
207 struct wined3d_buffer
*buffer
;
210 struct wined3d_cs_set_texture
212 enum wined3d_cs_op opcode
;
214 struct wined3d_texture
*texture
;
217 struct wined3d_cs_set_color_key
219 enum wined3d_cs_op opcode
;
220 struct wined3d_texture
*texture
;
223 struct wined3d_color_key color_key
;
226 struct wined3d_cs_set_shader_resource_view
228 enum wined3d_cs_op opcode
;
229 enum wined3d_shader_type type
;
231 struct wined3d_shader_resource_view
*view
;
234 struct wined3d_cs_set_unordered_access_view
236 enum wined3d_cs_op opcode
;
237 enum wined3d_pipeline pipeline
;
238 unsigned int view_idx
;
239 struct wined3d_unordered_access_view
*view
;
240 unsigned int initial_count
;
243 struct wined3d_cs_set_sampler
245 enum wined3d_cs_op opcode
;
246 enum wined3d_shader_type type
;
248 struct wined3d_sampler
*sampler
;
251 struct wined3d_cs_set_shader
253 enum wined3d_cs_op opcode
;
254 enum wined3d_shader_type type
;
255 struct wined3d_shader
*shader
;
258 struct wined3d_cs_set_rasterizer_state
260 enum wined3d_cs_op opcode
;
261 struct wined3d_rasterizer_state
*state
;
264 struct wined3d_cs_set_render_state
266 enum wined3d_cs_op opcode
;
267 enum wined3d_render_state state
;
271 struct wined3d_cs_set_texture_state
273 enum wined3d_cs_op opcode
;
275 enum wined3d_texture_stage_state state
;
279 struct wined3d_cs_set_sampler_state
281 enum wined3d_cs_op opcode
;
283 enum wined3d_sampler_state state
;
287 struct wined3d_cs_set_transform
289 enum wined3d_cs_op opcode
;
290 enum wined3d_transform_state state
;
291 struct wined3d_matrix matrix
;
294 struct wined3d_cs_set_clip_plane
296 enum wined3d_cs_op opcode
;
298 struct wined3d_vec4 plane
;
301 struct wined3d_cs_set_material
303 enum wined3d_cs_op opcode
;
304 struct wined3d_material material
;
307 struct wined3d_cs_set_light
309 enum wined3d_cs_op opcode
;
310 struct wined3d_light_info light
;
313 struct wined3d_cs_set_light_enable
315 enum wined3d_cs_op opcode
;
320 struct wined3d_cs_push_constants
322 enum wined3d_cs_op opcode
;
323 enum wined3d_push_constants type
;
324 unsigned int start_idx
;
329 struct wined3d_cs_reset_state
331 enum wined3d_cs_op opcode
;
334 struct wined3d_cs_callback
336 enum wined3d_cs_op opcode
;
337 void (*callback
)(void *object
);
341 struct wined3d_cs_query_issue
343 enum wined3d_cs_op opcode
;
344 struct wined3d_query
*query
;
348 struct wined3d_cs_preload_resource
350 enum wined3d_cs_op opcode
;
351 struct wined3d_resource
*resource
;
354 struct wined3d_cs_unload_resource
356 enum wined3d_cs_op opcode
;
357 struct wined3d_resource
*resource
;
360 struct wined3d_cs_map
362 enum wined3d_cs_op opcode
;
363 struct wined3d_resource
*resource
;
364 unsigned int sub_resource_idx
;
365 struct wined3d_map_desc
*map_desc
;
366 const struct wined3d_box
*box
;
371 struct wined3d_cs_unmap
373 enum wined3d_cs_op opcode
;
374 struct wined3d_resource
*resource
;
375 unsigned int sub_resource_idx
;
379 struct wined3d_cs_blt_sub_resource
381 enum wined3d_cs_op opcode
;
382 struct wined3d_resource
*dst_resource
;
383 unsigned int dst_sub_resource_idx
;
384 struct wined3d_box dst_box
;
385 struct wined3d_resource
*src_resource
;
386 unsigned int src_sub_resource_idx
;
387 struct wined3d_box src_box
;
389 struct wined3d_blt_fx fx
;
390 enum wined3d_texture_filter_type filter
;
393 struct wined3d_cs_update_sub_resource
395 enum wined3d_cs_op opcode
;
396 struct wined3d_resource
*resource
;
397 unsigned int sub_resource_idx
;
398 struct wined3d_box box
;
399 struct wined3d_sub_resource_data data
;
402 struct wined3d_cs_add_dirty_texture_region
404 enum wined3d_cs_op opcode
;
405 struct wined3d_texture
*texture
;
409 struct wined3d_cs_clear_unordered_access_view
411 enum wined3d_cs_op opcode
;
412 struct wined3d_unordered_access_view
*view
;
413 struct wined3d_uvec4 clear_value
;
416 struct wined3d_cs_copy_uav_counter
418 enum wined3d_cs_op opcode
;
419 struct wined3d_buffer
*buffer
;
421 struct wined3d_unordered_access_view
*view
;
424 struct wined3d_cs_stop
426 enum wined3d_cs_op opcode
;
429 static void wined3d_cs_exec_nop(struct wined3d_cs
*cs
, const void *data
)
433 static void wined3d_cs_exec_present(struct wined3d_cs
*cs
, const void *data
)
435 const struct wined3d_cs_present
*op
= data
;
436 struct wined3d_swapchain
*swapchain
;
439 swapchain
= op
->swapchain
;
440 wined3d_swapchain_set_window(swapchain
, op
->dst_window_override
);
442 swapchain
->swapchain_ops
->swapchain_present(swapchain
, &op
->src_rect
, &op
->dst_rect
, op
->flags
);
444 wined3d_resource_release(&swapchain
->front_buffer
->resource
);
445 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
447 wined3d_resource_release(&swapchain
->back_buffers
[i
]->resource
);
450 InterlockedDecrement(&cs
->pending_presents
);
453 void wined3d_cs_emit_present(struct wined3d_cs
*cs
, struct wined3d_swapchain
*swapchain
,
454 const RECT
*src_rect
, const RECT
*dst_rect
, HWND dst_window_override
, DWORD flags
)
456 struct wined3d_cs_present
*op
;
460 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
461 op
->opcode
= WINED3D_CS_OP_PRESENT
;
462 op
->dst_window_override
= dst_window_override
;
463 op
->swapchain
= swapchain
;
464 op
->src_rect
= *src_rect
;
465 op
->dst_rect
= *dst_rect
;
468 pending
= InterlockedIncrement(&cs
->pending_presents
);
470 wined3d_resource_acquire(&swapchain
->front_buffer
->resource
);
471 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
473 wined3d_resource_acquire(&swapchain
->back_buffers
[i
]->resource
);
476 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
478 /* Limit input latency by limiting the number of presents that we can get
479 * ahead of the worker thread. We have a constant limit here, but
480 * IDXGIDevice1 allows tuning this. */
484 pending
= InterlockedCompareExchange(&cs
->pending_presents
, 0, 0);
488 static void wined3d_cs_exec_clear(struct wined3d_cs
*cs
, const void *data
)
490 const struct wined3d_state
*state
= &cs
->state
;
491 const struct wined3d_cs_clear
*op
= data
;
492 struct wined3d_device
*device
;
497 wined3d_get_draw_rect(state
, &draw_rect
);
498 device
->blitter
->ops
->blitter_clear(device
->blitter
, device
, op
->rt_count
, op
->fb
,
499 op
->rect_count
, op
->rects
, &op
->draw_rect
, op
->flags
, &op
->color
, op
->depth
, op
->stencil
);
501 if (op
->flags
& WINED3DCLEAR_TARGET
)
503 for (i
= 0; i
< op
->rt_count
; ++i
)
505 if (op
->fb
->render_targets
[i
])
506 wined3d_resource_release(op
->fb
->render_targets
[i
]->resource
);
509 if (op
->flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
510 wined3d_resource_release(op
->fb
->depth_stencil
->resource
);
513 void wined3d_cs_emit_clear(struct wined3d_cs
*cs
, DWORD rect_count
, const RECT
*rects
,
514 DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
516 unsigned int rt_count
= cs
->device
->adapter
->gl_info
.limits
.buffers
;
517 const struct wined3d_state
*state
= &cs
->device
->state
;
518 struct wined3d_cs_clear
*op
;
521 op
= cs
->ops
->require_space(cs
, FIELD_OFFSET(struct wined3d_cs_clear
, rects
[rect_count
]),
522 WINED3D_CS_QUEUE_DEFAULT
);
523 op
->opcode
= WINED3D_CS_OP_CLEAR
;
525 op
->rt_count
= rt_count
;
527 wined3d_get_draw_rect(state
, &op
->draw_rect
);
530 op
->stencil
= stencil
;
531 op
->rect_count
= rect_count
;
532 memcpy(op
->rects
, rects
, sizeof(*rects
) * rect_count
);
534 if (flags
& WINED3DCLEAR_TARGET
)
536 for (i
= 0; i
< rt_count
; ++i
)
538 if (state
->fb
->render_targets
[i
])
539 wined3d_resource_acquire(state
->fb
->render_targets
[i
]->resource
);
542 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
543 wined3d_resource_acquire(state
->fb
->depth_stencil
->resource
);
545 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
548 void wined3d_cs_emit_clear_rendertarget_view(struct wined3d_cs
*cs
, struct wined3d_rendertarget_view
*view
,
549 const RECT
*rect
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
551 struct wined3d_cs_clear
*op
;
554 struct wined3d_rendertarget_view
*rt
;
555 struct wined3d_fb_state fb
;
558 op
= cs
->ops
->require_space(cs
, FIELD_OFFSET(struct wined3d_cs_clear
, rects
[1]) + sizeof(*extra
),
559 WINED3D_CS_QUEUE_DEFAULT
);
560 extra
= (void *)&op
->rects
[1];
561 extra
->fb
.render_targets
= &extra
->rt
;
564 op
->opcode
= WINED3D_CS_OP_CLEAR
;
566 if (flags
& WINED3DCLEAR_TARGET
)
569 op
->fb
->render_targets
[0] = view
;
570 op
->fb
->depth_stencil
= NULL
;
576 op
->fb
->render_targets
[0] = NULL
;
577 op
->fb
->depth_stencil
= view
;
579 op
->stencil
= stencil
;
581 SetRect(&op
->draw_rect
, 0, 0, view
->width
, view
->height
);
583 op
->rects
[0] = *rect
;
585 wined3d_resource_acquire(view
->resource
);
587 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
590 static void acquire_shader_resources(const struct wined3d_state
*state
, unsigned int shader_mask
)
592 struct wined3d_shader_sampler_map_entry
*entry
;
593 struct wined3d_shader_resource_view
*view
;
594 struct wined3d_shader
*shader
;
597 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
599 if (!(shader_mask
& (1u << i
)))
602 if (!(shader
= state
->shader
[i
]))
605 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
608 wined3d_resource_acquire(&state
->cb
[i
][j
]->resource
);
611 for (j
= 0; j
< shader
->reg_maps
.sampler_map
.count
; ++j
)
613 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
615 if (!(view
= state
->shader_resource_view
[i
][entry
->resource_idx
]))
618 wined3d_resource_acquire(view
->resource
);
623 static void release_shader_resources(const struct wined3d_state
*state
, unsigned int shader_mask
)
625 struct wined3d_shader_sampler_map_entry
*entry
;
626 struct wined3d_shader_resource_view
*view
;
627 struct wined3d_shader
*shader
;
630 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
632 if (!(shader_mask
& (1u << i
)))
635 if (!(shader
= state
->shader
[i
]))
638 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
641 wined3d_resource_release(&state
->cb
[i
][j
]->resource
);
644 for (j
= 0; j
< shader
->reg_maps
.sampler_map
.count
; ++j
)
646 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
648 if (!(view
= state
->shader_resource_view
[i
][entry
->resource_idx
]))
651 wined3d_resource_release(view
->resource
);
656 static void acquire_unordered_access_resources(const struct wined3d_shader
*shader
,
657 struct wined3d_unordered_access_view
* const *views
)
664 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
666 if (!shader
->reg_maps
.uav_resource_info
[i
].type
)
672 wined3d_resource_acquire(views
[i
]->resource
);
676 static void release_unordered_access_resources(const struct wined3d_shader
*shader
,
677 struct wined3d_unordered_access_view
* const *views
)
684 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
686 if (!shader
->reg_maps
.uav_resource_info
[i
].type
)
692 wined3d_resource_release(views
[i
]->resource
);
696 static void wined3d_cs_exec_dispatch(struct wined3d_cs
*cs
, const void *data
)
698 const struct wined3d_cs_dispatch
*op
= data
;
699 struct wined3d_state
*state
= &cs
->state
;
701 dispatch_compute(cs
->device
, state
, &op
->parameters
);
703 if (op
->parameters
.indirect
)
704 wined3d_resource_release(&op
->parameters
.u
.indirect
.buffer
->resource
);
706 release_shader_resources(state
, 1u << WINED3D_SHADER_TYPE_COMPUTE
);
707 release_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
708 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
711 static void acquire_compute_pipeline_resources(const struct wined3d_state
*state
)
713 acquire_shader_resources(state
, 1u << WINED3D_SHADER_TYPE_COMPUTE
);
714 acquire_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
715 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
718 void wined3d_cs_emit_dispatch(struct wined3d_cs
*cs
,
719 unsigned int group_count_x
, unsigned int group_count_y
, unsigned int group_count_z
)
721 const struct wined3d_state
*state
= &cs
->device
->state
;
722 struct wined3d_cs_dispatch
*op
;
724 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
725 op
->opcode
= WINED3D_CS_OP_DISPATCH
;
726 op
->parameters
.indirect
= FALSE
;
727 op
->parameters
.u
.direct
.group_count_x
= group_count_x
;
728 op
->parameters
.u
.direct
.group_count_y
= group_count_y
;
729 op
->parameters
.u
.direct
.group_count_z
= group_count_z
;
731 acquire_compute_pipeline_resources(state
);
733 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
736 void wined3d_cs_emit_dispatch_indirect(struct wined3d_cs
*cs
,
737 struct wined3d_buffer
*buffer
, unsigned int offset
)
739 const struct wined3d_state
*state
= &cs
->device
->state
;
740 struct wined3d_cs_dispatch
*op
;
742 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
743 op
->opcode
= WINED3D_CS_OP_DISPATCH
;
744 op
->parameters
.indirect
= TRUE
;
745 op
->parameters
.u
.indirect
.buffer
= buffer
;
746 op
->parameters
.u
.indirect
.offset
= offset
;
748 acquire_compute_pipeline_resources(state
);
749 wined3d_resource_acquire(&buffer
->resource
);
751 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
754 static void wined3d_cs_exec_draw(struct wined3d_cs
*cs
, const void *data
)
756 const struct wined3d_gl_info
*gl_info
= &cs
->device
->adapter
->gl_info
;
757 struct wined3d_state
*state
= &cs
->state
;
758 const struct wined3d_cs_draw
*op
= data
;
759 int load_base_vertex_idx
;
762 /* ARB_draw_indirect always supports a base vertex offset. */
763 if (!op
->parameters
.indirect
&& !gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
])
764 load_base_vertex_idx
= op
->parameters
.u
.direct
.base_vertex_idx
;
766 load_base_vertex_idx
= 0;
768 if (state
->load_base_vertex_index
!= load_base_vertex_idx
)
770 state
->load_base_vertex_index
= load_base_vertex_idx
;
771 device_invalidate_state(cs
->device
, STATE_BASEVERTEXINDEX
);
774 if (state
->gl_primitive_type
!= op
->primitive_type
)
776 if (state
->gl_primitive_type
== GL_POINTS
|| op
->primitive_type
== GL_POINTS
)
777 device_invalidate_state(cs
->device
, STATE_POINT_ENABLE
);
778 state
->gl_primitive_type
= op
->primitive_type
;
780 state
->gl_patch_vertices
= op
->patch_vertex_count
;
782 draw_primitive(cs
->device
, state
, &op
->parameters
);
784 if (op
->parameters
.indirect
)
786 struct wined3d_buffer
*buffer
= op
->parameters
.u
.indirect
.buffer
;
787 wined3d_resource_release(&buffer
->resource
);
790 if (op
->parameters
.indexed
)
791 wined3d_resource_release(&state
->index_buffer
->resource
);
792 for (i
= 0; i
< ARRAY_SIZE(state
->streams
); ++i
)
794 if (state
->streams
[i
].buffer
)
795 wined3d_resource_release(&state
->streams
[i
].buffer
->resource
);
797 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
799 if (state
->stream_output
[i
].buffer
)
800 wined3d_resource_release(&state
->stream_output
[i
].buffer
->resource
);
802 for (i
= 0; i
< ARRAY_SIZE(state
->textures
); ++i
)
804 if (state
->textures
[i
])
805 wined3d_resource_release(&state
->textures
[i
]->resource
);
807 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
809 if (state
->fb
->render_targets
[i
])
810 wined3d_resource_release(state
->fb
->render_targets
[i
]->resource
);
812 if (state
->fb
->depth_stencil
)
813 wined3d_resource_release(state
->fb
->depth_stencil
->resource
);
814 release_shader_resources(state
, ~(1u << WINED3D_SHADER_TYPE_COMPUTE
));
815 release_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
816 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
819 static void acquire_graphics_pipeline_resources(const struct wined3d_state
*state
,
820 BOOL indexed
, const struct wined3d_gl_info
*gl_info
)
825 wined3d_resource_acquire(&state
->index_buffer
->resource
);
826 for (i
= 0; i
< ARRAY_SIZE(state
->streams
); ++i
)
828 if (state
->streams
[i
].buffer
)
829 wined3d_resource_acquire(&state
->streams
[i
].buffer
->resource
);
831 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
833 if (state
->stream_output
[i
].buffer
)
834 wined3d_resource_acquire(&state
->stream_output
[i
].buffer
->resource
);
836 for (i
= 0; i
< ARRAY_SIZE(state
->textures
); ++i
)
838 if (state
->textures
[i
])
839 wined3d_resource_acquire(&state
->textures
[i
]->resource
);
841 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
843 if (state
->fb
->render_targets
[i
])
844 wined3d_resource_acquire(state
->fb
->render_targets
[i
]->resource
);
846 if (state
->fb
->depth_stencil
)
847 wined3d_resource_acquire(state
->fb
->depth_stencil
->resource
);
848 acquire_shader_resources(state
, ~(1u << WINED3D_SHADER_TYPE_COMPUTE
));
849 acquire_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
850 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
853 void wined3d_cs_emit_draw(struct wined3d_cs
*cs
, GLenum primitive_type
, unsigned int patch_vertex_count
,
854 int base_vertex_idx
, unsigned int start_idx
, unsigned int index_count
,
855 unsigned int start_instance
, unsigned int instance_count
, BOOL indexed
)
857 const struct wined3d_gl_info
*gl_info
= &cs
->device
->adapter
->gl_info
;
858 const struct wined3d_state
*state
= &cs
->device
->state
;
859 struct wined3d_cs_draw
*op
;
861 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
862 op
->opcode
= WINED3D_CS_OP_DRAW
;
863 op
->primitive_type
= primitive_type
;
864 op
->patch_vertex_count
= patch_vertex_count
;
865 op
->parameters
.indirect
= FALSE
;
866 op
->parameters
.u
.direct
.base_vertex_idx
= base_vertex_idx
;
867 op
->parameters
.u
.direct
.start_idx
= start_idx
;
868 op
->parameters
.u
.direct
.index_count
= index_count
;
869 op
->parameters
.u
.direct
.start_instance
= start_instance
;
870 op
->parameters
.u
.direct
.instance_count
= instance_count
;
871 op
->parameters
.indexed
= indexed
;
873 acquire_graphics_pipeline_resources(state
, indexed
, gl_info
);
875 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
878 void wined3d_cs_emit_draw_indirect(struct wined3d_cs
*cs
, GLenum primitive_type
, unsigned int patch_vertex_count
,
879 struct wined3d_buffer
*buffer
, unsigned int offset
, BOOL indexed
)
881 const struct wined3d_gl_info
*gl_info
= &cs
->device
->adapter
->gl_info
;
882 const struct wined3d_state
*state
= &cs
->device
->state
;
883 struct wined3d_cs_draw
*op
;
885 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
886 op
->opcode
= WINED3D_CS_OP_DRAW
;
887 op
->primitive_type
= primitive_type
;
888 op
->patch_vertex_count
= patch_vertex_count
;
889 op
->parameters
.indirect
= TRUE
;
890 op
->parameters
.u
.indirect
.buffer
= buffer
;
891 op
->parameters
.u
.indirect
.offset
= offset
;
892 op
->parameters
.indexed
= indexed
;
894 acquire_graphics_pipeline_resources(state
, indexed
, gl_info
);
895 wined3d_resource_acquire(&buffer
->resource
);
897 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
900 static void wined3d_cs_exec_flush(struct wined3d_cs
*cs
, const void *data
)
902 struct wined3d_context
*context
;
904 context
= context_acquire(cs
->device
, NULL
, 0);
906 context
->gl_info
->gl_ops
.gl
.p_glFlush();
907 context_release(context
);
910 void wined3d_cs_emit_flush(struct wined3d_cs
*cs
)
912 struct wined3d_cs_flush
*op
;
914 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
915 op
->opcode
= WINED3D_CS_OP_FLUSH
;
917 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
918 cs
->queries_flushed
= TRUE
;
921 static void wined3d_cs_exec_set_predication(struct wined3d_cs
*cs
, const void *data
)
923 const struct wined3d_cs_set_predication
*op
= data
;
925 cs
->state
.predicate
= op
->predicate
;
926 cs
->state
.predicate_value
= op
->value
;
929 void wined3d_cs_emit_set_predication(struct wined3d_cs
*cs
, struct wined3d_query
*predicate
, BOOL value
)
931 struct wined3d_cs_set_predication
*op
;
933 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
934 op
->opcode
= WINED3D_CS_OP_SET_PREDICATION
;
935 op
->predicate
= predicate
;
938 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
941 static void wined3d_cs_exec_set_viewport(struct wined3d_cs
*cs
, const void *data
)
943 const struct wined3d_cs_set_viewport
*op
= data
;
945 cs
->state
.viewport
= op
->viewport
;
946 device_invalidate_state(cs
->device
, STATE_VIEWPORT
);
949 void wined3d_cs_emit_set_viewport(struct wined3d_cs
*cs
, const struct wined3d_viewport
*viewport
)
951 struct wined3d_cs_set_viewport
*op
;
953 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
954 op
->opcode
= WINED3D_CS_OP_SET_VIEWPORT
;
955 op
->viewport
= *viewport
;
957 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
960 static void wined3d_cs_exec_set_scissor_rect(struct wined3d_cs
*cs
, const void *data
)
962 const struct wined3d_cs_set_scissor_rect
*op
= data
;
964 cs
->state
.scissor_rect
= op
->rect
;
965 device_invalidate_state(cs
->device
, STATE_SCISSORRECT
);
968 void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs
*cs
, const RECT
*rect
)
970 struct wined3d_cs_set_scissor_rect
*op
;
972 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
973 op
->opcode
= WINED3D_CS_OP_SET_SCISSOR_RECT
;
976 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
979 static void wined3d_cs_exec_set_rendertarget_view(struct wined3d_cs
*cs
, const void *data
)
981 const struct wined3d_cs_set_rendertarget_view
*op
= data
;
983 cs
->state
.fb
->render_targets
[op
->view_idx
] = op
->view
;
984 device_invalidate_state(cs
->device
, STATE_FRAMEBUFFER
);
987 void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs
*cs
, unsigned int view_idx
,
988 struct wined3d_rendertarget_view
*view
)
990 struct wined3d_cs_set_rendertarget_view
*op
;
992 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
993 op
->opcode
= WINED3D_CS_OP_SET_RENDERTARGET_VIEW
;
994 op
->view_idx
= view_idx
;
997 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1000 static void wined3d_cs_exec_set_depth_stencil_view(struct wined3d_cs
*cs
, const void *data
)
1002 const struct wined3d_cs_set_depth_stencil_view
*op
= data
;
1003 struct wined3d_device
*device
= cs
->device
;
1004 struct wined3d_rendertarget_view
*prev
;
1006 if ((prev
= cs
->state
.fb
->depth_stencil
))
1008 struct wined3d_surface
*prev_surface
= wined3d_rendertarget_view_get_surface(prev
);
1010 if (prev_surface
&& (device
->swapchains
[0]->desc
.flags
& WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL
1011 || prev_surface
->container
->flags
& WINED3D_TEXTURE_DISCARD
))
1013 wined3d_texture_validate_location(prev_surface
->container
,
1014 prev
->sub_resource_idx
, WINED3D_LOCATION_DISCARDED
);
1018 cs
->fb
.depth_stencil
= op
->view
;
1020 if (!prev
!= !op
->view
)
1022 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
1023 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_ZENABLE
));
1024 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_STENCILENABLE
));
1025 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
1026 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
));
1028 else if (prev
&& (prev
->format_flags
& WINED3DFMT_FLAG_FLOAT
)
1029 != (op
->view
->format_flags
& WINED3DFMT_FLAG_FLOAT
))
1031 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
));
1034 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
1037 void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs
*cs
, struct wined3d_rendertarget_view
*view
)
1039 struct wined3d_cs_set_depth_stencil_view
*op
;
1041 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1042 op
->opcode
= WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW
;
1045 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1048 static void wined3d_cs_exec_set_vertex_declaration(struct wined3d_cs
*cs
, const void *data
)
1050 const struct wined3d_cs_set_vertex_declaration
*op
= data
;
1052 cs
->state
.vertex_declaration
= op
->declaration
;
1053 device_invalidate_state(cs
->device
, STATE_VDECL
);
1056 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs
*cs
, struct wined3d_vertex_declaration
*declaration
)
1058 struct wined3d_cs_set_vertex_declaration
*op
;
1060 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1061 op
->opcode
= WINED3D_CS_OP_SET_VERTEX_DECLARATION
;
1062 op
->declaration
= declaration
;
1064 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1067 static void wined3d_cs_exec_set_stream_source(struct wined3d_cs
*cs
, const void *data
)
1069 const struct wined3d_cs_set_stream_source
*op
= data
;
1070 struct wined3d_stream_state
*stream
;
1071 struct wined3d_buffer
*prev
;
1073 stream
= &cs
->state
.streams
[op
->stream_idx
];
1074 prev
= stream
->buffer
;
1075 stream
->buffer
= op
->buffer
;
1076 stream
->offset
= op
->offset
;
1077 stream
->stride
= op
->stride
;
1080 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1082 InterlockedDecrement(&prev
->resource
.bind_count
);
1084 device_invalidate_state(cs
->device
, STATE_STREAMSRC
);
1087 void wined3d_cs_emit_set_stream_source(struct wined3d_cs
*cs
, UINT stream_idx
,
1088 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1090 struct wined3d_cs_set_stream_source
*op
;
1092 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1093 op
->opcode
= WINED3D_CS_OP_SET_STREAM_SOURCE
;
1094 op
->stream_idx
= stream_idx
;
1095 op
->buffer
= buffer
;
1096 op
->offset
= offset
;
1097 op
->stride
= stride
;
1099 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1102 static void wined3d_cs_exec_set_stream_source_freq(struct wined3d_cs
*cs
, const void *data
)
1104 const struct wined3d_cs_set_stream_source_freq
*op
= data
;
1105 struct wined3d_stream_state
*stream
;
1107 stream
= &cs
->state
.streams
[op
->stream_idx
];
1108 stream
->frequency
= op
->frequency
;
1109 stream
->flags
= op
->flags
;
1111 device_invalidate_state(cs
->device
, STATE_STREAMSRC
);
1114 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs
*cs
, UINT stream_idx
, UINT frequency
, UINT flags
)
1116 struct wined3d_cs_set_stream_source_freq
*op
;
1118 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1119 op
->opcode
= WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ
;
1120 op
->stream_idx
= stream_idx
;
1121 op
->frequency
= frequency
;
1124 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1127 static void wined3d_cs_exec_set_stream_output(struct wined3d_cs
*cs
, const void *data
)
1129 const struct wined3d_cs_set_stream_output
*op
= data
;
1130 struct wined3d_stream_output
*stream
;
1131 struct wined3d_buffer
*prev
;
1133 stream
= &cs
->state
.stream_output
[op
->stream_idx
];
1134 prev
= stream
->buffer
;
1135 stream
->buffer
= op
->buffer
;
1136 stream
->offset
= op
->offset
;
1139 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1141 InterlockedDecrement(&prev
->resource
.bind_count
);
1143 device_invalidate_state(cs
->device
, STATE_STREAM_OUTPUT
);
1146 void wined3d_cs_emit_set_stream_output(struct wined3d_cs
*cs
, UINT stream_idx
,
1147 struct wined3d_buffer
*buffer
, UINT offset
)
1149 struct wined3d_cs_set_stream_output
*op
;
1151 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1152 op
->opcode
= WINED3D_CS_OP_SET_STREAM_OUTPUT
;
1153 op
->stream_idx
= stream_idx
;
1154 op
->buffer
= buffer
;
1155 op
->offset
= offset
;
1157 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1160 static void wined3d_cs_exec_set_index_buffer(struct wined3d_cs
*cs
, const void *data
)
1162 const struct wined3d_cs_set_index_buffer
*op
= data
;
1163 struct wined3d_buffer
*prev
;
1165 prev
= cs
->state
.index_buffer
;
1166 cs
->state
.index_buffer
= op
->buffer
;
1167 cs
->state
.index_format
= op
->format_id
;
1168 cs
->state
.index_offset
= op
->offset
;
1171 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1173 InterlockedDecrement(&prev
->resource
.bind_count
);
1175 device_invalidate_state(cs
->device
, STATE_INDEXBUFFER
);
1178 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs
*cs
, struct wined3d_buffer
*buffer
,
1179 enum wined3d_format_id format_id
, unsigned int offset
)
1181 struct wined3d_cs_set_index_buffer
*op
;
1183 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1184 op
->opcode
= WINED3D_CS_OP_SET_INDEX_BUFFER
;
1185 op
->buffer
= buffer
;
1186 op
->format_id
= format_id
;
1187 op
->offset
= offset
;
1189 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1192 static void wined3d_cs_exec_set_constant_buffer(struct wined3d_cs
*cs
, const void *data
)
1194 const struct wined3d_cs_set_constant_buffer
*op
= data
;
1195 struct wined3d_buffer
*prev
;
1197 prev
= cs
->state
.cb
[op
->type
][op
->cb_idx
];
1198 cs
->state
.cb
[op
->type
][op
->cb_idx
] = op
->buffer
;
1201 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1203 InterlockedDecrement(&prev
->resource
.bind_count
);
1205 device_invalidate_state(cs
->device
, STATE_CONSTANT_BUFFER(op
->type
));
1208 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs
*cs
, enum wined3d_shader_type type
,
1209 UINT cb_idx
, struct wined3d_buffer
*buffer
)
1211 struct wined3d_cs_set_constant_buffer
*op
;
1213 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1214 op
->opcode
= WINED3D_CS_OP_SET_CONSTANT_BUFFER
;
1216 op
->cb_idx
= cb_idx
;
1217 op
->buffer
= buffer
;
1219 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1222 static void wined3d_cs_exec_set_texture(struct wined3d_cs
*cs
, const void *data
)
1224 const struct wined3d_gl_info
*gl_info
= &cs
->device
->adapter
->gl_info
;
1225 const struct wined3d_d3d_info
*d3d_info
= &cs
->device
->adapter
->d3d_info
;
1226 const struct wined3d_cs_set_texture
*op
= data
;
1227 struct wined3d_texture
*prev
;
1228 BOOL old_use_color_key
= FALSE
, new_use_color_key
= FALSE
;
1230 prev
= cs
->state
.textures
[op
->stage
];
1231 cs
->state
.textures
[op
->stage
] = op
->texture
;
1235 const struct wined3d_format
*new_format
= op
->texture
->resource
.format
;
1236 const struct wined3d_format
*old_format
= prev
? prev
->resource
.format
: NULL
;
1237 unsigned int old_fmt_flags
= prev
? prev
->resource
.format_flags
: 0;
1238 unsigned int new_fmt_flags
= op
->texture
->resource
.format_flags
;
1240 if (InterlockedIncrement(&op
->texture
->resource
.bind_count
) == 1)
1241 op
->texture
->sampler
= op
->stage
;
1243 if (!prev
|| op
->texture
->target
!= prev
->target
1244 || (!is_same_fixup(new_format
->color_fixup
, old_format
->color_fixup
)
1245 && !(can_use_texture_swizzle(gl_info
, new_format
) && can_use_texture_swizzle(gl_info
, old_format
)))
1246 || (new_fmt_flags
& WINED3DFMT_FLAG_SHADOW
) != (old_fmt_flags
& WINED3DFMT_FLAG_SHADOW
))
1247 device_invalidate_state(cs
->device
, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
));
1249 if (!prev
&& op
->stage
< d3d_info
->limits
.ffp_blend_stages
)
1251 /* The source arguments for color and alpha ops have different
1252 * meanings when a NULL texture is bound, so the COLOR_OP and
1253 * ALPHA_OP have to be dirtified. */
1254 device_invalidate_state(cs
->device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_COLOR_OP
));
1255 device_invalidate_state(cs
->device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_ALPHA_OP
));
1258 if (!op
->stage
&& op
->texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1259 new_use_color_key
= TRUE
;
1264 if (InterlockedDecrement(&prev
->resource
.bind_count
) && prev
->sampler
== op
->stage
)
1268 /* Search for other stages the texture is bound to. Shouldn't
1269 * happen if applications bind textures to a single stage only. */
1270 TRACE("Searching for other stages the texture is bound to.\n");
1271 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
1273 if (cs
->state
.textures
[i
] == prev
)
1275 TRACE("Texture is also bound to stage %u.\n", i
);
1282 if (!op
->texture
&& op
->stage
< d3d_info
->limits
.ffp_blend_stages
)
1284 device_invalidate_state(cs
->device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_COLOR_OP
));
1285 device_invalidate_state(cs
->device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_ALPHA_OP
));
1288 if (!op
->stage
&& prev
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1289 old_use_color_key
= TRUE
;
1292 device_invalidate_state(cs
->device
, STATE_SAMPLER(op
->stage
));
1294 if (new_use_color_key
!= old_use_color_key
)
1295 device_invalidate_state(cs
->device
, STATE_RENDER(WINED3D_RS_COLORKEYENABLE
));
1297 if (new_use_color_key
)
1298 device_invalidate_state(cs
->device
, STATE_COLOR_KEY
);
1301 void wined3d_cs_emit_set_texture(struct wined3d_cs
*cs
, UINT stage
, struct wined3d_texture
*texture
)
1303 struct wined3d_cs_set_texture
*op
;
1305 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1306 op
->opcode
= WINED3D_CS_OP_SET_TEXTURE
;
1308 op
->texture
= texture
;
1310 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1313 static void wined3d_cs_exec_set_shader_resource_view(struct wined3d_cs
*cs
, const void *data
)
1315 const struct wined3d_cs_set_shader_resource_view
*op
= data
;
1316 struct wined3d_shader_resource_view
*prev
;
1318 prev
= cs
->state
.shader_resource_view
[op
->type
][op
->view_idx
];
1319 cs
->state
.shader_resource_view
[op
->type
][op
->view_idx
] = op
->view
;
1322 InterlockedIncrement(&op
->view
->resource
->bind_count
);
1324 InterlockedDecrement(&prev
->resource
->bind_count
);
1326 if (op
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
1327 device_invalidate_state(cs
->device
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1329 device_invalidate_state(cs
->device
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1332 void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs
*cs
, enum wined3d_shader_type type
,
1333 UINT view_idx
, struct wined3d_shader_resource_view
*view
)
1335 struct wined3d_cs_set_shader_resource_view
*op
;
1337 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1338 op
->opcode
= WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW
;
1340 op
->view_idx
= view_idx
;
1343 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1346 static void wined3d_cs_exec_set_unordered_access_view(struct wined3d_cs
*cs
, const void *data
)
1348 const struct wined3d_cs_set_unordered_access_view
*op
= data
;
1349 struct wined3d_unordered_access_view
*prev
;
1351 prev
= cs
->state
.unordered_access_view
[op
->pipeline
][op
->view_idx
];
1352 cs
->state
.unordered_access_view
[op
->pipeline
][op
->view_idx
] = op
->view
;
1355 InterlockedIncrement(&op
->view
->resource
->bind_count
);
1357 InterlockedDecrement(&prev
->resource
->bind_count
);
1359 if (op
->view
&& op
->initial_count
!= ~0u)
1360 wined3d_unordered_access_view_set_counter(op
->view
, op
->initial_count
);
1362 device_invalidate_state(cs
->device
, STATE_UNORDERED_ACCESS_VIEW_BINDING(op
->pipeline
));
1365 void wined3d_cs_emit_set_unordered_access_view(struct wined3d_cs
*cs
, enum wined3d_pipeline pipeline
,
1366 unsigned int view_idx
, struct wined3d_unordered_access_view
*view
, unsigned int initial_count
)
1368 struct wined3d_cs_set_unordered_access_view
*op
;
1370 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1371 op
->opcode
= WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW
;
1372 op
->pipeline
= pipeline
;
1373 op
->view_idx
= view_idx
;
1375 op
->initial_count
= initial_count
;
1377 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1380 static void wined3d_cs_exec_set_sampler(struct wined3d_cs
*cs
, const void *data
)
1382 const struct wined3d_cs_set_sampler
*op
= data
;
1384 cs
->state
.sampler
[op
->type
][op
->sampler_idx
] = op
->sampler
;
1385 if (op
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
1386 device_invalidate_state(cs
->device
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1388 device_invalidate_state(cs
->device
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1391 void wined3d_cs_emit_set_sampler(struct wined3d_cs
*cs
, enum wined3d_shader_type type
,
1392 UINT sampler_idx
, struct wined3d_sampler
*sampler
)
1394 struct wined3d_cs_set_sampler
*op
;
1396 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1397 op
->opcode
= WINED3D_CS_OP_SET_SAMPLER
;
1399 op
->sampler_idx
= sampler_idx
;
1400 op
->sampler
= sampler
;
1402 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1405 static void wined3d_cs_exec_set_shader(struct wined3d_cs
*cs
, const void *data
)
1407 const struct wined3d_cs_set_shader
*op
= data
;
1409 cs
->state
.shader
[op
->type
] = op
->shader
;
1410 device_invalidate_state(cs
->device
, STATE_SHADER(op
->type
));
1411 if (op
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
1412 device_invalidate_state(cs
->device
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1414 device_invalidate_state(cs
->device
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1417 void wined3d_cs_emit_set_shader(struct wined3d_cs
*cs
, enum wined3d_shader_type type
, struct wined3d_shader
*shader
)
1419 struct wined3d_cs_set_shader
*op
;
1421 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1422 op
->opcode
= WINED3D_CS_OP_SET_SHADER
;
1424 op
->shader
= shader
;
1426 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1429 static void wined3d_cs_exec_set_rasterizer_state(struct wined3d_cs
*cs
, const void *data
)
1431 const struct wined3d_cs_set_rasterizer_state
*op
= data
;
1433 cs
->state
.rasterizer_state
= op
->state
;
1434 device_invalidate_state(cs
->device
, STATE_FRONTFACE
);
1437 void wined3d_cs_emit_set_rasterizer_state(struct wined3d_cs
*cs
,
1438 struct wined3d_rasterizer_state
*rasterizer_state
)
1440 struct wined3d_cs_set_rasterizer_state
*op
;
1442 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1443 op
->opcode
= WINED3D_CS_OP_SET_RASTERIZER_STATE
;
1444 op
->state
= rasterizer_state
;
1446 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1449 static void wined3d_cs_exec_set_render_state(struct wined3d_cs
*cs
, const void *data
)
1451 const struct wined3d_cs_set_render_state
*op
= data
;
1453 cs
->state
.render_states
[op
->state
] = op
->value
;
1454 device_invalidate_state(cs
->device
, STATE_RENDER(op
->state
));
1457 void wined3d_cs_emit_set_render_state(struct wined3d_cs
*cs
, enum wined3d_render_state state
, DWORD value
)
1459 struct wined3d_cs_set_render_state
*op
;
1461 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1462 op
->opcode
= WINED3D_CS_OP_SET_RENDER_STATE
;
1466 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1469 static void wined3d_cs_exec_set_texture_state(struct wined3d_cs
*cs
, const void *data
)
1471 const struct wined3d_cs_set_texture_state
*op
= data
;
1473 cs
->state
.texture_states
[op
->stage
][op
->state
] = op
->value
;
1474 device_invalidate_state(cs
->device
, STATE_TEXTURESTAGE(op
->stage
, op
->state
));
1477 void wined3d_cs_emit_set_texture_state(struct wined3d_cs
*cs
, UINT stage
,
1478 enum wined3d_texture_stage_state state
, DWORD value
)
1480 struct wined3d_cs_set_texture_state
*op
;
1482 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1483 op
->opcode
= WINED3D_CS_OP_SET_TEXTURE_STATE
;
1488 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1491 static void wined3d_cs_exec_set_sampler_state(struct wined3d_cs
*cs
, const void *data
)
1493 const struct wined3d_cs_set_sampler_state
*op
= data
;
1495 cs
->state
.sampler_states
[op
->sampler_idx
][op
->state
] = op
->value
;
1496 device_invalidate_state(cs
->device
, STATE_SAMPLER(op
->sampler_idx
));
1499 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs
*cs
, UINT sampler_idx
,
1500 enum wined3d_sampler_state state
, DWORD value
)
1502 struct wined3d_cs_set_sampler_state
*op
;
1504 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1505 op
->opcode
= WINED3D_CS_OP_SET_SAMPLER_STATE
;
1506 op
->sampler_idx
= sampler_idx
;
1510 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1513 static void wined3d_cs_exec_set_transform(struct wined3d_cs
*cs
, const void *data
)
1515 const struct wined3d_cs_set_transform
*op
= data
;
1517 cs
->state
.transforms
[op
->state
] = op
->matrix
;
1518 if (op
->state
< WINED3D_TS_WORLD_MATRIX(cs
->device
->adapter
->d3d_info
.limits
.ffp_vertex_blend_matrices
))
1519 device_invalidate_state(cs
->device
, STATE_TRANSFORM(op
->state
));
1522 void wined3d_cs_emit_set_transform(struct wined3d_cs
*cs
, enum wined3d_transform_state state
,
1523 const struct wined3d_matrix
*matrix
)
1525 struct wined3d_cs_set_transform
*op
;
1527 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1528 op
->opcode
= WINED3D_CS_OP_SET_TRANSFORM
;
1530 op
->matrix
= *matrix
;
1532 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1535 static void wined3d_cs_exec_set_clip_plane(struct wined3d_cs
*cs
, const void *data
)
1537 const struct wined3d_cs_set_clip_plane
*op
= data
;
1539 cs
->state
.clip_planes
[op
->plane_idx
] = op
->plane
;
1540 device_invalidate_state(cs
->device
, STATE_CLIPPLANE(op
->plane_idx
));
1543 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs
*cs
, UINT plane_idx
, const struct wined3d_vec4
*plane
)
1545 struct wined3d_cs_set_clip_plane
*op
;
1547 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1548 op
->opcode
= WINED3D_CS_OP_SET_CLIP_PLANE
;
1549 op
->plane_idx
= plane_idx
;
1552 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1555 static void wined3d_cs_exec_set_color_key(struct wined3d_cs
*cs
, const void *data
)
1557 const struct wined3d_cs_set_color_key
*op
= data
;
1558 struct wined3d_texture
*texture
= op
->texture
;
1564 case WINED3D_CKEY_DST_BLT
:
1565 texture
->async
.dst_blt_color_key
= op
->color_key
;
1566 texture
->async
.color_key_flags
|= WINED3D_CKEY_DST_BLT
;
1569 case WINED3D_CKEY_DST_OVERLAY
:
1570 texture
->async
.dst_overlay_color_key
= op
->color_key
;
1571 texture
->async
.color_key_flags
|= WINED3D_CKEY_DST_OVERLAY
;
1574 case WINED3D_CKEY_SRC_BLT
:
1575 if (texture
== cs
->state
.textures
[0])
1577 device_invalidate_state(cs
->device
, STATE_COLOR_KEY
);
1578 if (!(texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
))
1579 device_invalidate_state(cs
->device
, STATE_RENDER(WINED3D_RS_COLORKEYENABLE
));
1582 texture
->async
.src_blt_color_key
= op
->color_key
;
1583 texture
->async
.color_key_flags
|= WINED3D_CKEY_SRC_BLT
;
1586 case WINED3D_CKEY_SRC_OVERLAY
:
1587 texture
->async
.src_overlay_color_key
= op
->color_key
;
1588 texture
->async
.color_key_flags
|= WINED3D_CKEY_SRC_OVERLAY
;
1596 case WINED3D_CKEY_DST_BLT
:
1597 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_DST_BLT
;
1600 case WINED3D_CKEY_DST_OVERLAY
:
1601 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_DST_OVERLAY
;
1604 case WINED3D_CKEY_SRC_BLT
:
1605 if (texture
== cs
->state
.textures
[0] && texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1606 device_invalidate_state(cs
->device
, STATE_RENDER(WINED3D_RS_COLORKEYENABLE
));
1608 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_SRC_BLT
;
1611 case WINED3D_CKEY_SRC_OVERLAY
:
1612 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_SRC_OVERLAY
;
1618 void wined3d_cs_emit_set_color_key(struct wined3d_cs
*cs
, struct wined3d_texture
*texture
,
1619 WORD flags
, const struct wined3d_color_key
*color_key
)
1621 struct wined3d_cs_set_color_key
*op
;
1623 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1624 op
->opcode
= WINED3D_CS_OP_SET_COLOR_KEY
;
1625 op
->texture
= texture
;
1629 op
->color_key
= *color_key
;
1635 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1638 static void wined3d_cs_exec_set_material(struct wined3d_cs
*cs
, const void *data
)
1640 const struct wined3d_cs_set_material
*op
= data
;
1642 cs
->state
.material
= op
->material
;
1643 device_invalidate_state(cs
->device
, STATE_MATERIAL
);
1646 void wined3d_cs_emit_set_material(struct wined3d_cs
*cs
, const struct wined3d_material
*material
)
1648 struct wined3d_cs_set_material
*op
;
1650 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1651 op
->opcode
= WINED3D_CS_OP_SET_MATERIAL
;
1652 op
->material
= *material
;
1654 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1657 static void wined3d_cs_exec_set_light(struct wined3d_cs
*cs
, const void *data
)
1659 const struct wined3d_cs_set_light
*op
= data
;
1660 struct wined3d_light_info
*light_info
;
1661 unsigned int light_idx
, hash_idx
;
1663 light_idx
= op
->light
.OriginalIndex
;
1665 if (!(light_info
= wined3d_state_get_light(&cs
->state
, light_idx
)))
1667 TRACE("Adding new light.\n");
1668 if (!(light_info
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*light_info
))))
1670 ERR("Failed to allocate light info.\n");
1674 hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1675 list_add_head(&cs
->state
.light_map
[hash_idx
], &light_info
->entry
);
1676 light_info
->glIndex
= -1;
1677 light_info
->OriginalIndex
= light_idx
;
1680 if (light_info
->glIndex
!= -1)
1682 if (light_info
->OriginalParms
.type
!= op
->light
.OriginalParms
.type
)
1683 device_invalidate_state(cs
->device
, STATE_LIGHT_TYPE
);
1684 device_invalidate_state(cs
->device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
1687 light_info
->OriginalParms
= op
->light
.OriginalParms
;
1688 light_info
->position
= op
->light
.position
;
1689 light_info
->direction
= op
->light
.direction
;
1690 light_info
->exponent
= op
->light
.exponent
;
1691 light_info
->cutoff
= op
->light
.cutoff
;
1694 void wined3d_cs_emit_set_light(struct wined3d_cs
*cs
, const struct wined3d_light_info
*light
)
1696 struct wined3d_cs_set_light
*op
;
1698 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1699 op
->opcode
= WINED3D_CS_OP_SET_LIGHT
;
1702 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1705 static void wined3d_cs_exec_set_light_enable(struct wined3d_cs
*cs
, const void *data
)
1707 const struct wined3d_cs_set_light_enable
*op
= data
;
1708 struct wined3d_device
*device
= cs
->device
;
1709 struct wined3d_light_info
*light_info
;
1712 if (!(light_info
= wined3d_state_get_light(&cs
->state
, op
->idx
)))
1714 ERR("Light doesn't exist.\n");
1718 prev_idx
= light_info
->glIndex
;
1719 wined3d_state_enable_light(&cs
->state
, &device
->adapter
->d3d_info
, light_info
, op
->enable
);
1720 if (light_info
->glIndex
!= prev_idx
)
1722 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1723 device_invalidate_state(device
, STATE_ACTIVELIGHT(op
->enable
? light_info
->glIndex
: prev_idx
));
1727 void wined3d_cs_emit_set_light_enable(struct wined3d_cs
*cs
, unsigned int idx
, BOOL enable
)
1729 struct wined3d_cs_set_light_enable
*op
;
1731 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1732 op
->opcode
= WINED3D_CS_OP_SET_LIGHT_ENABLE
;
1734 op
->enable
= enable
;
1736 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1745 wined3d_cs_push_constant_info
[] =
1747 /* WINED3D_PUSH_CONSTANTS_VS_F */
1748 {FIELD_OFFSET(struct wined3d_state
, vs_consts_f
), sizeof(struct wined3d_vec4
), WINED3D_SHADER_CONST_VS_F
},
1749 /* WINED3D_PUSH_CONSTANTS_PS_F */
1750 {FIELD_OFFSET(struct wined3d_state
, ps_consts_f
), sizeof(struct wined3d_vec4
), WINED3D_SHADER_CONST_PS_F
},
1751 /* WINED3D_PUSH_CONSTANTS_VS_I */
1752 {FIELD_OFFSET(struct wined3d_state
, vs_consts_i
), sizeof(struct wined3d_ivec4
), WINED3D_SHADER_CONST_VS_I
},
1753 /* WINED3D_PUSH_CONSTANTS_PS_I */
1754 {FIELD_OFFSET(struct wined3d_state
, ps_consts_i
), sizeof(struct wined3d_ivec4
), WINED3D_SHADER_CONST_PS_I
},
1755 /* WINED3D_PUSH_CONSTANTS_VS_B */
1756 {FIELD_OFFSET(struct wined3d_state
, vs_consts_b
), sizeof(BOOL
), WINED3D_SHADER_CONST_VS_B
},
1757 /* WINED3D_PUSH_CONSTANTS_PS_B */
1758 {FIELD_OFFSET(struct wined3d_state
, ps_consts_b
), sizeof(BOOL
), WINED3D_SHADER_CONST_PS_B
},
1761 static void wined3d_cs_st_push_constants(struct wined3d_cs
*cs
, enum wined3d_push_constants p
,
1762 unsigned int start_idx
, unsigned int count
, const void *constants
)
1764 struct wined3d_device
*device
= cs
->device
;
1765 unsigned int context_count
;
1769 if (p
== WINED3D_PUSH_CONSTANTS_VS_F
)
1770 device
->shader_backend
->shader_update_float_vertex_constants(device
, start_idx
, count
);
1771 else if (p
== WINED3D_PUSH_CONSTANTS_PS_F
)
1772 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_idx
, count
);
1774 offset
= wined3d_cs_push_constant_info
[p
].offset
+ start_idx
* wined3d_cs_push_constant_info
[p
].size
;
1775 memcpy((BYTE
*)&cs
->state
+ offset
, constants
, count
* wined3d_cs_push_constant_info
[p
].size
);
1776 for (i
= 0, context_count
= device
->context_count
; i
< context_count
; ++i
)
1778 device
->contexts
[i
]->constant_update_mask
|= wined3d_cs_push_constant_info
[p
].mask
;
1782 static void wined3d_cs_exec_push_constants(struct wined3d_cs
*cs
, const void *data
)
1784 const struct wined3d_cs_push_constants
*op
= data
;
1786 wined3d_cs_st_push_constants(cs
, op
->type
, op
->start_idx
, op
->count
, op
->constants
);
1789 static void wined3d_cs_mt_push_constants(struct wined3d_cs
*cs
, enum wined3d_push_constants p
,
1790 unsigned int start_idx
, unsigned int count
, const void *constants
)
1792 struct wined3d_cs_push_constants
*op
;
1795 size
= count
* wined3d_cs_push_constant_info
[p
].size
;
1796 op
= cs
->ops
->require_space(cs
, FIELD_OFFSET(struct wined3d_cs_push_constants
, constants
[size
]),
1797 WINED3D_CS_QUEUE_DEFAULT
);
1798 op
->opcode
= WINED3D_CS_OP_PUSH_CONSTANTS
;
1800 op
->start_idx
= start_idx
;
1802 memcpy(op
->constants
, constants
, size
);
1804 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1807 static void wined3d_cs_exec_reset_state(struct wined3d_cs
*cs
, const void *data
)
1809 struct wined3d_adapter
*adapter
= cs
->device
->adapter
;
1811 state_cleanup(&cs
->state
);
1812 memset(&cs
->state
, 0, sizeof(cs
->state
));
1813 state_init(&cs
->state
, &cs
->fb
, &adapter
->gl_info
, &adapter
->d3d_info
,
1814 WINED3D_STATE_NO_REF
| WINED3D_STATE_INIT_DEFAULT
);
1817 void wined3d_cs_emit_reset_state(struct wined3d_cs
*cs
)
1819 struct wined3d_cs_reset_state
*op
;
1821 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1822 op
->opcode
= WINED3D_CS_OP_RESET_STATE
;
1824 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1827 static void wined3d_cs_exec_callback(struct wined3d_cs
*cs
, const void *data
)
1829 const struct wined3d_cs_callback
*op
= data
;
1831 op
->callback(op
->object
);
1834 static void wined3d_cs_emit_callback(struct wined3d_cs
*cs
, void (*callback
)(void *object
), void *object
)
1836 struct wined3d_cs_callback
*op
;
1838 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1839 op
->opcode
= WINED3D_CS_OP_CALLBACK
;
1840 op
->callback
= callback
;
1841 op
->object
= object
;
1843 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1846 void wined3d_cs_destroy_object(struct wined3d_cs
*cs
, void (*callback
)(void *object
), void *object
)
1848 wined3d_cs_emit_callback(cs
, callback
, object
);
1851 void wined3d_cs_init_object(struct wined3d_cs
*cs
, void (*callback
)(void *object
), void *object
)
1853 wined3d_cs_emit_callback(cs
, callback
, object
);
1856 static void wined3d_cs_exec_query_issue(struct wined3d_cs
*cs
, const void *data
)
1858 const struct wined3d_cs_query_issue
*op
= data
;
1859 struct wined3d_query
*query
= op
->query
;
1862 poll
= query
->query_ops
->query_issue(query
, op
->flags
);
1867 if (poll
&& list_empty(&query
->poll_list_entry
))
1869 list_add_tail(&cs
->query_poll_list
, &query
->poll_list_entry
);
1873 /* This can happen if occlusion queries are restarted. This discards the
1874 * old result, since polling it could result in a GL error. */
1875 if ((op
->flags
& WINED3DISSUE_BEGIN
) && !poll
&& !list_empty(&query
->poll_list_entry
))
1877 list_remove(&query
->poll_list_entry
);
1878 list_init(&query
->poll_list_entry
);
1879 InterlockedIncrement(&query
->counter_retrieved
);
1883 /* This can happen when an occlusion query is ended without being started,
1884 * in which case we don't want to poll, but still have to counter-balance
1885 * the increment of the main counter.
1887 * This can also happen if an event query is re-issued before the first
1888 * fence was reached. In this case the query is already in the list and
1889 * the poll function will check the new fence. We have to counter-balance
1890 * the discarded increment. */
1891 if (op
->flags
& WINED3DISSUE_END
)
1892 InterlockedIncrement(&query
->counter_retrieved
);
1895 void wined3d_cs_emit_query_issue(struct wined3d_cs
*cs
, struct wined3d_query
*query
, DWORD flags
)
1897 struct wined3d_cs_query_issue
*op
;
1899 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1900 op
->opcode
= WINED3D_CS_OP_QUERY_ISSUE
;
1904 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1905 cs
->queries_flushed
= FALSE
;
1908 static void wined3d_cs_exec_preload_resource(struct wined3d_cs
*cs
, const void *data
)
1910 const struct wined3d_cs_preload_resource
*op
= data
;
1911 struct wined3d_resource
*resource
= op
->resource
;
1913 resource
->resource_ops
->resource_preload(resource
);
1914 wined3d_resource_release(resource
);
1917 void wined3d_cs_emit_preload_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
)
1919 struct wined3d_cs_preload_resource
*op
;
1921 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1922 op
->opcode
= WINED3D_CS_OP_PRELOAD_RESOURCE
;
1923 op
->resource
= resource
;
1925 wined3d_resource_acquire(resource
);
1927 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1930 static void wined3d_cs_exec_unload_resource(struct wined3d_cs
*cs
, const void *data
)
1932 const struct wined3d_cs_unload_resource
*op
= data
;
1933 struct wined3d_resource
*resource
= op
->resource
;
1935 resource
->resource_ops
->resource_unload(resource
);
1936 wined3d_resource_release(resource
);
1939 void wined3d_cs_emit_unload_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
)
1941 struct wined3d_cs_unload_resource
*op
;
1943 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1944 op
->opcode
= WINED3D_CS_OP_UNLOAD_RESOURCE
;
1945 op
->resource
= resource
;
1947 wined3d_resource_acquire(resource
);
1949 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1952 static void wined3d_cs_exec_map(struct wined3d_cs
*cs
, const void *data
)
1954 const struct wined3d_cs_map
*op
= data
;
1955 struct wined3d_resource
*resource
= op
->resource
;
1957 *op
->hr
= resource
->resource_ops
->resource_sub_resource_map(resource
,
1958 op
->sub_resource_idx
, op
->map_desc
, op
->box
, op
->flags
);
1961 HRESULT
wined3d_cs_map(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
, unsigned int sub_resource_idx
,
1962 struct wined3d_map_desc
*map_desc
, const struct wined3d_box
*box
, unsigned int flags
)
1964 struct wined3d_cs_map
*op
;
1967 /* Mapping resources from the worker thread isn't an issue by itself, but
1968 * increasing the map count would be visible to applications. */
1969 wined3d_not_from_cs(cs
);
1971 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_MAP
);
1972 op
->opcode
= WINED3D_CS_OP_MAP
;
1973 op
->resource
= resource
;
1974 op
->sub_resource_idx
= sub_resource_idx
;
1975 op
->map_desc
= map_desc
;
1980 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_MAP
);
1981 cs
->ops
->finish(cs
, WINED3D_CS_QUEUE_MAP
);
1986 static void wined3d_cs_exec_unmap(struct wined3d_cs
*cs
, const void *data
)
1988 const struct wined3d_cs_unmap
*op
= data
;
1989 struct wined3d_resource
*resource
= op
->resource
;
1991 *op
->hr
= resource
->resource_ops
->resource_sub_resource_unmap(resource
, op
->sub_resource_idx
);
1994 HRESULT
wined3d_cs_unmap(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
, unsigned int sub_resource_idx
)
1996 struct wined3d_cs_unmap
*op
;
1999 wined3d_not_from_cs(cs
);
2001 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_MAP
);
2002 op
->opcode
= WINED3D_CS_OP_UNMAP
;
2003 op
->resource
= resource
;
2004 op
->sub_resource_idx
= sub_resource_idx
;
2007 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_MAP
);
2008 cs
->ops
->finish(cs
, WINED3D_CS_QUEUE_MAP
);
2013 static void wined3d_cs_exec_blt_sub_resource(struct wined3d_cs
*cs
, const void *data
)
2015 const struct wined3d_cs_blt_sub_resource
*op
= data
;
2017 if (op
->dst_resource
->type
== WINED3D_RTYPE_BUFFER
)
2019 wined3d_buffer_copy(buffer_from_resource(op
->dst_resource
), op
->dst_box
.left
,
2020 buffer_from_resource(op
->src_resource
), op
->src_box
.left
,
2021 op
->src_box
.right
- op
->src_box
.left
);
2023 else if (op
->dst_resource
->type
== WINED3D_RTYPE_TEXTURE_2D
)
2025 struct wined3d_surface
*dst_surface
, *src_surface
;
2026 struct wined3d_texture
*dst_texture
, *src_texture
;
2027 RECT dst_rect
, src_rect
;
2029 dst_texture
= texture_from_resource(op
->dst_resource
);
2030 src_texture
= texture_from_resource(op
->src_resource
);
2031 dst_surface
= dst_texture
->sub_resources
[op
->dst_sub_resource_idx
].u
.surface
;
2032 src_surface
= src_texture
->sub_resources
[op
->src_sub_resource_idx
].u
.surface
;
2033 SetRect(&dst_rect
, op
->dst_box
.left
, op
->dst_box
.top
, op
->dst_box
.right
, op
->dst_box
.bottom
);
2034 SetRect(&src_rect
, op
->src_box
.left
, op
->src_box
.top
, op
->src_box
.right
, op
->src_box
.bottom
);
2036 if (FAILED(wined3d_surface_blt(dst_surface
, &dst_rect
, src_surface
,
2037 &src_rect
, op
->flags
, &op
->fx
, op
->filter
)))
2038 FIXME("Blit failed.\n");
2040 else if (op
->dst_resource
->type
== WINED3D_RTYPE_TEXTURE_3D
)
2042 struct wined3d_texture
*src_texture
, *dst_texture
;
2043 unsigned int level
, update_w
, update_h
, update_d
;
2044 unsigned int row_pitch
, slice_pitch
;
2045 struct wined3d_context
*context
;
2046 struct wined3d_bo_address addr
;
2048 if (op
->flags
& ~WINED3D_BLT_RAW
)
2050 FIXME("Flags %#x not implemented for %s resources.\n",
2051 op
->flags
, debug_d3dresourcetype(op
->dst_resource
->type
));
2055 if (!(op
->flags
& WINED3D_BLT_RAW
) && op
->src_resource
->format
!= op
->dst_resource
->format
)
2057 FIXME("Format conversion not implemented for %s resources.\n",
2058 debug_d3dresourcetype(op
->dst_resource
->type
));
2062 update_w
= op
->dst_box
.right
- op
->dst_box
.left
;
2063 update_h
= op
->dst_box
.bottom
- op
->dst_box
.top
;
2064 update_d
= op
->dst_box
.back
- op
->dst_box
.front
;
2065 if (op
->src_box
.right
- op
->src_box
.left
!= update_w
2066 || op
->src_box
.bottom
- op
->src_box
.top
!= update_h
2067 || op
->src_box
.back
- op
->src_box
.front
!= update_d
)
2069 FIXME("Stretching not implemented for %s resources.\n",
2070 debug_d3dresourcetype(op
->dst_resource
->type
));
2074 if (op
->src_box
.left
|| op
->src_box
.top
|| op
->src_box
.front
)
2076 FIXME("Source box %s not supported for %s resources.\n",
2077 debug_box(&op
->src_box
), debug_d3dresourcetype(op
->dst_resource
->type
));
2081 dst_texture
= texture_from_resource(op
->dst_resource
);
2082 src_texture
= texture_from_resource(op
->src_resource
);
2084 context
= context_acquire(cs
->device
, NULL
, 0);
2086 if (!wined3d_texture_load_location(src_texture
, op
->src_sub_resource_idx
,
2087 context
, src_texture
->resource
.map_binding
))
2089 ERR("Failed to load source sub-resource into %s.\n",
2090 wined3d_debug_location(src_texture
->resource
.map_binding
));
2091 context_release(context
);
2095 level
= op
->dst_sub_resource_idx
% dst_texture
->level_count
;
2096 if (update_w
== wined3d_texture_get_level_width(dst_texture
, level
)
2097 && update_h
== wined3d_texture_get_level_height(dst_texture
, level
)
2098 && update_d
== wined3d_texture_get_level_depth(dst_texture
, level
))
2100 wined3d_texture_prepare_texture(dst_texture
, context
, FALSE
);
2102 else if (!wined3d_texture_load_location(dst_texture
, op
->dst_sub_resource_idx
,
2103 context
, WINED3D_LOCATION_TEXTURE_RGB
))
2105 ERR("Failed to load destination sub-resource.\n");
2106 context_release(context
);
2110 wined3d_texture_get_memory(src_texture
, op
->src_sub_resource_idx
, &addr
, src_texture
->resource
.map_binding
);
2111 wined3d_texture_get_pitch(src_texture
, op
->src_sub_resource_idx
% src_texture
->level_count
,
2112 &row_pitch
, &slice_pitch
);
2114 wined3d_texture_bind_and_dirtify(dst_texture
, context
, FALSE
);
2115 wined3d_texture_upload_data(dst_texture
, op
->dst_sub_resource_idx
, context
, &op
->dst_box
,
2116 wined3d_const_bo_address(&addr
), row_pitch
, slice_pitch
);
2117 wined3d_texture_validate_location(dst_texture
, op
->dst_sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
);
2118 wined3d_texture_invalidate_location(dst_texture
, op
->dst_sub_resource_idx
, ~WINED3D_LOCATION_TEXTURE_RGB
);
2120 context_release(context
);
2124 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(op
->dst_resource
->type
));
2128 if (op
->src_resource
)
2129 wined3d_resource_release(op
->src_resource
);
2130 wined3d_resource_release(op
->dst_resource
);
2133 void wined3d_cs_emit_blt_sub_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*dst_resource
,
2134 unsigned int dst_sub_resource_idx
, const struct wined3d_box
*dst_box
, struct wined3d_resource
*src_resource
,
2135 unsigned int src_sub_resource_idx
, const struct wined3d_box
*src_box
, DWORD flags
,
2136 const struct wined3d_blt_fx
*fx
, enum wined3d_texture_filter_type filter
)
2138 struct wined3d_cs_blt_sub_resource
*op
;
2140 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2141 op
->opcode
= WINED3D_CS_OP_BLT_SUB_RESOURCE
;
2142 op
->dst_resource
= dst_resource
;
2143 op
->dst_sub_resource_idx
= dst_sub_resource_idx
;
2144 op
->dst_box
= *dst_box
;
2145 op
->src_resource
= src_resource
;
2146 op
->src_sub_resource_idx
= src_sub_resource_idx
;
2147 op
->src_box
= *src_box
;
2152 memset(&op
->fx
, 0, sizeof(op
->fx
));
2153 op
->filter
= filter
;
2155 wined3d_resource_acquire(dst_resource
);
2157 wined3d_resource_acquire(src_resource
);
2159 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2160 if (flags
& WINED3D_BLT_SYNCHRONOUS
)
2161 cs
->ops
->finish(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2164 static void wined3d_cs_exec_update_sub_resource(struct wined3d_cs
*cs
, const void *data
)
2166 const struct wined3d_cs_update_sub_resource
*op
= data
;
2167 const struct wined3d_box
*box
= &op
->box
;
2168 unsigned int width
, height
, depth
, level
;
2169 struct wined3d_const_bo_address addr
;
2170 struct wined3d_context
*context
;
2171 struct wined3d_texture
*texture
;
2173 if (op
->resource
->type
== WINED3D_RTYPE_BUFFER
)
2175 struct wined3d_buffer
*buffer
= buffer_from_resource(op
->resource
);
2177 context
= context_acquire(op
->resource
->device
, NULL
, 0);
2178 if (!wined3d_buffer_load_location(buffer
, context
, WINED3D_LOCATION_BUFFER
))
2180 ERR("Failed to load buffer location.\n");
2181 context_release(context
);
2185 wined3d_buffer_upload_data(buffer
, context
, box
, op
->data
.data
);
2186 wined3d_buffer_invalidate_location(buffer
, ~WINED3D_LOCATION_BUFFER
);
2187 context_release(context
);
2191 texture
= wined3d_texture_from_resource(op
->resource
);
2193 level
= op
->sub_resource_idx
% texture
->level_count
;
2194 width
= wined3d_texture_get_level_width(texture
, level
);
2195 height
= wined3d_texture_get_level_height(texture
, level
);
2196 depth
= wined3d_texture_get_level_depth(texture
, level
);
2198 addr
.buffer_object
= 0;
2199 addr
.addr
= op
->data
.data
;
2201 context
= context_acquire(op
->resource
->device
, NULL
, 0);
2203 /* Only load the sub-resource for partial updates. */
2204 if (!box
->left
&& !box
->top
&& !box
->front
2205 && box
->right
== width
&& box
->bottom
== height
&& box
->back
== depth
)
2206 wined3d_texture_prepare_texture(texture
, context
, FALSE
);
2208 wined3d_texture_load_location(texture
, op
->sub_resource_idx
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
2209 wined3d_texture_bind_and_dirtify(texture
, context
, FALSE
);
2211 wined3d_texture_upload_data(texture
, op
->sub_resource_idx
, context
,
2212 box
, &addr
, op
->data
.row_pitch
, op
->data
.slice_pitch
);
2214 context_release(context
);
2216 wined3d_texture_validate_location(texture
, op
->sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
);
2217 wined3d_texture_invalidate_location(texture
, op
->sub_resource_idx
, ~WINED3D_LOCATION_TEXTURE_RGB
);
2220 wined3d_resource_release(op
->resource
);
2223 void wined3d_cs_emit_update_sub_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
,
2224 unsigned int sub_resource_idx
, const struct wined3d_box
*box
, const void *data
, unsigned int row_pitch
,
2225 unsigned int slice_pitch
)
2227 struct wined3d_cs_update_sub_resource
*op
;
2229 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_MAP
);
2230 op
->opcode
= WINED3D_CS_OP_UPDATE_SUB_RESOURCE
;
2231 op
->resource
= resource
;
2232 op
->sub_resource_idx
= sub_resource_idx
;
2234 op
->data
.row_pitch
= row_pitch
;
2235 op
->data
.slice_pitch
= slice_pitch
;
2236 op
->data
.data
= data
;
2238 wined3d_resource_acquire(resource
);
2240 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_MAP
);
2241 /* The data pointer may go away, so we need to wait until it is read.
2242 * Copying the data may be faster if it's small. */
2243 cs
->ops
->finish(cs
, WINED3D_CS_QUEUE_MAP
);
2246 static void wined3d_cs_exec_add_dirty_texture_region(struct wined3d_cs
*cs
, const void *data
)
2248 const struct wined3d_cs_add_dirty_texture_region
*op
= data
;
2249 struct wined3d_texture
*texture
= op
->texture
;
2250 unsigned int sub_resource_idx
, i
;
2251 struct wined3d_context
*context
;
2253 context
= context_acquire(cs
->device
, NULL
, 0);
2254 sub_resource_idx
= op
->layer
* texture
->level_count
;
2255 for (i
= 0; i
< texture
->level_count
; ++i
, ++sub_resource_idx
)
2257 if (wined3d_texture_load_location(texture
, sub_resource_idx
, context
, texture
->resource
.map_binding
))
2258 wined3d_texture_invalidate_location(texture
, sub_resource_idx
, ~texture
->resource
.map_binding
);
2260 ERR("Failed to load location %s.\n", wined3d_debug_location(texture
->resource
.map_binding
));
2262 context_release(context
);
2264 wined3d_resource_release(&texture
->resource
);
2267 void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs
*cs
,
2268 struct wined3d_texture
*texture
, unsigned int layer
)
2270 struct wined3d_cs_add_dirty_texture_region
*op
;
2272 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2273 op
->opcode
= WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION
;
2274 op
->texture
= texture
;
2277 wined3d_resource_acquire(&texture
->resource
);
2279 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2282 static void wined3d_cs_exec_clear_unordered_access_view(struct wined3d_cs
*cs
, const void *data
)
2284 const struct wined3d_cs_clear_unordered_access_view
*op
= data
;
2285 struct wined3d_unordered_access_view
*view
= op
->view
;
2286 struct wined3d_context
*context
;
2288 context
= context_acquire(cs
->device
, NULL
, 0);
2289 wined3d_unordered_access_view_clear_uint(view
, &op
->clear_value
, context
);
2290 context_release(context
);
2292 wined3d_resource_release(view
->resource
);
2295 void wined3d_cs_emit_clear_unordered_access_view_uint(struct wined3d_cs
*cs
,
2296 struct wined3d_unordered_access_view
*view
, const struct wined3d_uvec4
*clear_value
)
2298 struct wined3d_cs_clear_unordered_access_view
*op
;
2300 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2301 op
->opcode
= WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW
;
2303 op
->clear_value
= *clear_value
;
2305 wined3d_resource_acquire(view
->resource
);
2307 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2310 static void wined3d_cs_exec_copy_uav_counter(struct wined3d_cs
*cs
, const void *data
)
2312 const struct wined3d_cs_copy_uav_counter
*op
= data
;
2313 struct wined3d_unordered_access_view
*view
= op
->view
;
2314 struct wined3d_context
*context
;
2316 context
= context_acquire(cs
->device
, NULL
, 0);
2317 wined3d_unordered_access_view_copy_counter(view
, op
->buffer
, op
->offset
, context
);
2318 context_release(context
);
2320 wined3d_resource_release(&op
->buffer
->resource
);
2323 void wined3d_cs_emit_copy_uav_counter(struct wined3d_cs
*cs
, struct wined3d_buffer
*dst_buffer
,
2324 unsigned int offset
, struct wined3d_unordered_access_view
*uav
)
2326 struct wined3d_cs_copy_uav_counter
*op
;
2328 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2329 op
->opcode
= WINED3D_CS_OP_COPY_UAV_COUNTER
;
2330 op
->buffer
= dst_buffer
;
2331 op
->offset
= offset
;
2334 wined3d_resource_acquire(&dst_buffer
->resource
);
2336 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2339 static void wined3d_cs_emit_stop(struct wined3d_cs
*cs
)
2341 struct wined3d_cs_stop
*op
;
2343 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2344 op
->opcode
= WINED3D_CS_OP_STOP
;
2346 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2347 cs
->ops
->finish(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2350 static void (* const wined3d_cs_op_handlers
[])(struct wined3d_cs
*cs
, const void *data
) =
2352 /* WINED3D_CS_OP_NOP */ wined3d_cs_exec_nop
,
2353 /* WINED3D_CS_OP_PRESENT */ wined3d_cs_exec_present
,
2354 /* WINED3D_CS_OP_CLEAR */ wined3d_cs_exec_clear
,
2355 /* WINED3D_CS_OP_DISPATCH */ wined3d_cs_exec_dispatch
,
2356 /* WINED3D_CS_OP_DRAW */ wined3d_cs_exec_draw
,
2357 /* WINED3D_CS_OP_FLUSH */ wined3d_cs_exec_flush
,
2358 /* WINED3D_CS_OP_SET_PREDICATION */ wined3d_cs_exec_set_predication
,
2359 /* WINED3D_CS_OP_SET_VIEWPORT */ wined3d_cs_exec_set_viewport
,
2360 /* WINED3D_CS_OP_SET_SCISSOR_RECT */ wined3d_cs_exec_set_scissor_rect
,
2361 /* WINED3D_CS_OP_SET_RENDERTARGET_VIEW */ wined3d_cs_exec_set_rendertarget_view
,
2362 /* WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW */ wined3d_cs_exec_set_depth_stencil_view
,
2363 /* WINED3D_CS_OP_SET_VERTEX_DECLARATION */ wined3d_cs_exec_set_vertex_declaration
,
2364 /* WINED3D_CS_OP_SET_STREAM_SOURCE */ wined3d_cs_exec_set_stream_source
,
2365 /* WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ */ wined3d_cs_exec_set_stream_source_freq
,
2366 /* WINED3D_CS_OP_SET_STREAM_OUTPUT */ wined3d_cs_exec_set_stream_output
,
2367 /* WINED3D_CS_OP_SET_INDEX_BUFFER */ wined3d_cs_exec_set_index_buffer
,
2368 /* WINED3D_CS_OP_SET_CONSTANT_BUFFER */ wined3d_cs_exec_set_constant_buffer
,
2369 /* WINED3D_CS_OP_SET_TEXTURE */ wined3d_cs_exec_set_texture
,
2370 /* WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW */ wined3d_cs_exec_set_shader_resource_view
,
2371 /* WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW */ wined3d_cs_exec_set_unordered_access_view
,
2372 /* WINED3D_CS_OP_SET_SAMPLER */ wined3d_cs_exec_set_sampler
,
2373 /* WINED3D_CS_OP_SET_SHADER */ wined3d_cs_exec_set_shader
,
2374 /* WINED3D_CS_OP_SET_RASTERIZER_STATE */ wined3d_cs_exec_set_rasterizer_state
,
2375 /* WINED3D_CS_OP_SET_RENDER_STATE */ wined3d_cs_exec_set_render_state
,
2376 /* WINED3D_CS_OP_SET_TEXTURE_STATE */ wined3d_cs_exec_set_texture_state
,
2377 /* WINED3D_CS_OP_SET_SAMPLER_STATE */ wined3d_cs_exec_set_sampler_state
,
2378 /* WINED3D_CS_OP_SET_TRANSFORM */ wined3d_cs_exec_set_transform
,
2379 /* WINED3D_CS_OP_SET_CLIP_PLANE */ wined3d_cs_exec_set_clip_plane
,
2380 /* WINED3D_CS_OP_SET_COLOR_KEY */ wined3d_cs_exec_set_color_key
,
2381 /* WINED3D_CS_OP_SET_MATERIAL */ wined3d_cs_exec_set_material
,
2382 /* WINED3D_CS_OP_SET_LIGHT */ wined3d_cs_exec_set_light
,
2383 /* WINED3D_CS_OP_SET_LIGHT_ENABLE */ wined3d_cs_exec_set_light_enable
,
2384 /* WINED3D_CS_OP_PUSH_CONSTANTS */ wined3d_cs_exec_push_constants
,
2385 /* WINED3D_CS_OP_RESET_STATE */ wined3d_cs_exec_reset_state
,
2386 /* WINED3D_CS_OP_CALLBACK */ wined3d_cs_exec_callback
,
2387 /* WINED3D_CS_OP_QUERY_ISSUE */ wined3d_cs_exec_query_issue
,
2388 /* WINED3D_CS_OP_PRELOAD_RESOURCE */ wined3d_cs_exec_preload_resource
,
2389 /* WINED3D_CS_OP_UNLOAD_RESOURCE */ wined3d_cs_exec_unload_resource
,
2390 /* WINED3D_CS_OP_MAP */ wined3d_cs_exec_map
,
2391 /* WINED3D_CS_OP_UNMAP */ wined3d_cs_exec_unmap
,
2392 /* WINED3D_CS_OP_BLT_SUB_RESOURCE */ wined3d_cs_exec_blt_sub_resource
,
2393 /* WINED3D_CS_OP_UPDATE_SUB_RESOURCE */ wined3d_cs_exec_update_sub_resource
,
2394 /* WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION */ wined3d_cs_exec_add_dirty_texture_region
,
2395 /* WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW */ wined3d_cs_exec_clear_unordered_access_view
,
2396 /* WINED3D_CS_OP_COPY_UAV_COUNTER */ wined3d_cs_exec_copy_uav_counter
,
2399 static void *wined3d_cs_st_require_space(struct wined3d_cs
*cs
, size_t size
, enum wined3d_cs_queue_id queue_id
)
2401 if (size
> (cs
->data_size
- cs
->end
))
2406 new_size
= max(size
, cs
->data_size
* 2);
2408 new_data
= HeapReAlloc(GetProcessHeap(), 0, cs
->data
, new_size
);
2410 new_data
= HeapAlloc(GetProcessHeap(), 0, new_size
);
2414 cs
->data_size
= new_size
;
2415 cs
->start
= cs
->end
= 0;
2416 cs
->data
= new_data
;
2421 return (BYTE
*)cs
->data
+ cs
->start
;
2424 static void wined3d_cs_st_submit(struct wined3d_cs
*cs
, enum wined3d_cs_queue_id queue_id
)
2426 enum wined3d_cs_op opcode
;
2432 cs
->start
= cs
->end
;
2434 opcode
= *(const enum wined3d_cs_op
*)&data
[start
];
2435 if (opcode
>= WINED3D_CS_OP_STOP
)
2436 ERR("Invalid opcode %#x.\n", opcode
);
2438 wined3d_cs_op_handlers
[opcode
](cs
, &data
[start
]);
2440 if (cs
->data
== data
)
2441 cs
->start
= cs
->end
= start
;
2443 HeapFree(GetProcessHeap(), 0, data
);
2446 static void wined3d_cs_st_finish(struct wined3d_cs
*cs
, enum wined3d_cs_queue_id queue_id
)
2450 static const struct wined3d_cs_ops wined3d_cs_st_ops
=
2452 wined3d_cs_st_require_space
,
2453 wined3d_cs_st_submit
,
2454 wined3d_cs_st_finish
,
2455 wined3d_cs_st_push_constants
,
2458 static BOOL
wined3d_cs_queue_is_empty(const struct wined3d_cs
*cs
, const struct wined3d_cs_queue
*queue
)
2460 wined3d_from_cs(cs
);
2461 return *(volatile LONG
*)&queue
->head
== queue
->tail
;
2464 static void wined3d_cs_queue_submit(struct wined3d_cs_queue
*queue
, struct wined3d_cs
*cs
)
2466 struct wined3d_cs_packet
*packet
;
2469 packet
= (struct wined3d_cs_packet
*)&queue
->data
[queue
->head
];
2470 packet_size
= FIELD_OFFSET(struct wined3d_cs_packet
, data
[packet
->size
]);
2471 InterlockedExchange(&queue
->head
, (queue
->head
+ packet_size
) & (WINED3D_CS_QUEUE_SIZE
- 1));
2473 if (InterlockedCompareExchange(&cs
->waiting_for_event
, FALSE
, TRUE
))
2474 SetEvent(cs
->event
);
2477 static void wined3d_cs_mt_submit(struct wined3d_cs
*cs
, enum wined3d_cs_queue_id queue_id
)
2479 if (cs
->thread_id
== GetCurrentThreadId())
2480 return wined3d_cs_st_submit(cs
, queue_id
);
2482 wined3d_cs_queue_submit(&cs
->queue
[queue_id
], cs
);
2485 static void *wined3d_cs_queue_require_space(struct wined3d_cs_queue
*queue
, size_t size
, struct wined3d_cs
*cs
)
2487 size_t queue_size
= ARRAY_SIZE(queue
->data
);
2488 size_t header_size
, packet_size
, remaining
;
2489 struct wined3d_cs_packet
*packet
;
2491 header_size
= FIELD_OFFSET(struct wined3d_cs_packet
, data
[0]);
2492 size
= (size
+ header_size
- 1) & ~(header_size
- 1);
2493 packet_size
= FIELD_OFFSET(struct wined3d_cs_packet
, data
[size
]);
2494 if (packet_size
>= WINED3D_CS_QUEUE_SIZE
)
2496 ERR("Packet size %lu >= queue size %u.\n",
2497 (unsigned long)packet_size
, WINED3D_CS_QUEUE_SIZE
);
2501 remaining
= queue_size
- queue
->head
;
2502 if (remaining
< packet_size
)
2504 size_t nop_size
= remaining
- header_size
;
2505 struct wined3d_cs_nop
*nop
;
2507 TRACE("Inserting a nop for %lu + %lu bytes.\n",
2508 (unsigned long)header_size
, (unsigned long)nop_size
);
2510 nop
= wined3d_cs_queue_require_space(queue
, nop_size
, cs
);
2512 nop
->opcode
= WINED3D_CS_OP_NOP
;
2514 wined3d_cs_queue_submit(queue
, cs
);
2515 assert(!queue
->head
);
2520 LONG tail
= *(volatile LONG
*)&queue
->tail
;
2521 LONG head
= queue
->head
;
2527 new_pos
= (head
+ packet_size
) & (WINED3D_CS_QUEUE_SIZE
- 1);
2528 /* Head ahead of tail. We checked the remaining size above, so we only
2529 * need to make sure we don't make head equal to tail. */
2530 if (head
> tail
&& (new_pos
!= tail
))
2532 /* Tail ahead of head. Make sure the new head is before the tail as
2533 * well. Note that new_pos is 0 when it's at the end of the queue. */
2534 if (new_pos
< tail
&& new_pos
)
2537 TRACE("Waiting for free space. Head %u, tail %u, packet size %lu.\n",
2538 head
, tail
, (unsigned long)packet_size
);
2541 packet
= (struct wined3d_cs_packet
*)&queue
->data
[queue
->head
];
2542 packet
->size
= size
;
2543 return packet
->data
;
2546 static void *wined3d_cs_mt_require_space(struct wined3d_cs
*cs
, size_t size
, enum wined3d_cs_queue_id queue_id
)
2548 if (cs
->thread_id
== GetCurrentThreadId())
2549 return wined3d_cs_st_require_space(cs
, size
, queue_id
);
2551 return wined3d_cs_queue_require_space(&cs
->queue
[queue_id
], size
, cs
);
2554 static void wined3d_cs_mt_finish(struct wined3d_cs
*cs
, enum wined3d_cs_queue_id queue_id
)
2556 if (cs
->thread_id
== GetCurrentThreadId())
2557 return wined3d_cs_st_finish(cs
, queue_id
);
2559 while (cs
->queue
[queue_id
].head
!= *(volatile LONG
*)&cs
->queue
[queue_id
].tail
)
2563 static const struct wined3d_cs_ops wined3d_cs_mt_ops
=
2565 wined3d_cs_mt_require_space
,
2566 wined3d_cs_mt_submit
,
2567 wined3d_cs_mt_finish
,
2568 wined3d_cs_mt_push_constants
,
2571 static void poll_queries(struct wined3d_cs
*cs
)
2573 struct wined3d_query
*query
, *cursor
;
2575 LIST_FOR_EACH_ENTRY_SAFE(query
, cursor
, &cs
->query_poll_list
, struct wined3d_query
, poll_list_entry
)
2577 if (!query
->query_ops
->query_poll(query
, 0))
2580 list_remove(&query
->poll_list_entry
);
2581 list_init(&query
->poll_list_entry
);
2582 InterlockedIncrement(&query
->counter_retrieved
);
2586 static void wined3d_cs_wait_event(struct wined3d_cs
*cs
)
2588 InterlockedExchange(&cs
->waiting_for_event
, TRUE
);
2590 /* The main thread might have enqueued a command and blocked on it after
2591 * the CS thread decided to enter wined3d_cs_wait_event(), but before
2592 * "waiting_for_event" was set.
2594 * Likewise, we can race with the main thread when resetting
2595 * "waiting_for_event", in which case we would need to call
2596 * WaitForSingleObject() because the main thread called SetEvent(). */
2597 if (!(wined3d_cs_queue_is_empty(cs
, &cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
])
2598 && wined3d_cs_queue_is_empty(cs
, &cs
->queue
[WINED3D_CS_QUEUE_MAP
]))
2599 && InterlockedCompareExchange(&cs
->waiting_for_event
, FALSE
, TRUE
))
2602 WaitForSingleObject(cs
->event
, INFINITE
);
2605 static DWORD WINAPI
wined3d_cs_run(void *ctx
)
2607 struct wined3d_cs_packet
*packet
;
2608 struct wined3d_cs_queue
*queue
;
2609 unsigned int spin_count
= 0;
2610 struct wined3d_cs
*cs
= ctx
;
2611 enum wined3d_cs_op opcode
;
2612 HMODULE wined3d_module
;
2613 unsigned int poll
= 0;
2616 TRACE("Started.\n");
2618 /* Copy the module handle to a local variable to avoid racing with the
2619 * thread freeing "cs" before the FreeLibraryAndExitThread() call. */
2620 wined3d_module
= cs
->wined3d_module
;
2622 list_init(&cs
->query_poll_list
);
2623 cs
->thread_id
= GetCurrentThreadId();
2626 if (++poll
== WINED3D_CS_QUERY_POLL_INTERVAL
)
2632 queue
= &cs
->queue
[WINED3D_CS_QUEUE_MAP
];
2633 if (wined3d_cs_queue_is_empty(cs
, queue
))
2635 queue
= &cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
];
2636 if (wined3d_cs_queue_is_empty(cs
, queue
))
2638 if (++spin_count
>= WINED3D_CS_SPIN_COUNT
&& list_empty(&cs
->query_poll_list
))
2639 wined3d_cs_wait_event(cs
);
2646 packet
= (struct wined3d_cs_packet
*)&queue
->data
[tail
];
2649 opcode
= *(const enum wined3d_cs_op
*)packet
->data
;
2651 if (opcode
>= WINED3D_CS_OP_STOP
)
2653 if (opcode
> WINED3D_CS_OP_STOP
)
2654 ERR("Invalid opcode %#x.\n", opcode
);
2658 wined3d_cs_op_handlers
[opcode
](cs
, packet
->data
);
2661 tail
+= FIELD_OFFSET(struct wined3d_cs_packet
, data
[packet
->size
]);
2662 tail
&= (WINED3D_CS_QUEUE_SIZE
- 1);
2663 InterlockedExchange(&queue
->tail
, tail
);
2666 cs
->queue
[WINED3D_CS_QUEUE_MAP
].tail
= cs
->queue
[WINED3D_CS_QUEUE_MAP
].head
;
2667 cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
].tail
= cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
].head
;
2668 TRACE("Stopped.\n");
2669 FreeLibraryAndExitThread(wined3d_module
, 0);
2672 struct wined3d_cs
*wined3d_cs_create(struct wined3d_device
*device
)
2674 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2675 struct wined3d_cs
*cs
;
2677 if (!(cs
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*cs
))))
2680 cs
->ops
= &wined3d_cs_st_ops
;
2681 cs
->device
= device
;
2683 if (!(cs
->fb
.render_targets
= wined3d_calloc(gl_info
->limits
.buffers
, sizeof(*cs
->fb
.render_targets
))))
2685 HeapFree(GetProcessHeap(), 0, cs
);
2689 state_init(&cs
->state
, &cs
->fb
, gl_info
, &device
->adapter
->d3d_info
,
2690 WINED3D_STATE_NO_REF
| WINED3D_STATE_INIT_DEFAULT
);
2692 cs
->data_size
= WINED3D_INITIAL_CS_SIZE
;
2693 if (!(cs
->data
= HeapAlloc(GetProcessHeap(), 0, cs
->data_size
)))
2696 if (wined3d_settings
.cs_multithreaded
2697 && !RtlIsCriticalSectionLockedByThread(NtCurrentTeb()->Peb
->LoaderLock
))
2699 cs
->ops
= &wined3d_cs_mt_ops
;
2701 if (!(cs
->event
= CreateEventW(NULL
, FALSE
, FALSE
, NULL
)))
2703 ERR("Failed to create command stream event.\n");
2704 HeapFree(GetProcessHeap(), 0, cs
->data
);
2708 if (!(GetModuleHandleExW(GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS
,
2709 (const WCHAR
*)wined3d_cs_run
, &cs
->wined3d_module
)))
2711 ERR("Failed to get wined3d module handle.\n");
2712 CloseHandle(cs
->event
);
2713 HeapFree(GetProcessHeap(), 0, cs
->data
);
2717 if (!(cs
->thread
= CreateThread(NULL
, 0, wined3d_cs_run
, cs
, 0, NULL
)))
2719 ERR("Failed to create wined3d command stream thread.\n");
2720 FreeLibrary(cs
->wined3d_module
);
2721 CloseHandle(cs
->event
);
2722 HeapFree(GetProcessHeap(), 0, cs
->data
);
2730 state_cleanup(&cs
->state
);
2731 HeapFree(GetProcessHeap(), 0, cs
->fb
.render_targets
);
2732 HeapFree(GetProcessHeap(), 0, cs
);
2736 void wined3d_cs_destroy(struct wined3d_cs
*cs
)
2740 wined3d_cs_emit_stop(cs
);
2741 CloseHandle(cs
->thread
);
2742 if (!CloseHandle(cs
->event
))
2743 ERR("Closing event failed.\n");
2746 state_cleanup(&cs
->state
);
2747 HeapFree(GetProcessHeap(), 0, cs
->fb
.render_targets
);
2748 HeapFree(GetProcessHeap(), 0, cs
->data
);
2749 HeapFree(GetProcessHeap(), 0, cs
);