2 * Copyright 2013 Henri Verbeet for CodeWeavers
4 * This library is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU Lesser General Public
6 * License as published by the Free Software Foundation; either
7 * version 2.1 of the License, or (at your option) any later version.
9 * This library is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * Lesser General Public License for more details.
14 * You should have received a copy of the GNU Lesser General Public
15 * License along with this library; if not, write to the Free Software
16 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
20 #include "wine/port.h"
21 #include "wined3d_private.h"
23 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
25 #define WINED3D_INITIAL_CS_SIZE 4096
30 WINED3D_CS_OP_PRESENT
,
32 WINED3D_CS_OP_DISPATCH
,
35 WINED3D_CS_OP_SET_PREDICATION
,
36 WINED3D_CS_OP_SET_VIEWPORT
,
37 WINED3D_CS_OP_SET_SCISSOR_RECT
,
38 WINED3D_CS_OP_SET_RENDERTARGET_VIEW
,
39 WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW
,
40 WINED3D_CS_OP_SET_VERTEX_DECLARATION
,
41 WINED3D_CS_OP_SET_STREAM_SOURCE
,
42 WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ
,
43 WINED3D_CS_OP_SET_STREAM_OUTPUT
,
44 WINED3D_CS_OP_SET_INDEX_BUFFER
,
45 WINED3D_CS_OP_SET_CONSTANT_BUFFER
,
46 WINED3D_CS_OP_SET_TEXTURE
,
47 WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW
,
48 WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW
,
49 WINED3D_CS_OP_SET_SAMPLER
,
50 WINED3D_CS_OP_SET_SHADER
,
51 WINED3D_CS_OP_SET_BLEND_STATE
,
52 WINED3D_CS_OP_SET_RASTERIZER_STATE
,
53 WINED3D_CS_OP_SET_RENDER_STATE
,
54 WINED3D_CS_OP_SET_TEXTURE_STATE
,
55 WINED3D_CS_OP_SET_SAMPLER_STATE
,
56 WINED3D_CS_OP_SET_TRANSFORM
,
57 WINED3D_CS_OP_SET_CLIP_PLANE
,
58 WINED3D_CS_OP_SET_COLOR_KEY
,
59 WINED3D_CS_OP_SET_MATERIAL
,
60 WINED3D_CS_OP_SET_LIGHT
,
61 WINED3D_CS_OP_SET_LIGHT_ENABLE
,
62 WINED3D_CS_OP_PUSH_CONSTANTS
,
63 WINED3D_CS_OP_RESET_STATE
,
64 WINED3D_CS_OP_CALLBACK
,
65 WINED3D_CS_OP_QUERY_ISSUE
,
66 WINED3D_CS_OP_PRELOAD_RESOURCE
,
67 WINED3D_CS_OP_UNLOAD_RESOURCE
,
70 WINED3D_CS_OP_BLT_SUB_RESOURCE
,
71 WINED3D_CS_OP_UPDATE_SUB_RESOURCE
,
72 WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION
,
73 WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW
,
74 WINED3D_CS_OP_COPY_UAV_COUNTER
,
75 WINED3D_CS_OP_GENERATE_MIPMAPS
,
79 struct wined3d_cs_packet
87 enum wined3d_cs_op opcode
;
90 struct wined3d_cs_present
92 enum wined3d_cs_op opcode
;
93 HWND dst_window_override
;
94 struct wined3d_swapchain
*swapchain
;
100 struct wined3d_cs_clear
102 enum wined3d_cs_op opcode
;
104 unsigned int rt_count
;
105 struct wined3d_fb_state
*fb
;
107 struct wined3d_color color
;
110 unsigned int rect_count
;
114 struct wined3d_cs_dispatch
116 enum wined3d_cs_op opcode
;
117 struct wined3d_dispatch_parameters parameters
;
120 struct wined3d_cs_draw
122 enum wined3d_cs_op opcode
;
123 GLenum primitive_type
;
124 GLint patch_vertex_count
;
125 struct wined3d_draw_parameters parameters
;
128 struct wined3d_cs_flush
130 enum wined3d_cs_op opcode
;
133 struct wined3d_cs_set_predication
135 enum wined3d_cs_op opcode
;
136 struct wined3d_query
*predicate
;
140 struct wined3d_cs_set_viewport
142 enum wined3d_cs_op opcode
;
143 struct wined3d_viewport viewport
;
146 struct wined3d_cs_set_scissor_rect
148 enum wined3d_cs_op opcode
;
152 struct wined3d_cs_set_rendertarget_view
154 enum wined3d_cs_op opcode
;
155 unsigned int view_idx
;
156 struct wined3d_rendertarget_view
*view
;
159 struct wined3d_cs_set_depth_stencil_view
161 enum wined3d_cs_op opcode
;
162 struct wined3d_rendertarget_view
*view
;
165 struct wined3d_cs_set_vertex_declaration
167 enum wined3d_cs_op opcode
;
168 struct wined3d_vertex_declaration
*declaration
;
171 struct wined3d_cs_set_stream_source
173 enum wined3d_cs_op opcode
;
175 struct wined3d_buffer
*buffer
;
180 struct wined3d_cs_set_stream_source_freq
182 enum wined3d_cs_op opcode
;
188 struct wined3d_cs_set_stream_output
190 enum wined3d_cs_op opcode
;
192 struct wined3d_buffer
*buffer
;
196 struct wined3d_cs_set_index_buffer
198 enum wined3d_cs_op opcode
;
199 struct wined3d_buffer
*buffer
;
200 enum wined3d_format_id format_id
;
204 struct wined3d_cs_set_constant_buffer
206 enum wined3d_cs_op opcode
;
207 enum wined3d_shader_type type
;
209 struct wined3d_buffer
*buffer
;
212 struct wined3d_cs_set_texture
214 enum wined3d_cs_op opcode
;
216 struct wined3d_texture
*texture
;
219 struct wined3d_cs_set_color_key
221 enum wined3d_cs_op opcode
;
222 struct wined3d_texture
*texture
;
225 struct wined3d_color_key color_key
;
228 struct wined3d_cs_set_shader_resource_view
230 enum wined3d_cs_op opcode
;
231 enum wined3d_shader_type type
;
233 struct wined3d_shader_resource_view
*view
;
236 struct wined3d_cs_set_unordered_access_view
238 enum wined3d_cs_op opcode
;
239 enum wined3d_pipeline pipeline
;
240 unsigned int view_idx
;
241 struct wined3d_unordered_access_view
*view
;
242 unsigned int initial_count
;
245 struct wined3d_cs_set_sampler
247 enum wined3d_cs_op opcode
;
248 enum wined3d_shader_type type
;
250 struct wined3d_sampler
*sampler
;
253 struct wined3d_cs_set_shader
255 enum wined3d_cs_op opcode
;
256 enum wined3d_shader_type type
;
257 struct wined3d_shader
*shader
;
260 struct wined3d_cs_set_blend_state
262 enum wined3d_cs_op opcode
;
263 struct wined3d_blend_state
*state
;
266 struct wined3d_cs_set_rasterizer_state
268 enum wined3d_cs_op opcode
;
269 struct wined3d_rasterizer_state
*state
;
272 struct wined3d_cs_set_render_state
274 enum wined3d_cs_op opcode
;
275 enum wined3d_render_state state
;
279 struct wined3d_cs_set_texture_state
281 enum wined3d_cs_op opcode
;
283 enum wined3d_texture_stage_state state
;
287 struct wined3d_cs_set_sampler_state
289 enum wined3d_cs_op opcode
;
291 enum wined3d_sampler_state state
;
295 struct wined3d_cs_set_transform
297 enum wined3d_cs_op opcode
;
298 enum wined3d_transform_state state
;
299 struct wined3d_matrix matrix
;
302 struct wined3d_cs_set_clip_plane
304 enum wined3d_cs_op opcode
;
306 struct wined3d_vec4 plane
;
309 struct wined3d_cs_set_material
311 enum wined3d_cs_op opcode
;
312 struct wined3d_material material
;
315 struct wined3d_cs_set_light
317 enum wined3d_cs_op opcode
;
318 struct wined3d_light_info light
;
321 struct wined3d_cs_set_light_enable
323 enum wined3d_cs_op opcode
;
328 struct wined3d_cs_push_constants
330 enum wined3d_cs_op opcode
;
331 enum wined3d_push_constants type
;
332 unsigned int start_idx
;
337 struct wined3d_cs_reset_state
339 enum wined3d_cs_op opcode
;
342 struct wined3d_cs_callback
344 enum wined3d_cs_op opcode
;
345 void (*callback
)(void *object
);
349 struct wined3d_cs_query_issue
351 enum wined3d_cs_op opcode
;
352 struct wined3d_query
*query
;
356 struct wined3d_cs_preload_resource
358 enum wined3d_cs_op opcode
;
359 struct wined3d_resource
*resource
;
362 struct wined3d_cs_unload_resource
364 enum wined3d_cs_op opcode
;
365 struct wined3d_resource
*resource
;
368 struct wined3d_cs_map
370 enum wined3d_cs_op opcode
;
371 struct wined3d_resource
*resource
;
372 unsigned int sub_resource_idx
;
373 struct wined3d_map_desc
*map_desc
;
374 const struct wined3d_box
*box
;
379 struct wined3d_cs_unmap
381 enum wined3d_cs_op opcode
;
382 struct wined3d_resource
*resource
;
383 unsigned int sub_resource_idx
;
387 struct wined3d_cs_blt_sub_resource
389 enum wined3d_cs_op opcode
;
390 struct wined3d_resource
*dst_resource
;
391 unsigned int dst_sub_resource_idx
;
392 struct wined3d_box dst_box
;
393 struct wined3d_resource
*src_resource
;
394 unsigned int src_sub_resource_idx
;
395 struct wined3d_box src_box
;
397 struct wined3d_blt_fx fx
;
398 enum wined3d_texture_filter_type filter
;
401 struct wined3d_cs_update_sub_resource
403 enum wined3d_cs_op opcode
;
404 struct wined3d_resource
*resource
;
405 unsigned int sub_resource_idx
;
406 struct wined3d_box box
;
407 struct wined3d_sub_resource_data data
;
410 struct wined3d_cs_add_dirty_texture_region
412 enum wined3d_cs_op opcode
;
413 struct wined3d_texture
*texture
;
417 struct wined3d_cs_clear_unordered_access_view
419 enum wined3d_cs_op opcode
;
420 struct wined3d_unordered_access_view
*view
;
421 struct wined3d_uvec4 clear_value
;
424 struct wined3d_cs_copy_uav_counter
426 enum wined3d_cs_op opcode
;
427 struct wined3d_buffer
*buffer
;
429 struct wined3d_unordered_access_view
*view
;
432 struct wined3d_cs_generate_mipmaps
434 enum wined3d_cs_op opcode
;
435 struct wined3d_shader_resource_view
*view
;
438 struct wined3d_cs_stop
440 enum wined3d_cs_op opcode
;
443 static void wined3d_cs_exec_nop(struct wined3d_cs
*cs
, const void *data
)
447 static void wined3d_cs_exec_present(struct wined3d_cs
*cs
, const void *data
)
449 const struct wined3d_cs_present
*op
= data
;
450 struct wined3d_swapchain
*swapchain
;
453 swapchain
= op
->swapchain
;
454 wined3d_swapchain_set_window(swapchain
, op
->dst_window_override
);
456 swapchain
->swapchain_ops
->swapchain_present(swapchain
, &op
->src_rect
, &op
->dst_rect
, op
->flags
);
458 wined3d_resource_release(&swapchain
->front_buffer
->resource
);
459 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
461 wined3d_resource_release(&swapchain
->back_buffers
[i
]->resource
);
464 InterlockedDecrement(&cs
->pending_presents
);
467 void wined3d_cs_emit_present(struct wined3d_cs
*cs
, struct wined3d_swapchain
*swapchain
,
468 const RECT
*src_rect
, const RECT
*dst_rect
, HWND dst_window_override
, DWORD flags
)
470 struct wined3d_cs_present
*op
;
474 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
475 op
->opcode
= WINED3D_CS_OP_PRESENT
;
476 op
->dst_window_override
= dst_window_override
;
477 op
->swapchain
= swapchain
;
478 op
->src_rect
= *src_rect
;
479 op
->dst_rect
= *dst_rect
;
482 pending
= InterlockedIncrement(&cs
->pending_presents
);
484 wined3d_resource_acquire(&swapchain
->front_buffer
->resource
);
485 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
487 wined3d_resource_acquire(&swapchain
->back_buffers
[i
]->resource
);
490 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
492 /* Limit input latency by limiting the number of presents that we can get
493 * ahead of the worker thread. We have a constant limit here, but
494 * IDXGIDevice1 allows tuning this. */
498 pending
= InterlockedCompareExchange(&cs
->pending_presents
, 0, 0);
502 static void wined3d_cs_exec_clear(struct wined3d_cs
*cs
, const void *data
)
504 const struct wined3d_cs_clear
*op
= data
;
505 struct wined3d_device
*device
;
509 device
->blitter
->ops
->blitter_clear(device
->blitter
, device
, op
->rt_count
, op
->fb
,
510 op
->rect_count
, op
->rects
, &op
->draw_rect
, op
->flags
, &op
->color
, op
->depth
, op
->stencil
);
512 if (op
->flags
& WINED3DCLEAR_TARGET
)
514 for (i
= 0; i
< op
->rt_count
; ++i
)
516 if (op
->fb
->render_targets
[i
])
517 wined3d_resource_release(op
->fb
->render_targets
[i
]->resource
);
520 if (op
->flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
521 wined3d_resource_release(op
->fb
->depth_stencil
->resource
);
524 void wined3d_cs_emit_clear(struct wined3d_cs
*cs
, DWORD rect_count
, const RECT
*rects
,
525 DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
527 unsigned int rt_count
= cs
->device
->adapter
->gl_info
.limits
.buffers
;
528 const struct wined3d_state
*state
= &cs
->device
->state
;
529 const struct wined3d_viewport
*vp
= &state
->viewport
;
530 struct wined3d_cs_clear
*op
;
533 op
= cs
->ops
->require_space(cs
, FIELD_OFFSET(struct wined3d_cs_clear
, rects
[rect_count
]),
534 WINED3D_CS_QUEUE_DEFAULT
);
535 op
->opcode
= WINED3D_CS_OP_CLEAR
;
537 op
->rt_count
= rt_count
;
539 SetRect(&op
->draw_rect
, vp
->x
, vp
->y
, vp
->x
+ vp
->width
, vp
->y
+ vp
->height
);
540 if (state
->render_states
[WINED3D_RS_SCISSORTESTENABLE
])
541 IntersectRect(&op
->draw_rect
, &op
->draw_rect
, &state
->scissor_rect
);
544 op
->stencil
= stencil
;
545 op
->rect_count
= rect_count
;
546 memcpy(op
->rects
, rects
, sizeof(*rects
) * rect_count
);
548 if (flags
& WINED3DCLEAR_TARGET
)
550 for (i
= 0; i
< rt_count
; ++i
)
552 if (state
->fb
->render_targets
[i
])
553 wined3d_resource_acquire(state
->fb
->render_targets
[i
]->resource
);
556 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
557 wined3d_resource_acquire(state
->fb
->depth_stencil
->resource
);
559 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
562 void wined3d_cs_emit_clear_rendertarget_view(struct wined3d_cs
*cs
, struct wined3d_rendertarget_view
*view
,
563 const RECT
*rect
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
565 struct wined3d_cs_clear
*op
;
568 struct wined3d_rendertarget_view
*rt
;
569 struct wined3d_fb_state fb
;
572 op
= cs
->ops
->require_space(cs
, FIELD_OFFSET(struct wined3d_cs_clear
, rects
[1]) + sizeof(*extra
),
573 WINED3D_CS_QUEUE_DEFAULT
);
574 extra
= (void *)&op
->rects
[1];
575 extra
->fb
.render_targets
= &extra
->rt
;
578 op
->opcode
= WINED3D_CS_OP_CLEAR
;
580 if (flags
& WINED3DCLEAR_TARGET
)
583 op
->fb
->render_targets
[0] = view
;
584 op
->fb
->depth_stencil
= NULL
;
590 op
->fb
->render_targets
[0] = NULL
;
591 op
->fb
->depth_stencil
= view
;
593 op
->stencil
= stencil
;
595 SetRect(&op
->draw_rect
, 0, 0, view
->width
, view
->height
);
597 op
->rects
[0] = *rect
;
599 wined3d_resource_acquire(view
->resource
);
601 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
604 static void acquire_shader_resources(const struct wined3d_state
*state
, unsigned int shader_mask
)
606 struct wined3d_shader_sampler_map_entry
*entry
;
607 struct wined3d_shader_resource_view
*view
;
608 struct wined3d_shader
*shader
;
611 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
613 if (!(shader_mask
& (1u << i
)))
616 if (!(shader
= state
->shader
[i
]))
619 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
622 wined3d_resource_acquire(&state
->cb
[i
][j
]->resource
);
625 for (j
= 0; j
< shader
->reg_maps
.sampler_map
.count
; ++j
)
627 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
629 if (!(view
= state
->shader_resource_view
[i
][entry
->resource_idx
]))
632 wined3d_resource_acquire(view
->resource
);
637 static void release_shader_resources(const struct wined3d_state
*state
, unsigned int shader_mask
)
639 struct wined3d_shader_sampler_map_entry
*entry
;
640 struct wined3d_shader_resource_view
*view
;
641 struct wined3d_shader
*shader
;
644 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
646 if (!(shader_mask
& (1u << i
)))
649 if (!(shader
= state
->shader
[i
]))
652 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
655 wined3d_resource_release(&state
->cb
[i
][j
]->resource
);
658 for (j
= 0; j
< shader
->reg_maps
.sampler_map
.count
; ++j
)
660 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
662 if (!(view
= state
->shader_resource_view
[i
][entry
->resource_idx
]))
665 wined3d_resource_release(view
->resource
);
670 static void acquire_unordered_access_resources(const struct wined3d_shader
*shader
,
671 struct wined3d_unordered_access_view
* const *views
)
678 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
680 if (!shader
->reg_maps
.uav_resource_info
[i
].type
)
686 wined3d_resource_acquire(views
[i
]->resource
);
690 static void release_unordered_access_resources(const struct wined3d_shader
*shader
,
691 struct wined3d_unordered_access_view
* const *views
)
698 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
700 if (!shader
->reg_maps
.uav_resource_info
[i
].type
)
706 wined3d_resource_release(views
[i
]->resource
);
710 static void wined3d_cs_exec_dispatch(struct wined3d_cs
*cs
, const void *data
)
712 const struct wined3d_cs_dispatch
*op
= data
;
713 struct wined3d_state
*state
= &cs
->state
;
715 dispatch_compute(cs
->device
, state
, &op
->parameters
);
717 if (op
->parameters
.indirect
)
718 wined3d_resource_release(&op
->parameters
.u
.indirect
.buffer
->resource
);
720 release_shader_resources(state
, 1u << WINED3D_SHADER_TYPE_COMPUTE
);
721 release_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
722 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
725 static void acquire_compute_pipeline_resources(const struct wined3d_state
*state
)
727 acquire_shader_resources(state
, 1u << WINED3D_SHADER_TYPE_COMPUTE
);
728 acquire_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
729 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
732 void wined3d_cs_emit_dispatch(struct wined3d_cs
*cs
,
733 unsigned int group_count_x
, unsigned int group_count_y
, unsigned int group_count_z
)
735 const struct wined3d_state
*state
= &cs
->device
->state
;
736 struct wined3d_cs_dispatch
*op
;
738 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
739 op
->opcode
= WINED3D_CS_OP_DISPATCH
;
740 op
->parameters
.indirect
= FALSE
;
741 op
->parameters
.u
.direct
.group_count_x
= group_count_x
;
742 op
->parameters
.u
.direct
.group_count_y
= group_count_y
;
743 op
->parameters
.u
.direct
.group_count_z
= group_count_z
;
745 acquire_compute_pipeline_resources(state
);
747 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
750 void wined3d_cs_emit_dispatch_indirect(struct wined3d_cs
*cs
,
751 struct wined3d_buffer
*buffer
, unsigned int offset
)
753 const struct wined3d_state
*state
= &cs
->device
->state
;
754 struct wined3d_cs_dispatch
*op
;
756 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
757 op
->opcode
= WINED3D_CS_OP_DISPATCH
;
758 op
->parameters
.indirect
= TRUE
;
759 op
->parameters
.u
.indirect
.buffer
= buffer
;
760 op
->parameters
.u
.indirect
.offset
= offset
;
762 acquire_compute_pipeline_resources(state
);
763 wined3d_resource_acquire(&buffer
->resource
);
765 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
768 static void wined3d_cs_exec_draw(struct wined3d_cs
*cs
, const void *data
)
770 const struct wined3d_gl_info
*gl_info
= &cs
->device
->adapter
->gl_info
;
771 struct wined3d_state
*state
= &cs
->state
;
772 const struct wined3d_cs_draw
*op
= data
;
773 int load_base_vertex_idx
;
776 /* ARB_draw_indirect always supports a base vertex offset. */
777 if (!op
->parameters
.indirect
&& !gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
])
778 load_base_vertex_idx
= op
->parameters
.u
.direct
.base_vertex_idx
;
780 load_base_vertex_idx
= 0;
782 if (state
->load_base_vertex_index
!= load_base_vertex_idx
)
784 state
->load_base_vertex_index
= load_base_vertex_idx
;
785 device_invalidate_state(cs
->device
, STATE_BASEVERTEXINDEX
);
788 if (state
->gl_primitive_type
!= op
->primitive_type
)
790 if (state
->gl_primitive_type
== GL_POINTS
|| op
->primitive_type
== GL_POINTS
)
791 device_invalidate_state(cs
->device
, STATE_POINT_ENABLE
);
792 state
->gl_primitive_type
= op
->primitive_type
;
794 state
->gl_patch_vertices
= op
->patch_vertex_count
;
796 draw_primitive(cs
->device
, state
, &op
->parameters
);
798 if (op
->parameters
.indirect
)
800 struct wined3d_buffer
*buffer
= op
->parameters
.u
.indirect
.buffer
;
801 wined3d_resource_release(&buffer
->resource
);
804 if (op
->parameters
.indexed
)
805 wined3d_resource_release(&state
->index_buffer
->resource
);
806 for (i
= 0; i
< ARRAY_SIZE(state
->streams
); ++i
)
808 if (state
->streams
[i
].buffer
)
809 wined3d_resource_release(&state
->streams
[i
].buffer
->resource
);
811 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
813 if (state
->stream_output
[i
].buffer
)
814 wined3d_resource_release(&state
->stream_output
[i
].buffer
->resource
);
816 for (i
= 0; i
< ARRAY_SIZE(state
->textures
); ++i
)
818 if (state
->textures
[i
])
819 wined3d_resource_release(&state
->textures
[i
]->resource
);
821 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
823 if (state
->fb
->render_targets
[i
])
824 wined3d_resource_release(state
->fb
->render_targets
[i
]->resource
);
826 if (state
->fb
->depth_stencil
)
827 wined3d_resource_release(state
->fb
->depth_stencil
->resource
);
828 release_shader_resources(state
, ~(1u << WINED3D_SHADER_TYPE_COMPUTE
));
829 release_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
830 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
833 static void acquire_graphics_pipeline_resources(const struct wined3d_state
*state
,
834 BOOL indexed
, const struct wined3d_gl_info
*gl_info
)
839 wined3d_resource_acquire(&state
->index_buffer
->resource
);
840 for (i
= 0; i
< ARRAY_SIZE(state
->streams
); ++i
)
842 if (state
->streams
[i
].buffer
)
843 wined3d_resource_acquire(&state
->streams
[i
].buffer
->resource
);
845 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
847 if (state
->stream_output
[i
].buffer
)
848 wined3d_resource_acquire(&state
->stream_output
[i
].buffer
->resource
);
850 for (i
= 0; i
< ARRAY_SIZE(state
->textures
); ++i
)
852 if (state
->textures
[i
])
853 wined3d_resource_acquire(&state
->textures
[i
]->resource
);
855 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
857 if (state
->fb
->render_targets
[i
])
858 wined3d_resource_acquire(state
->fb
->render_targets
[i
]->resource
);
860 if (state
->fb
->depth_stencil
)
861 wined3d_resource_acquire(state
->fb
->depth_stencil
->resource
);
862 acquire_shader_resources(state
, ~(1u << WINED3D_SHADER_TYPE_COMPUTE
));
863 acquire_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
864 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
867 void wined3d_cs_emit_draw(struct wined3d_cs
*cs
, GLenum primitive_type
, unsigned int patch_vertex_count
,
868 int base_vertex_idx
, unsigned int start_idx
, unsigned int index_count
,
869 unsigned int start_instance
, unsigned int instance_count
, BOOL indexed
)
871 const struct wined3d_gl_info
*gl_info
= &cs
->device
->adapter
->gl_info
;
872 const struct wined3d_state
*state
= &cs
->device
->state
;
873 struct wined3d_cs_draw
*op
;
875 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
876 op
->opcode
= WINED3D_CS_OP_DRAW
;
877 op
->primitive_type
= primitive_type
;
878 op
->patch_vertex_count
= patch_vertex_count
;
879 op
->parameters
.indirect
= FALSE
;
880 op
->parameters
.u
.direct
.base_vertex_idx
= base_vertex_idx
;
881 op
->parameters
.u
.direct
.start_idx
= start_idx
;
882 op
->parameters
.u
.direct
.index_count
= index_count
;
883 op
->parameters
.u
.direct
.start_instance
= start_instance
;
884 op
->parameters
.u
.direct
.instance_count
= instance_count
;
885 op
->parameters
.indexed
= indexed
;
887 acquire_graphics_pipeline_resources(state
, indexed
, gl_info
);
889 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
892 void wined3d_cs_emit_draw_indirect(struct wined3d_cs
*cs
, GLenum primitive_type
, unsigned int patch_vertex_count
,
893 struct wined3d_buffer
*buffer
, unsigned int offset
, BOOL indexed
)
895 const struct wined3d_gl_info
*gl_info
= &cs
->device
->adapter
->gl_info
;
896 const struct wined3d_state
*state
= &cs
->device
->state
;
897 struct wined3d_cs_draw
*op
;
899 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
900 op
->opcode
= WINED3D_CS_OP_DRAW
;
901 op
->primitive_type
= primitive_type
;
902 op
->patch_vertex_count
= patch_vertex_count
;
903 op
->parameters
.indirect
= TRUE
;
904 op
->parameters
.u
.indirect
.buffer
= buffer
;
905 op
->parameters
.u
.indirect
.offset
= offset
;
906 op
->parameters
.indexed
= indexed
;
908 acquire_graphics_pipeline_resources(state
, indexed
, gl_info
);
909 wined3d_resource_acquire(&buffer
->resource
);
911 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
914 static void wined3d_cs_exec_flush(struct wined3d_cs
*cs
, const void *data
)
916 struct wined3d_context
*context
;
918 context
= context_acquire(cs
->device
, NULL
, 0);
920 context
->gl_info
->gl_ops
.gl
.p_glFlush();
921 context_release(context
);
924 void wined3d_cs_emit_flush(struct wined3d_cs
*cs
)
926 struct wined3d_cs_flush
*op
;
928 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
929 op
->opcode
= WINED3D_CS_OP_FLUSH
;
931 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
932 cs
->queries_flushed
= TRUE
;
935 static void wined3d_cs_exec_set_predication(struct wined3d_cs
*cs
, const void *data
)
937 const struct wined3d_cs_set_predication
*op
= data
;
939 cs
->state
.predicate
= op
->predicate
;
940 cs
->state
.predicate_value
= op
->value
;
943 void wined3d_cs_emit_set_predication(struct wined3d_cs
*cs
, struct wined3d_query
*predicate
, BOOL value
)
945 struct wined3d_cs_set_predication
*op
;
947 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
948 op
->opcode
= WINED3D_CS_OP_SET_PREDICATION
;
949 op
->predicate
= predicate
;
952 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
955 static void wined3d_cs_exec_set_viewport(struct wined3d_cs
*cs
, const void *data
)
957 const struct wined3d_cs_set_viewport
*op
= data
;
959 cs
->state
.viewport
= op
->viewport
;
960 device_invalidate_state(cs
->device
, STATE_VIEWPORT
);
963 void wined3d_cs_emit_set_viewport(struct wined3d_cs
*cs
, const struct wined3d_viewport
*viewport
)
965 struct wined3d_cs_set_viewport
*op
;
967 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
968 op
->opcode
= WINED3D_CS_OP_SET_VIEWPORT
;
969 op
->viewport
= *viewport
;
971 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
974 static void wined3d_cs_exec_set_scissor_rect(struct wined3d_cs
*cs
, const void *data
)
976 const struct wined3d_cs_set_scissor_rect
*op
= data
;
978 cs
->state
.scissor_rect
= op
->rect
;
979 device_invalidate_state(cs
->device
, STATE_SCISSORRECT
);
982 void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs
*cs
, const RECT
*rect
)
984 struct wined3d_cs_set_scissor_rect
*op
;
986 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
987 op
->opcode
= WINED3D_CS_OP_SET_SCISSOR_RECT
;
990 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
993 static void wined3d_cs_exec_set_rendertarget_view(struct wined3d_cs
*cs
, const void *data
)
995 const struct wined3d_cs_set_rendertarget_view
*op
= data
;
997 cs
->state
.fb
->render_targets
[op
->view_idx
] = op
->view
;
998 device_invalidate_state(cs
->device
, STATE_FRAMEBUFFER
);
1001 void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs
*cs
, unsigned int view_idx
,
1002 struct wined3d_rendertarget_view
*view
)
1004 struct wined3d_cs_set_rendertarget_view
*op
;
1006 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1007 op
->opcode
= WINED3D_CS_OP_SET_RENDERTARGET_VIEW
;
1008 op
->view_idx
= view_idx
;
1011 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1014 static void wined3d_cs_exec_set_depth_stencil_view(struct wined3d_cs
*cs
, const void *data
)
1016 const struct wined3d_cs_set_depth_stencil_view
*op
= data
;
1017 struct wined3d_device
*device
= cs
->device
;
1018 struct wined3d_rendertarget_view
*prev
;
1020 if ((prev
= cs
->state
.fb
->depth_stencil
))
1022 struct wined3d_surface
*prev_surface
= wined3d_rendertarget_view_get_surface(prev
);
1024 if (prev_surface
&& (device
->swapchains
[0]->desc
.flags
& WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL
1025 || prev_surface
->container
->flags
& WINED3D_TEXTURE_DISCARD
))
1027 wined3d_texture_validate_location(prev_surface
->container
,
1028 prev
->sub_resource_idx
, WINED3D_LOCATION_DISCARDED
);
1032 cs
->fb
.depth_stencil
= op
->view
;
1034 if (!prev
!= !op
->view
)
1036 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
1037 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_ZENABLE
));
1038 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_STENCILENABLE
));
1039 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
1040 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
));
1042 else if (prev
&& prev
->format
->depth_bias_scale
!= op
->view
->format
->depth_bias_scale
)
1044 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
));
1047 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
1050 void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs
*cs
, struct wined3d_rendertarget_view
*view
)
1052 struct wined3d_cs_set_depth_stencil_view
*op
;
1054 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1055 op
->opcode
= WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW
;
1058 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1061 static void wined3d_cs_exec_set_vertex_declaration(struct wined3d_cs
*cs
, const void *data
)
1063 const struct wined3d_cs_set_vertex_declaration
*op
= data
;
1065 cs
->state
.vertex_declaration
= op
->declaration
;
1066 device_invalidate_state(cs
->device
, STATE_VDECL
);
1069 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs
*cs
, struct wined3d_vertex_declaration
*declaration
)
1071 struct wined3d_cs_set_vertex_declaration
*op
;
1073 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1074 op
->opcode
= WINED3D_CS_OP_SET_VERTEX_DECLARATION
;
1075 op
->declaration
= declaration
;
1077 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1080 static void wined3d_cs_exec_set_stream_source(struct wined3d_cs
*cs
, const void *data
)
1082 const struct wined3d_cs_set_stream_source
*op
= data
;
1083 struct wined3d_stream_state
*stream
;
1084 struct wined3d_buffer
*prev
;
1086 stream
= &cs
->state
.streams
[op
->stream_idx
];
1087 prev
= stream
->buffer
;
1088 stream
->buffer
= op
->buffer
;
1089 stream
->offset
= op
->offset
;
1090 stream
->stride
= op
->stride
;
1093 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1095 InterlockedDecrement(&prev
->resource
.bind_count
);
1097 device_invalidate_state(cs
->device
, STATE_STREAMSRC
);
1100 void wined3d_cs_emit_set_stream_source(struct wined3d_cs
*cs
, UINT stream_idx
,
1101 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1103 struct wined3d_cs_set_stream_source
*op
;
1105 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1106 op
->opcode
= WINED3D_CS_OP_SET_STREAM_SOURCE
;
1107 op
->stream_idx
= stream_idx
;
1108 op
->buffer
= buffer
;
1109 op
->offset
= offset
;
1110 op
->stride
= stride
;
1112 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1115 static void wined3d_cs_exec_set_stream_source_freq(struct wined3d_cs
*cs
, const void *data
)
1117 const struct wined3d_cs_set_stream_source_freq
*op
= data
;
1118 struct wined3d_stream_state
*stream
;
1120 stream
= &cs
->state
.streams
[op
->stream_idx
];
1121 stream
->frequency
= op
->frequency
;
1122 stream
->flags
= op
->flags
;
1124 device_invalidate_state(cs
->device
, STATE_STREAMSRC
);
1127 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs
*cs
, UINT stream_idx
, UINT frequency
, UINT flags
)
1129 struct wined3d_cs_set_stream_source_freq
*op
;
1131 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1132 op
->opcode
= WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ
;
1133 op
->stream_idx
= stream_idx
;
1134 op
->frequency
= frequency
;
1137 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1140 static void wined3d_cs_exec_set_stream_output(struct wined3d_cs
*cs
, const void *data
)
1142 const struct wined3d_cs_set_stream_output
*op
= data
;
1143 struct wined3d_stream_output
*stream
;
1144 struct wined3d_buffer
*prev
;
1146 stream
= &cs
->state
.stream_output
[op
->stream_idx
];
1147 prev
= stream
->buffer
;
1148 stream
->buffer
= op
->buffer
;
1149 stream
->offset
= op
->offset
;
1152 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1154 InterlockedDecrement(&prev
->resource
.bind_count
);
1156 device_invalidate_state(cs
->device
, STATE_STREAM_OUTPUT
);
1159 void wined3d_cs_emit_set_stream_output(struct wined3d_cs
*cs
, UINT stream_idx
,
1160 struct wined3d_buffer
*buffer
, UINT offset
)
1162 struct wined3d_cs_set_stream_output
*op
;
1164 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1165 op
->opcode
= WINED3D_CS_OP_SET_STREAM_OUTPUT
;
1166 op
->stream_idx
= stream_idx
;
1167 op
->buffer
= buffer
;
1168 op
->offset
= offset
;
1170 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1173 static void wined3d_cs_exec_set_index_buffer(struct wined3d_cs
*cs
, const void *data
)
1175 const struct wined3d_cs_set_index_buffer
*op
= data
;
1176 struct wined3d_buffer
*prev
;
1178 prev
= cs
->state
.index_buffer
;
1179 cs
->state
.index_buffer
= op
->buffer
;
1180 cs
->state
.index_format
= op
->format_id
;
1181 cs
->state
.index_offset
= op
->offset
;
1184 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1186 InterlockedDecrement(&prev
->resource
.bind_count
);
1188 device_invalidate_state(cs
->device
, STATE_INDEXBUFFER
);
1191 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs
*cs
, struct wined3d_buffer
*buffer
,
1192 enum wined3d_format_id format_id
, unsigned int offset
)
1194 struct wined3d_cs_set_index_buffer
*op
;
1196 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1197 op
->opcode
= WINED3D_CS_OP_SET_INDEX_BUFFER
;
1198 op
->buffer
= buffer
;
1199 op
->format_id
= format_id
;
1200 op
->offset
= offset
;
1202 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1205 static void wined3d_cs_exec_set_constant_buffer(struct wined3d_cs
*cs
, const void *data
)
1207 const struct wined3d_cs_set_constant_buffer
*op
= data
;
1208 struct wined3d_buffer
*prev
;
1210 prev
= cs
->state
.cb
[op
->type
][op
->cb_idx
];
1211 cs
->state
.cb
[op
->type
][op
->cb_idx
] = op
->buffer
;
1214 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1216 InterlockedDecrement(&prev
->resource
.bind_count
);
1218 device_invalidate_state(cs
->device
, STATE_CONSTANT_BUFFER(op
->type
));
1221 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs
*cs
, enum wined3d_shader_type type
,
1222 UINT cb_idx
, struct wined3d_buffer
*buffer
)
1224 struct wined3d_cs_set_constant_buffer
*op
;
1226 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1227 op
->opcode
= WINED3D_CS_OP_SET_CONSTANT_BUFFER
;
1229 op
->cb_idx
= cb_idx
;
1230 op
->buffer
= buffer
;
1232 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1235 static void wined3d_cs_exec_set_texture(struct wined3d_cs
*cs
, const void *data
)
1237 const struct wined3d_gl_info
*gl_info
= &cs
->device
->adapter
->gl_info
;
1238 const struct wined3d_d3d_info
*d3d_info
= &cs
->device
->adapter
->d3d_info
;
1239 const struct wined3d_cs_set_texture
*op
= data
;
1240 struct wined3d_texture
*prev
;
1241 BOOL old_use_color_key
= FALSE
, new_use_color_key
= FALSE
;
1243 prev
= cs
->state
.textures
[op
->stage
];
1244 cs
->state
.textures
[op
->stage
] = op
->texture
;
1248 const struct wined3d_format
*new_format
= op
->texture
->resource
.format
;
1249 const struct wined3d_format
*old_format
= prev
? prev
->resource
.format
: NULL
;
1250 unsigned int old_fmt_flags
= prev
? prev
->resource
.format_flags
: 0;
1251 unsigned int new_fmt_flags
= op
->texture
->resource
.format_flags
;
1253 if (InterlockedIncrement(&op
->texture
->resource
.bind_count
) == 1)
1254 op
->texture
->sampler
= op
->stage
;
1256 if (!prev
|| op
->texture
->target
!= prev
->target
1257 || (!is_same_fixup(new_format
->color_fixup
, old_format
->color_fixup
)
1258 && !(can_use_texture_swizzle(gl_info
, new_format
) && can_use_texture_swizzle(gl_info
, old_format
)))
1259 || (new_fmt_flags
& WINED3DFMT_FLAG_SHADOW
) != (old_fmt_flags
& WINED3DFMT_FLAG_SHADOW
))
1260 device_invalidate_state(cs
->device
, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
));
1262 if (!prev
&& op
->stage
< d3d_info
->limits
.ffp_blend_stages
)
1264 /* The source arguments for color and alpha ops have different
1265 * meanings when a NULL texture is bound, so the COLOR_OP and
1266 * ALPHA_OP have to be dirtified. */
1267 device_invalidate_state(cs
->device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_COLOR_OP
));
1268 device_invalidate_state(cs
->device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_ALPHA_OP
));
1271 if (!op
->stage
&& op
->texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1272 new_use_color_key
= TRUE
;
1277 if (InterlockedDecrement(&prev
->resource
.bind_count
) && prev
->sampler
== op
->stage
)
1281 /* Search for other stages the texture is bound to. Shouldn't
1282 * happen if applications bind textures to a single stage only. */
1283 TRACE("Searching for other stages the texture is bound to.\n");
1284 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
1286 if (cs
->state
.textures
[i
] == prev
)
1288 TRACE("Texture is also bound to stage %u.\n", i
);
1295 if (!op
->texture
&& op
->stage
< d3d_info
->limits
.ffp_blend_stages
)
1297 device_invalidate_state(cs
->device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_COLOR_OP
));
1298 device_invalidate_state(cs
->device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_ALPHA_OP
));
1301 if (!op
->stage
&& prev
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1302 old_use_color_key
= TRUE
;
1305 device_invalidate_state(cs
->device
, STATE_SAMPLER(op
->stage
));
1307 if (new_use_color_key
!= old_use_color_key
)
1308 device_invalidate_state(cs
->device
, STATE_RENDER(WINED3D_RS_COLORKEYENABLE
));
1310 if (new_use_color_key
)
1311 device_invalidate_state(cs
->device
, STATE_COLOR_KEY
);
1314 void wined3d_cs_emit_set_texture(struct wined3d_cs
*cs
, UINT stage
, struct wined3d_texture
*texture
)
1316 struct wined3d_cs_set_texture
*op
;
1318 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1319 op
->opcode
= WINED3D_CS_OP_SET_TEXTURE
;
1321 op
->texture
= texture
;
1323 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1326 static void wined3d_cs_exec_set_shader_resource_view(struct wined3d_cs
*cs
, const void *data
)
1328 const struct wined3d_cs_set_shader_resource_view
*op
= data
;
1329 struct wined3d_shader_resource_view
*prev
;
1331 prev
= cs
->state
.shader_resource_view
[op
->type
][op
->view_idx
];
1332 cs
->state
.shader_resource_view
[op
->type
][op
->view_idx
] = op
->view
;
1335 InterlockedIncrement(&op
->view
->resource
->bind_count
);
1337 InterlockedDecrement(&prev
->resource
->bind_count
);
1339 if (op
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
1340 device_invalidate_state(cs
->device
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1342 device_invalidate_state(cs
->device
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1345 void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs
*cs
, enum wined3d_shader_type type
,
1346 UINT view_idx
, struct wined3d_shader_resource_view
*view
)
1348 struct wined3d_cs_set_shader_resource_view
*op
;
1350 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1351 op
->opcode
= WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW
;
1353 op
->view_idx
= view_idx
;
1356 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1359 static void wined3d_cs_exec_set_unordered_access_view(struct wined3d_cs
*cs
, const void *data
)
1361 const struct wined3d_cs_set_unordered_access_view
*op
= data
;
1362 struct wined3d_unordered_access_view
*prev
;
1364 prev
= cs
->state
.unordered_access_view
[op
->pipeline
][op
->view_idx
];
1365 cs
->state
.unordered_access_view
[op
->pipeline
][op
->view_idx
] = op
->view
;
1368 InterlockedIncrement(&op
->view
->resource
->bind_count
);
1370 InterlockedDecrement(&prev
->resource
->bind_count
);
1372 if (op
->view
&& op
->initial_count
!= ~0u)
1373 wined3d_unordered_access_view_set_counter(op
->view
, op
->initial_count
);
1375 device_invalidate_state(cs
->device
, STATE_UNORDERED_ACCESS_VIEW_BINDING(op
->pipeline
));
1378 void wined3d_cs_emit_set_unordered_access_view(struct wined3d_cs
*cs
, enum wined3d_pipeline pipeline
,
1379 unsigned int view_idx
, struct wined3d_unordered_access_view
*view
, unsigned int initial_count
)
1381 struct wined3d_cs_set_unordered_access_view
*op
;
1383 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1384 op
->opcode
= WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW
;
1385 op
->pipeline
= pipeline
;
1386 op
->view_idx
= view_idx
;
1388 op
->initial_count
= initial_count
;
1390 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1393 static void wined3d_cs_exec_set_sampler(struct wined3d_cs
*cs
, const void *data
)
1395 const struct wined3d_cs_set_sampler
*op
= data
;
1397 cs
->state
.sampler
[op
->type
][op
->sampler_idx
] = op
->sampler
;
1398 if (op
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
1399 device_invalidate_state(cs
->device
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1401 device_invalidate_state(cs
->device
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1404 void wined3d_cs_emit_set_sampler(struct wined3d_cs
*cs
, enum wined3d_shader_type type
,
1405 UINT sampler_idx
, struct wined3d_sampler
*sampler
)
1407 struct wined3d_cs_set_sampler
*op
;
1409 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1410 op
->opcode
= WINED3D_CS_OP_SET_SAMPLER
;
1412 op
->sampler_idx
= sampler_idx
;
1413 op
->sampler
= sampler
;
1415 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1418 static void wined3d_cs_exec_set_shader(struct wined3d_cs
*cs
, const void *data
)
1420 const struct wined3d_cs_set_shader
*op
= data
;
1422 cs
->state
.shader
[op
->type
] = op
->shader
;
1423 device_invalidate_state(cs
->device
, STATE_SHADER(op
->type
));
1424 if (op
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
1425 device_invalidate_state(cs
->device
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1427 device_invalidate_state(cs
->device
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1430 void wined3d_cs_emit_set_shader(struct wined3d_cs
*cs
, enum wined3d_shader_type type
, struct wined3d_shader
*shader
)
1432 struct wined3d_cs_set_shader
*op
;
1434 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1435 op
->opcode
= WINED3D_CS_OP_SET_SHADER
;
1437 op
->shader
= shader
;
1439 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1442 static void wined3d_cs_exec_set_blend_state(struct wined3d_cs
*cs
, const void *data
)
1444 const struct wined3d_cs_set_blend_state
*op
= data
;
1446 cs
->state
.blend_state
= op
->state
;
1447 device_invalidate_state(cs
->device
, STATE_BLEND
);
1450 void wined3d_cs_emit_set_blend_state(struct wined3d_cs
*cs
, struct wined3d_blend_state
*state
)
1452 struct wined3d_cs_set_blend_state
*op
;
1454 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1455 op
->opcode
= WINED3D_CS_OP_SET_BLEND_STATE
;
1458 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1461 static void wined3d_cs_exec_set_rasterizer_state(struct wined3d_cs
*cs
, const void *data
)
1463 const struct wined3d_cs_set_rasterizer_state
*op
= data
;
1465 cs
->state
.rasterizer_state
= op
->state
;
1466 device_invalidate_state(cs
->device
, STATE_FRONTFACE
);
1469 void wined3d_cs_emit_set_rasterizer_state(struct wined3d_cs
*cs
,
1470 struct wined3d_rasterizer_state
*rasterizer_state
)
1472 struct wined3d_cs_set_rasterizer_state
*op
;
1474 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1475 op
->opcode
= WINED3D_CS_OP_SET_RASTERIZER_STATE
;
1476 op
->state
= rasterizer_state
;
1478 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1481 static void wined3d_cs_exec_set_render_state(struct wined3d_cs
*cs
, const void *data
)
1483 const struct wined3d_cs_set_render_state
*op
= data
;
1485 cs
->state
.render_states
[op
->state
] = op
->value
;
1486 device_invalidate_state(cs
->device
, STATE_RENDER(op
->state
));
1489 void wined3d_cs_emit_set_render_state(struct wined3d_cs
*cs
, enum wined3d_render_state state
, DWORD value
)
1491 struct wined3d_cs_set_render_state
*op
;
1493 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1494 op
->opcode
= WINED3D_CS_OP_SET_RENDER_STATE
;
1498 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1501 static void wined3d_cs_exec_set_texture_state(struct wined3d_cs
*cs
, const void *data
)
1503 const struct wined3d_cs_set_texture_state
*op
= data
;
1505 cs
->state
.texture_states
[op
->stage
][op
->state
] = op
->value
;
1506 device_invalidate_state(cs
->device
, STATE_TEXTURESTAGE(op
->stage
, op
->state
));
1509 void wined3d_cs_emit_set_texture_state(struct wined3d_cs
*cs
, UINT stage
,
1510 enum wined3d_texture_stage_state state
, DWORD value
)
1512 struct wined3d_cs_set_texture_state
*op
;
1514 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1515 op
->opcode
= WINED3D_CS_OP_SET_TEXTURE_STATE
;
1520 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1523 static void wined3d_cs_exec_set_sampler_state(struct wined3d_cs
*cs
, const void *data
)
1525 const struct wined3d_cs_set_sampler_state
*op
= data
;
1527 cs
->state
.sampler_states
[op
->sampler_idx
][op
->state
] = op
->value
;
1528 device_invalidate_state(cs
->device
, STATE_SAMPLER(op
->sampler_idx
));
1531 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs
*cs
, UINT sampler_idx
,
1532 enum wined3d_sampler_state state
, DWORD value
)
1534 struct wined3d_cs_set_sampler_state
*op
;
1536 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1537 op
->opcode
= WINED3D_CS_OP_SET_SAMPLER_STATE
;
1538 op
->sampler_idx
= sampler_idx
;
1542 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1545 static void wined3d_cs_exec_set_transform(struct wined3d_cs
*cs
, const void *data
)
1547 const struct wined3d_cs_set_transform
*op
= data
;
1549 cs
->state
.transforms
[op
->state
] = op
->matrix
;
1550 if (op
->state
< WINED3D_TS_WORLD_MATRIX(cs
->device
->adapter
->d3d_info
.limits
.ffp_vertex_blend_matrices
))
1551 device_invalidate_state(cs
->device
, STATE_TRANSFORM(op
->state
));
1554 void wined3d_cs_emit_set_transform(struct wined3d_cs
*cs
, enum wined3d_transform_state state
,
1555 const struct wined3d_matrix
*matrix
)
1557 struct wined3d_cs_set_transform
*op
;
1559 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1560 op
->opcode
= WINED3D_CS_OP_SET_TRANSFORM
;
1562 op
->matrix
= *matrix
;
1564 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1567 static void wined3d_cs_exec_set_clip_plane(struct wined3d_cs
*cs
, const void *data
)
1569 const struct wined3d_cs_set_clip_plane
*op
= data
;
1571 cs
->state
.clip_planes
[op
->plane_idx
] = op
->plane
;
1572 device_invalidate_state(cs
->device
, STATE_CLIPPLANE(op
->plane_idx
));
1575 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs
*cs
, UINT plane_idx
, const struct wined3d_vec4
*plane
)
1577 struct wined3d_cs_set_clip_plane
*op
;
1579 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1580 op
->opcode
= WINED3D_CS_OP_SET_CLIP_PLANE
;
1581 op
->plane_idx
= plane_idx
;
1584 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1587 static void wined3d_cs_exec_set_color_key(struct wined3d_cs
*cs
, const void *data
)
1589 const struct wined3d_cs_set_color_key
*op
= data
;
1590 struct wined3d_texture
*texture
= op
->texture
;
1596 case WINED3D_CKEY_DST_BLT
:
1597 texture
->async
.dst_blt_color_key
= op
->color_key
;
1598 texture
->async
.color_key_flags
|= WINED3D_CKEY_DST_BLT
;
1601 case WINED3D_CKEY_DST_OVERLAY
:
1602 texture
->async
.dst_overlay_color_key
= op
->color_key
;
1603 texture
->async
.color_key_flags
|= WINED3D_CKEY_DST_OVERLAY
;
1606 case WINED3D_CKEY_SRC_BLT
:
1607 if (texture
== cs
->state
.textures
[0])
1609 device_invalidate_state(cs
->device
, STATE_COLOR_KEY
);
1610 if (!(texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
))
1611 device_invalidate_state(cs
->device
, STATE_RENDER(WINED3D_RS_COLORKEYENABLE
));
1614 texture
->async
.src_blt_color_key
= op
->color_key
;
1615 texture
->async
.color_key_flags
|= WINED3D_CKEY_SRC_BLT
;
1618 case WINED3D_CKEY_SRC_OVERLAY
:
1619 texture
->async
.src_overlay_color_key
= op
->color_key
;
1620 texture
->async
.color_key_flags
|= WINED3D_CKEY_SRC_OVERLAY
;
1628 case WINED3D_CKEY_DST_BLT
:
1629 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_DST_BLT
;
1632 case WINED3D_CKEY_DST_OVERLAY
:
1633 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_DST_OVERLAY
;
1636 case WINED3D_CKEY_SRC_BLT
:
1637 if (texture
== cs
->state
.textures
[0] && texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1638 device_invalidate_state(cs
->device
, STATE_RENDER(WINED3D_RS_COLORKEYENABLE
));
1640 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_SRC_BLT
;
1643 case WINED3D_CKEY_SRC_OVERLAY
:
1644 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_SRC_OVERLAY
;
1650 void wined3d_cs_emit_set_color_key(struct wined3d_cs
*cs
, struct wined3d_texture
*texture
,
1651 WORD flags
, const struct wined3d_color_key
*color_key
)
1653 struct wined3d_cs_set_color_key
*op
;
1655 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1656 op
->opcode
= WINED3D_CS_OP_SET_COLOR_KEY
;
1657 op
->texture
= texture
;
1661 op
->color_key
= *color_key
;
1667 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1670 static void wined3d_cs_exec_set_material(struct wined3d_cs
*cs
, const void *data
)
1672 const struct wined3d_cs_set_material
*op
= data
;
1674 cs
->state
.material
= op
->material
;
1675 device_invalidate_state(cs
->device
, STATE_MATERIAL
);
1678 void wined3d_cs_emit_set_material(struct wined3d_cs
*cs
, const struct wined3d_material
*material
)
1680 struct wined3d_cs_set_material
*op
;
1682 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1683 op
->opcode
= WINED3D_CS_OP_SET_MATERIAL
;
1684 op
->material
= *material
;
1686 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1689 static void wined3d_cs_exec_set_light(struct wined3d_cs
*cs
, const void *data
)
1691 const struct wined3d_cs_set_light
*op
= data
;
1692 struct wined3d_light_info
*light_info
;
1693 unsigned int light_idx
, hash_idx
;
1695 light_idx
= op
->light
.OriginalIndex
;
1697 if (!(light_info
= wined3d_state_get_light(&cs
->state
, light_idx
)))
1699 TRACE("Adding new light.\n");
1700 if (!(light_info
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*light_info
))))
1702 ERR("Failed to allocate light info.\n");
1706 hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1707 list_add_head(&cs
->state
.light_map
[hash_idx
], &light_info
->entry
);
1708 light_info
->glIndex
= -1;
1709 light_info
->OriginalIndex
= light_idx
;
1712 if (light_info
->glIndex
!= -1)
1714 if (light_info
->OriginalParms
.type
!= op
->light
.OriginalParms
.type
)
1715 device_invalidate_state(cs
->device
, STATE_LIGHT_TYPE
);
1716 device_invalidate_state(cs
->device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
1719 light_info
->OriginalParms
= op
->light
.OriginalParms
;
1720 light_info
->position
= op
->light
.position
;
1721 light_info
->direction
= op
->light
.direction
;
1722 light_info
->exponent
= op
->light
.exponent
;
1723 light_info
->cutoff
= op
->light
.cutoff
;
1726 void wined3d_cs_emit_set_light(struct wined3d_cs
*cs
, const struct wined3d_light_info
*light
)
1728 struct wined3d_cs_set_light
*op
;
1730 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1731 op
->opcode
= WINED3D_CS_OP_SET_LIGHT
;
1734 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1737 static void wined3d_cs_exec_set_light_enable(struct wined3d_cs
*cs
, const void *data
)
1739 const struct wined3d_cs_set_light_enable
*op
= data
;
1740 struct wined3d_device
*device
= cs
->device
;
1741 struct wined3d_light_info
*light_info
;
1744 if (!(light_info
= wined3d_state_get_light(&cs
->state
, op
->idx
)))
1746 ERR("Light doesn't exist.\n");
1750 prev_idx
= light_info
->glIndex
;
1751 wined3d_state_enable_light(&cs
->state
, &device
->adapter
->d3d_info
, light_info
, op
->enable
);
1752 if (light_info
->glIndex
!= prev_idx
)
1754 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1755 device_invalidate_state(device
, STATE_ACTIVELIGHT(op
->enable
? light_info
->glIndex
: prev_idx
));
1759 void wined3d_cs_emit_set_light_enable(struct wined3d_cs
*cs
, unsigned int idx
, BOOL enable
)
1761 struct wined3d_cs_set_light_enable
*op
;
1763 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1764 op
->opcode
= WINED3D_CS_OP_SET_LIGHT_ENABLE
;
1766 op
->enable
= enable
;
1768 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1777 wined3d_cs_push_constant_info
[] =
1779 /* WINED3D_PUSH_CONSTANTS_VS_F */
1780 {FIELD_OFFSET(struct wined3d_state
, vs_consts_f
), sizeof(struct wined3d_vec4
), WINED3D_SHADER_CONST_VS_F
},
1781 /* WINED3D_PUSH_CONSTANTS_PS_F */
1782 {FIELD_OFFSET(struct wined3d_state
, ps_consts_f
), sizeof(struct wined3d_vec4
), WINED3D_SHADER_CONST_PS_F
},
1783 /* WINED3D_PUSH_CONSTANTS_VS_I */
1784 {FIELD_OFFSET(struct wined3d_state
, vs_consts_i
), sizeof(struct wined3d_ivec4
), WINED3D_SHADER_CONST_VS_I
},
1785 /* WINED3D_PUSH_CONSTANTS_PS_I */
1786 {FIELD_OFFSET(struct wined3d_state
, ps_consts_i
), sizeof(struct wined3d_ivec4
), WINED3D_SHADER_CONST_PS_I
},
1787 /* WINED3D_PUSH_CONSTANTS_VS_B */
1788 {FIELD_OFFSET(struct wined3d_state
, vs_consts_b
), sizeof(BOOL
), WINED3D_SHADER_CONST_VS_B
},
1789 /* WINED3D_PUSH_CONSTANTS_PS_B */
1790 {FIELD_OFFSET(struct wined3d_state
, ps_consts_b
), sizeof(BOOL
), WINED3D_SHADER_CONST_PS_B
},
1793 static void wined3d_cs_st_push_constants(struct wined3d_cs
*cs
, enum wined3d_push_constants p
,
1794 unsigned int start_idx
, unsigned int count
, const void *constants
)
1796 struct wined3d_device
*device
= cs
->device
;
1797 unsigned int context_count
;
1801 if (p
== WINED3D_PUSH_CONSTANTS_VS_F
)
1802 device
->shader_backend
->shader_update_float_vertex_constants(device
, start_idx
, count
);
1803 else if (p
== WINED3D_PUSH_CONSTANTS_PS_F
)
1804 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_idx
, count
);
1806 offset
= wined3d_cs_push_constant_info
[p
].offset
+ start_idx
* wined3d_cs_push_constant_info
[p
].size
;
1807 memcpy((BYTE
*)&cs
->state
+ offset
, constants
, count
* wined3d_cs_push_constant_info
[p
].size
);
1808 for (i
= 0, context_count
= device
->context_count
; i
< context_count
; ++i
)
1810 device
->contexts
[i
]->constant_update_mask
|= wined3d_cs_push_constant_info
[p
].mask
;
1814 static void wined3d_cs_exec_push_constants(struct wined3d_cs
*cs
, const void *data
)
1816 const struct wined3d_cs_push_constants
*op
= data
;
1818 wined3d_cs_st_push_constants(cs
, op
->type
, op
->start_idx
, op
->count
, op
->constants
);
1821 static void wined3d_cs_mt_push_constants(struct wined3d_cs
*cs
, enum wined3d_push_constants p
,
1822 unsigned int start_idx
, unsigned int count
, const void *constants
)
1824 struct wined3d_cs_push_constants
*op
;
1827 size
= count
* wined3d_cs_push_constant_info
[p
].size
;
1828 op
= cs
->ops
->require_space(cs
, FIELD_OFFSET(struct wined3d_cs_push_constants
, constants
[size
]),
1829 WINED3D_CS_QUEUE_DEFAULT
);
1830 op
->opcode
= WINED3D_CS_OP_PUSH_CONSTANTS
;
1832 op
->start_idx
= start_idx
;
1834 memcpy(op
->constants
, constants
, size
);
1836 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1839 static void wined3d_cs_exec_reset_state(struct wined3d_cs
*cs
, const void *data
)
1841 struct wined3d_adapter
*adapter
= cs
->device
->adapter
;
1843 state_cleanup(&cs
->state
);
1844 memset(&cs
->state
, 0, sizeof(cs
->state
));
1845 state_init(&cs
->state
, &cs
->fb
, &adapter
->gl_info
, &adapter
->d3d_info
,
1846 WINED3D_STATE_NO_REF
| WINED3D_STATE_INIT_DEFAULT
);
1849 void wined3d_cs_emit_reset_state(struct wined3d_cs
*cs
)
1851 struct wined3d_cs_reset_state
*op
;
1853 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1854 op
->opcode
= WINED3D_CS_OP_RESET_STATE
;
1856 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1859 static void wined3d_cs_exec_callback(struct wined3d_cs
*cs
, const void *data
)
1861 const struct wined3d_cs_callback
*op
= data
;
1863 op
->callback(op
->object
);
1866 static void wined3d_cs_emit_callback(struct wined3d_cs
*cs
, void (*callback
)(void *object
), void *object
)
1868 struct wined3d_cs_callback
*op
;
1870 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1871 op
->opcode
= WINED3D_CS_OP_CALLBACK
;
1872 op
->callback
= callback
;
1873 op
->object
= object
;
1875 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1878 void wined3d_cs_destroy_object(struct wined3d_cs
*cs
, void (*callback
)(void *object
), void *object
)
1880 wined3d_cs_emit_callback(cs
, callback
, object
);
1883 void wined3d_cs_init_object(struct wined3d_cs
*cs
, void (*callback
)(void *object
), void *object
)
1885 wined3d_cs_emit_callback(cs
, callback
, object
);
1888 static void wined3d_cs_exec_query_issue(struct wined3d_cs
*cs
, const void *data
)
1890 const struct wined3d_cs_query_issue
*op
= data
;
1891 struct wined3d_query
*query
= op
->query
;
1894 poll
= query
->query_ops
->query_issue(query
, op
->flags
);
1899 if (poll
&& list_empty(&query
->poll_list_entry
))
1901 list_add_tail(&cs
->query_poll_list
, &query
->poll_list_entry
);
1905 /* This can happen if occlusion queries are restarted. This discards the
1906 * old result, since polling it could result in a GL error. */
1907 if ((op
->flags
& WINED3DISSUE_BEGIN
) && !poll
&& !list_empty(&query
->poll_list_entry
))
1909 list_remove(&query
->poll_list_entry
);
1910 list_init(&query
->poll_list_entry
);
1911 InterlockedIncrement(&query
->counter_retrieved
);
1915 /* This can happen when an occlusion query is ended without being started,
1916 * in which case we don't want to poll, but still have to counter-balance
1917 * the increment of the main counter.
1919 * This can also happen if an event query is re-issued before the first
1920 * fence was reached. In this case the query is already in the list and
1921 * the poll function will check the new fence. We have to counter-balance
1922 * the discarded increment. */
1923 if (op
->flags
& WINED3DISSUE_END
)
1924 InterlockedIncrement(&query
->counter_retrieved
);
1927 void wined3d_cs_emit_query_issue(struct wined3d_cs
*cs
, struct wined3d_query
*query
, DWORD flags
)
1929 struct wined3d_cs_query_issue
*op
;
1931 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1932 op
->opcode
= WINED3D_CS_OP_QUERY_ISSUE
;
1936 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1937 cs
->queries_flushed
= FALSE
;
1940 static void wined3d_cs_exec_preload_resource(struct wined3d_cs
*cs
, const void *data
)
1942 const struct wined3d_cs_preload_resource
*op
= data
;
1943 struct wined3d_resource
*resource
= op
->resource
;
1945 resource
->resource_ops
->resource_preload(resource
);
1946 wined3d_resource_release(resource
);
1949 void wined3d_cs_emit_preload_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
)
1951 struct wined3d_cs_preload_resource
*op
;
1953 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1954 op
->opcode
= WINED3D_CS_OP_PRELOAD_RESOURCE
;
1955 op
->resource
= resource
;
1957 wined3d_resource_acquire(resource
);
1959 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1962 static void wined3d_cs_exec_unload_resource(struct wined3d_cs
*cs
, const void *data
)
1964 const struct wined3d_cs_unload_resource
*op
= data
;
1965 struct wined3d_resource
*resource
= op
->resource
;
1967 resource
->resource_ops
->resource_unload(resource
);
1968 wined3d_resource_release(resource
);
1971 void wined3d_cs_emit_unload_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
)
1973 struct wined3d_cs_unload_resource
*op
;
1975 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1976 op
->opcode
= WINED3D_CS_OP_UNLOAD_RESOURCE
;
1977 op
->resource
= resource
;
1979 wined3d_resource_acquire(resource
);
1981 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
1984 static void wined3d_cs_exec_map(struct wined3d_cs
*cs
, const void *data
)
1986 const struct wined3d_cs_map
*op
= data
;
1987 struct wined3d_resource
*resource
= op
->resource
;
1989 *op
->hr
= resource
->resource_ops
->resource_sub_resource_map(resource
,
1990 op
->sub_resource_idx
, op
->map_desc
, op
->box
, op
->flags
);
1993 HRESULT
wined3d_cs_map(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
, unsigned int sub_resource_idx
,
1994 struct wined3d_map_desc
*map_desc
, const struct wined3d_box
*box
, unsigned int flags
)
1996 struct wined3d_cs_map
*op
;
1999 /* Mapping resources from the worker thread isn't an issue by itself, but
2000 * increasing the map count would be visible to applications. */
2001 wined3d_not_from_cs(cs
);
2003 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_MAP
);
2004 op
->opcode
= WINED3D_CS_OP_MAP
;
2005 op
->resource
= resource
;
2006 op
->sub_resource_idx
= sub_resource_idx
;
2007 op
->map_desc
= map_desc
;
2012 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_MAP
);
2013 cs
->ops
->finish(cs
, WINED3D_CS_QUEUE_MAP
);
2018 static void wined3d_cs_exec_unmap(struct wined3d_cs
*cs
, const void *data
)
2020 const struct wined3d_cs_unmap
*op
= data
;
2021 struct wined3d_resource
*resource
= op
->resource
;
2023 *op
->hr
= resource
->resource_ops
->resource_sub_resource_unmap(resource
, op
->sub_resource_idx
);
2026 HRESULT
wined3d_cs_unmap(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
, unsigned int sub_resource_idx
)
2028 struct wined3d_cs_unmap
*op
;
2031 wined3d_not_from_cs(cs
);
2033 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_MAP
);
2034 op
->opcode
= WINED3D_CS_OP_UNMAP
;
2035 op
->resource
= resource
;
2036 op
->sub_resource_idx
= sub_resource_idx
;
2039 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_MAP
);
2040 cs
->ops
->finish(cs
, WINED3D_CS_QUEUE_MAP
);
2045 static void wined3d_cs_exec_blt_sub_resource(struct wined3d_cs
*cs
, const void *data
)
2047 const struct wined3d_cs_blt_sub_resource
*op
= data
;
2049 if (op
->dst_resource
->type
== WINED3D_RTYPE_BUFFER
)
2051 wined3d_buffer_copy(buffer_from_resource(op
->dst_resource
), op
->dst_box
.left
,
2052 buffer_from_resource(op
->src_resource
), op
->src_box
.left
,
2053 op
->src_box
.right
- op
->src_box
.left
);
2055 else if (op
->dst_resource
->type
== WINED3D_RTYPE_TEXTURE_2D
)
2057 struct wined3d_surface
*dst_surface
, *src_surface
;
2058 struct wined3d_texture
*dst_texture
, *src_texture
;
2059 RECT dst_rect
, src_rect
;
2061 dst_texture
= texture_from_resource(op
->dst_resource
);
2062 src_texture
= texture_from_resource(op
->src_resource
);
2063 dst_surface
= dst_texture
->sub_resources
[op
->dst_sub_resource_idx
].u
.surface
;
2064 src_surface
= src_texture
->sub_resources
[op
->src_sub_resource_idx
].u
.surface
;
2065 SetRect(&dst_rect
, op
->dst_box
.left
, op
->dst_box
.top
, op
->dst_box
.right
, op
->dst_box
.bottom
);
2066 SetRect(&src_rect
, op
->src_box
.left
, op
->src_box
.top
, op
->src_box
.right
, op
->src_box
.bottom
);
2068 if (FAILED(wined3d_surface_blt(dst_surface
, &dst_rect
, src_surface
,
2069 &src_rect
, op
->flags
, &op
->fx
, op
->filter
)))
2070 FIXME("Blit failed.\n");
2072 else if (op
->dst_resource
->type
== WINED3D_RTYPE_TEXTURE_3D
)
2074 struct wined3d_texture
*src_texture
, *dst_texture
;
2075 unsigned int level
, update_w
, update_h
, update_d
;
2076 unsigned int row_pitch
, slice_pitch
;
2077 struct wined3d_context
*context
;
2078 struct wined3d_bo_address addr
;
2080 if (op
->flags
& ~WINED3D_BLT_RAW
)
2082 FIXME("Flags %#x not implemented for %s resources.\n",
2083 op
->flags
, debug_d3dresourcetype(op
->dst_resource
->type
));
2087 if (!(op
->flags
& WINED3D_BLT_RAW
) && op
->src_resource
->format
!= op
->dst_resource
->format
)
2089 FIXME("Format conversion not implemented for %s resources.\n",
2090 debug_d3dresourcetype(op
->dst_resource
->type
));
2094 update_w
= op
->dst_box
.right
- op
->dst_box
.left
;
2095 update_h
= op
->dst_box
.bottom
- op
->dst_box
.top
;
2096 update_d
= op
->dst_box
.back
- op
->dst_box
.front
;
2097 if (op
->src_box
.right
- op
->src_box
.left
!= update_w
2098 || op
->src_box
.bottom
- op
->src_box
.top
!= update_h
2099 || op
->src_box
.back
- op
->src_box
.front
!= update_d
)
2101 FIXME("Stretching not implemented for %s resources.\n",
2102 debug_d3dresourcetype(op
->dst_resource
->type
));
2106 if (op
->src_box
.left
|| op
->src_box
.top
|| op
->src_box
.front
)
2108 FIXME("Source box %s not supported for %s resources.\n",
2109 debug_box(&op
->src_box
), debug_d3dresourcetype(op
->dst_resource
->type
));
2113 dst_texture
= texture_from_resource(op
->dst_resource
);
2114 src_texture
= texture_from_resource(op
->src_resource
);
2116 context
= context_acquire(cs
->device
, NULL
, 0);
2118 if (!wined3d_texture_load_location(src_texture
, op
->src_sub_resource_idx
,
2119 context
, src_texture
->resource
.map_binding
))
2121 ERR("Failed to load source sub-resource into %s.\n",
2122 wined3d_debug_location(src_texture
->resource
.map_binding
));
2123 context_release(context
);
2127 level
= op
->dst_sub_resource_idx
% dst_texture
->level_count
;
2128 if (update_w
== wined3d_texture_get_level_width(dst_texture
, level
)
2129 && update_h
== wined3d_texture_get_level_height(dst_texture
, level
)
2130 && update_d
== wined3d_texture_get_level_depth(dst_texture
, level
))
2132 wined3d_texture_prepare_texture(dst_texture
, context
, FALSE
);
2134 else if (!wined3d_texture_load_location(dst_texture
, op
->dst_sub_resource_idx
,
2135 context
, WINED3D_LOCATION_TEXTURE_RGB
))
2137 ERR("Failed to load destination sub-resource.\n");
2138 context_release(context
);
2142 wined3d_texture_get_memory(src_texture
, op
->src_sub_resource_idx
, &addr
, src_texture
->resource
.map_binding
);
2143 wined3d_texture_get_pitch(src_texture
, op
->src_sub_resource_idx
% src_texture
->level_count
,
2144 &row_pitch
, &slice_pitch
);
2146 wined3d_texture_bind_and_dirtify(dst_texture
, context
, FALSE
);
2147 wined3d_texture_upload_data(dst_texture
, op
->dst_sub_resource_idx
, context
, &op
->dst_box
,
2148 wined3d_const_bo_address(&addr
), row_pitch
, slice_pitch
);
2149 wined3d_texture_validate_location(dst_texture
, op
->dst_sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
);
2150 wined3d_texture_invalidate_location(dst_texture
, op
->dst_sub_resource_idx
, ~WINED3D_LOCATION_TEXTURE_RGB
);
2152 context_release(context
);
2156 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(op
->dst_resource
->type
));
2160 if (op
->src_resource
)
2161 wined3d_resource_release(op
->src_resource
);
2162 wined3d_resource_release(op
->dst_resource
);
2165 void wined3d_cs_emit_blt_sub_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*dst_resource
,
2166 unsigned int dst_sub_resource_idx
, const struct wined3d_box
*dst_box
, struct wined3d_resource
*src_resource
,
2167 unsigned int src_sub_resource_idx
, const struct wined3d_box
*src_box
, DWORD flags
,
2168 const struct wined3d_blt_fx
*fx
, enum wined3d_texture_filter_type filter
)
2170 struct wined3d_cs_blt_sub_resource
*op
;
2172 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2173 op
->opcode
= WINED3D_CS_OP_BLT_SUB_RESOURCE
;
2174 op
->dst_resource
= dst_resource
;
2175 op
->dst_sub_resource_idx
= dst_sub_resource_idx
;
2176 op
->dst_box
= *dst_box
;
2177 op
->src_resource
= src_resource
;
2178 op
->src_sub_resource_idx
= src_sub_resource_idx
;
2179 op
->src_box
= *src_box
;
2184 memset(&op
->fx
, 0, sizeof(op
->fx
));
2185 op
->filter
= filter
;
2187 wined3d_resource_acquire(dst_resource
);
2189 wined3d_resource_acquire(src_resource
);
2191 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2192 if (flags
& WINED3D_BLT_SYNCHRONOUS
)
2193 cs
->ops
->finish(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2196 static void wined3d_cs_exec_update_sub_resource(struct wined3d_cs
*cs
, const void *data
)
2198 const struct wined3d_cs_update_sub_resource
*op
= data
;
2199 struct wined3d_resource
*resource
= op
->resource
;
2200 const struct wined3d_box
*box
= &op
->box
;
2201 unsigned int width
, height
, depth
, level
;
2202 struct wined3d_const_bo_address addr
;
2203 struct wined3d_context
*context
;
2204 struct wined3d_texture
*texture
;
2206 context
= context_acquire(cs
->device
, NULL
, 0);
2208 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
2210 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
2212 if (!wined3d_buffer_load_location(buffer
, context
, WINED3D_LOCATION_BUFFER
))
2214 ERR("Failed to load buffer location.\n");
2218 wined3d_buffer_upload_data(buffer
, context
, box
, op
->data
.data
);
2219 wined3d_buffer_invalidate_location(buffer
, ~WINED3D_LOCATION_BUFFER
);
2223 texture
= wined3d_texture_from_resource(resource
);
2225 level
= op
->sub_resource_idx
% texture
->level_count
;
2226 width
= wined3d_texture_get_level_width(texture
, level
);
2227 height
= wined3d_texture_get_level_height(texture
, level
);
2228 depth
= wined3d_texture_get_level_depth(texture
, level
);
2230 addr
.buffer_object
= 0;
2231 addr
.addr
= op
->data
.data
;
2233 /* Only load the sub-resource for partial updates. */
2234 if (!box
->left
&& !box
->top
&& !box
->front
2235 && box
->right
== width
&& box
->bottom
== height
&& box
->back
== depth
)
2236 wined3d_texture_prepare_texture(texture
, context
, FALSE
);
2238 wined3d_texture_load_location(texture
, op
->sub_resource_idx
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
2239 wined3d_texture_bind_and_dirtify(texture
, context
, FALSE
);
2241 wined3d_texture_upload_data(texture
, op
->sub_resource_idx
, context
,
2242 box
, &addr
, op
->data
.row_pitch
, op
->data
.slice_pitch
);
2244 wined3d_texture_validate_location(texture
, op
->sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
);
2245 wined3d_texture_invalidate_location(texture
, op
->sub_resource_idx
, ~WINED3D_LOCATION_TEXTURE_RGB
);
2248 context_release(context
);
2250 wined3d_resource_release(resource
);
2253 void wined3d_cs_emit_update_sub_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
,
2254 unsigned int sub_resource_idx
, const struct wined3d_box
*box
, const void *data
, unsigned int row_pitch
,
2255 unsigned int slice_pitch
)
2257 struct wined3d_cs_update_sub_resource
*op
;
2259 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_MAP
);
2260 op
->opcode
= WINED3D_CS_OP_UPDATE_SUB_RESOURCE
;
2261 op
->resource
= resource
;
2262 op
->sub_resource_idx
= sub_resource_idx
;
2264 op
->data
.row_pitch
= row_pitch
;
2265 op
->data
.slice_pitch
= slice_pitch
;
2266 op
->data
.data
= data
;
2268 wined3d_resource_acquire(resource
);
2270 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_MAP
);
2271 /* The data pointer may go away, so we need to wait until it is read.
2272 * Copying the data may be faster if it's small. */
2273 cs
->ops
->finish(cs
, WINED3D_CS_QUEUE_MAP
);
2276 static void wined3d_cs_exec_add_dirty_texture_region(struct wined3d_cs
*cs
, const void *data
)
2278 const struct wined3d_cs_add_dirty_texture_region
*op
= data
;
2279 struct wined3d_texture
*texture
= op
->texture
;
2280 unsigned int sub_resource_idx
, i
;
2281 struct wined3d_context
*context
;
2283 context
= context_acquire(cs
->device
, NULL
, 0);
2284 sub_resource_idx
= op
->layer
* texture
->level_count
;
2285 for (i
= 0; i
< texture
->level_count
; ++i
, ++sub_resource_idx
)
2287 if (wined3d_texture_load_location(texture
, sub_resource_idx
, context
, texture
->resource
.map_binding
))
2288 wined3d_texture_invalidate_location(texture
, sub_resource_idx
, ~texture
->resource
.map_binding
);
2290 ERR("Failed to load location %s.\n", wined3d_debug_location(texture
->resource
.map_binding
));
2292 context_release(context
);
2294 wined3d_resource_release(&texture
->resource
);
2297 void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs
*cs
,
2298 struct wined3d_texture
*texture
, unsigned int layer
)
2300 struct wined3d_cs_add_dirty_texture_region
*op
;
2302 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2303 op
->opcode
= WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION
;
2304 op
->texture
= texture
;
2307 wined3d_resource_acquire(&texture
->resource
);
2309 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2312 static void wined3d_cs_exec_clear_unordered_access_view(struct wined3d_cs
*cs
, const void *data
)
2314 const struct wined3d_cs_clear_unordered_access_view
*op
= data
;
2315 struct wined3d_unordered_access_view
*view
= op
->view
;
2316 struct wined3d_context
*context
;
2318 context
= context_acquire(cs
->device
, NULL
, 0);
2319 wined3d_unordered_access_view_clear_uint(view
, &op
->clear_value
, context
);
2320 context_release(context
);
2322 wined3d_resource_release(view
->resource
);
2325 void wined3d_cs_emit_clear_unordered_access_view_uint(struct wined3d_cs
*cs
,
2326 struct wined3d_unordered_access_view
*view
, const struct wined3d_uvec4
*clear_value
)
2328 struct wined3d_cs_clear_unordered_access_view
*op
;
2330 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2331 op
->opcode
= WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW
;
2333 op
->clear_value
= *clear_value
;
2335 wined3d_resource_acquire(view
->resource
);
2337 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2340 static void wined3d_cs_exec_copy_uav_counter(struct wined3d_cs
*cs
, const void *data
)
2342 const struct wined3d_cs_copy_uav_counter
*op
= data
;
2343 struct wined3d_unordered_access_view
*view
= op
->view
;
2344 struct wined3d_context
*context
;
2346 context
= context_acquire(cs
->device
, NULL
, 0);
2347 wined3d_unordered_access_view_copy_counter(view
, op
->buffer
, op
->offset
, context
);
2348 context_release(context
);
2350 wined3d_resource_release(&op
->buffer
->resource
);
2353 void wined3d_cs_emit_copy_uav_counter(struct wined3d_cs
*cs
, struct wined3d_buffer
*dst_buffer
,
2354 unsigned int offset
, struct wined3d_unordered_access_view
*uav
)
2356 struct wined3d_cs_copy_uav_counter
*op
;
2358 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2359 op
->opcode
= WINED3D_CS_OP_COPY_UAV_COUNTER
;
2360 op
->buffer
= dst_buffer
;
2361 op
->offset
= offset
;
2364 wined3d_resource_acquire(&dst_buffer
->resource
);
2366 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2369 static void wined3d_cs_exec_generate_mipmaps(struct wined3d_cs
*cs
, const void *data
)
2371 const struct wined3d_cs_generate_mipmaps
*op
= data
;
2372 struct wined3d_shader_resource_view
*view
= op
->view
;
2374 shader_resource_view_generate_mipmaps(view
);
2375 wined3d_resource_release(view
->resource
);
2378 void wined3d_cs_emit_generate_mipmaps(struct wined3d_cs
*cs
, struct wined3d_shader_resource_view
*view
)
2380 struct wined3d_cs_generate_mipmaps
*op
;
2382 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2383 op
->opcode
= WINED3D_CS_OP_GENERATE_MIPMAPS
;
2386 wined3d_resource_acquire(view
->resource
);
2388 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2391 static void wined3d_cs_emit_stop(struct wined3d_cs
*cs
)
2393 struct wined3d_cs_stop
*op
;
2395 op
= cs
->ops
->require_space(cs
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2396 op
->opcode
= WINED3D_CS_OP_STOP
;
2398 cs
->ops
->submit(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2399 cs
->ops
->finish(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2402 static void (* const wined3d_cs_op_handlers
[])(struct wined3d_cs
*cs
, const void *data
) =
2404 /* WINED3D_CS_OP_NOP */ wined3d_cs_exec_nop
,
2405 /* WINED3D_CS_OP_PRESENT */ wined3d_cs_exec_present
,
2406 /* WINED3D_CS_OP_CLEAR */ wined3d_cs_exec_clear
,
2407 /* WINED3D_CS_OP_DISPATCH */ wined3d_cs_exec_dispatch
,
2408 /* WINED3D_CS_OP_DRAW */ wined3d_cs_exec_draw
,
2409 /* WINED3D_CS_OP_FLUSH */ wined3d_cs_exec_flush
,
2410 /* WINED3D_CS_OP_SET_PREDICATION */ wined3d_cs_exec_set_predication
,
2411 /* WINED3D_CS_OP_SET_VIEWPORT */ wined3d_cs_exec_set_viewport
,
2412 /* WINED3D_CS_OP_SET_SCISSOR_RECT */ wined3d_cs_exec_set_scissor_rect
,
2413 /* WINED3D_CS_OP_SET_RENDERTARGET_VIEW */ wined3d_cs_exec_set_rendertarget_view
,
2414 /* WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW */ wined3d_cs_exec_set_depth_stencil_view
,
2415 /* WINED3D_CS_OP_SET_VERTEX_DECLARATION */ wined3d_cs_exec_set_vertex_declaration
,
2416 /* WINED3D_CS_OP_SET_STREAM_SOURCE */ wined3d_cs_exec_set_stream_source
,
2417 /* WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ */ wined3d_cs_exec_set_stream_source_freq
,
2418 /* WINED3D_CS_OP_SET_STREAM_OUTPUT */ wined3d_cs_exec_set_stream_output
,
2419 /* WINED3D_CS_OP_SET_INDEX_BUFFER */ wined3d_cs_exec_set_index_buffer
,
2420 /* WINED3D_CS_OP_SET_CONSTANT_BUFFER */ wined3d_cs_exec_set_constant_buffer
,
2421 /* WINED3D_CS_OP_SET_TEXTURE */ wined3d_cs_exec_set_texture
,
2422 /* WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW */ wined3d_cs_exec_set_shader_resource_view
,
2423 /* WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW */ wined3d_cs_exec_set_unordered_access_view
,
2424 /* WINED3D_CS_OP_SET_SAMPLER */ wined3d_cs_exec_set_sampler
,
2425 /* WINED3D_CS_OP_SET_SHADER */ wined3d_cs_exec_set_shader
,
2426 /* WINED3D_CS_OP_SET_BLEND_STATE */ wined3d_cs_exec_set_blend_state
,
2427 /* WINED3D_CS_OP_SET_RASTERIZER_STATE */ wined3d_cs_exec_set_rasterizer_state
,
2428 /* WINED3D_CS_OP_SET_RENDER_STATE */ wined3d_cs_exec_set_render_state
,
2429 /* WINED3D_CS_OP_SET_TEXTURE_STATE */ wined3d_cs_exec_set_texture_state
,
2430 /* WINED3D_CS_OP_SET_SAMPLER_STATE */ wined3d_cs_exec_set_sampler_state
,
2431 /* WINED3D_CS_OP_SET_TRANSFORM */ wined3d_cs_exec_set_transform
,
2432 /* WINED3D_CS_OP_SET_CLIP_PLANE */ wined3d_cs_exec_set_clip_plane
,
2433 /* WINED3D_CS_OP_SET_COLOR_KEY */ wined3d_cs_exec_set_color_key
,
2434 /* WINED3D_CS_OP_SET_MATERIAL */ wined3d_cs_exec_set_material
,
2435 /* WINED3D_CS_OP_SET_LIGHT */ wined3d_cs_exec_set_light
,
2436 /* WINED3D_CS_OP_SET_LIGHT_ENABLE */ wined3d_cs_exec_set_light_enable
,
2437 /* WINED3D_CS_OP_PUSH_CONSTANTS */ wined3d_cs_exec_push_constants
,
2438 /* WINED3D_CS_OP_RESET_STATE */ wined3d_cs_exec_reset_state
,
2439 /* WINED3D_CS_OP_CALLBACK */ wined3d_cs_exec_callback
,
2440 /* WINED3D_CS_OP_QUERY_ISSUE */ wined3d_cs_exec_query_issue
,
2441 /* WINED3D_CS_OP_PRELOAD_RESOURCE */ wined3d_cs_exec_preload_resource
,
2442 /* WINED3D_CS_OP_UNLOAD_RESOURCE */ wined3d_cs_exec_unload_resource
,
2443 /* WINED3D_CS_OP_MAP */ wined3d_cs_exec_map
,
2444 /* WINED3D_CS_OP_UNMAP */ wined3d_cs_exec_unmap
,
2445 /* WINED3D_CS_OP_BLT_SUB_RESOURCE */ wined3d_cs_exec_blt_sub_resource
,
2446 /* WINED3D_CS_OP_UPDATE_SUB_RESOURCE */ wined3d_cs_exec_update_sub_resource
,
2447 /* WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION */ wined3d_cs_exec_add_dirty_texture_region
,
2448 /* WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW */ wined3d_cs_exec_clear_unordered_access_view
,
2449 /* WINED3D_CS_OP_COPY_UAV_COUNTER */ wined3d_cs_exec_copy_uav_counter
,
2450 /* WINED3D_CS_OP_GENERATE_MIPMAPS */ wined3d_cs_exec_generate_mipmaps
,
2453 static void *wined3d_cs_st_require_space(struct wined3d_cs
*cs
, size_t size
, enum wined3d_cs_queue_id queue_id
)
2455 if (size
> (cs
->data_size
- cs
->end
))
2460 new_size
= max(size
, cs
->data_size
* 2);
2462 new_data
= HeapReAlloc(GetProcessHeap(), 0, cs
->data
, new_size
);
2464 new_data
= HeapAlloc(GetProcessHeap(), 0, new_size
);
2468 cs
->data_size
= new_size
;
2469 cs
->start
= cs
->end
= 0;
2470 cs
->data
= new_data
;
2475 return (BYTE
*)cs
->data
+ cs
->start
;
2478 static void wined3d_cs_st_submit(struct wined3d_cs
*cs
, enum wined3d_cs_queue_id queue_id
)
2480 enum wined3d_cs_op opcode
;
2486 cs
->start
= cs
->end
;
2488 opcode
= *(const enum wined3d_cs_op
*)&data
[start
];
2489 if (opcode
>= WINED3D_CS_OP_STOP
)
2490 ERR("Invalid opcode %#x.\n", opcode
);
2492 wined3d_cs_op_handlers
[opcode
](cs
, &data
[start
]);
2494 if (cs
->data
== data
)
2495 cs
->start
= cs
->end
= start
;
2497 HeapFree(GetProcessHeap(), 0, data
);
2500 static void wined3d_cs_st_finish(struct wined3d_cs
*cs
, enum wined3d_cs_queue_id queue_id
)
2504 static const struct wined3d_cs_ops wined3d_cs_st_ops
=
2506 wined3d_cs_st_require_space
,
2507 wined3d_cs_st_submit
,
2508 wined3d_cs_st_finish
,
2509 wined3d_cs_st_push_constants
,
2512 static BOOL
wined3d_cs_queue_is_empty(const struct wined3d_cs
*cs
, const struct wined3d_cs_queue
*queue
)
2514 wined3d_from_cs(cs
);
2515 return *(volatile LONG
*)&queue
->head
== queue
->tail
;
2518 static void wined3d_cs_queue_submit(struct wined3d_cs_queue
*queue
, struct wined3d_cs
*cs
)
2520 struct wined3d_cs_packet
*packet
;
2523 packet
= (struct wined3d_cs_packet
*)&queue
->data
[queue
->head
];
2524 packet_size
= FIELD_OFFSET(struct wined3d_cs_packet
, data
[packet
->size
]);
2525 InterlockedExchange(&queue
->head
, (queue
->head
+ packet_size
) & (WINED3D_CS_QUEUE_SIZE
- 1));
2527 if (InterlockedCompareExchange(&cs
->waiting_for_event
, FALSE
, TRUE
))
2528 SetEvent(cs
->event
);
2531 static void wined3d_cs_mt_submit(struct wined3d_cs
*cs
, enum wined3d_cs_queue_id queue_id
)
2533 if (cs
->thread_id
== GetCurrentThreadId())
2534 return wined3d_cs_st_submit(cs
, queue_id
);
2536 wined3d_cs_queue_submit(&cs
->queue
[queue_id
], cs
);
2539 static void *wined3d_cs_queue_require_space(struct wined3d_cs_queue
*queue
, size_t size
, struct wined3d_cs
*cs
)
2541 size_t queue_size
= ARRAY_SIZE(queue
->data
);
2542 size_t header_size
, packet_size
, remaining
;
2543 struct wined3d_cs_packet
*packet
;
2545 header_size
= FIELD_OFFSET(struct wined3d_cs_packet
, data
[0]);
2546 size
= (size
+ header_size
- 1) & ~(header_size
- 1);
2547 packet_size
= FIELD_OFFSET(struct wined3d_cs_packet
, data
[size
]);
2548 if (packet_size
>= WINED3D_CS_QUEUE_SIZE
)
2550 ERR("Packet size %lu >= queue size %u.\n",
2551 (unsigned long)packet_size
, WINED3D_CS_QUEUE_SIZE
);
2555 remaining
= queue_size
- queue
->head
;
2556 if (remaining
< packet_size
)
2558 size_t nop_size
= remaining
- header_size
;
2559 struct wined3d_cs_nop
*nop
;
2561 TRACE("Inserting a nop for %lu + %lu bytes.\n",
2562 (unsigned long)header_size
, (unsigned long)nop_size
);
2564 nop
= wined3d_cs_queue_require_space(queue
, nop_size
, cs
);
2566 nop
->opcode
= WINED3D_CS_OP_NOP
;
2568 wined3d_cs_queue_submit(queue
, cs
);
2569 assert(!queue
->head
);
2574 LONG tail
= *(volatile LONG
*)&queue
->tail
;
2575 LONG head
= queue
->head
;
2581 new_pos
= (head
+ packet_size
) & (WINED3D_CS_QUEUE_SIZE
- 1);
2582 /* Head ahead of tail. We checked the remaining size above, so we only
2583 * need to make sure we don't make head equal to tail. */
2584 if (head
> tail
&& (new_pos
!= tail
))
2586 /* Tail ahead of head. Make sure the new head is before the tail as
2587 * well. Note that new_pos is 0 when it's at the end of the queue. */
2588 if (new_pos
< tail
&& new_pos
)
2591 TRACE("Waiting for free space. Head %u, tail %u, packet size %lu.\n",
2592 head
, tail
, (unsigned long)packet_size
);
2595 packet
= (struct wined3d_cs_packet
*)&queue
->data
[queue
->head
];
2596 packet
->size
= size
;
2597 return packet
->data
;
2600 static void *wined3d_cs_mt_require_space(struct wined3d_cs
*cs
, size_t size
, enum wined3d_cs_queue_id queue_id
)
2602 if (cs
->thread_id
== GetCurrentThreadId())
2603 return wined3d_cs_st_require_space(cs
, size
, queue_id
);
2605 return wined3d_cs_queue_require_space(&cs
->queue
[queue_id
], size
, cs
);
2608 static void wined3d_cs_mt_finish(struct wined3d_cs
*cs
, enum wined3d_cs_queue_id queue_id
)
2610 if (cs
->thread_id
== GetCurrentThreadId())
2611 return wined3d_cs_st_finish(cs
, queue_id
);
2613 while (cs
->queue
[queue_id
].head
!= *(volatile LONG
*)&cs
->queue
[queue_id
].tail
)
2617 static const struct wined3d_cs_ops wined3d_cs_mt_ops
=
2619 wined3d_cs_mt_require_space
,
2620 wined3d_cs_mt_submit
,
2621 wined3d_cs_mt_finish
,
2622 wined3d_cs_mt_push_constants
,
2625 static void poll_queries(struct wined3d_cs
*cs
)
2627 struct wined3d_query
*query
, *cursor
;
2629 LIST_FOR_EACH_ENTRY_SAFE(query
, cursor
, &cs
->query_poll_list
, struct wined3d_query
, poll_list_entry
)
2631 if (!query
->query_ops
->query_poll(query
, 0))
2634 list_remove(&query
->poll_list_entry
);
2635 list_init(&query
->poll_list_entry
);
2636 InterlockedIncrement(&query
->counter_retrieved
);
2640 static void wined3d_cs_wait_event(struct wined3d_cs
*cs
)
2642 InterlockedExchange(&cs
->waiting_for_event
, TRUE
);
2644 /* The main thread might have enqueued a command and blocked on it after
2645 * the CS thread decided to enter wined3d_cs_wait_event(), but before
2646 * "waiting_for_event" was set.
2648 * Likewise, we can race with the main thread when resetting
2649 * "waiting_for_event", in which case we would need to call
2650 * WaitForSingleObject() because the main thread called SetEvent(). */
2651 if (!(wined3d_cs_queue_is_empty(cs
, &cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
])
2652 && wined3d_cs_queue_is_empty(cs
, &cs
->queue
[WINED3D_CS_QUEUE_MAP
]))
2653 && InterlockedCompareExchange(&cs
->waiting_for_event
, FALSE
, TRUE
))
2656 WaitForSingleObject(cs
->event
, INFINITE
);
2659 static DWORD WINAPI
wined3d_cs_run(void *ctx
)
2661 struct wined3d_cs_packet
*packet
;
2662 struct wined3d_cs_queue
*queue
;
2663 unsigned int spin_count
= 0;
2664 struct wined3d_cs
*cs
= ctx
;
2665 enum wined3d_cs_op opcode
;
2666 HMODULE wined3d_module
;
2667 unsigned int poll
= 0;
2670 TRACE("Started.\n");
2672 /* Copy the module handle to a local variable to avoid racing with the
2673 * thread freeing "cs" before the FreeLibraryAndExitThread() call. */
2674 wined3d_module
= cs
->wined3d_module
;
2676 list_init(&cs
->query_poll_list
);
2677 cs
->thread_id
= GetCurrentThreadId();
2680 if (++poll
== WINED3D_CS_QUERY_POLL_INTERVAL
)
2686 queue
= &cs
->queue
[WINED3D_CS_QUEUE_MAP
];
2687 if (wined3d_cs_queue_is_empty(cs
, queue
))
2689 queue
= &cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
];
2690 if (wined3d_cs_queue_is_empty(cs
, queue
))
2692 if (++spin_count
>= WINED3D_CS_SPIN_COUNT
&& list_empty(&cs
->query_poll_list
))
2693 wined3d_cs_wait_event(cs
);
2700 packet
= (struct wined3d_cs_packet
*)&queue
->data
[tail
];
2703 opcode
= *(const enum wined3d_cs_op
*)packet
->data
;
2705 if (opcode
>= WINED3D_CS_OP_STOP
)
2707 if (opcode
> WINED3D_CS_OP_STOP
)
2708 ERR("Invalid opcode %#x.\n", opcode
);
2712 wined3d_cs_op_handlers
[opcode
](cs
, packet
->data
);
2715 tail
+= FIELD_OFFSET(struct wined3d_cs_packet
, data
[packet
->size
]);
2716 tail
&= (WINED3D_CS_QUEUE_SIZE
- 1);
2717 InterlockedExchange(&queue
->tail
, tail
);
2720 cs
->queue
[WINED3D_CS_QUEUE_MAP
].tail
= cs
->queue
[WINED3D_CS_QUEUE_MAP
].head
;
2721 cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
].tail
= cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
].head
;
2722 TRACE("Stopped.\n");
2723 FreeLibraryAndExitThread(wined3d_module
, 0);
2726 struct wined3d_cs
*wined3d_cs_create(struct wined3d_device
*device
)
2728 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2729 struct wined3d_cs
*cs
;
2731 if (!(cs
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*cs
))))
2734 cs
->ops
= &wined3d_cs_st_ops
;
2735 cs
->device
= device
;
2737 if (!(cs
->fb
.render_targets
= wined3d_calloc(gl_info
->limits
.buffers
, sizeof(*cs
->fb
.render_targets
))))
2739 HeapFree(GetProcessHeap(), 0, cs
);
2743 state_init(&cs
->state
, &cs
->fb
, gl_info
, &device
->adapter
->d3d_info
,
2744 WINED3D_STATE_NO_REF
| WINED3D_STATE_INIT_DEFAULT
);
2746 cs
->data_size
= WINED3D_INITIAL_CS_SIZE
;
2747 if (!(cs
->data
= HeapAlloc(GetProcessHeap(), 0, cs
->data_size
)))
2750 if (wined3d_settings
.cs_multithreaded
2751 && !RtlIsCriticalSectionLockedByThread(NtCurrentTeb()->Peb
->LoaderLock
))
2753 cs
->ops
= &wined3d_cs_mt_ops
;
2755 if (!(cs
->event
= CreateEventW(NULL
, FALSE
, FALSE
, NULL
)))
2757 ERR("Failed to create command stream event.\n");
2758 HeapFree(GetProcessHeap(), 0, cs
->data
);
2762 if (!(GetModuleHandleExW(GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS
,
2763 (const WCHAR
*)wined3d_cs_run
, &cs
->wined3d_module
)))
2765 ERR("Failed to get wined3d module handle.\n");
2766 CloseHandle(cs
->event
);
2767 HeapFree(GetProcessHeap(), 0, cs
->data
);
2771 if (!(cs
->thread
= CreateThread(NULL
, 0, wined3d_cs_run
, cs
, 0, NULL
)))
2773 ERR("Failed to create wined3d command stream thread.\n");
2774 FreeLibrary(cs
->wined3d_module
);
2775 CloseHandle(cs
->event
);
2776 HeapFree(GetProcessHeap(), 0, cs
->data
);
2784 state_cleanup(&cs
->state
);
2785 HeapFree(GetProcessHeap(), 0, cs
->fb
.render_targets
);
2786 HeapFree(GetProcessHeap(), 0, cs
);
2790 void wined3d_cs_destroy(struct wined3d_cs
*cs
)
2794 wined3d_cs_emit_stop(cs
);
2795 CloseHandle(cs
->thread
);
2796 if (!CloseHandle(cs
->event
))
2797 ERR("Closing event failed.\n");
2800 state_cleanup(&cs
->state
);
2801 HeapFree(GetProcessHeap(), 0, cs
->fb
.render_targets
);
2802 HeapFree(GetProcessHeap(), 0, cs
->data
);
2803 HeapFree(GetProcessHeap(), 0, cs
);