2 * Copyright 2013 Henri Verbeet for CodeWeavers
4 * This library is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU Lesser General Public
6 * License as published by the Free Software Foundation; either
7 * version 2.1 of the License, or (at your option) any later version.
9 * This library is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * Lesser General Public License for more details.
14 * You should have received a copy of the GNU Lesser General Public
15 * License along with this library; if not, write to the Free Software
16 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
20 #include "wine/port.h"
21 #include "wined3d_private.h"
23 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
24 WINE_DECLARE_DEBUG_CHANNEL(d3d_sync
);
25 WINE_DECLARE_DEBUG_CHANNEL(fps
);
27 #define WINED3D_INITIAL_CS_SIZE 4096
32 WINED3D_CS_OP_PRESENT
,
34 WINED3D_CS_OP_DISPATCH
,
37 WINED3D_CS_OP_SET_PREDICATION
,
38 WINED3D_CS_OP_SET_VIEWPORTS
,
39 WINED3D_CS_OP_SET_SCISSOR_RECTS
,
40 WINED3D_CS_OP_SET_RENDERTARGET_VIEW
,
41 WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW
,
42 WINED3D_CS_OP_SET_VERTEX_DECLARATION
,
43 WINED3D_CS_OP_SET_STREAM_SOURCE
,
44 WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ
,
45 WINED3D_CS_OP_SET_STREAM_OUTPUT
,
46 WINED3D_CS_OP_SET_INDEX_BUFFER
,
47 WINED3D_CS_OP_SET_CONSTANT_BUFFER
,
48 WINED3D_CS_OP_SET_TEXTURE
,
49 WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW
,
50 WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW
,
51 WINED3D_CS_OP_SET_SAMPLER
,
52 WINED3D_CS_OP_SET_SHADER
,
53 WINED3D_CS_OP_SET_BLEND_STATE
,
54 WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE
,
55 WINED3D_CS_OP_SET_RASTERIZER_STATE
,
56 WINED3D_CS_OP_SET_RENDER_STATE
,
57 WINED3D_CS_OP_SET_TEXTURE_STATE
,
58 WINED3D_CS_OP_SET_SAMPLER_STATE
,
59 WINED3D_CS_OP_SET_TRANSFORM
,
60 WINED3D_CS_OP_SET_CLIP_PLANE
,
61 WINED3D_CS_OP_SET_COLOR_KEY
,
62 WINED3D_CS_OP_SET_MATERIAL
,
63 WINED3D_CS_OP_SET_LIGHT
,
64 WINED3D_CS_OP_SET_LIGHT_ENABLE
,
65 WINED3D_CS_OP_SET_FEATURE_LEVEL
,
66 WINED3D_CS_OP_PUSH_CONSTANTS
,
67 WINED3D_CS_OP_RESET_STATE
,
68 WINED3D_CS_OP_CALLBACK
,
69 WINED3D_CS_OP_QUERY_ISSUE
,
70 WINED3D_CS_OP_PRELOAD_RESOURCE
,
71 WINED3D_CS_OP_UNLOAD_RESOURCE
,
74 WINED3D_CS_OP_BLT_SUB_RESOURCE
,
75 WINED3D_CS_OP_UPDATE_SUB_RESOURCE
,
76 WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION
,
77 WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW
,
78 WINED3D_CS_OP_COPY_UAV_COUNTER
,
79 WINED3D_CS_OP_GENERATE_MIPMAPS
,
83 struct wined3d_cs_packet
91 enum wined3d_cs_op opcode
;
94 struct wined3d_cs_present
96 enum wined3d_cs_op opcode
;
97 HWND dst_window_override
;
98 struct wined3d_swapchain
*swapchain
;
101 unsigned int swap_interval
;
105 struct wined3d_cs_clear
107 enum wined3d_cs_op opcode
;
109 unsigned int rt_count
;
110 struct wined3d_fb_state
*fb
;
112 struct wined3d_color color
;
115 unsigned int rect_count
;
119 struct wined3d_cs_dispatch
121 enum wined3d_cs_op opcode
;
122 struct wined3d_dispatch_parameters parameters
;
125 struct wined3d_cs_draw
127 enum wined3d_cs_op opcode
;
128 enum wined3d_primitive_type primitive_type
;
129 GLint patch_vertex_count
;
130 struct wined3d_draw_parameters parameters
;
133 struct wined3d_cs_flush
135 enum wined3d_cs_op opcode
;
138 struct wined3d_cs_set_predication
140 enum wined3d_cs_op opcode
;
141 struct wined3d_query
*predicate
;
145 struct wined3d_cs_set_viewports
147 enum wined3d_cs_op opcode
;
148 unsigned int viewport_count
;
149 struct wined3d_viewport viewports
[1];
152 struct wined3d_cs_set_scissor_rects
154 enum wined3d_cs_op opcode
;
155 unsigned int rect_count
;
159 struct wined3d_cs_set_rendertarget_view
161 enum wined3d_cs_op opcode
;
162 unsigned int view_idx
;
163 struct wined3d_rendertarget_view
*view
;
166 struct wined3d_cs_set_depth_stencil_view
168 enum wined3d_cs_op opcode
;
169 struct wined3d_rendertarget_view
*view
;
172 struct wined3d_cs_set_vertex_declaration
174 enum wined3d_cs_op opcode
;
175 struct wined3d_vertex_declaration
*declaration
;
178 struct wined3d_cs_set_stream_source
180 enum wined3d_cs_op opcode
;
182 struct wined3d_buffer
*buffer
;
187 struct wined3d_cs_set_stream_source_freq
189 enum wined3d_cs_op opcode
;
195 struct wined3d_cs_set_stream_output
197 enum wined3d_cs_op opcode
;
199 struct wined3d_buffer
*buffer
;
203 struct wined3d_cs_set_index_buffer
205 enum wined3d_cs_op opcode
;
206 struct wined3d_buffer
*buffer
;
207 enum wined3d_format_id format_id
;
211 struct wined3d_cs_set_constant_buffer
213 enum wined3d_cs_op opcode
;
214 enum wined3d_shader_type type
;
216 struct wined3d_buffer
*buffer
;
219 struct wined3d_cs_set_texture
221 enum wined3d_cs_op opcode
;
223 struct wined3d_texture
*texture
;
226 struct wined3d_cs_set_color_key
228 enum wined3d_cs_op opcode
;
229 struct wined3d_texture
*texture
;
232 struct wined3d_color_key color_key
;
235 struct wined3d_cs_set_shader_resource_view
237 enum wined3d_cs_op opcode
;
238 enum wined3d_shader_type type
;
240 struct wined3d_shader_resource_view
*view
;
243 struct wined3d_cs_set_unordered_access_view
245 enum wined3d_cs_op opcode
;
246 enum wined3d_pipeline pipeline
;
247 unsigned int view_idx
;
248 struct wined3d_unordered_access_view
*view
;
249 unsigned int initial_count
;
252 struct wined3d_cs_set_sampler
254 enum wined3d_cs_op opcode
;
255 enum wined3d_shader_type type
;
257 struct wined3d_sampler
*sampler
;
260 struct wined3d_cs_set_shader
262 enum wined3d_cs_op opcode
;
263 enum wined3d_shader_type type
;
264 struct wined3d_shader
*shader
;
267 struct wined3d_cs_set_blend_state
269 enum wined3d_cs_op opcode
;
270 struct wined3d_blend_state
*state
;
271 struct wined3d_color factor
;
272 unsigned int sample_mask
;
275 struct wined3d_cs_set_depth_stencil_state
277 enum wined3d_cs_op opcode
;
278 struct wined3d_depth_stencil_state
*state
;
279 unsigned int stencil_ref
;
282 struct wined3d_cs_set_rasterizer_state
284 enum wined3d_cs_op opcode
;
285 struct wined3d_rasterizer_state
*state
;
288 struct wined3d_cs_set_render_state
290 enum wined3d_cs_op opcode
;
291 enum wined3d_render_state state
;
295 struct wined3d_cs_set_texture_state
297 enum wined3d_cs_op opcode
;
299 enum wined3d_texture_stage_state state
;
303 struct wined3d_cs_set_sampler_state
305 enum wined3d_cs_op opcode
;
307 enum wined3d_sampler_state state
;
311 struct wined3d_cs_set_transform
313 enum wined3d_cs_op opcode
;
314 enum wined3d_transform_state state
;
315 struct wined3d_matrix matrix
;
318 struct wined3d_cs_set_clip_plane
320 enum wined3d_cs_op opcode
;
322 struct wined3d_vec4 plane
;
325 struct wined3d_cs_set_material
327 enum wined3d_cs_op opcode
;
328 struct wined3d_material material
;
331 struct wined3d_cs_set_light
333 enum wined3d_cs_op opcode
;
334 struct wined3d_light_info light
;
337 struct wined3d_cs_set_light_enable
339 enum wined3d_cs_op opcode
;
344 struct wined3d_cs_set_feature_level
346 enum wined3d_cs_op opcode
;
347 enum wined3d_feature_level level
;
350 struct wined3d_cs_push_constants
352 enum wined3d_cs_op opcode
;
353 enum wined3d_push_constants type
;
354 unsigned int start_idx
;
359 struct wined3d_cs_reset_state
361 enum wined3d_cs_op opcode
;
364 struct wined3d_cs_callback
366 enum wined3d_cs_op opcode
;
367 void (*callback
)(void *object
);
371 struct wined3d_cs_query_issue
373 enum wined3d_cs_op opcode
;
374 struct wined3d_query
*query
;
378 struct wined3d_cs_preload_resource
380 enum wined3d_cs_op opcode
;
381 struct wined3d_resource
*resource
;
384 struct wined3d_cs_unload_resource
386 enum wined3d_cs_op opcode
;
387 struct wined3d_resource
*resource
;
390 struct wined3d_cs_map
392 enum wined3d_cs_op opcode
;
393 struct wined3d_resource
*resource
;
394 unsigned int sub_resource_idx
;
395 struct wined3d_map_desc
*map_desc
;
396 const struct wined3d_box
*box
;
401 struct wined3d_cs_unmap
403 enum wined3d_cs_op opcode
;
404 struct wined3d_resource
*resource
;
405 unsigned int sub_resource_idx
;
409 struct wined3d_cs_blt_sub_resource
411 enum wined3d_cs_op opcode
;
412 struct wined3d_resource
*dst_resource
;
413 unsigned int dst_sub_resource_idx
;
414 struct wined3d_box dst_box
;
415 struct wined3d_resource
*src_resource
;
416 unsigned int src_sub_resource_idx
;
417 struct wined3d_box src_box
;
419 struct wined3d_blt_fx fx
;
420 enum wined3d_texture_filter_type filter
;
423 struct wined3d_cs_update_sub_resource
425 enum wined3d_cs_op opcode
;
426 struct wined3d_resource
*resource
;
427 unsigned int sub_resource_idx
;
428 struct wined3d_box box
;
429 struct wined3d_sub_resource_data data
;
432 struct wined3d_cs_add_dirty_texture_region
434 enum wined3d_cs_op opcode
;
435 struct wined3d_texture
*texture
;
439 struct wined3d_cs_clear_unordered_access_view
441 enum wined3d_cs_op opcode
;
442 struct wined3d_unordered_access_view
*view
;
443 struct wined3d_uvec4 clear_value
;
446 struct wined3d_cs_copy_uav_counter
448 enum wined3d_cs_op opcode
;
449 struct wined3d_buffer
*buffer
;
451 struct wined3d_unordered_access_view
*view
;
454 struct wined3d_cs_generate_mipmaps
456 enum wined3d_cs_op opcode
;
457 struct wined3d_shader_resource_view
*view
;
460 struct wined3d_cs_stop
462 enum wined3d_cs_op opcode
;
465 static inline void *wined3d_device_context_require_space(struct wined3d_device_context
*context
,
466 size_t size
, enum wined3d_cs_queue_id queue_id
)
468 return context
->ops
->require_space(context
, size
, queue_id
);
471 static inline void wined3d_device_context_submit(struct wined3d_device_context
*context
,
472 enum wined3d_cs_queue_id queue_id
)
474 context
->ops
->submit(context
, queue_id
);
477 static inline void wined3d_device_context_finish(struct wined3d_device_context
*context
,
478 enum wined3d_cs_queue_id queue_id
)
480 context
->ops
->finish(context
, queue_id
);
483 static inline void wined3d_device_context_acquire_resource(struct wined3d_device_context
*context
,
484 struct wined3d_resource
*resource
)
486 context
->ops
->acquire_resource(context
, resource
);
489 static struct wined3d_cs
*wined3d_cs_from_context(struct wined3d_device_context
*context
)
491 return CONTAINING_RECORD(context
, struct wined3d_cs
, c
);
494 static const char *debug_cs_op(enum wined3d_cs_op op
)
498 #define WINED3D_TO_STR(type) case type: return #type
499 WINED3D_TO_STR(WINED3D_CS_OP_NOP
);
500 WINED3D_TO_STR(WINED3D_CS_OP_PRESENT
);
501 WINED3D_TO_STR(WINED3D_CS_OP_CLEAR
);
502 WINED3D_TO_STR(WINED3D_CS_OP_DISPATCH
);
503 WINED3D_TO_STR(WINED3D_CS_OP_DRAW
);
504 WINED3D_TO_STR(WINED3D_CS_OP_FLUSH
);
505 WINED3D_TO_STR(WINED3D_CS_OP_SET_PREDICATION
);
506 WINED3D_TO_STR(WINED3D_CS_OP_SET_VIEWPORTS
);
507 WINED3D_TO_STR(WINED3D_CS_OP_SET_SCISSOR_RECTS
);
508 WINED3D_TO_STR(WINED3D_CS_OP_SET_RENDERTARGET_VIEW
);
509 WINED3D_TO_STR(WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW
);
510 WINED3D_TO_STR(WINED3D_CS_OP_SET_VERTEX_DECLARATION
);
511 WINED3D_TO_STR(WINED3D_CS_OP_SET_STREAM_SOURCE
);
512 WINED3D_TO_STR(WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ
);
513 WINED3D_TO_STR(WINED3D_CS_OP_SET_STREAM_OUTPUT
);
514 WINED3D_TO_STR(WINED3D_CS_OP_SET_INDEX_BUFFER
);
515 WINED3D_TO_STR(WINED3D_CS_OP_SET_CONSTANT_BUFFER
);
516 WINED3D_TO_STR(WINED3D_CS_OP_SET_TEXTURE
);
517 WINED3D_TO_STR(WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW
);
518 WINED3D_TO_STR(WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW
);
519 WINED3D_TO_STR(WINED3D_CS_OP_SET_SAMPLER
);
520 WINED3D_TO_STR(WINED3D_CS_OP_SET_SHADER
);
521 WINED3D_TO_STR(WINED3D_CS_OP_SET_BLEND_STATE
);
522 WINED3D_TO_STR(WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE
);
523 WINED3D_TO_STR(WINED3D_CS_OP_SET_RASTERIZER_STATE
);
524 WINED3D_TO_STR(WINED3D_CS_OP_SET_RENDER_STATE
);
525 WINED3D_TO_STR(WINED3D_CS_OP_SET_TEXTURE_STATE
);
526 WINED3D_TO_STR(WINED3D_CS_OP_SET_SAMPLER_STATE
);
527 WINED3D_TO_STR(WINED3D_CS_OP_SET_TRANSFORM
);
528 WINED3D_TO_STR(WINED3D_CS_OP_SET_CLIP_PLANE
);
529 WINED3D_TO_STR(WINED3D_CS_OP_SET_COLOR_KEY
);
530 WINED3D_TO_STR(WINED3D_CS_OP_SET_MATERIAL
);
531 WINED3D_TO_STR(WINED3D_CS_OP_SET_LIGHT
);
532 WINED3D_TO_STR(WINED3D_CS_OP_SET_LIGHT_ENABLE
);
533 WINED3D_TO_STR(WINED3D_CS_OP_SET_FEATURE_LEVEL
);
534 WINED3D_TO_STR(WINED3D_CS_OP_PUSH_CONSTANTS
);
535 WINED3D_TO_STR(WINED3D_CS_OP_RESET_STATE
);
536 WINED3D_TO_STR(WINED3D_CS_OP_CALLBACK
);
537 WINED3D_TO_STR(WINED3D_CS_OP_QUERY_ISSUE
);
538 WINED3D_TO_STR(WINED3D_CS_OP_PRELOAD_RESOURCE
);
539 WINED3D_TO_STR(WINED3D_CS_OP_UNLOAD_RESOURCE
);
540 WINED3D_TO_STR(WINED3D_CS_OP_MAP
);
541 WINED3D_TO_STR(WINED3D_CS_OP_UNMAP
);
542 WINED3D_TO_STR(WINED3D_CS_OP_BLT_SUB_RESOURCE
);
543 WINED3D_TO_STR(WINED3D_CS_OP_UPDATE_SUB_RESOURCE
);
544 WINED3D_TO_STR(WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION
);
545 WINED3D_TO_STR(WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW
);
546 WINED3D_TO_STR(WINED3D_CS_OP_COPY_UAV_COUNTER
);
547 WINED3D_TO_STR(WINED3D_CS_OP_GENERATE_MIPMAPS
);
548 WINED3D_TO_STR(WINED3D_CS_OP_STOP
);
549 #undef WINED3D_TO_STR
551 return wine_dbg_sprintf("UNKNOWN_OP(%#x)", op
);
554 static void wined3d_cs_exec_nop(struct wined3d_cs
*cs
, const void *data
)
558 static void wined3d_cs_exec_present(struct wined3d_cs
*cs
, const void *data
)
560 struct wined3d_texture
*logo_texture
, *cursor_texture
, *back_buffer
;
561 struct wined3d_rendertarget_view
*dsv
= cs
->state
.fb
.depth_stencil
;
562 const struct wined3d_cs_present
*op
= data
;
563 const struct wined3d_swapchain_desc
*desc
;
564 struct wined3d_swapchain
*swapchain
;
567 swapchain
= op
->swapchain
;
568 desc
= &swapchain
->state
.desc
;
569 back_buffer
= swapchain
->back_buffers
[0];
570 wined3d_swapchain_set_window(swapchain
, op
->dst_window_override
);
572 if ((logo_texture
= swapchain
->device
->logo_texture
))
574 RECT rect
= {0, 0, logo_texture
->resource
.width
, logo_texture
->resource
.height
};
576 /* Blit the logo into the upper left corner of the back-buffer. */
577 wined3d_device_context_blt(&cs
->c
, back_buffer
, 0, &rect
, logo_texture
, 0,
578 &rect
, WINED3D_BLT_SRC_CKEY
, NULL
, WINED3D_TEXF_POINT
);
581 if ((cursor_texture
= swapchain
->device
->cursor_texture
)
582 && swapchain
->device
->bCursorVisible
&& !swapchain
->device
->hardwareCursor
)
586 swapchain
->device
->xScreenSpace
- swapchain
->device
->xHotSpot
,
587 swapchain
->device
->yScreenSpace
- swapchain
->device
->yHotSpot
,
588 swapchain
->device
->xScreenSpace
+ swapchain
->device
->cursorWidth
- swapchain
->device
->xHotSpot
,
589 swapchain
->device
->yScreenSpace
+ swapchain
->device
->cursorHeight
- swapchain
->device
->yHotSpot
,
593 0, 0, cursor_texture
->resource
.width
, cursor_texture
->resource
.height
595 const RECT clip_rect
= {0, 0, back_buffer
->resource
.width
, back_buffer
->resource
.height
};
597 TRACE("Rendering the software cursor.\n");
600 MapWindowPoints(NULL
, swapchain
->win_handle
, (POINT
*)&dst_rect
, 2);
601 if (wined3d_clip_blit(&clip_rect
, &dst_rect
, &src_rect
))
602 wined3d_device_context_blt(&cs
->c
, back_buffer
, 0, &dst_rect
, cursor_texture
, 0,
603 &src_rect
, WINED3D_BLT_ALPHA_TEST
, NULL
, WINED3D_TEXF_POINT
);
606 swapchain
->swapchain_ops
->swapchain_present(swapchain
, &op
->src_rect
, &op
->dst_rect
, op
->swap_interval
, op
->flags
);
608 /* Discard buffers if the swap effect allows it. */
609 back_buffer
= swapchain
->back_buffers
[desc
->backbuffer_count
- 1];
610 if (desc
->swap_effect
== WINED3D_SWAP_EFFECT_DISCARD
|| desc
->swap_effect
== WINED3D_SWAP_EFFECT_FLIP_DISCARD
)
611 wined3d_texture_validate_location(back_buffer
, 0, WINED3D_LOCATION_DISCARDED
);
613 if (dsv
&& dsv
->resource
->type
!= WINED3D_RTYPE_BUFFER
)
615 struct wined3d_texture
*ds
= texture_from_resource(dsv
->resource
);
617 if ((desc
->flags
& WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL
|| ds
->flags
& WINED3D_TEXTURE_DISCARD
))
618 wined3d_rendertarget_view_validate_location(dsv
, WINED3D_LOCATION_DISCARDED
);
623 DWORD time
= GetTickCount();
626 /* every 1.5 seconds */
627 if (time
- swapchain
->prev_time
> 1500)
629 TRACE_(fps
)("%p @ approx %.2ffps\n",
630 swapchain
, 1000.0 * swapchain
->frames
/ (time
- swapchain
->prev_time
));
631 swapchain
->prev_time
= time
;
632 swapchain
->frames
= 0;
636 wined3d_resource_release(&swapchain
->front_buffer
->resource
);
637 for (i
= 0; i
< desc
->backbuffer_count
; ++i
)
639 wined3d_resource_release(&swapchain
->back_buffers
[i
]->resource
);
642 InterlockedDecrement(&cs
->pending_presents
);
645 void wined3d_cs_emit_present(struct wined3d_cs
*cs
, struct wined3d_swapchain
*swapchain
,
646 const RECT
*src_rect
, const RECT
*dst_rect
, HWND dst_window_override
,
647 unsigned int swap_interval
, DWORD flags
)
649 struct wined3d_cs_present
*op
;
653 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
654 op
->opcode
= WINED3D_CS_OP_PRESENT
;
655 op
->dst_window_override
= dst_window_override
;
656 op
->swapchain
= swapchain
;
657 op
->src_rect
= *src_rect
;
658 op
->dst_rect
= *dst_rect
;
659 op
->swap_interval
= swap_interval
;
662 pending
= InterlockedIncrement(&cs
->pending_presents
);
664 wined3d_resource_acquire(&swapchain
->front_buffer
->resource
);
665 for (i
= 0; i
< swapchain
->state
.desc
.backbuffer_count
; ++i
)
667 wined3d_resource_acquire(&swapchain
->back_buffers
[i
]->resource
);
670 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
672 /* Limit input latency by limiting the number of presents that we can get
673 * ahead of the worker thread. */
674 while (pending
>= swapchain
->max_frame_latency
)
677 pending
= InterlockedCompareExchange(&cs
->pending_presents
, 0, 0);
681 static void wined3d_cs_exec_clear(struct wined3d_cs
*cs
, const void *data
)
683 struct wined3d_device
*device
= cs
->c
.device
;
684 const struct wined3d_cs_clear
*op
= data
;
687 device
->blitter
->ops
->blitter_clear(device
->blitter
, device
, op
->rt_count
, op
->fb
,
688 op
->rect_count
, op
->rects
, &op
->draw_rect
, op
->flags
, &op
->color
, op
->depth
, op
->stencil
);
690 if (op
->flags
& WINED3DCLEAR_TARGET
)
692 for (i
= 0; i
< op
->rt_count
; ++i
)
694 if (op
->fb
->render_targets
[i
])
695 wined3d_resource_release(op
->fb
->render_targets
[i
]->resource
);
698 if (op
->flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
699 wined3d_resource_release(op
->fb
->depth_stencil
->resource
);
702 void wined3d_cs_emit_clear(struct wined3d_cs
*cs
, DWORD rect_count
, const RECT
*rects
,
703 DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
705 const struct wined3d_state
*state
= cs
->c
.state
;
706 const struct wined3d_viewport
*vp
= &state
->viewports
[0];
707 struct wined3d_rendertarget_view
*view
;
708 struct wined3d_cs_clear
*op
;
709 unsigned int rt_count
, i
;
711 rt_count
= flags
& WINED3DCLEAR_TARGET
? cs
->c
.device
->adapter
->d3d_info
.limits
.max_rt_count
: 0;
713 op
= wined3d_device_context_require_space(&cs
->c
, FIELD_OFFSET(struct wined3d_cs_clear
, rects
[rect_count
]),
714 WINED3D_CS_QUEUE_DEFAULT
);
715 op
->opcode
= WINED3D_CS_OP_CLEAR
;
716 op
->flags
= flags
& (WINED3DCLEAR_TARGET
| WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
);
717 op
->rt_count
= rt_count
;
718 op
->fb
= &cs
->state
.fb
;
719 SetRect(&op
->draw_rect
, vp
->x
, vp
->y
, vp
->x
+ vp
->width
, vp
->y
+ vp
->height
);
720 if (state
->rasterizer_state
&& state
->rasterizer_state
->desc
.scissor
)
721 IntersectRect(&op
->draw_rect
, &op
->draw_rect
, &state
->scissor_rects
[0]);
724 op
->stencil
= stencil
;
725 op
->rect_count
= rect_count
;
726 memcpy(op
->rects
, rects
, sizeof(*rects
) * rect_count
);
728 for (i
= 0; i
< rt_count
; ++i
)
730 if ((view
= state
->fb
.render_targets
[i
]))
731 wined3d_resource_acquire(view
->resource
);
733 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
735 view
= state
->fb
.depth_stencil
;
736 wined3d_resource_acquire(view
->resource
);
739 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
742 void wined3d_device_context_emit_clear_rendertarget_view(struct wined3d_device_context
*context
,
743 struct wined3d_rendertarget_view
*view
, const RECT
*rect
, unsigned int flags
,
744 const struct wined3d_color
*color
, float depth
, unsigned int stencil
)
746 struct wined3d_cs_clear
*op
;
749 size
= FIELD_OFFSET(struct wined3d_cs_clear
, rects
[1]) + sizeof(struct wined3d_fb_state
);
750 op
= wined3d_device_context_require_space(context
, size
, WINED3D_CS_QUEUE_DEFAULT
);
751 op
->fb
= (void *)&op
->rects
[1];
753 op
->opcode
= WINED3D_CS_OP_CLEAR
;
754 op
->flags
= flags
& (WINED3DCLEAR_TARGET
| WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
);
755 if (flags
& WINED3DCLEAR_TARGET
)
758 op
->fb
->render_targets
[0] = view
;
759 op
->fb
->depth_stencil
= NULL
;
765 op
->fb
->render_targets
[0] = NULL
;
766 op
->fb
->depth_stencil
= view
;
768 op
->stencil
= stencil
;
770 SetRect(&op
->draw_rect
, 0, 0, view
->width
, view
->height
);
772 op
->rects
[0] = *rect
;
774 wined3d_device_context_acquire_resource(context
, view
->resource
);
776 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
777 if (flags
& WINED3DCLEAR_SYNCHRONOUS
)
778 wined3d_device_context_finish(context
, WINED3D_CS_QUEUE_DEFAULT
);
781 static void acquire_shader_resources(struct wined3d_device_context
*context
, unsigned int shader_mask
)
783 const struct wined3d_state
*state
= context
->state
;
784 struct wined3d_shader_sampler_map_entry
*entry
;
785 struct wined3d_shader_resource_view
*view
;
786 struct wined3d_shader
*shader
;
789 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
791 if (!(shader_mask
& (1u << i
)))
794 if (!(shader
= state
->shader
[i
]))
797 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
800 wined3d_device_context_acquire_resource(context
, &state
->cb
[i
][j
]->resource
);
803 for (j
= 0; j
< shader
->reg_maps
.sampler_map
.count
; ++j
)
805 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
807 if (!(view
= state
->shader_resource_view
[i
][entry
->resource_idx
]))
810 wined3d_device_context_acquire_resource(context
, view
->resource
);
815 static void release_shader_resources(const struct wined3d_state
*state
, unsigned int shader_mask
)
817 struct wined3d_shader_sampler_map_entry
*entry
;
818 struct wined3d_shader_resource_view
*view
;
819 struct wined3d_shader
*shader
;
822 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
824 if (!(shader_mask
& (1u << i
)))
827 if (!(shader
= state
->shader
[i
]))
830 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
833 wined3d_resource_release(&state
->cb
[i
][j
]->resource
);
836 for (j
= 0; j
< shader
->reg_maps
.sampler_map
.count
; ++j
)
838 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
840 if (!(view
= state
->shader_resource_view
[i
][entry
->resource_idx
]))
843 wined3d_resource_release(view
->resource
);
848 static void acquire_unordered_access_resources(struct wined3d_device_context
*context
,
849 const struct wined3d_shader
*shader
, struct wined3d_unordered_access_view
* const *views
)
856 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
858 if (!shader
->reg_maps
.uav_resource_info
[i
].type
)
864 wined3d_device_context_acquire_resource(context
, views
[i
]->resource
);
868 static void release_unordered_access_resources(const struct wined3d_shader
*shader
,
869 struct wined3d_unordered_access_view
* const *views
)
876 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
878 if (!shader
->reg_maps
.uav_resource_info
[i
].type
)
884 wined3d_resource_release(views
[i
]->resource
);
888 static void wined3d_cs_exec_dispatch(struct wined3d_cs
*cs
, const void *data
)
890 const struct wined3d_cs_dispatch
*op
= data
;
891 struct wined3d_state
*state
= &cs
->state
;
893 if (!state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
])
894 WARN("No compute shader bound, skipping dispatch.\n");
896 cs
->c
.device
->adapter
->adapter_ops
->adapter_dispatch_compute(cs
->c
.device
, state
, &op
->parameters
);
898 if (op
->parameters
.indirect
)
899 wined3d_resource_release(&op
->parameters
.u
.indirect
.buffer
->resource
);
901 release_shader_resources(state
, 1u << WINED3D_SHADER_TYPE_COMPUTE
);
902 release_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
903 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
906 static void acquire_compute_pipeline_resources(struct wined3d_device_context
*context
)
908 const struct wined3d_state
*state
= context
->state
;
910 acquire_shader_resources(context
, 1u << WINED3D_SHADER_TYPE_COMPUTE
);
911 acquire_unordered_access_resources(context
, state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
912 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
915 void CDECL
wined3d_device_context_dispatch(struct wined3d_device_context
*context
,
916 unsigned int group_count_x
, unsigned int group_count_y
, unsigned int group_count_z
)
918 struct wined3d_cs_dispatch
*op
;
920 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
921 op
->opcode
= WINED3D_CS_OP_DISPATCH
;
922 op
->parameters
.indirect
= FALSE
;
923 op
->parameters
.u
.direct
.group_count_x
= group_count_x
;
924 op
->parameters
.u
.direct
.group_count_y
= group_count_y
;
925 op
->parameters
.u
.direct
.group_count_z
= group_count_z
;
927 acquire_compute_pipeline_resources(context
);
929 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
932 void CDECL
wined3d_device_context_dispatch_indirect(struct wined3d_device_context
*context
,
933 struct wined3d_buffer
*buffer
, unsigned int offset
)
935 struct wined3d_cs_dispatch
*op
;
937 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
938 op
->opcode
= WINED3D_CS_OP_DISPATCH
;
939 op
->parameters
.indirect
= TRUE
;
940 op
->parameters
.u
.indirect
.buffer
= buffer
;
941 op
->parameters
.u
.indirect
.offset
= offset
;
943 acquire_compute_pipeline_resources(context
);
944 wined3d_device_context_acquire_resource(context
, &buffer
->resource
);
946 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
949 static void wined3d_cs_exec_draw(struct wined3d_cs
*cs
, const void *data
)
951 const struct wined3d_d3d_info
*d3d_info
= &cs
->c
.device
->adapter
->d3d_info
;
952 const struct wined3d_shader
*geometry_shader
;
953 struct wined3d_device
*device
= cs
->c
.device
;
954 int base_vertex_idx
, load_base_vertex_idx
;
955 struct wined3d_state
*state
= &cs
->state
;
956 const struct wined3d_cs_draw
*op
= data
;
960 if (!op
->parameters
.indirect
)
962 const struct wined3d_direct_draw_parameters
*direct
= &op
->parameters
.u
.direct
;
964 if (op
->parameters
.indexed
&& d3d_info
->draw_base_vertex_offset
)
965 base_vertex_idx
= direct
->base_vertex_idx
;
966 else if (!op
->parameters
.indexed
)
967 base_vertex_idx
= direct
->start_idx
;
970 /* ARB_draw_indirect always supports a base vertex offset. */
971 if (!op
->parameters
.indirect
&& !d3d_info
->draw_base_vertex_offset
)
972 load_base_vertex_idx
= op
->parameters
.u
.direct
.base_vertex_idx
;
974 load_base_vertex_idx
= 0;
976 if (state
->base_vertex_index
!= base_vertex_idx
)
978 state
->base_vertex_index
= base_vertex_idx
;
979 for (i
= 0; i
< device
->context_count
; ++i
)
980 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_BASE_VERTEX_ID
;
983 if (state
->load_base_vertex_index
!= load_base_vertex_idx
)
985 state
->load_base_vertex_index
= load_base_vertex_idx
;
986 device_invalidate_state(cs
->c
.device
, STATE_BASEVERTEXINDEX
);
989 if (state
->primitive_type
!= op
->primitive_type
)
991 if ((geometry_shader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]) && !geometry_shader
->function
)
992 device_invalidate_state(cs
->c
.device
, STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
));
993 if (state
->primitive_type
== WINED3D_PT_POINTLIST
|| op
->primitive_type
== WINED3D_PT_POINTLIST
)
994 device_invalidate_state(cs
->c
.device
, STATE_POINT_ENABLE
);
995 state
->primitive_type
= op
->primitive_type
;
997 state
->patch_vertex_count
= op
->patch_vertex_count
;
999 cs
->c
.device
->adapter
->adapter_ops
->adapter_draw_primitive(cs
->c
.device
, state
, &op
->parameters
);
1001 if (op
->parameters
.indirect
)
1003 struct wined3d_buffer
*buffer
= op
->parameters
.u
.indirect
.buffer
;
1004 wined3d_resource_release(&buffer
->resource
);
1007 if (op
->parameters
.indexed
)
1008 wined3d_resource_release(&state
->index_buffer
->resource
);
1009 for (i
= 0; i
< ARRAY_SIZE(state
->streams
); ++i
)
1011 if (state
->streams
[i
].buffer
)
1012 wined3d_resource_release(&state
->streams
[i
].buffer
->resource
);
1014 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
1016 if (state
->stream_output
[i
].buffer
)
1017 wined3d_resource_release(&state
->stream_output
[i
].buffer
->resource
);
1019 for (i
= 0; i
< ARRAY_SIZE(state
->textures
); ++i
)
1021 if (state
->textures
[i
])
1022 wined3d_resource_release(&state
->textures
[i
]->resource
);
1024 for (i
= 0; i
< d3d_info
->limits
.max_rt_count
; ++i
)
1026 if (state
->fb
.render_targets
[i
])
1027 wined3d_resource_release(state
->fb
.render_targets
[i
]->resource
);
1029 if (state
->fb
.depth_stencil
)
1030 wined3d_resource_release(state
->fb
.depth_stencil
->resource
);
1031 release_shader_resources(state
, ~(1u << WINED3D_SHADER_TYPE_COMPUTE
));
1032 release_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
1033 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
1036 static void acquire_graphics_pipeline_resources(struct wined3d_device_context
*context
,
1037 BOOL indexed
, const struct wined3d_d3d_info
*d3d_info
)
1039 const struct wined3d_state
*state
= context
->state
;
1043 wined3d_device_context_acquire_resource(context
, &state
->index_buffer
->resource
);
1044 for (i
= 0; i
< ARRAY_SIZE(state
->streams
); ++i
)
1046 if (state
->streams
[i
].buffer
)
1047 wined3d_device_context_acquire_resource(context
, &state
->streams
[i
].buffer
->resource
);
1049 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
1051 if (state
->stream_output
[i
].buffer
)
1052 wined3d_device_context_acquire_resource(context
, &state
->stream_output
[i
].buffer
->resource
);
1054 for (i
= 0; i
< ARRAY_SIZE(state
->textures
); ++i
)
1056 if (state
->textures
[i
])
1057 wined3d_device_context_acquire_resource(context
, &state
->textures
[i
]->resource
);
1059 for (i
= 0; i
< d3d_info
->limits
.max_rt_count
; ++i
)
1061 if (state
->fb
.render_targets
[i
])
1062 wined3d_device_context_acquire_resource(context
, state
->fb
.render_targets
[i
]->resource
);
1064 if (state
->fb
.depth_stencil
)
1065 wined3d_device_context_acquire_resource(context
, state
->fb
.depth_stencil
->resource
);
1066 acquire_shader_resources(context
, ~(1u << WINED3D_SHADER_TYPE_COMPUTE
));
1067 acquire_unordered_access_resources(context
, state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
1068 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
1071 void wined3d_device_context_emit_draw(struct wined3d_device_context
*context
,
1072 enum wined3d_primitive_type primitive_type
, unsigned int patch_vertex_count
, int base_vertex_idx
,
1073 unsigned int start_idx
, unsigned int index_count
, unsigned int start_instance
, unsigned int instance_count
,
1076 const struct wined3d_d3d_info
*d3d_info
= &context
->device
->adapter
->d3d_info
;
1077 struct wined3d_cs_draw
*op
;
1079 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1080 op
->opcode
= WINED3D_CS_OP_DRAW
;
1081 op
->primitive_type
= primitive_type
;
1082 op
->patch_vertex_count
= patch_vertex_count
;
1083 op
->parameters
.indirect
= FALSE
;
1084 op
->parameters
.u
.direct
.base_vertex_idx
= base_vertex_idx
;
1085 op
->parameters
.u
.direct
.start_idx
= start_idx
;
1086 op
->parameters
.u
.direct
.index_count
= index_count
;
1087 op
->parameters
.u
.direct
.start_instance
= start_instance
;
1088 op
->parameters
.u
.direct
.instance_count
= instance_count
;
1089 op
->parameters
.indexed
= indexed
;
1091 acquire_graphics_pipeline_resources(context
, indexed
, d3d_info
);
1093 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1096 void CDECL
wined3d_device_context_draw_indirect(struct wined3d_device_context
*context
,
1097 struct wined3d_buffer
*buffer
, unsigned int offset
, bool indexed
)
1099 const struct wined3d_d3d_info
*d3d_info
= &context
->device
->adapter
->d3d_info
;
1100 const struct wined3d_state
*state
= context
->state
;
1101 struct wined3d_cs_draw
*op
;
1103 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1104 op
->opcode
= WINED3D_CS_OP_DRAW
;
1105 op
->primitive_type
= state
->primitive_type
;
1106 op
->patch_vertex_count
= state
->patch_vertex_count
;
1107 op
->parameters
.indirect
= TRUE
;
1108 op
->parameters
.u
.indirect
.buffer
= buffer
;
1109 op
->parameters
.u
.indirect
.offset
= offset
;
1110 op
->parameters
.indexed
= indexed
;
1112 acquire_graphics_pipeline_resources(context
, indexed
, d3d_info
);
1113 wined3d_device_context_acquire_resource(context
, &buffer
->resource
);
1115 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1118 static void wined3d_cs_exec_flush(struct wined3d_cs
*cs
, const void *data
)
1120 struct wined3d_context
*context
;
1122 context
= context_acquire(cs
->c
.device
, NULL
, 0);
1123 cs
->c
.device
->adapter
->adapter_ops
->adapter_flush_context(context
);
1124 context_release(context
);
1127 static void wined3d_cs_flush(struct wined3d_device_context
*context
)
1129 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
1130 struct wined3d_cs_flush
*op
;
1132 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1133 op
->opcode
= WINED3D_CS_OP_FLUSH
;
1135 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1136 cs
->queries_flushed
= TRUE
;
1139 static void wined3d_cs_exec_set_predication(struct wined3d_cs
*cs
, const void *data
)
1141 const struct wined3d_cs_set_predication
*op
= data
;
1143 cs
->state
.predicate
= op
->predicate
;
1144 cs
->state
.predicate_value
= op
->value
;
1147 void wined3d_device_context_emit_set_predication(struct wined3d_device_context
*context
,
1148 struct wined3d_query
*predicate
, BOOL value
)
1150 struct wined3d_cs_set_predication
*op
;
1152 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1153 op
->opcode
= WINED3D_CS_OP_SET_PREDICATION
;
1154 op
->predicate
= predicate
;
1157 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1160 static void wined3d_cs_exec_set_viewports(struct wined3d_cs
*cs
, const void *data
)
1162 const struct wined3d_cs_set_viewports
*op
= data
;
1164 if (op
->viewport_count
)
1165 memcpy(cs
->state
.viewports
, op
->viewports
, op
->viewport_count
* sizeof(*op
->viewports
));
1167 memset(cs
->state
.viewports
, 0, sizeof(*cs
->state
.viewports
));
1168 cs
->state
.viewport_count
= op
->viewport_count
;
1169 device_invalidate_state(cs
->c
.device
, STATE_VIEWPORT
);
1172 void wined3d_device_context_emit_set_viewports(struct wined3d_device_context
*context
, unsigned int viewport_count
,
1173 const struct wined3d_viewport
*viewports
)
1175 struct wined3d_cs_set_viewports
*op
;
1177 op
= wined3d_device_context_require_space(context
,
1178 FIELD_OFFSET(struct wined3d_cs_set_viewports
,viewports
[viewport_count
]), WINED3D_CS_QUEUE_DEFAULT
);
1179 op
->opcode
= WINED3D_CS_OP_SET_VIEWPORTS
;
1180 memcpy(op
->viewports
, viewports
, viewport_count
* sizeof(*viewports
));
1181 op
->viewport_count
= viewport_count
;
1183 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1186 static void wined3d_cs_exec_set_scissor_rects(struct wined3d_cs
*cs
, const void *data
)
1188 const struct wined3d_cs_set_scissor_rects
*op
= data
;
1191 memcpy(cs
->state
.scissor_rects
, op
->rects
, op
->rect_count
* sizeof(*op
->rects
));
1193 SetRectEmpty(cs
->state
.scissor_rects
);
1194 cs
->state
.scissor_rect_count
= op
->rect_count
;
1195 device_invalidate_state(cs
->c
.device
, STATE_SCISSORRECT
);
1198 void wined3d_device_context_emit_set_scissor_rects(struct wined3d_device_context
*context
,
1199 unsigned int rect_count
, const RECT
*rects
)
1201 struct wined3d_cs_set_scissor_rects
*op
;
1203 op
= wined3d_device_context_require_space(context
, FIELD_OFFSET(struct wined3d_cs_set_scissor_rects
, rects
[rect_count
]),
1204 WINED3D_CS_QUEUE_DEFAULT
);
1205 op
->opcode
= WINED3D_CS_OP_SET_SCISSOR_RECTS
;
1206 memcpy(op
->rects
, rects
, rect_count
* sizeof(*rects
));
1207 op
->rect_count
= rect_count
;
1209 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1212 static void wined3d_cs_exec_set_rendertarget_view(struct wined3d_cs
*cs
, const void *data
)
1214 const struct wined3d_cs_set_rendertarget_view
*op
= data
;
1215 bool prev_alpha_swizzle
, curr_alpha_swizzle
;
1216 struct wined3d_rendertarget_view
*prev
;
1217 bool prev_srgb_write
, curr_srgb_write
;
1218 struct wined3d_device
*device
;
1220 device
= cs
->c
.device
;
1221 prev
= cs
->state
.fb
.render_targets
[op
->view_idx
];
1222 cs
->state
.fb
.render_targets
[op
->view_idx
] = op
->view
;
1223 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
1225 prev_alpha_swizzle
= prev
&& prev
->format
->id
== WINED3DFMT_A8_UNORM
;
1226 curr_alpha_swizzle
= op
->view
&& op
->view
->format
->id
== WINED3DFMT_A8_UNORM
;
1227 if (prev_alpha_swizzle
!= curr_alpha_swizzle
)
1228 device_invalidate_state(device
, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
));
1230 if (!(device
->adapter
->d3d_info
.wined3d_creation_flags
& WINED3D_SRGB_READ_WRITE_CONTROL
)
1231 || cs
->state
.render_states
[WINED3D_RS_SRGBWRITEENABLE
])
1233 prev_srgb_write
= prev
&& prev
->format_flags
& WINED3DFMT_FLAG_SRGB_WRITE
;
1234 curr_srgb_write
= op
->view
&& op
->view
->format_flags
& WINED3DFMT_FLAG_SRGB_WRITE
;
1235 if (prev_srgb_write
!= curr_srgb_write
)
1236 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
));
1240 void wined3d_device_context_emit_set_rendertarget_view(struct wined3d_device_context
*context
, unsigned int view_idx
,
1241 struct wined3d_rendertarget_view
*view
)
1243 struct wined3d_cs_set_rendertarget_view
*op
;
1245 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1246 op
->opcode
= WINED3D_CS_OP_SET_RENDERTARGET_VIEW
;
1247 op
->view_idx
= view_idx
;
1250 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1253 static void wined3d_cs_exec_set_depth_stencil_view(struct wined3d_cs
*cs
, const void *data
)
1255 const struct wined3d_cs_set_depth_stencil_view
*op
= data
;
1256 struct wined3d_device
*device
= cs
->c
.device
;
1257 struct wined3d_rendertarget_view
*prev
;
1259 if ((prev
= cs
->state
.fb
.depth_stencil
) && prev
->resource
->type
!= WINED3D_RTYPE_BUFFER
)
1261 struct wined3d_texture
*prev_texture
= texture_from_resource(prev
->resource
);
1263 if (device
->swapchains
[0]->state
.desc
.flags
& WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL
1264 || prev_texture
->flags
& WINED3D_TEXTURE_DISCARD
)
1265 wined3d_texture_validate_location(prev_texture
,
1266 prev
->sub_resource_idx
, WINED3D_LOCATION_DISCARDED
);
1269 cs
->state
.fb
.depth_stencil
= op
->view
;
1271 if (!prev
!= !op
->view
)
1273 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
1274 device_invalidate_state(device
, STATE_DEPTH_STENCIL
);
1275 device_invalidate_state(device
, STATE_STENCIL_REF
);
1276 device_invalidate_state(device
, STATE_RASTERIZER
);
1280 if (prev
->format
->depth_bias_scale
!= op
->view
->format
->depth_bias_scale
)
1281 device_invalidate_state(device
, STATE_RASTERIZER
);
1282 if (prev
->format
->stencil_size
!= op
->view
->format
->stencil_size
)
1283 device_invalidate_state(device
, STATE_STENCIL_REF
);
1286 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
1289 void wined3d_device_context_emit_set_depth_stencil_view(struct wined3d_device_context
*context
,
1290 struct wined3d_rendertarget_view
*view
)
1292 struct wined3d_cs_set_depth_stencil_view
*op
;
1294 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1295 op
->opcode
= WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW
;
1298 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1301 static void wined3d_cs_exec_set_vertex_declaration(struct wined3d_cs
*cs
, const void *data
)
1303 const struct wined3d_cs_set_vertex_declaration
*op
= data
;
1305 cs
->state
.vertex_declaration
= op
->declaration
;
1306 device_invalidate_state(cs
->c
.device
, STATE_VDECL
);
1309 void wined3d_device_context_emit_set_vertex_declaration(struct wined3d_device_context
*context
,
1310 struct wined3d_vertex_declaration
*declaration
)
1312 struct wined3d_cs_set_vertex_declaration
*op
;
1314 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1315 op
->opcode
= WINED3D_CS_OP_SET_VERTEX_DECLARATION
;
1316 op
->declaration
= declaration
;
1318 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1321 static void wined3d_cs_exec_set_stream_source(struct wined3d_cs
*cs
, const void *data
)
1323 const struct wined3d_cs_set_stream_source
*op
= data
;
1324 struct wined3d_stream_state
*stream
;
1325 struct wined3d_buffer
*prev
;
1327 stream
= &cs
->state
.streams
[op
->stream_idx
];
1328 prev
= stream
->buffer
;
1329 stream
->buffer
= op
->buffer
;
1330 stream
->offset
= op
->offset
;
1331 stream
->stride
= op
->stride
;
1334 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1336 InterlockedDecrement(&prev
->resource
.bind_count
);
1338 device_invalidate_state(cs
->c
.device
, STATE_STREAMSRC
);
1341 void wined3d_device_context_emit_set_stream_source(struct wined3d_device_context
*context
, unsigned int stream_idx
,
1342 struct wined3d_buffer
*buffer
, unsigned int offset
, unsigned int stride
)
1344 struct wined3d_cs_set_stream_source
*op
;
1346 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1347 op
->opcode
= WINED3D_CS_OP_SET_STREAM_SOURCE
;
1348 op
->stream_idx
= stream_idx
;
1349 op
->buffer
= buffer
;
1350 op
->offset
= offset
;
1351 op
->stride
= stride
;
1353 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1356 static void wined3d_cs_exec_set_stream_source_freq(struct wined3d_cs
*cs
, const void *data
)
1358 const struct wined3d_cs_set_stream_source_freq
*op
= data
;
1359 struct wined3d_stream_state
*stream
;
1361 stream
= &cs
->state
.streams
[op
->stream_idx
];
1362 stream
->frequency
= op
->frequency
;
1363 stream
->flags
= op
->flags
;
1365 device_invalidate_state(cs
->c
.device
, STATE_STREAMSRC
);
1368 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs
*cs
, UINT stream_idx
, UINT frequency
, UINT flags
)
1370 struct wined3d_cs_set_stream_source_freq
*op
;
1372 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1373 op
->opcode
= WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ
;
1374 op
->stream_idx
= stream_idx
;
1375 op
->frequency
= frequency
;
1378 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
1381 static void wined3d_cs_exec_set_stream_output(struct wined3d_cs
*cs
, const void *data
)
1383 const struct wined3d_cs_set_stream_output
*op
= data
;
1384 struct wined3d_stream_output
*stream
;
1385 struct wined3d_buffer
*prev
;
1387 stream
= &cs
->state
.stream_output
[op
->stream_idx
];
1388 prev
= stream
->buffer
;
1389 stream
->buffer
= op
->buffer
;
1390 stream
->offset
= op
->offset
;
1393 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1395 InterlockedDecrement(&prev
->resource
.bind_count
);
1397 device_invalidate_state(cs
->c
.device
, STATE_STREAM_OUTPUT
);
1400 void wined3d_device_context_emit_set_stream_output(struct wined3d_device_context
*context
, unsigned int stream_idx
,
1401 struct wined3d_buffer
*buffer
, unsigned int offset
)
1403 struct wined3d_cs_set_stream_output
*op
;
1405 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1406 op
->opcode
= WINED3D_CS_OP_SET_STREAM_OUTPUT
;
1407 op
->stream_idx
= stream_idx
;
1408 op
->buffer
= buffer
;
1409 op
->offset
= offset
;
1411 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1414 static void wined3d_cs_exec_set_index_buffer(struct wined3d_cs
*cs
, const void *data
)
1416 const struct wined3d_cs_set_index_buffer
*op
= data
;
1417 struct wined3d_buffer
*prev
;
1419 prev
= cs
->state
.index_buffer
;
1420 cs
->state
.index_buffer
= op
->buffer
;
1421 cs
->state
.index_format
= op
->format_id
;
1422 cs
->state
.index_offset
= op
->offset
;
1425 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1427 InterlockedDecrement(&prev
->resource
.bind_count
);
1429 device_invalidate_state(cs
->c
.device
, STATE_INDEXBUFFER
);
1432 void wined3d_device_context_emit_set_index_buffer(struct wined3d_device_context
*context
, struct wined3d_buffer
*buffer
,
1433 enum wined3d_format_id format_id
, unsigned int offset
)
1435 struct wined3d_cs_set_index_buffer
*op
;
1437 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1438 op
->opcode
= WINED3D_CS_OP_SET_INDEX_BUFFER
;
1439 op
->buffer
= buffer
;
1440 op
->format_id
= format_id
;
1441 op
->offset
= offset
;
1443 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1446 static void wined3d_cs_exec_set_constant_buffer(struct wined3d_cs
*cs
, const void *data
)
1448 const struct wined3d_cs_set_constant_buffer
*op
= data
;
1449 struct wined3d_buffer
*prev
;
1451 prev
= cs
->state
.cb
[op
->type
][op
->cb_idx
];
1452 cs
->state
.cb
[op
->type
][op
->cb_idx
] = op
->buffer
;
1455 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1457 InterlockedDecrement(&prev
->resource
.bind_count
);
1459 device_invalidate_state(cs
->c
.device
, STATE_CONSTANT_BUFFER(op
->type
));
1462 void wined3d_device_context_emit_set_constant_buffer(struct wined3d_device_context
*context
,
1463 enum wined3d_shader_type type
, UINT cb_idx
, struct wined3d_buffer
*buffer
)
1465 struct wined3d_cs_set_constant_buffer
*op
;
1467 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1468 op
->opcode
= WINED3D_CS_OP_SET_CONSTANT_BUFFER
;
1470 op
->cb_idx
= cb_idx
;
1471 op
->buffer
= buffer
;
1473 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1476 static void wined3d_cs_exec_set_texture(struct wined3d_cs
*cs
, const void *data
)
1478 const struct wined3d_d3d_info
*d3d_info
= &cs
->c
.device
->adapter
->d3d_info
;
1479 const struct wined3d_cs_set_texture
*op
= data
;
1480 struct wined3d_texture
*prev
;
1481 BOOL old_use_color_key
= FALSE
, new_use_color_key
= FALSE
;
1483 prev
= cs
->state
.textures
[op
->stage
];
1484 cs
->state
.textures
[op
->stage
] = op
->texture
;
1488 const struct wined3d_format
*new_format
= op
->texture
->resource
.format
;
1489 const struct wined3d_format
*old_format
= prev
? prev
->resource
.format
: NULL
;
1490 unsigned int old_fmt_flags
= prev
? prev
->resource
.format_flags
: 0;
1491 unsigned int new_fmt_flags
= op
->texture
->resource
.format_flags
;
1493 if (InterlockedIncrement(&op
->texture
->resource
.bind_count
) == 1)
1494 op
->texture
->sampler
= op
->stage
;
1496 if (!prev
|| wined3d_texture_gl(op
->texture
)->target
!= wined3d_texture_gl(prev
)->target
1497 || (!is_same_fixup(new_format
->color_fixup
, old_format
->color_fixup
)
1498 && !(can_use_texture_swizzle(d3d_info
, new_format
) && can_use_texture_swizzle(d3d_info
, old_format
)))
1499 || (new_fmt_flags
& WINED3DFMT_FLAG_SHADOW
) != (old_fmt_flags
& WINED3DFMT_FLAG_SHADOW
))
1500 device_invalidate_state(cs
->c
.device
, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
));
1502 if (!prev
&& op
->stage
< d3d_info
->limits
.ffp_blend_stages
)
1504 /* The source arguments for color and alpha ops have different
1505 * meanings when a NULL texture is bound, so the COLOR_OP and
1506 * ALPHA_OP have to be dirtified. */
1507 device_invalidate_state(cs
->c
.device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_COLOR_OP
));
1508 device_invalidate_state(cs
->c
.device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_ALPHA_OP
));
1511 if (!op
->stage
&& op
->texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1512 new_use_color_key
= TRUE
;
1517 if (InterlockedDecrement(&prev
->resource
.bind_count
) && prev
->sampler
== op
->stage
)
1521 /* Search for other stages the texture is bound to. Shouldn't
1522 * happen if applications bind textures to a single stage only. */
1523 TRACE("Searching for other stages the texture is bound to.\n");
1524 for (i
= 0; i
< WINED3D_MAX_COMBINED_SAMPLERS
; ++i
)
1526 if (cs
->state
.textures
[i
] == prev
)
1528 TRACE("Texture is also bound to stage %u.\n", i
);
1535 if (!op
->texture
&& op
->stage
< d3d_info
->limits
.ffp_blend_stages
)
1537 device_invalidate_state(cs
->c
.device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_COLOR_OP
));
1538 device_invalidate_state(cs
->c
.device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_ALPHA_OP
));
1541 if (!op
->stage
&& prev
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1542 old_use_color_key
= TRUE
;
1545 device_invalidate_state(cs
->c
.device
, STATE_SAMPLER(op
->stage
));
1547 if (new_use_color_key
!= old_use_color_key
)
1548 device_invalidate_state(cs
->c
.device
, STATE_RENDER(WINED3D_RS_COLORKEYENABLE
));
1550 if (new_use_color_key
)
1551 device_invalidate_state(cs
->c
.device
, STATE_COLOR_KEY
);
1554 void wined3d_device_context_emit_set_texture(struct wined3d_device_context
*context
, unsigned int stage
,
1555 struct wined3d_texture
*texture
)
1557 struct wined3d_cs_set_texture
*op
;
1559 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1560 op
->opcode
= WINED3D_CS_OP_SET_TEXTURE
;
1562 op
->texture
= texture
;
1564 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1567 static void wined3d_cs_exec_set_shader_resource_view(struct wined3d_cs
*cs
, const void *data
)
1569 const struct wined3d_cs_set_shader_resource_view
*op
= data
;
1570 struct wined3d_shader_resource_view
*prev
;
1572 prev
= cs
->state
.shader_resource_view
[op
->type
][op
->view_idx
];
1573 cs
->state
.shader_resource_view
[op
->type
][op
->view_idx
] = op
->view
;
1576 InterlockedIncrement(&op
->view
->resource
->bind_count
);
1578 InterlockedDecrement(&prev
->resource
->bind_count
);
1580 if (op
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
1581 device_invalidate_state(cs
->c
.device
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1583 device_invalidate_state(cs
->c
.device
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1586 void wined3d_device_context_emit_set_shader_resource_view(struct wined3d_device_context
*context
,
1587 enum wined3d_shader_type type
, unsigned int view_idx
, struct wined3d_shader_resource_view
*view
)
1589 struct wined3d_cs_set_shader_resource_view
*op
;
1591 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1592 op
->opcode
= WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW
;
1594 op
->view_idx
= view_idx
;
1597 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1600 static void wined3d_cs_exec_set_unordered_access_view(struct wined3d_cs
*cs
, const void *data
)
1602 const struct wined3d_cs_set_unordered_access_view
*op
= data
;
1603 struct wined3d_unordered_access_view
*prev
;
1605 prev
= cs
->state
.unordered_access_view
[op
->pipeline
][op
->view_idx
];
1606 cs
->state
.unordered_access_view
[op
->pipeline
][op
->view_idx
] = op
->view
;
1609 InterlockedIncrement(&op
->view
->resource
->bind_count
);
1611 InterlockedDecrement(&prev
->resource
->bind_count
);
1613 if (op
->view
&& op
->initial_count
!= ~0u)
1614 wined3d_unordered_access_view_set_counter(op
->view
, op
->initial_count
);
1616 device_invalidate_state(cs
->c
.device
, STATE_UNORDERED_ACCESS_VIEW_BINDING(op
->pipeline
));
1619 void wined3d_device_context_emit_set_unordered_access_view(struct wined3d_device_context
*context
,
1620 enum wined3d_pipeline pipeline
, unsigned int view_idx
, struct wined3d_unordered_access_view
*view
,
1621 unsigned int initial_count
)
1623 struct wined3d_cs_set_unordered_access_view
*op
;
1625 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1626 op
->opcode
= WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW
;
1627 op
->pipeline
= pipeline
;
1628 op
->view_idx
= view_idx
;
1630 op
->initial_count
= initial_count
;
1632 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1635 static void wined3d_cs_exec_set_sampler(struct wined3d_cs
*cs
, const void *data
)
1637 const struct wined3d_cs_set_sampler
*op
= data
;
1639 cs
->state
.sampler
[op
->type
][op
->sampler_idx
] = op
->sampler
;
1640 if (op
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
1641 device_invalidate_state(cs
->c
.device
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1643 device_invalidate_state(cs
->c
.device
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1646 void wined3d_device_context_emit_set_sampler(struct wined3d_device_context
*context
, enum wined3d_shader_type type
,
1647 unsigned int sampler_idx
, struct wined3d_sampler
*sampler
)
1649 struct wined3d_cs_set_sampler
*op
;
1651 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1652 op
->opcode
= WINED3D_CS_OP_SET_SAMPLER
;
1654 op
->sampler_idx
= sampler_idx
;
1655 op
->sampler
= sampler
;
1657 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1660 static void wined3d_cs_exec_set_shader(struct wined3d_cs
*cs
, const void *data
)
1662 const struct wined3d_cs_set_shader
*op
= data
;
1664 cs
->state
.shader
[op
->type
] = op
->shader
;
1665 device_invalidate_state(cs
->c
.device
, STATE_SHADER(op
->type
));
1666 if (op
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
1667 device_invalidate_state(cs
->c
.device
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1669 device_invalidate_state(cs
->c
.device
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1672 void wined3d_device_context_emit_set_shader(struct wined3d_device_context
*context
,
1673 enum wined3d_shader_type type
, struct wined3d_shader
*shader
)
1675 struct wined3d_cs_set_shader
*op
;
1677 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1678 op
->opcode
= WINED3D_CS_OP_SET_SHADER
;
1680 op
->shader
= shader
;
1682 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1685 static void wined3d_cs_exec_set_blend_state(struct wined3d_cs
*cs
, const void *data
)
1687 const struct wined3d_cs_set_blend_state
*op
= data
;
1688 struct wined3d_state
*state
= &cs
->state
;
1690 if (state
->blend_state
!= op
->state
)
1692 state
->blend_state
= op
->state
;
1693 device_invalidate_state(cs
->c
.device
, STATE_BLEND
);
1695 state
->blend_factor
= op
->factor
;
1696 device_invalidate_state(cs
->c
.device
, STATE_BLEND_FACTOR
);
1697 state
->sample_mask
= op
->sample_mask
;
1698 device_invalidate_state(cs
->c
.device
, STATE_SAMPLE_MASK
);
1701 void wined3d_device_context_emit_set_blend_state(struct wined3d_device_context
*context
,
1702 struct wined3d_blend_state
*state
, const struct wined3d_color
*blend_factor
, unsigned int sample_mask
)
1704 struct wined3d_cs_set_blend_state
*op
;
1706 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1707 op
->opcode
= WINED3D_CS_OP_SET_BLEND_STATE
;
1709 op
->factor
= *blend_factor
;
1710 op
->sample_mask
= sample_mask
;
1712 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1715 static void wined3d_cs_exec_set_depth_stencil_state(struct wined3d_cs
*cs
, const void *data
)
1717 const struct wined3d_cs_set_depth_stencil_state
*op
= data
;
1718 struct wined3d_state
*state
= &cs
->state
;
1720 if (state
->depth_stencil_state
!= op
->state
)
1722 state
->depth_stencil_state
= op
->state
;
1723 device_invalidate_state(cs
->c
.device
, STATE_DEPTH_STENCIL
);
1725 state
->stencil_ref
= op
->stencil_ref
;
1726 device_invalidate_state(cs
->c
.device
, STATE_STENCIL_REF
);
1729 void wined3d_device_context_emit_set_depth_stencil_state(struct wined3d_device_context
*context
,
1730 struct wined3d_depth_stencil_state
*state
, unsigned int stencil_ref
)
1732 struct wined3d_cs_set_depth_stencil_state
*op
;
1734 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1735 op
->opcode
= WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE
;
1737 op
->stencil_ref
= stencil_ref
;
1739 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1742 static void wined3d_cs_exec_set_rasterizer_state(struct wined3d_cs
*cs
, const void *data
)
1744 const struct wined3d_cs_set_rasterizer_state
*op
= data
;
1746 cs
->state
.rasterizer_state
= op
->state
;
1747 device_invalidate_state(cs
->c
.device
, STATE_RASTERIZER
);
1750 void wined3d_device_context_emit_set_rasterizer_state(struct wined3d_device_context
*context
,
1751 struct wined3d_rasterizer_state
*rasterizer_state
)
1753 struct wined3d_cs_set_rasterizer_state
*op
;
1755 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1756 op
->opcode
= WINED3D_CS_OP_SET_RASTERIZER_STATE
;
1757 op
->state
= rasterizer_state
;
1759 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1762 static void wined3d_cs_exec_set_render_state(struct wined3d_cs
*cs
, const void *data
)
1764 const struct wined3d_cs_set_render_state
*op
= data
;
1766 cs
->state
.render_states
[op
->state
] = op
->value
;
1767 device_invalidate_state(cs
->c
.device
, STATE_RENDER(op
->state
));
1770 void wined3d_cs_emit_set_render_state(struct wined3d_cs
*cs
, enum wined3d_render_state state
, DWORD value
)
1772 struct wined3d_cs_set_render_state
*op
;
1774 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1775 op
->opcode
= WINED3D_CS_OP_SET_RENDER_STATE
;
1779 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
1782 static void wined3d_cs_exec_set_texture_state(struct wined3d_cs
*cs
, const void *data
)
1784 const struct wined3d_cs_set_texture_state
*op
= data
;
1786 cs
->state
.texture_states
[op
->stage
][op
->state
] = op
->value
;
1787 device_invalidate_state(cs
->c
.device
, STATE_TEXTURESTAGE(op
->stage
, op
->state
));
1790 void wined3d_device_context_emit_set_texture_state(struct wined3d_device_context
*context
, unsigned int stage
,
1791 enum wined3d_texture_stage_state state
, unsigned int value
)
1793 struct wined3d_cs_set_texture_state
*op
;
1795 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1796 op
->opcode
= WINED3D_CS_OP_SET_TEXTURE_STATE
;
1801 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1804 static void wined3d_cs_exec_set_sampler_state(struct wined3d_cs
*cs
, const void *data
)
1806 const struct wined3d_cs_set_sampler_state
*op
= data
;
1808 cs
->state
.sampler_states
[op
->sampler_idx
][op
->state
] = op
->value
;
1809 device_invalidate_state(cs
->c
.device
, STATE_SAMPLER(op
->sampler_idx
));
1812 void wined3d_device_context_emit_set_sampler_state(struct wined3d_device_context
*context
, unsigned int sampler_idx
,
1813 enum wined3d_sampler_state state
, unsigned int value
)
1815 struct wined3d_cs_set_sampler_state
*op
;
1817 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1818 op
->opcode
= WINED3D_CS_OP_SET_SAMPLER_STATE
;
1819 op
->sampler_idx
= sampler_idx
;
1823 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1826 static void wined3d_cs_exec_set_transform(struct wined3d_cs
*cs
, const void *data
)
1828 const struct wined3d_cs_set_transform
*op
= data
;
1830 cs
->state
.transforms
[op
->state
] = op
->matrix
;
1831 if (op
->state
< WINED3D_TS_WORLD_MATRIX(cs
->c
.device
->adapter
->d3d_info
.limits
.ffp_vertex_blend_matrices
))
1832 device_invalidate_state(cs
->c
.device
, STATE_TRANSFORM(op
->state
));
1835 void wined3d_cs_emit_set_transform(struct wined3d_cs
*cs
, enum wined3d_transform_state state
,
1836 const struct wined3d_matrix
*matrix
)
1838 struct wined3d_cs_set_transform
*op
;
1840 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1841 op
->opcode
= WINED3D_CS_OP_SET_TRANSFORM
;
1843 op
->matrix
= *matrix
;
1845 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
1848 static void wined3d_cs_exec_set_clip_plane(struct wined3d_cs
*cs
, const void *data
)
1850 const struct wined3d_cs_set_clip_plane
*op
= data
;
1852 cs
->state
.clip_planes
[op
->plane_idx
] = op
->plane
;
1853 device_invalidate_state(cs
->c
.device
, STATE_CLIPPLANE(op
->plane_idx
));
1856 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs
*cs
, UINT plane_idx
, const struct wined3d_vec4
*plane
)
1858 struct wined3d_cs_set_clip_plane
*op
;
1860 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1861 op
->opcode
= WINED3D_CS_OP_SET_CLIP_PLANE
;
1862 op
->plane_idx
= plane_idx
;
1865 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
1868 static void wined3d_cs_exec_set_color_key(struct wined3d_cs
*cs
, const void *data
)
1870 const struct wined3d_cs_set_color_key
*op
= data
;
1871 struct wined3d_texture
*texture
= op
->texture
;
1877 case WINED3D_CKEY_DST_BLT
:
1878 texture
->async
.dst_blt_color_key
= op
->color_key
;
1879 texture
->async
.color_key_flags
|= WINED3D_CKEY_DST_BLT
;
1882 case WINED3D_CKEY_DST_OVERLAY
:
1883 texture
->async
.dst_overlay_color_key
= op
->color_key
;
1884 texture
->async
.color_key_flags
|= WINED3D_CKEY_DST_OVERLAY
;
1887 case WINED3D_CKEY_SRC_BLT
:
1888 if (texture
== cs
->state
.textures
[0])
1890 device_invalidate_state(cs
->c
.device
, STATE_COLOR_KEY
);
1891 if (!(texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
))
1892 device_invalidate_state(cs
->c
.device
, STATE_RENDER(WINED3D_RS_COLORKEYENABLE
));
1895 texture
->async
.src_blt_color_key
= op
->color_key
;
1896 texture
->async
.color_key_flags
|= WINED3D_CKEY_SRC_BLT
;
1899 case WINED3D_CKEY_SRC_OVERLAY
:
1900 texture
->async
.src_overlay_color_key
= op
->color_key
;
1901 texture
->async
.color_key_flags
|= WINED3D_CKEY_SRC_OVERLAY
;
1909 case WINED3D_CKEY_DST_BLT
:
1910 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_DST_BLT
;
1913 case WINED3D_CKEY_DST_OVERLAY
:
1914 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_DST_OVERLAY
;
1917 case WINED3D_CKEY_SRC_BLT
:
1918 if (texture
== cs
->state
.textures
[0] && texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1919 device_invalidate_state(cs
->c
.device
, STATE_RENDER(WINED3D_RS_COLORKEYENABLE
));
1921 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_SRC_BLT
;
1924 case WINED3D_CKEY_SRC_OVERLAY
:
1925 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_SRC_OVERLAY
;
1931 void wined3d_cs_emit_set_color_key(struct wined3d_cs
*cs
, struct wined3d_texture
*texture
,
1932 WORD flags
, const struct wined3d_color_key
*color_key
)
1934 struct wined3d_cs_set_color_key
*op
;
1936 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1937 op
->opcode
= WINED3D_CS_OP_SET_COLOR_KEY
;
1938 op
->texture
= texture
;
1942 op
->color_key
= *color_key
;
1948 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
1951 static void wined3d_cs_exec_set_material(struct wined3d_cs
*cs
, const void *data
)
1953 const struct wined3d_cs_set_material
*op
= data
;
1955 cs
->state
.material
= op
->material
;
1956 device_invalidate_state(cs
->c
.device
, STATE_MATERIAL
);
1959 void wined3d_cs_emit_set_material(struct wined3d_cs
*cs
, const struct wined3d_material
*material
)
1961 struct wined3d_cs_set_material
*op
;
1963 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1964 op
->opcode
= WINED3D_CS_OP_SET_MATERIAL
;
1965 op
->material
= *material
;
1967 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
1970 static void wined3d_cs_exec_set_light(struct wined3d_cs
*cs
, const void *data
)
1972 const struct wined3d_cs_set_light
*op
= data
;
1973 struct wined3d_light_info
*light_info
;
1974 unsigned int light_idx
, hash_idx
;
1976 light_idx
= op
->light
.OriginalIndex
;
1978 if (!(light_info
= wined3d_light_state_get_light(&cs
->state
.light_state
, light_idx
)))
1980 TRACE("Adding new light.\n");
1981 if (!(light_info
= heap_alloc_zero(sizeof(*light_info
))))
1983 ERR("Failed to allocate light info.\n");
1987 hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1988 list_add_head(&cs
->state
.light_state
.light_map
[hash_idx
], &light_info
->entry
);
1989 light_info
->glIndex
= -1;
1990 light_info
->OriginalIndex
= light_idx
;
1993 if (light_info
->glIndex
!= -1)
1995 if (light_info
->OriginalParms
.type
!= op
->light
.OriginalParms
.type
)
1996 device_invalidate_state(cs
->c
.device
, STATE_LIGHT_TYPE
);
1997 device_invalidate_state(cs
->c
.device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
2000 light_info
->OriginalParms
= op
->light
.OriginalParms
;
2001 light_info
->position
= op
->light
.position
;
2002 light_info
->direction
= op
->light
.direction
;
2003 light_info
->exponent
= op
->light
.exponent
;
2004 light_info
->cutoff
= op
->light
.cutoff
;
2007 void wined3d_cs_emit_set_light(struct wined3d_cs
*cs
, const struct wined3d_light_info
*light
)
2009 struct wined3d_cs_set_light
*op
;
2011 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2012 op
->opcode
= WINED3D_CS_OP_SET_LIGHT
;
2015 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2018 static void wined3d_cs_exec_set_light_enable(struct wined3d_cs
*cs
, const void *data
)
2020 const struct wined3d_cs_set_light_enable
*op
= data
;
2021 struct wined3d_device
*device
= cs
->c
.device
;
2022 struct wined3d_light_info
*light_info
;
2025 if (!(light_info
= wined3d_light_state_get_light(&cs
->state
.light_state
, op
->idx
)))
2027 ERR("Light doesn't exist.\n");
2031 prev_idx
= light_info
->glIndex
;
2032 wined3d_light_state_enable_light(&cs
->state
.light_state
, &device
->adapter
->d3d_info
, light_info
, op
->enable
);
2033 if (light_info
->glIndex
!= prev_idx
)
2035 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
2036 device_invalidate_state(device
, STATE_ACTIVELIGHT(op
->enable
? light_info
->glIndex
: prev_idx
));
2040 void wined3d_cs_emit_set_light_enable(struct wined3d_cs
*cs
, unsigned int idx
, BOOL enable
)
2042 struct wined3d_cs_set_light_enable
*op
;
2044 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2045 op
->opcode
= WINED3D_CS_OP_SET_LIGHT_ENABLE
;
2047 op
->enable
= enable
;
2049 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2052 static void wined3d_cs_exec_set_feature_level(struct wined3d_cs
*cs
, const void *data
)
2054 const struct wined3d_cs_set_feature_level
*op
= data
;
2056 cs
->state
.feature_level
= op
->level
;
2059 void wined3d_device_context_emit_set_feature_level(struct wined3d_device_context
*context
,
2060 enum wined3d_feature_level level
)
2062 struct wined3d_cs_set_feature_level
*op
;
2064 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2065 op
->opcode
= WINED3D_CS_OP_SET_FEATURE_LEVEL
;
2068 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
2077 wined3d_cs_push_constant_info
[] =
2079 /* WINED3D_PUSH_CONSTANTS_VS_F */
2080 {FIELD_OFFSET(struct wined3d_state
, vs_consts_f
), sizeof(struct wined3d_vec4
), WINED3D_SHADER_CONST_VS_F
},
2081 /* WINED3D_PUSH_CONSTANTS_PS_F */
2082 {FIELD_OFFSET(struct wined3d_state
, ps_consts_f
), sizeof(struct wined3d_vec4
), WINED3D_SHADER_CONST_PS_F
},
2083 /* WINED3D_PUSH_CONSTANTS_VS_I */
2084 {FIELD_OFFSET(struct wined3d_state
, vs_consts_i
), sizeof(struct wined3d_ivec4
), WINED3D_SHADER_CONST_VS_I
},
2085 /* WINED3D_PUSH_CONSTANTS_PS_I */
2086 {FIELD_OFFSET(struct wined3d_state
, ps_consts_i
), sizeof(struct wined3d_ivec4
), WINED3D_SHADER_CONST_PS_I
},
2087 /* WINED3D_PUSH_CONSTANTS_VS_B */
2088 {FIELD_OFFSET(struct wined3d_state
, vs_consts_b
), sizeof(BOOL
), WINED3D_SHADER_CONST_VS_B
},
2089 /* WINED3D_PUSH_CONSTANTS_PS_B */
2090 {FIELD_OFFSET(struct wined3d_state
, ps_consts_b
), sizeof(BOOL
), WINED3D_SHADER_CONST_PS_B
},
2093 static void wined3d_cs_st_push_constants(struct wined3d_device_context
*context
, enum wined3d_push_constants p
,
2094 unsigned int start_idx
, unsigned int count
, const void *constants
)
2096 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
2097 struct wined3d_device
*device
= cs
->c
.device
;
2098 unsigned int context_count
;
2102 if (p
== WINED3D_PUSH_CONSTANTS_VS_F
)
2103 device
->shader_backend
->shader_update_float_vertex_constants(device
, start_idx
, count
);
2104 else if (p
== WINED3D_PUSH_CONSTANTS_PS_F
)
2105 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_idx
, count
);
2107 offset
= wined3d_cs_push_constant_info
[p
].offset
+ start_idx
* wined3d_cs_push_constant_info
[p
].size
;
2108 memcpy((BYTE
*)&cs
->state
+ offset
, constants
, count
* wined3d_cs_push_constant_info
[p
].size
);
2109 for (i
= 0, context_count
= device
->context_count
; i
< context_count
; ++i
)
2111 device
->contexts
[i
]->constant_update_mask
|= wined3d_cs_push_constant_info
[p
].mask
;
2115 static void wined3d_cs_exec_push_constants(struct wined3d_cs
*cs
, const void *data
)
2117 const struct wined3d_cs_push_constants
*op
= data
;
2119 wined3d_cs_st_push_constants(&cs
->c
, op
->type
, op
->start_idx
, op
->count
, op
->constants
);
2122 static void wined3d_cs_mt_push_constants(struct wined3d_device_context
*context
, enum wined3d_push_constants p
,
2123 unsigned int start_idx
, unsigned int count
, const void *constants
)
2125 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
2126 struct wined3d_cs_push_constants
*op
;
2129 size
= count
* wined3d_cs_push_constant_info
[p
].size
;
2130 op
= wined3d_device_context_require_space(&cs
->c
, FIELD_OFFSET(struct wined3d_cs_push_constants
, constants
[size
]),
2131 WINED3D_CS_QUEUE_DEFAULT
);
2132 op
->opcode
= WINED3D_CS_OP_PUSH_CONSTANTS
;
2134 op
->start_idx
= start_idx
;
2136 memcpy(op
->constants
, constants
, size
);
2138 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2141 static void wined3d_cs_exec_reset_state(struct wined3d_cs
*cs
, const void *data
)
2143 state_cleanup(&cs
->state
);
2144 wined3d_state_reset(&cs
->state
, &cs
->c
.device
->adapter
->d3d_info
);
2147 void wined3d_cs_emit_reset_state(struct wined3d_cs
*cs
)
2149 struct wined3d_cs_reset_state
*op
;
2151 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2152 op
->opcode
= WINED3D_CS_OP_RESET_STATE
;
2154 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2157 static void wined3d_cs_exec_callback(struct wined3d_cs
*cs
, const void *data
)
2159 const struct wined3d_cs_callback
*op
= data
;
2161 op
->callback(op
->object
);
2164 static void wined3d_cs_emit_callback(struct wined3d_cs
*cs
, void (*callback
)(void *object
), void *object
)
2166 struct wined3d_cs_callback
*op
;
2168 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2169 op
->opcode
= WINED3D_CS_OP_CALLBACK
;
2170 op
->callback
= callback
;
2171 op
->object
= object
;
2173 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2176 void wined3d_cs_destroy_object(struct wined3d_cs
*cs
, void (*callback
)(void *object
), void *object
)
2178 wined3d_cs_emit_callback(cs
, callback
, object
);
2181 void wined3d_cs_init_object(struct wined3d_cs
*cs
, void (*callback
)(void *object
), void *object
)
2183 wined3d_cs_emit_callback(cs
, callback
, object
);
2186 static void wined3d_cs_exec_query_issue(struct wined3d_cs
*cs
, const void *data
)
2188 const struct wined3d_cs_query_issue
*op
= data
;
2189 struct wined3d_query
*query
= op
->query
;
2192 poll
= query
->query_ops
->query_issue(query
, op
->flags
);
2197 if (poll
&& list_empty(&query
->poll_list_entry
))
2199 if (query
->buffer_object
)
2200 InterlockedIncrement(&query
->counter_retrieved
);
2202 list_add_tail(&cs
->query_poll_list
, &query
->poll_list_entry
);
2206 /* This can happen if occlusion queries are restarted. This discards the
2207 * old result, since polling it could result in a GL error. */
2208 if ((op
->flags
& WINED3DISSUE_BEGIN
) && !poll
&& !list_empty(&query
->poll_list_entry
))
2210 list_remove(&query
->poll_list_entry
);
2211 list_init(&query
->poll_list_entry
);
2212 InterlockedIncrement(&query
->counter_retrieved
);
2216 /* This can happen when an occlusion query is ended without being started,
2217 * in which case we don't want to poll, but still have to counter-balance
2218 * the increment of the main counter.
2220 * This can also happen if an event query is re-issued before the first
2221 * fence was reached. In this case the query is already in the list and
2222 * the poll function will check the new fence. We have to counter-balance
2223 * the discarded increment. */
2224 if (op
->flags
& WINED3DISSUE_END
)
2225 InterlockedIncrement(&query
->counter_retrieved
);
2228 static void wined3d_cs_issue_query(struct wined3d_device_context
*context
,
2229 struct wined3d_query
*query
, unsigned int flags
)
2231 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
2232 struct wined3d_cs_query_issue
*op
;
2234 if (flags
& WINED3DISSUE_END
)
2235 ++query
->counter_main
;
2237 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2238 op
->opcode
= WINED3D_CS_OP_QUERY_ISSUE
;
2242 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
2243 cs
->queries_flushed
= FALSE
;
2245 if (flags
& WINED3DISSUE_BEGIN
)
2246 query
->state
= QUERY_BUILDING
;
2248 query
->state
= QUERY_SIGNALLED
;
2251 static void wined3d_cs_exec_preload_resource(struct wined3d_cs
*cs
, const void *data
)
2253 const struct wined3d_cs_preload_resource
*op
= data
;
2254 struct wined3d_resource
*resource
= op
->resource
;
2256 resource
->resource_ops
->resource_preload(resource
);
2257 wined3d_resource_release(resource
);
2260 void wined3d_cs_emit_preload_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
)
2262 struct wined3d_cs_preload_resource
*op
;
2264 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2265 op
->opcode
= WINED3D_CS_OP_PRELOAD_RESOURCE
;
2266 op
->resource
= resource
;
2268 wined3d_resource_acquire(resource
);
2270 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2273 static void wined3d_cs_exec_unload_resource(struct wined3d_cs
*cs
, const void *data
)
2275 const struct wined3d_cs_unload_resource
*op
= data
;
2276 struct wined3d_resource
*resource
= op
->resource
;
2278 resource
->resource_ops
->resource_unload(resource
);
2279 wined3d_resource_release(resource
);
2282 void wined3d_cs_emit_unload_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
)
2284 struct wined3d_cs_unload_resource
*op
;
2286 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2287 op
->opcode
= WINED3D_CS_OP_UNLOAD_RESOURCE
;
2288 op
->resource
= resource
;
2290 wined3d_resource_acquire(resource
);
2292 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2295 static void wined3d_cs_exec_map(struct wined3d_cs
*cs
, const void *data
)
2297 const struct wined3d_cs_map
*op
= data
;
2298 struct wined3d_resource
*resource
= op
->resource
;
2300 *op
->hr
= resource
->resource_ops
->resource_sub_resource_map(resource
,
2301 op
->sub_resource_idx
, op
->map_desc
, op
->box
, op
->flags
);
2304 static HRESULT
wined3d_cs_map(struct wined3d_device_context
*context
, struct wined3d_resource
*resource
,
2305 unsigned int sub_resource_idx
, struct wined3d_map_desc
*map_desc
, const struct wined3d_box
*box
,
2308 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
2309 struct wined3d_cs_map
*op
;
2312 /* Mapping resources from the worker thread isn't an issue by itself, but
2313 * increasing the map count would be visible to applications. */
2314 wined3d_not_from_cs(cs
);
2316 wined3d_resource_wait_idle(resource
);
2318 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_MAP
);
2319 op
->opcode
= WINED3D_CS_OP_MAP
;
2320 op
->resource
= resource
;
2321 op
->sub_resource_idx
= sub_resource_idx
;
2322 op
->map_desc
= map_desc
;
2327 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_MAP
);
2328 wined3d_cs_finish(cs
, WINED3D_CS_QUEUE_MAP
);
2333 static void wined3d_cs_exec_unmap(struct wined3d_cs
*cs
, const void *data
)
2335 const struct wined3d_cs_unmap
*op
= data
;
2336 struct wined3d_resource
*resource
= op
->resource
;
2338 *op
->hr
= resource
->resource_ops
->resource_sub_resource_unmap(resource
, op
->sub_resource_idx
);
2341 static HRESULT
wined3d_cs_unmap(struct wined3d_device_context
*context
, struct wined3d_resource
*resource
,
2342 unsigned int sub_resource_idx
)
2344 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
2345 struct wined3d_cs_unmap
*op
;
2348 wined3d_not_from_cs(cs
);
2350 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_MAP
);
2351 op
->opcode
= WINED3D_CS_OP_UNMAP
;
2352 op
->resource
= resource
;
2353 op
->sub_resource_idx
= sub_resource_idx
;
2356 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_MAP
);
2357 wined3d_cs_finish(cs
, WINED3D_CS_QUEUE_MAP
);
2362 static void wined3d_cs_exec_blt_sub_resource(struct wined3d_cs
*cs
, const void *data
)
2364 const struct wined3d_cs_blt_sub_resource
*op
= data
;
2366 if (op
->dst_resource
->type
== WINED3D_RTYPE_BUFFER
)
2368 wined3d_buffer_copy(buffer_from_resource(op
->dst_resource
), op
->dst_box
.left
,
2369 buffer_from_resource(op
->src_resource
), op
->src_box
.left
,
2370 op
->src_box
.right
- op
->src_box
.left
);
2372 else if (op
->dst_resource
->type
== WINED3D_RTYPE_TEXTURE_3D
)
2374 struct wined3d_texture
*src_texture
, *dst_texture
;
2375 unsigned int level
, update_w
, update_h
, update_d
;
2376 unsigned int row_pitch
, slice_pitch
;
2377 struct wined3d_context
*context
;
2378 struct wined3d_bo_address addr
;
2380 if (op
->flags
& ~WINED3D_BLT_RAW
)
2382 FIXME("Flags %#x not implemented for %s resources.\n",
2383 op
->flags
, debug_d3dresourcetype(op
->dst_resource
->type
));
2387 if (!(op
->flags
& WINED3D_BLT_RAW
) && op
->src_resource
->format
!= op
->dst_resource
->format
)
2389 FIXME("Format conversion not implemented for %s resources.\n",
2390 debug_d3dresourcetype(op
->dst_resource
->type
));
2394 update_w
= op
->dst_box
.right
- op
->dst_box
.left
;
2395 update_h
= op
->dst_box
.bottom
- op
->dst_box
.top
;
2396 update_d
= op
->dst_box
.back
- op
->dst_box
.front
;
2397 if (op
->src_box
.right
- op
->src_box
.left
!= update_w
2398 || op
->src_box
.bottom
- op
->src_box
.top
!= update_h
2399 || op
->src_box
.back
- op
->src_box
.front
!= update_d
)
2401 FIXME("Stretching not implemented for %s resources.\n",
2402 debug_d3dresourcetype(op
->dst_resource
->type
));
2406 dst_texture
= texture_from_resource(op
->dst_resource
);
2407 src_texture
= texture_from_resource(op
->src_resource
);
2409 context
= context_acquire(cs
->c
.device
, NULL
, 0);
2411 if (!wined3d_texture_load_location(src_texture
, op
->src_sub_resource_idx
,
2412 context
, src_texture
->resource
.map_binding
))
2414 ERR("Failed to load source sub-resource into %s.\n",
2415 wined3d_debug_location(src_texture
->resource
.map_binding
));
2416 context_release(context
);
2420 level
= op
->dst_sub_resource_idx
% dst_texture
->level_count
;
2421 if (update_w
== wined3d_texture_get_level_width(dst_texture
, level
)
2422 && update_h
== wined3d_texture_get_level_height(dst_texture
, level
)
2423 && update_d
== wined3d_texture_get_level_depth(dst_texture
, level
))
2425 wined3d_texture_prepare_location(dst_texture
, op
->dst_sub_resource_idx
,
2426 context
, WINED3D_LOCATION_TEXTURE_RGB
);
2428 else if (!wined3d_texture_load_location(dst_texture
, op
->dst_sub_resource_idx
,
2429 context
, WINED3D_LOCATION_TEXTURE_RGB
))
2431 ERR("Failed to load destination sub-resource.\n");
2432 context_release(context
);
2436 wined3d_texture_get_memory(src_texture
, op
->src_sub_resource_idx
, &addr
, src_texture
->resource
.map_binding
);
2437 wined3d_texture_get_pitch(src_texture
, op
->src_sub_resource_idx
% src_texture
->level_count
,
2438 &row_pitch
, &slice_pitch
);
2440 dst_texture
->texture_ops
->texture_upload_data(context
, wined3d_const_bo_address(&addr
),
2441 dst_texture
->resource
.format
, &op
->src_box
, row_pitch
, slice_pitch
, dst_texture
,
2442 op
->dst_sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
,
2443 op
->dst_box
.left
, op
->dst_box
.top
, op
->dst_box
.front
);
2444 wined3d_texture_validate_location(dst_texture
, op
->dst_sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
);
2445 wined3d_texture_invalidate_location(dst_texture
, op
->dst_sub_resource_idx
, ~WINED3D_LOCATION_TEXTURE_RGB
);
2447 context_release(context
);
2451 if (FAILED(texture2d_blt(texture_from_resource(op
->dst_resource
), op
->dst_sub_resource_idx
,
2452 &op
->dst_box
, texture_from_resource(op
->src_resource
), op
->src_sub_resource_idx
,
2453 &op
->src_box
, op
->flags
, &op
->fx
, op
->filter
)))
2454 FIXME("Blit failed.\n");
2458 if (op
->src_resource
)
2459 wined3d_resource_release(op
->src_resource
);
2460 wined3d_resource_release(op
->dst_resource
);
2463 void wined3d_device_context_emit_blt_sub_resource(struct wined3d_device_context
*context
,
2464 struct wined3d_resource
*dst_resource
, unsigned int dst_sub_resource_idx
, const struct wined3d_box
*dst_box
,
2465 struct wined3d_resource
*src_resource
, unsigned int src_sub_resource_idx
, const struct wined3d_box
*src_box
,
2466 unsigned int flags
, const struct wined3d_blt_fx
*fx
, enum wined3d_texture_filter_type filter
)
2468 struct wined3d_cs_blt_sub_resource
*op
;
2470 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2471 op
->opcode
= WINED3D_CS_OP_BLT_SUB_RESOURCE
;
2472 op
->dst_resource
= dst_resource
;
2473 op
->dst_sub_resource_idx
= dst_sub_resource_idx
;
2474 op
->dst_box
= *dst_box
;
2475 op
->src_resource
= src_resource
;
2476 op
->src_sub_resource_idx
= src_sub_resource_idx
;
2477 op
->src_box
= *src_box
;
2482 memset(&op
->fx
, 0, sizeof(op
->fx
));
2483 op
->filter
= filter
;
2485 wined3d_device_context_acquire_resource(context
, dst_resource
);
2487 wined3d_device_context_acquire_resource(context
, src_resource
);
2489 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
2490 if (flags
& WINED3D_BLT_SYNCHRONOUS
)
2491 wined3d_device_context_finish(context
, WINED3D_CS_QUEUE_DEFAULT
);
2494 static void wined3d_cs_exec_update_sub_resource(struct wined3d_cs
*cs
, const void *data
)
2496 const struct wined3d_cs_update_sub_resource
*op
= data
;
2497 struct wined3d_resource
*resource
= op
->resource
;
2498 const struct wined3d_box
*box
= &op
->box
;
2499 unsigned int width
, height
, depth
, level
;
2500 struct wined3d_const_bo_address addr
;
2501 struct wined3d_context
*context
;
2502 struct wined3d_texture
*texture
;
2503 struct wined3d_box src_box
;
2505 context
= context_acquire(cs
->c
.device
, NULL
, 0);
2507 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
2509 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
2511 if (!wined3d_buffer_load_location(buffer
, context
, WINED3D_LOCATION_BUFFER
))
2513 ERR("Failed to load buffer location.\n");
2517 wined3d_buffer_upload_data(buffer
, context
, box
, op
->data
.data
);
2518 wined3d_buffer_invalidate_location(buffer
, ~WINED3D_LOCATION_BUFFER
);
2522 texture
= wined3d_texture_from_resource(resource
);
2524 level
= op
->sub_resource_idx
% texture
->level_count
;
2525 width
= wined3d_texture_get_level_width(texture
, level
);
2526 height
= wined3d_texture_get_level_height(texture
, level
);
2527 depth
= wined3d_texture_get_level_depth(texture
, level
);
2529 addr
.buffer_object
= 0;
2530 addr
.addr
= op
->data
.data
;
2532 /* Only load the sub-resource for partial updates. */
2533 if (!box
->left
&& !box
->top
&& !box
->front
2534 && box
->right
== width
&& box
->bottom
== height
&& box
->back
== depth
)
2535 wined3d_texture_prepare_location(texture
, op
->sub_resource_idx
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
2537 wined3d_texture_load_location(texture
, op
->sub_resource_idx
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
2539 wined3d_box_set(&src_box
, 0, 0, box
->right
- box
->left
, box
->bottom
- box
->top
, 0, box
->back
- box
->front
);
2540 texture
->texture_ops
->texture_upload_data(context
, &addr
, texture
->resource
.format
, &src_box
,
2541 op
->data
.row_pitch
, op
->data
.slice_pitch
, texture
, op
->sub_resource_idx
,
2542 WINED3D_LOCATION_TEXTURE_RGB
, box
->left
, box
->top
, box
->front
);
2544 wined3d_texture_validate_location(texture
, op
->sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
);
2545 wined3d_texture_invalidate_location(texture
, op
->sub_resource_idx
, ~WINED3D_LOCATION_TEXTURE_RGB
);
2548 context_release(context
);
2550 wined3d_resource_release(resource
);
2553 static void wined3d_cs_update_sub_resource(struct wined3d_device_context
*context
,
2554 struct wined3d_resource
*resource
, unsigned int sub_resource_idx
, const struct wined3d_box
*box
,
2555 const void *data
, unsigned int row_pitch
, unsigned int slice_pitch
)
2557 struct wined3d_cs_update_sub_resource
*op
;
2559 wined3d_resource_wait_idle(resource
);
2561 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_MAP
);
2562 op
->opcode
= WINED3D_CS_OP_UPDATE_SUB_RESOURCE
;
2563 op
->resource
= resource
;
2564 op
->sub_resource_idx
= sub_resource_idx
;
2566 op
->data
.row_pitch
= row_pitch
;
2567 op
->data
.slice_pitch
= slice_pitch
;
2568 op
->data
.data
= data
;
2570 wined3d_device_context_acquire_resource(context
, resource
);
2572 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_MAP
);
2573 /* The data pointer may go away, so we need to wait until it is read.
2574 * Copying the data may be faster if it's small. */
2575 wined3d_device_context_finish(context
, WINED3D_CS_QUEUE_MAP
);
2578 static void wined3d_cs_exec_add_dirty_texture_region(struct wined3d_cs
*cs
, const void *data
)
2580 const struct wined3d_cs_add_dirty_texture_region
*op
= data
;
2581 struct wined3d_texture
*texture
= op
->texture
;
2582 unsigned int sub_resource_idx
, i
;
2583 struct wined3d_context
*context
;
2585 context
= context_acquire(cs
->c
.device
, NULL
, 0);
2586 sub_resource_idx
= op
->layer
* texture
->level_count
;
2587 for (i
= 0; i
< texture
->level_count
; ++i
, ++sub_resource_idx
)
2589 if (wined3d_texture_load_location(texture
, sub_resource_idx
, context
, texture
->resource
.map_binding
))
2590 wined3d_texture_invalidate_location(texture
, sub_resource_idx
, ~texture
->resource
.map_binding
);
2592 ERR("Failed to load location %s.\n", wined3d_debug_location(texture
->resource
.map_binding
));
2594 context_release(context
);
2596 wined3d_resource_release(&texture
->resource
);
2599 void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs
*cs
,
2600 struct wined3d_texture
*texture
, unsigned int layer
)
2602 struct wined3d_cs_add_dirty_texture_region
*op
;
2604 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2605 op
->opcode
= WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION
;
2606 op
->texture
= texture
;
2609 wined3d_resource_acquire(&texture
->resource
);
2611 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2614 static void wined3d_cs_exec_clear_unordered_access_view(struct wined3d_cs
*cs
, const void *data
)
2616 const struct wined3d_cs_clear_unordered_access_view
*op
= data
;
2617 struct wined3d_unordered_access_view
*view
= op
->view
;
2618 struct wined3d_context
*context
;
2620 context
= context_acquire(cs
->c
.device
, NULL
, 0);
2621 cs
->c
.device
->adapter
->adapter_ops
->adapter_clear_uav(context
, view
, &op
->clear_value
);
2622 context_release(context
);
2624 wined3d_resource_release(view
->resource
);
2627 void wined3d_device_context_emit_clear_uav_uint(struct wined3d_device_context
*context
,
2628 struct wined3d_unordered_access_view
*view
, const struct wined3d_uvec4
*clear_value
)
2630 struct wined3d_cs_clear_unordered_access_view
*op
;
2632 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2633 op
->opcode
= WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW
;
2635 op
->clear_value
= *clear_value
;
2637 wined3d_device_context_acquire_resource(context
, view
->resource
);
2639 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
2642 static void wined3d_cs_exec_copy_uav_counter(struct wined3d_cs
*cs
, const void *data
)
2644 const struct wined3d_cs_copy_uav_counter
*op
= data
;
2645 struct wined3d_unordered_access_view
*view
= op
->view
;
2646 struct wined3d_context
*context
;
2648 context
= context_acquire(cs
->c
.device
, NULL
, 0);
2649 wined3d_unordered_access_view_copy_counter(view
, op
->buffer
, op
->offset
, context
);
2650 context_release(context
);
2652 wined3d_resource_release(&op
->buffer
->resource
);
2655 void wined3d_device_context_emit_copy_uav_counter(struct wined3d_device_context
*context
,
2656 struct wined3d_buffer
*dst_buffer
, unsigned int offset
, struct wined3d_unordered_access_view
*uav
)
2658 struct wined3d_cs_copy_uav_counter
*op
;
2660 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2661 op
->opcode
= WINED3D_CS_OP_COPY_UAV_COUNTER
;
2662 op
->buffer
= dst_buffer
;
2663 op
->offset
= offset
;
2666 wined3d_device_context_acquire_resource(context
, &dst_buffer
->resource
);
2668 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
2671 static void wined3d_cs_exec_generate_mipmaps(struct wined3d_cs
*cs
, const void *data
)
2673 const struct wined3d_cs_generate_mipmaps
*op
= data
;
2674 struct wined3d_shader_resource_view
*view
= op
->view
;
2675 struct wined3d_context
*context
;
2677 context
= context_acquire(cs
->c
.device
, NULL
, 0);
2678 cs
->c
.device
->adapter
->adapter_ops
->adapter_generate_mipmap(context
, view
);
2679 context_release(context
);
2681 wined3d_resource_release(view
->resource
);
2684 void wined3d_device_context_emit_generate_mipmaps(struct wined3d_device_context
*context
,
2685 struct wined3d_shader_resource_view
*view
)
2687 struct wined3d_cs_generate_mipmaps
*op
;
2689 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2690 op
->opcode
= WINED3D_CS_OP_GENERATE_MIPMAPS
;
2693 wined3d_device_context_acquire_resource(context
, view
->resource
);
2695 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
2698 static void wined3d_cs_emit_stop(struct wined3d_cs
*cs
)
2700 struct wined3d_cs_stop
*op
;
2702 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2703 op
->opcode
= WINED3D_CS_OP_STOP
;
2705 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2706 wined3d_cs_finish(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2709 static void wined3d_cs_acquire_resource(struct wined3d_device_context
*context
, struct wined3d_resource
*resource
)
2711 wined3d_resource_acquire(resource
);
2714 static void (* const wined3d_cs_op_handlers
[])(struct wined3d_cs
*cs
, const void *data
) =
2716 /* WINED3D_CS_OP_NOP */ wined3d_cs_exec_nop
,
2717 /* WINED3D_CS_OP_PRESENT */ wined3d_cs_exec_present
,
2718 /* WINED3D_CS_OP_CLEAR */ wined3d_cs_exec_clear
,
2719 /* WINED3D_CS_OP_DISPATCH */ wined3d_cs_exec_dispatch
,
2720 /* WINED3D_CS_OP_DRAW */ wined3d_cs_exec_draw
,
2721 /* WINED3D_CS_OP_FLUSH */ wined3d_cs_exec_flush
,
2722 /* WINED3D_CS_OP_SET_PREDICATION */ wined3d_cs_exec_set_predication
,
2723 /* WINED3D_CS_OP_SET_VIEWPORTS */ wined3d_cs_exec_set_viewports
,
2724 /* WINED3D_CS_OP_SET_SCISSOR_RECTS */ wined3d_cs_exec_set_scissor_rects
,
2725 /* WINED3D_CS_OP_SET_RENDERTARGET_VIEW */ wined3d_cs_exec_set_rendertarget_view
,
2726 /* WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW */ wined3d_cs_exec_set_depth_stencil_view
,
2727 /* WINED3D_CS_OP_SET_VERTEX_DECLARATION */ wined3d_cs_exec_set_vertex_declaration
,
2728 /* WINED3D_CS_OP_SET_STREAM_SOURCE */ wined3d_cs_exec_set_stream_source
,
2729 /* WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ */ wined3d_cs_exec_set_stream_source_freq
,
2730 /* WINED3D_CS_OP_SET_STREAM_OUTPUT */ wined3d_cs_exec_set_stream_output
,
2731 /* WINED3D_CS_OP_SET_INDEX_BUFFER */ wined3d_cs_exec_set_index_buffer
,
2732 /* WINED3D_CS_OP_SET_CONSTANT_BUFFER */ wined3d_cs_exec_set_constant_buffer
,
2733 /* WINED3D_CS_OP_SET_TEXTURE */ wined3d_cs_exec_set_texture
,
2734 /* WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW */ wined3d_cs_exec_set_shader_resource_view
,
2735 /* WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW */ wined3d_cs_exec_set_unordered_access_view
,
2736 /* WINED3D_CS_OP_SET_SAMPLER */ wined3d_cs_exec_set_sampler
,
2737 /* WINED3D_CS_OP_SET_SHADER */ wined3d_cs_exec_set_shader
,
2738 /* WINED3D_CS_OP_SET_BLEND_STATE */ wined3d_cs_exec_set_blend_state
,
2739 /* WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE */ wined3d_cs_exec_set_depth_stencil_state
,
2740 /* WINED3D_CS_OP_SET_RASTERIZER_STATE */ wined3d_cs_exec_set_rasterizer_state
,
2741 /* WINED3D_CS_OP_SET_RENDER_STATE */ wined3d_cs_exec_set_render_state
,
2742 /* WINED3D_CS_OP_SET_TEXTURE_STATE */ wined3d_cs_exec_set_texture_state
,
2743 /* WINED3D_CS_OP_SET_SAMPLER_STATE */ wined3d_cs_exec_set_sampler_state
,
2744 /* WINED3D_CS_OP_SET_TRANSFORM */ wined3d_cs_exec_set_transform
,
2745 /* WINED3D_CS_OP_SET_CLIP_PLANE */ wined3d_cs_exec_set_clip_plane
,
2746 /* WINED3D_CS_OP_SET_COLOR_KEY */ wined3d_cs_exec_set_color_key
,
2747 /* WINED3D_CS_OP_SET_MATERIAL */ wined3d_cs_exec_set_material
,
2748 /* WINED3D_CS_OP_SET_LIGHT */ wined3d_cs_exec_set_light
,
2749 /* WINED3D_CS_OP_SET_LIGHT_ENABLE */ wined3d_cs_exec_set_light_enable
,
2750 /* WINED3D_CS_OP_SET_FEATURE_LEVEL */ wined3d_cs_exec_set_feature_level
,
2751 /* WINED3D_CS_OP_PUSH_CONSTANTS */ wined3d_cs_exec_push_constants
,
2752 /* WINED3D_CS_OP_RESET_STATE */ wined3d_cs_exec_reset_state
,
2753 /* WINED3D_CS_OP_CALLBACK */ wined3d_cs_exec_callback
,
2754 /* WINED3D_CS_OP_QUERY_ISSUE */ wined3d_cs_exec_query_issue
,
2755 /* WINED3D_CS_OP_PRELOAD_RESOURCE */ wined3d_cs_exec_preload_resource
,
2756 /* WINED3D_CS_OP_UNLOAD_RESOURCE */ wined3d_cs_exec_unload_resource
,
2757 /* WINED3D_CS_OP_MAP */ wined3d_cs_exec_map
,
2758 /* WINED3D_CS_OP_UNMAP */ wined3d_cs_exec_unmap
,
2759 /* WINED3D_CS_OP_BLT_SUB_RESOURCE */ wined3d_cs_exec_blt_sub_resource
,
2760 /* WINED3D_CS_OP_UPDATE_SUB_RESOURCE */ wined3d_cs_exec_update_sub_resource
,
2761 /* WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION */ wined3d_cs_exec_add_dirty_texture_region
,
2762 /* WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW */ wined3d_cs_exec_clear_unordered_access_view
,
2763 /* WINED3D_CS_OP_COPY_UAV_COUNTER */ wined3d_cs_exec_copy_uav_counter
,
2764 /* WINED3D_CS_OP_GENERATE_MIPMAPS */ wined3d_cs_exec_generate_mipmaps
,
2767 static void *wined3d_cs_st_require_space(struct wined3d_device_context
*context
,
2768 size_t size
, enum wined3d_cs_queue_id queue_id
)
2770 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
2772 if (size
> (cs
->data_size
- cs
->end
))
2777 new_size
= max(size
, cs
->data_size
* 2);
2779 new_data
= heap_realloc(cs
->data
, new_size
);
2781 new_data
= heap_alloc(new_size
);
2785 cs
->data_size
= new_size
;
2786 cs
->start
= cs
->end
= 0;
2787 cs
->data
= new_data
;
2792 return (BYTE
*)cs
->data
+ cs
->start
;
2795 static void wined3d_cs_st_submit(struct wined3d_device_context
*context
, enum wined3d_cs_queue_id queue_id
)
2797 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
2798 enum wined3d_cs_op opcode
;
2804 cs
->start
= cs
->end
;
2806 opcode
= *(const enum wined3d_cs_op
*)&data
[start
];
2807 if (opcode
>= WINED3D_CS_OP_STOP
)
2808 ERR("Invalid opcode %#x.\n", opcode
);
2810 wined3d_cs_op_handlers
[opcode
](cs
, &data
[start
]);
2812 if (cs
->data
== data
)
2813 cs
->start
= cs
->end
= start
;
2818 static void wined3d_cs_st_finish(struct wined3d_device_context
*context
, enum wined3d_cs_queue_id queue_id
)
2822 static const struct wined3d_device_context_ops wined3d_cs_st_ops
=
2824 wined3d_cs_st_require_space
,
2825 wined3d_cs_st_submit
,
2826 wined3d_cs_st_finish
,
2827 wined3d_cs_st_push_constants
,
2830 wined3d_cs_update_sub_resource
,
2831 wined3d_cs_issue_query
,
2833 wined3d_cs_acquire_resource
,
2836 static BOOL
wined3d_cs_queue_is_empty(const struct wined3d_cs
*cs
, const struct wined3d_cs_queue
*queue
)
2838 wined3d_from_cs(cs
);
2839 return *(volatile LONG
*)&queue
->head
== queue
->tail
;
2842 static void wined3d_cs_queue_submit(struct wined3d_cs_queue
*queue
, struct wined3d_cs
*cs
)
2844 struct wined3d_cs_packet
*packet
;
2847 packet
= (struct wined3d_cs_packet
*)&queue
->data
[queue
->head
];
2848 packet_size
= FIELD_OFFSET(struct wined3d_cs_packet
, data
[packet
->size
]);
2849 InterlockedExchange(&queue
->head
, (queue
->head
+ packet_size
) & (WINED3D_CS_QUEUE_SIZE
- 1));
2851 if (InterlockedCompareExchange(&cs
->waiting_for_event
, FALSE
, TRUE
))
2852 SetEvent(cs
->event
);
2855 static void wined3d_cs_mt_submit(struct wined3d_device_context
*context
, enum wined3d_cs_queue_id queue_id
)
2857 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
2859 if (cs
->thread_id
== GetCurrentThreadId())
2860 return wined3d_cs_st_submit(context
, queue_id
);
2862 wined3d_cs_queue_submit(&cs
->queue
[queue_id
], cs
);
2865 static void *wined3d_cs_queue_require_space(struct wined3d_cs_queue
*queue
, size_t size
, struct wined3d_cs
*cs
)
2867 size_t queue_size
= ARRAY_SIZE(queue
->data
);
2868 size_t header_size
, packet_size
, remaining
;
2869 struct wined3d_cs_packet
*packet
;
2871 header_size
= FIELD_OFFSET(struct wined3d_cs_packet
, data
[0]);
2872 packet_size
= FIELD_OFFSET(struct wined3d_cs_packet
, data
[size
]);
2873 packet_size
= (packet_size
+ header_size
- 1) & ~(header_size
- 1);
2874 size
= packet_size
- header_size
;
2875 if (packet_size
>= WINED3D_CS_QUEUE_SIZE
)
2877 ERR("Packet size %lu >= queue size %u.\n",
2878 (unsigned long)packet_size
, WINED3D_CS_QUEUE_SIZE
);
2882 remaining
= queue_size
- queue
->head
;
2883 if (remaining
< packet_size
)
2885 size_t nop_size
= remaining
- header_size
;
2886 struct wined3d_cs_nop
*nop
;
2888 TRACE("Inserting a nop for %lu + %lu bytes.\n",
2889 (unsigned long)header_size
, (unsigned long)nop_size
);
2891 nop
= wined3d_cs_queue_require_space(queue
, nop_size
, cs
);
2893 nop
->opcode
= WINED3D_CS_OP_NOP
;
2895 wined3d_cs_queue_submit(queue
, cs
);
2896 assert(!queue
->head
);
2901 LONG tail
= *(volatile LONG
*)&queue
->tail
;
2902 LONG head
= queue
->head
;
2908 new_pos
= (head
+ packet_size
) & (WINED3D_CS_QUEUE_SIZE
- 1);
2909 /* Head ahead of tail. We checked the remaining size above, so we only
2910 * need to make sure we don't make head equal to tail. */
2911 if (head
> tail
&& (new_pos
!= tail
))
2913 /* Tail ahead of head. Make sure the new head is before the tail as
2914 * well. Note that new_pos is 0 when it's at the end of the queue. */
2915 if (new_pos
< tail
&& new_pos
)
2918 TRACE("Waiting for free space. Head %u, tail %u, packet size %lu.\n",
2919 head
, tail
, (unsigned long)packet_size
);
2922 packet
= (struct wined3d_cs_packet
*)&queue
->data
[queue
->head
];
2923 packet
->size
= size
;
2924 return packet
->data
;
2927 static void *wined3d_cs_mt_require_space(struct wined3d_device_context
*context
,
2928 size_t size
, enum wined3d_cs_queue_id queue_id
)
2930 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
2932 if (cs
->thread_id
== GetCurrentThreadId())
2933 return wined3d_cs_st_require_space(context
, size
, queue_id
);
2935 return wined3d_cs_queue_require_space(&cs
->queue
[queue_id
], size
, cs
);
2938 static void wined3d_cs_mt_finish(struct wined3d_device_context
*context
, enum wined3d_cs_queue_id queue_id
)
2940 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
2942 if (cs
->thread_id
== GetCurrentThreadId())
2943 return wined3d_cs_st_finish(context
, queue_id
);
2945 while (cs
->queue
[queue_id
].head
!= *(volatile LONG
*)&cs
->queue
[queue_id
].tail
)
2949 static const struct wined3d_device_context_ops wined3d_cs_mt_ops
=
2951 wined3d_cs_mt_require_space
,
2952 wined3d_cs_mt_submit
,
2953 wined3d_cs_mt_finish
,
2954 wined3d_cs_mt_push_constants
,
2957 wined3d_cs_update_sub_resource
,
2958 wined3d_cs_issue_query
,
2960 wined3d_cs_acquire_resource
,
2963 static void poll_queries(struct wined3d_cs
*cs
)
2965 struct wined3d_query
*query
, *cursor
;
2967 LIST_FOR_EACH_ENTRY_SAFE(query
, cursor
, &cs
->query_poll_list
, struct wined3d_query
, poll_list_entry
)
2969 if (!query
->query_ops
->query_poll(query
, 0))
2972 list_remove(&query
->poll_list_entry
);
2973 list_init(&query
->poll_list_entry
);
2974 InterlockedIncrement(&query
->counter_retrieved
);
2978 static void wined3d_cs_wait_event(struct wined3d_cs
*cs
)
2980 InterlockedExchange(&cs
->waiting_for_event
, TRUE
);
2982 /* The main thread might have enqueued a command and blocked on it after
2983 * the CS thread decided to enter wined3d_cs_wait_event(), but before
2984 * "waiting_for_event" was set.
2986 * Likewise, we can race with the main thread when resetting
2987 * "waiting_for_event", in which case we would need to call
2988 * WaitForSingleObject() because the main thread called SetEvent(). */
2989 if (!(wined3d_cs_queue_is_empty(cs
, &cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
])
2990 && wined3d_cs_queue_is_empty(cs
, &cs
->queue
[WINED3D_CS_QUEUE_MAP
]))
2991 && InterlockedCompareExchange(&cs
->waiting_for_event
, FALSE
, TRUE
))
2994 WaitForSingleObject(cs
->event
, INFINITE
);
2997 static void wined3d_cs_command_lock(const struct wined3d_cs
*cs
)
2999 if (cs
->serialize_commands
)
3000 EnterCriticalSection(&wined3d_command_cs
);
3003 static void wined3d_cs_command_unlock(const struct wined3d_cs
*cs
)
3005 if (cs
->serialize_commands
)
3006 LeaveCriticalSection(&wined3d_command_cs
);
3009 static DWORD WINAPI
wined3d_cs_run(void *ctx
)
3011 struct wined3d_cs_packet
*packet
;
3012 struct wined3d_cs_queue
*queue
;
3013 unsigned int spin_count
= 0;
3014 struct wined3d_cs
*cs
= ctx
;
3015 enum wined3d_cs_op opcode
;
3016 HMODULE wined3d_module
;
3017 unsigned int poll
= 0;
3020 TRACE("Started.\n");
3022 /* Copy the module handle to a local variable to avoid racing with the
3023 * thread freeing "cs" before the FreeLibraryAndExitThread() call. */
3024 wined3d_module
= cs
->wined3d_module
;
3026 list_init(&cs
->query_poll_list
);
3027 cs
->thread_id
= GetCurrentThreadId();
3030 if (++poll
== WINED3D_CS_QUERY_POLL_INTERVAL
)
3032 wined3d_cs_command_lock(cs
);
3034 wined3d_cs_command_unlock(cs
);
3038 queue
= &cs
->queue
[WINED3D_CS_QUEUE_MAP
];
3039 if (wined3d_cs_queue_is_empty(cs
, queue
))
3041 queue
= &cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
];
3042 if (wined3d_cs_queue_is_empty(cs
, queue
))
3044 if (++spin_count
>= WINED3D_CS_SPIN_COUNT
&& list_empty(&cs
->query_poll_list
))
3045 wined3d_cs_wait_event(cs
);
3052 packet
= (struct wined3d_cs_packet
*)&queue
->data
[tail
];
3055 opcode
= *(const enum wined3d_cs_op
*)packet
->data
;
3057 TRACE("Executing %s.\n", debug_cs_op(opcode
));
3058 if (opcode
>= WINED3D_CS_OP_STOP
)
3060 if (opcode
> WINED3D_CS_OP_STOP
)
3061 ERR("Invalid opcode %#x.\n", opcode
);
3065 wined3d_cs_command_lock(cs
);
3066 wined3d_cs_op_handlers
[opcode
](cs
, packet
->data
);
3067 wined3d_cs_command_unlock(cs
);
3068 TRACE("%s executed.\n", debug_cs_op(opcode
));
3071 tail
+= FIELD_OFFSET(struct wined3d_cs_packet
, data
[packet
->size
]);
3072 tail
&= (WINED3D_CS_QUEUE_SIZE
- 1);
3073 InterlockedExchange(&queue
->tail
, tail
);
3076 cs
->queue
[WINED3D_CS_QUEUE_MAP
].tail
= cs
->queue
[WINED3D_CS_QUEUE_MAP
].head
;
3077 cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
].tail
= cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
].head
;
3078 TRACE("Stopped.\n");
3079 FreeLibraryAndExitThread(wined3d_module
, 0);
3082 struct wined3d_cs
*wined3d_cs_create(struct wined3d_device
*device
,
3083 const enum wined3d_feature_level
*levels
, unsigned int level_count
)
3085 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
3086 struct wined3d_cs
*cs
;
3088 if (!(cs
= heap_alloc_zero(sizeof(*cs
))))
3091 if (FAILED(wined3d_state_create(device
, levels
, level_count
, &cs
->c
.state
)))
3097 cs
->c
.ops
= &wined3d_cs_st_ops
;
3098 cs
->c
.device
= device
;
3099 cs
->serialize_commands
= TRACE_ON(d3d_sync
) || wined3d_settings
.cs_multithreaded
& WINED3D_CSMT_SERIALIZE
;
3101 state_init(&cs
->state
, d3d_info
, WINED3D_STATE_NO_REF
| WINED3D_STATE_INIT_DEFAULT
, cs
->c
.state
->feature_level
);
3103 cs
->data_size
= WINED3D_INITIAL_CS_SIZE
;
3104 if (!(cs
->data
= heap_alloc(cs
->data_size
)))
3107 if (wined3d_settings
.cs_multithreaded
& WINED3D_CSMT_ENABLE
3108 && !RtlIsCriticalSectionLockedByThread(NtCurrentTeb()->Peb
->LoaderLock
))
3110 cs
->c
.ops
= &wined3d_cs_mt_ops
;
3112 if (!(cs
->event
= CreateEventW(NULL
, FALSE
, FALSE
, NULL
)))
3114 ERR("Failed to create command stream event.\n");
3115 heap_free(cs
->data
);
3119 if (!(GetModuleHandleExW(GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS
,
3120 (const WCHAR
*)wined3d_cs_run
, &cs
->wined3d_module
)))
3122 ERR("Failed to get wined3d module handle.\n");
3123 CloseHandle(cs
->event
);
3124 heap_free(cs
->data
);
3128 if (!(cs
->thread
= CreateThread(NULL
, 0, wined3d_cs_run
, cs
, 0, NULL
)))
3130 ERR("Failed to create wined3d command stream thread.\n");
3131 FreeLibrary(cs
->wined3d_module
);
3132 CloseHandle(cs
->event
);
3133 heap_free(cs
->data
);
3141 wined3d_state_destroy(cs
->c
.state
);
3142 state_cleanup(&cs
->state
);
3147 void wined3d_cs_destroy(struct wined3d_cs
*cs
)
3151 wined3d_cs_emit_stop(cs
);
3152 CloseHandle(cs
->thread
);
3153 if (!CloseHandle(cs
->event
))
3154 ERR("Closing event failed.\n");
3157 wined3d_state_destroy(cs
->c
.state
);
3158 state_cleanup(&cs
->state
);
3159 heap_free(cs
->data
);