crypt32: Implement CryptBinaryToStringW(HEXRAW).
[wine.git] / dlls / wined3d / cs.c
blobec17b59d714383e4e35f07e3d8462f4accea73a7
1 /*
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
19 #include "config.h"
20 #include "wine/port.h"
21 #include "wined3d_private.h"
23 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
25 #define WINED3D_INITIAL_CS_SIZE 4096
27 enum wined3d_cs_op
29 WINED3D_CS_OP_NOP,
30 WINED3D_CS_OP_PRESENT,
31 WINED3D_CS_OP_CLEAR,
32 WINED3D_CS_OP_DISPATCH,
33 WINED3D_CS_OP_DRAW,
34 WINED3D_CS_OP_FLUSH,
35 WINED3D_CS_OP_SET_PREDICATION,
36 WINED3D_CS_OP_SET_VIEWPORTS,
37 WINED3D_CS_OP_SET_SCISSOR_RECTS,
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,
68 WINED3D_CS_OP_MAP,
69 WINED3D_CS_OP_UNMAP,
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,
76 WINED3D_CS_OP_STOP,
79 struct wined3d_cs_packet
81 size_t size;
82 BYTE data[1];
85 struct wined3d_cs_nop
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;
95 RECT src_rect;
96 RECT dst_rect;
97 unsigned int swap_interval;
98 DWORD flags;
101 struct wined3d_cs_clear
103 enum wined3d_cs_op opcode;
104 DWORD flags;
105 unsigned int rt_count;
106 struct wined3d_fb_state *fb;
107 RECT draw_rect;
108 struct wined3d_color color;
109 float depth;
110 DWORD stencil;
111 unsigned int rect_count;
112 RECT rects[1];
115 struct wined3d_cs_dispatch
117 enum wined3d_cs_op opcode;
118 struct wined3d_dispatch_parameters parameters;
121 struct wined3d_cs_draw
123 enum wined3d_cs_op opcode;
124 GLenum primitive_type;
125 GLint patch_vertex_count;
126 struct wined3d_draw_parameters parameters;
129 struct wined3d_cs_flush
131 enum wined3d_cs_op opcode;
134 struct wined3d_cs_set_predication
136 enum wined3d_cs_op opcode;
137 struct wined3d_query *predicate;
138 BOOL value;
141 struct wined3d_cs_set_viewports
143 enum wined3d_cs_op opcode;
144 unsigned int viewport_count;
145 struct wined3d_viewport viewports[1];
148 struct wined3d_cs_set_scissor_rects
150 enum wined3d_cs_op opcode;
151 unsigned int rect_count;
152 RECT rects[1];
155 struct wined3d_cs_set_rendertarget_view
157 enum wined3d_cs_op opcode;
158 unsigned int view_idx;
159 struct wined3d_rendertarget_view *view;
162 struct wined3d_cs_set_depth_stencil_view
164 enum wined3d_cs_op opcode;
165 struct wined3d_rendertarget_view *view;
168 struct wined3d_cs_set_vertex_declaration
170 enum wined3d_cs_op opcode;
171 struct wined3d_vertex_declaration *declaration;
174 struct wined3d_cs_set_stream_source
176 enum wined3d_cs_op opcode;
177 UINT stream_idx;
178 struct wined3d_buffer *buffer;
179 UINT offset;
180 UINT stride;
183 struct wined3d_cs_set_stream_source_freq
185 enum wined3d_cs_op opcode;
186 UINT stream_idx;
187 UINT frequency;
188 UINT flags;
191 struct wined3d_cs_set_stream_output
193 enum wined3d_cs_op opcode;
194 UINT stream_idx;
195 struct wined3d_buffer *buffer;
196 UINT offset;
199 struct wined3d_cs_set_index_buffer
201 enum wined3d_cs_op opcode;
202 struct wined3d_buffer *buffer;
203 enum wined3d_format_id format_id;
204 unsigned int offset;
207 struct wined3d_cs_set_constant_buffer
209 enum wined3d_cs_op opcode;
210 enum wined3d_shader_type type;
211 UINT cb_idx;
212 struct wined3d_buffer *buffer;
215 struct wined3d_cs_set_texture
217 enum wined3d_cs_op opcode;
218 UINT stage;
219 struct wined3d_texture *texture;
222 struct wined3d_cs_set_color_key
224 enum wined3d_cs_op opcode;
225 struct wined3d_texture *texture;
226 WORD flags;
227 WORD set;
228 struct wined3d_color_key color_key;
231 struct wined3d_cs_set_shader_resource_view
233 enum wined3d_cs_op opcode;
234 enum wined3d_shader_type type;
235 UINT view_idx;
236 struct wined3d_shader_resource_view *view;
239 struct wined3d_cs_set_unordered_access_view
241 enum wined3d_cs_op opcode;
242 enum wined3d_pipeline pipeline;
243 unsigned int view_idx;
244 struct wined3d_unordered_access_view *view;
245 unsigned int initial_count;
248 struct wined3d_cs_set_sampler
250 enum wined3d_cs_op opcode;
251 enum wined3d_shader_type type;
252 UINT sampler_idx;
253 struct wined3d_sampler *sampler;
256 struct wined3d_cs_set_shader
258 enum wined3d_cs_op opcode;
259 enum wined3d_shader_type type;
260 struct wined3d_shader *shader;
263 struct wined3d_cs_set_blend_state
265 enum wined3d_cs_op opcode;
266 struct wined3d_blend_state *state;
267 struct wined3d_color factor;
270 struct wined3d_cs_set_rasterizer_state
272 enum wined3d_cs_op opcode;
273 struct wined3d_rasterizer_state *state;
276 struct wined3d_cs_set_render_state
278 enum wined3d_cs_op opcode;
279 enum wined3d_render_state state;
280 DWORD value;
283 struct wined3d_cs_set_texture_state
285 enum wined3d_cs_op opcode;
286 UINT stage;
287 enum wined3d_texture_stage_state state;
288 DWORD value;
291 struct wined3d_cs_set_sampler_state
293 enum wined3d_cs_op opcode;
294 UINT sampler_idx;
295 enum wined3d_sampler_state state;
296 DWORD value;
299 struct wined3d_cs_set_transform
301 enum wined3d_cs_op opcode;
302 enum wined3d_transform_state state;
303 struct wined3d_matrix matrix;
306 struct wined3d_cs_set_clip_plane
308 enum wined3d_cs_op opcode;
309 UINT plane_idx;
310 struct wined3d_vec4 plane;
313 struct wined3d_cs_set_material
315 enum wined3d_cs_op opcode;
316 struct wined3d_material material;
319 struct wined3d_cs_set_light
321 enum wined3d_cs_op opcode;
322 struct wined3d_light_info light;
325 struct wined3d_cs_set_light_enable
327 enum wined3d_cs_op opcode;
328 unsigned int idx;
329 BOOL enable;
332 struct wined3d_cs_push_constants
334 enum wined3d_cs_op opcode;
335 enum wined3d_push_constants type;
336 unsigned int start_idx;
337 unsigned int count;
338 BYTE constants[1];
341 struct wined3d_cs_reset_state
343 enum wined3d_cs_op opcode;
346 struct wined3d_cs_callback
348 enum wined3d_cs_op opcode;
349 void (*callback)(void *object);
350 void *object;
353 struct wined3d_cs_query_issue
355 enum wined3d_cs_op opcode;
356 struct wined3d_query *query;
357 DWORD flags;
360 struct wined3d_cs_preload_resource
362 enum wined3d_cs_op opcode;
363 struct wined3d_resource *resource;
366 struct wined3d_cs_unload_resource
368 enum wined3d_cs_op opcode;
369 struct wined3d_resource *resource;
372 struct wined3d_cs_map
374 enum wined3d_cs_op opcode;
375 struct wined3d_resource *resource;
376 unsigned int sub_resource_idx;
377 struct wined3d_map_desc *map_desc;
378 const struct wined3d_box *box;
379 DWORD flags;
380 HRESULT *hr;
383 struct wined3d_cs_unmap
385 enum wined3d_cs_op opcode;
386 struct wined3d_resource *resource;
387 unsigned int sub_resource_idx;
388 HRESULT *hr;
391 struct wined3d_cs_blt_sub_resource
393 enum wined3d_cs_op opcode;
394 struct wined3d_resource *dst_resource;
395 unsigned int dst_sub_resource_idx;
396 struct wined3d_box dst_box;
397 struct wined3d_resource *src_resource;
398 unsigned int src_sub_resource_idx;
399 struct wined3d_box src_box;
400 DWORD flags;
401 struct wined3d_blt_fx fx;
402 enum wined3d_texture_filter_type filter;
405 struct wined3d_cs_update_sub_resource
407 enum wined3d_cs_op opcode;
408 struct wined3d_resource *resource;
409 unsigned int sub_resource_idx;
410 struct wined3d_box box;
411 struct wined3d_sub_resource_data data;
414 struct wined3d_cs_add_dirty_texture_region
416 enum wined3d_cs_op opcode;
417 struct wined3d_texture *texture;
418 unsigned int layer;
421 struct wined3d_cs_clear_unordered_access_view
423 enum wined3d_cs_op opcode;
424 struct wined3d_unordered_access_view *view;
425 struct wined3d_uvec4 clear_value;
428 struct wined3d_cs_copy_uav_counter
430 enum wined3d_cs_op opcode;
431 struct wined3d_buffer *buffer;
432 unsigned int offset;
433 struct wined3d_unordered_access_view *view;
436 struct wined3d_cs_generate_mipmaps
438 enum wined3d_cs_op opcode;
439 struct wined3d_shader_resource_view *view;
442 struct wined3d_cs_stop
444 enum wined3d_cs_op opcode;
447 static inline void *wined3d_cs_require_space(struct wined3d_cs *cs,
448 size_t size, enum wined3d_cs_queue_id queue_id)
450 return cs->ops->require_space(cs, size, queue_id);
453 static inline void wined3d_cs_submit(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id)
455 cs->ops->submit(cs, queue_id);
458 static const char *debug_cs_op(enum wined3d_cs_op op)
460 switch (op)
462 #define WINED3D_TO_STR(type) case type: return #type
463 WINED3D_TO_STR(WINED3D_CS_OP_NOP);
464 WINED3D_TO_STR(WINED3D_CS_OP_PRESENT);
465 WINED3D_TO_STR(WINED3D_CS_OP_CLEAR);
466 WINED3D_TO_STR(WINED3D_CS_OP_DISPATCH);
467 WINED3D_TO_STR(WINED3D_CS_OP_DRAW);
468 WINED3D_TO_STR(WINED3D_CS_OP_FLUSH);
469 WINED3D_TO_STR(WINED3D_CS_OP_SET_PREDICATION);
470 WINED3D_TO_STR(WINED3D_CS_OP_SET_VIEWPORTS);
471 WINED3D_TO_STR(WINED3D_CS_OP_SET_SCISSOR_RECTS);
472 WINED3D_TO_STR(WINED3D_CS_OP_SET_RENDERTARGET_VIEW);
473 WINED3D_TO_STR(WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW);
474 WINED3D_TO_STR(WINED3D_CS_OP_SET_VERTEX_DECLARATION);
475 WINED3D_TO_STR(WINED3D_CS_OP_SET_STREAM_SOURCE);
476 WINED3D_TO_STR(WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ);
477 WINED3D_TO_STR(WINED3D_CS_OP_SET_STREAM_OUTPUT);
478 WINED3D_TO_STR(WINED3D_CS_OP_SET_INDEX_BUFFER);
479 WINED3D_TO_STR(WINED3D_CS_OP_SET_CONSTANT_BUFFER);
480 WINED3D_TO_STR(WINED3D_CS_OP_SET_TEXTURE);
481 WINED3D_TO_STR(WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW);
482 WINED3D_TO_STR(WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW);
483 WINED3D_TO_STR(WINED3D_CS_OP_SET_SAMPLER);
484 WINED3D_TO_STR(WINED3D_CS_OP_SET_SHADER);
485 WINED3D_TO_STR(WINED3D_CS_OP_SET_BLEND_STATE);
486 WINED3D_TO_STR(WINED3D_CS_OP_SET_RASTERIZER_STATE);
487 WINED3D_TO_STR(WINED3D_CS_OP_SET_RENDER_STATE);
488 WINED3D_TO_STR(WINED3D_CS_OP_SET_TEXTURE_STATE);
489 WINED3D_TO_STR(WINED3D_CS_OP_SET_SAMPLER_STATE);
490 WINED3D_TO_STR(WINED3D_CS_OP_SET_TRANSFORM);
491 WINED3D_TO_STR(WINED3D_CS_OP_SET_CLIP_PLANE);
492 WINED3D_TO_STR(WINED3D_CS_OP_SET_COLOR_KEY);
493 WINED3D_TO_STR(WINED3D_CS_OP_SET_MATERIAL);
494 WINED3D_TO_STR(WINED3D_CS_OP_SET_LIGHT);
495 WINED3D_TO_STR(WINED3D_CS_OP_SET_LIGHT_ENABLE);
496 WINED3D_TO_STR(WINED3D_CS_OP_PUSH_CONSTANTS);
497 WINED3D_TO_STR(WINED3D_CS_OP_RESET_STATE);
498 WINED3D_TO_STR(WINED3D_CS_OP_CALLBACK);
499 WINED3D_TO_STR(WINED3D_CS_OP_QUERY_ISSUE);
500 WINED3D_TO_STR(WINED3D_CS_OP_PRELOAD_RESOURCE);
501 WINED3D_TO_STR(WINED3D_CS_OP_UNLOAD_RESOURCE);
502 WINED3D_TO_STR(WINED3D_CS_OP_MAP);
503 WINED3D_TO_STR(WINED3D_CS_OP_UNMAP);
504 WINED3D_TO_STR(WINED3D_CS_OP_BLT_SUB_RESOURCE);
505 WINED3D_TO_STR(WINED3D_CS_OP_UPDATE_SUB_RESOURCE);
506 WINED3D_TO_STR(WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION);
507 WINED3D_TO_STR(WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW);
508 WINED3D_TO_STR(WINED3D_CS_OP_COPY_UAV_COUNTER);
509 WINED3D_TO_STR(WINED3D_CS_OP_GENERATE_MIPMAPS);
510 WINED3D_TO_STR(WINED3D_CS_OP_STOP);
511 #undef WINED3D_TO_STR
512 default:
513 return wine_dbg_sprintf("UNKNOWN_OP(%#x)", op);
517 static void wined3d_cs_exec_nop(struct wined3d_cs *cs, const void *data)
521 static void wined3d_cs_exec_present(struct wined3d_cs *cs, const void *data)
523 const struct wined3d_cs_present *op = data;
524 struct wined3d_swapchain *swapchain;
525 unsigned int i;
527 swapchain = op->swapchain;
528 wined3d_swapchain_set_window(swapchain, op->dst_window_override);
530 swapchain->swapchain_ops->swapchain_present(swapchain, &op->src_rect, &op->dst_rect, op->swap_interval, op->flags);
532 wined3d_resource_release(&swapchain->front_buffer->resource);
533 for (i = 0; i < swapchain->state.desc.backbuffer_count; ++i)
535 wined3d_resource_release(&swapchain->back_buffers[i]->resource);
538 InterlockedDecrement(&cs->pending_presents);
541 void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain,
542 const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override,
543 unsigned int swap_interval, DWORD flags)
545 struct wined3d_cs_present *op;
546 unsigned int i;
547 LONG pending;
549 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
550 op->opcode = WINED3D_CS_OP_PRESENT;
551 op->dst_window_override = dst_window_override;
552 op->swapchain = swapchain;
553 op->src_rect = *src_rect;
554 op->dst_rect = *dst_rect;
555 op->swap_interval = swap_interval;
556 op->flags = flags;
558 pending = InterlockedIncrement(&cs->pending_presents);
560 wined3d_resource_acquire(&swapchain->front_buffer->resource);
561 for (i = 0; i < swapchain->state.desc.backbuffer_count; ++i)
563 wined3d_resource_acquire(&swapchain->back_buffers[i]->resource);
566 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
568 /* Limit input latency by limiting the number of presents that we can get
569 * ahead of the worker thread. */
570 while (pending >= swapchain->max_frame_latency)
572 wined3d_pause();
573 pending = InterlockedCompareExchange(&cs->pending_presents, 0, 0);
577 static void wined3d_cs_exec_clear(struct wined3d_cs *cs, const void *data)
579 const struct wined3d_cs_clear *op = data;
580 struct wined3d_device *device;
581 unsigned int i;
583 device = cs->device;
584 device->blitter->ops->blitter_clear(device->blitter, device, op->rt_count, op->fb,
585 op->rect_count, op->rects, &op->draw_rect, op->flags, &op->color, op->depth, op->stencil);
587 if (op->flags & WINED3DCLEAR_TARGET)
589 for (i = 0; i < op->rt_count; ++i)
591 if (op->fb->render_targets[i])
592 wined3d_resource_release(op->fb->render_targets[i]->resource);
595 if (op->flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
596 wined3d_resource_release(op->fb->depth_stencil->resource);
599 void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
600 DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
602 const struct wined3d_state *state = &cs->device->state;
603 const struct wined3d_viewport *vp = &state->viewports[0];
604 struct wined3d_rendertarget_view *view;
605 struct wined3d_cs_clear *op;
606 unsigned int rt_count, i;
608 rt_count = flags & WINED3DCLEAR_TARGET ? cs->device->adapter->d3d_info.limits.max_rt_count : 0;
610 op = wined3d_cs_require_space(cs, FIELD_OFFSET(struct wined3d_cs_clear, rects[rect_count]),
611 WINED3D_CS_QUEUE_DEFAULT);
612 op->opcode = WINED3D_CS_OP_CLEAR;
613 op->flags = flags & (WINED3DCLEAR_TARGET | WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL);
614 op->rt_count = rt_count;
615 op->fb = &cs->fb;
616 SetRect(&op->draw_rect, vp->x, vp->y, vp->x + vp->width, vp->y + vp->height);
617 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
618 IntersectRect(&op->draw_rect, &op->draw_rect, &state->scissor_rects[0]);
619 op->color = *color;
620 op->depth = depth;
621 op->stencil = stencil;
622 op->rect_count = rect_count;
623 memcpy(op->rects, rects, sizeof(*rects) * rect_count);
625 for (i = 0; i < rt_count; ++i)
627 if ((view = state->fb->render_targets[i]))
628 wined3d_resource_acquire(view->resource);
630 if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
632 view = state->fb->depth_stencil;
633 wined3d_resource_acquire(view->resource);
636 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
639 void wined3d_cs_emit_clear_rendertarget_view(struct wined3d_cs *cs, struct wined3d_rendertarget_view *view,
640 const RECT *rect, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
642 struct wined3d_cs_clear *op;
643 size_t size;
645 size = FIELD_OFFSET(struct wined3d_cs_clear, rects[1]) + sizeof(struct wined3d_fb_state);
646 op = wined3d_cs_require_space(cs, size, WINED3D_CS_QUEUE_DEFAULT);
647 op->fb = (void *)&op->rects[1];
649 op->opcode = WINED3D_CS_OP_CLEAR;
650 op->flags = flags & (WINED3DCLEAR_TARGET | WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL);
651 if (flags & WINED3DCLEAR_TARGET)
653 op->rt_count = 1;
654 op->fb->render_targets[0] = view;
655 op->fb->depth_stencil = NULL;
656 op->color = *color;
658 else
660 op->rt_count = 0;
661 op->fb->render_targets[0] = NULL;
662 op->fb->depth_stencil = view;
663 op->depth = depth;
664 op->stencil = stencil;
666 SetRect(&op->draw_rect, 0, 0, view->width, view->height);
667 op->rect_count = 1;
668 op->rects[0] = *rect;
670 wined3d_resource_acquire(view->resource);
672 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
673 if (flags & WINED3DCLEAR_SYNCHRONOUS)
674 wined3d_cs_finish(cs, WINED3D_CS_QUEUE_DEFAULT);
677 static void acquire_shader_resources(const struct wined3d_state *state, unsigned int shader_mask)
679 struct wined3d_shader_sampler_map_entry *entry;
680 struct wined3d_shader_resource_view *view;
681 struct wined3d_shader *shader;
682 unsigned int i, j;
684 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
686 if (!(shader_mask & (1u << i)))
687 continue;
689 if (!(shader = state->shader[i]))
690 continue;
692 for (j = 0; j < WINED3D_MAX_CBS; ++j)
694 if (state->cb[i][j])
695 wined3d_resource_acquire(&state->cb[i][j]->resource);
698 for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
700 entry = &shader->reg_maps.sampler_map.entries[j];
702 if (!(view = state->shader_resource_view[i][entry->resource_idx]))
703 continue;
705 wined3d_resource_acquire(view->resource);
710 static void release_shader_resources(const struct wined3d_state *state, unsigned int shader_mask)
712 struct wined3d_shader_sampler_map_entry *entry;
713 struct wined3d_shader_resource_view *view;
714 struct wined3d_shader *shader;
715 unsigned int i, j;
717 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
719 if (!(shader_mask & (1u << i)))
720 continue;
722 if (!(shader = state->shader[i]))
723 continue;
725 for (j = 0; j < WINED3D_MAX_CBS; ++j)
727 if (state->cb[i][j])
728 wined3d_resource_release(&state->cb[i][j]->resource);
731 for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
733 entry = &shader->reg_maps.sampler_map.entries[j];
735 if (!(view = state->shader_resource_view[i][entry->resource_idx]))
736 continue;
738 wined3d_resource_release(view->resource);
743 static void acquire_unordered_access_resources(const struct wined3d_shader *shader,
744 struct wined3d_unordered_access_view * const *views)
746 unsigned int i;
748 if (!shader)
749 return;
751 for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
753 if (!shader->reg_maps.uav_resource_info[i].type)
754 continue;
756 if (!views[i])
757 continue;
759 wined3d_resource_acquire(views[i]->resource);
763 static void release_unordered_access_resources(const struct wined3d_shader *shader,
764 struct wined3d_unordered_access_view * const *views)
766 unsigned int i;
768 if (!shader)
769 return;
771 for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
773 if (!shader->reg_maps.uav_resource_info[i].type)
774 continue;
776 if (!views[i])
777 continue;
779 wined3d_resource_release(views[i]->resource);
783 static void wined3d_cs_exec_dispatch(struct wined3d_cs *cs, const void *data)
785 const struct wined3d_cs_dispatch *op = data;
786 struct wined3d_state *state = &cs->state;
788 dispatch_compute(cs->device, state, &op->parameters);
790 if (op->parameters.indirect)
791 wined3d_resource_release(&op->parameters.u.indirect.buffer->resource);
793 release_shader_resources(state, 1u << WINED3D_SHADER_TYPE_COMPUTE);
794 release_unordered_access_resources(state->shader[WINED3D_SHADER_TYPE_COMPUTE],
795 state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
798 static void acquire_compute_pipeline_resources(const struct wined3d_state *state)
800 acquire_shader_resources(state, 1u << WINED3D_SHADER_TYPE_COMPUTE);
801 acquire_unordered_access_resources(state->shader[WINED3D_SHADER_TYPE_COMPUTE],
802 state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
805 void wined3d_cs_emit_dispatch(struct wined3d_cs *cs,
806 unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z)
808 const struct wined3d_state *state = &cs->device->state;
809 struct wined3d_cs_dispatch *op;
811 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
812 op->opcode = WINED3D_CS_OP_DISPATCH;
813 op->parameters.indirect = FALSE;
814 op->parameters.u.direct.group_count_x = group_count_x;
815 op->parameters.u.direct.group_count_y = group_count_y;
816 op->parameters.u.direct.group_count_z = group_count_z;
818 acquire_compute_pipeline_resources(state);
820 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
823 void wined3d_cs_emit_dispatch_indirect(struct wined3d_cs *cs,
824 struct wined3d_buffer *buffer, unsigned int offset)
826 const struct wined3d_state *state = &cs->device->state;
827 struct wined3d_cs_dispatch *op;
829 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
830 op->opcode = WINED3D_CS_OP_DISPATCH;
831 op->parameters.indirect = TRUE;
832 op->parameters.u.indirect.buffer = buffer;
833 op->parameters.u.indirect.offset = offset;
835 acquire_compute_pipeline_resources(state);
836 wined3d_resource_acquire(&buffer->resource);
838 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
841 static void wined3d_cs_exec_draw(struct wined3d_cs *cs, const void *data)
843 const struct wined3d_d3d_info *d3d_info = &cs->device->adapter->d3d_info;
844 const struct wined3d_shader *geometry_shader;
845 struct wined3d_device *device = cs->device;
846 int base_vertex_idx, load_base_vertex_idx;
847 struct wined3d_state *state = &cs->state;
848 const struct wined3d_cs_draw *op = data;
849 unsigned int i;
851 base_vertex_idx = 0;
852 if (!op->parameters.indirect)
854 const struct wined3d_direct_draw_parameters *direct = &op->parameters.u.direct;
856 if (op->parameters.indexed && d3d_info->draw_base_vertex_offset)
857 base_vertex_idx = direct->base_vertex_idx;
858 else if (!op->parameters.indexed)
859 base_vertex_idx = direct->start_idx;
862 /* ARB_draw_indirect always supports a base vertex offset. */
863 if (!op->parameters.indirect && !d3d_info->draw_base_vertex_offset)
864 load_base_vertex_idx = op->parameters.u.direct.base_vertex_idx;
865 else
866 load_base_vertex_idx = 0;
868 if (state->base_vertex_index != base_vertex_idx)
870 state->base_vertex_index = base_vertex_idx;
871 for (i = 0; i < device->context_count; ++i)
872 device->contexts[i]->constant_update_mask |= WINED3D_SHADER_CONST_BASE_VERTEX_ID;
875 if (state->load_base_vertex_index != load_base_vertex_idx)
877 state->load_base_vertex_index = load_base_vertex_idx;
878 device_invalidate_state(cs->device, STATE_BASEVERTEXINDEX);
881 if (state->gl_primitive_type != op->primitive_type)
883 if ((geometry_shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY]) && !geometry_shader->function)
884 device_invalidate_state(cs->device, STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY));
885 if (state->gl_primitive_type == GL_POINTS || op->primitive_type == GL_POINTS)
886 device_invalidate_state(cs->device, STATE_POINT_ENABLE);
887 state->gl_primitive_type = op->primitive_type;
889 state->gl_patch_vertices = op->patch_vertex_count;
891 draw_primitive(cs->device, state, &op->parameters);
893 if (op->parameters.indirect)
895 struct wined3d_buffer *buffer = op->parameters.u.indirect.buffer;
896 wined3d_resource_release(&buffer->resource);
899 if (op->parameters.indexed)
900 wined3d_resource_release(&state->index_buffer->resource);
901 for (i = 0; i < ARRAY_SIZE(state->streams); ++i)
903 if (state->streams[i].buffer)
904 wined3d_resource_release(&state->streams[i].buffer->resource);
906 for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
908 if (state->stream_output[i].buffer)
909 wined3d_resource_release(&state->stream_output[i].buffer->resource);
911 for (i = 0; i < ARRAY_SIZE(state->textures); ++i)
913 if (state->textures[i])
914 wined3d_resource_release(&state->textures[i]->resource);
916 for (i = 0; i < d3d_info->limits.max_rt_count; ++i)
918 if (state->fb->render_targets[i])
919 wined3d_resource_release(state->fb->render_targets[i]->resource);
921 if (state->fb->depth_stencil)
922 wined3d_resource_release(state->fb->depth_stencil->resource);
923 release_shader_resources(state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE));
924 release_unordered_access_resources(state->shader[WINED3D_SHADER_TYPE_PIXEL],
925 state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
928 static void acquire_graphics_pipeline_resources(const struct wined3d_state *state,
929 BOOL indexed, const struct wined3d_d3d_info *d3d_info)
931 unsigned int i;
933 if (indexed)
934 wined3d_resource_acquire(&state->index_buffer->resource);
935 for (i = 0; i < ARRAY_SIZE(state->streams); ++i)
937 if (state->streams[i].buffer)
938 wined3d_resource_acquire(&state->streams[i].buffer->resource);
940 for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
942 if (state->stream_output[i].buffer)
943 wined3d_resource_acquire(&state->stream_output[i].buffer->resource);
945 for (i = 0; i < ARRAY_SIZE(state->textures); ++i)
947 if (state->textures[i])
948 wined3d_resource_acquire(&state->textures[i]->resource);
950 for (i = 0; i < d3d_info->limits.max_rt_count; ++i)
952 if (state->fb->render_targets[i])
953 wined3d_resource_acquire(state->fb->render_targets[i]->resource);
955 if (state->fb->depth_stencil)
956 wined3d_resource_acquire(state->fb->depth_stencil->resource);
957 acquire_shader_resources(state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE));
958 acquire_unordered_access_resources(state->shader[WINED3D_SHADER_TYPE_PIXEL],
959 state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
962 void wined3d_cs_emit_draw(struct wined3d_cs *cs, GLenum primitive_type, unsigned int patch_vertex_count,
963 int base_vertex_idx, unsigned int start_idx, unsigned int index_count,
964 unsigned int start_instance, unsigned int instance_count, BOOL indexed)
966 const struct wined3d_d3d_info *d3d_info = &cs->device->adapter->d3d_info;
967 const struct wined3d_state *state = &cs->device->state;
968 struct wined3d_cs_draw *op;
970 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
971 op->opcode = WINED3D_CS_OP_DRAW;
972 op->primitive_type = primitive_type;
973 op->patch_vertex_count = patch_vertex_count;
974 op->parameters.indirect = FALSE;
975 op->parameters.u.direct.base_vertex_idx = base_vertex_idx;
976 op->parameters.u.direct.start_idx = start_idx;
977 op->parameters.u.direct.index_count = index_count;
978 op->parameters.u.direct.start_instance = start_instance;
979 op->parameters.u.direct.instance_count = instance_count;
980 op->parameters.indexed = indexed;
982 acquire_graphics_pipeline_resources(state, indexed, d3d_info);
984 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
987 void wined3d_cs_emit_draw_indirect(struct wined3d_cs *cs, GLenum primitive_type, unsigned int patch_vertex_count,
988 struct wined3d_buffer *buffer, unsigned int offset, BOOL indexed)
990 const struct wined3d_d3d_info *d3d_info = &cs->device->adapter->d3d_info;
991 const struct wined3d_state *state = &cs->device->state;
992 struct wined3d_cs_draw *op;
994 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
995 op->opcode = WINED3D_CS_OP_DRAW;
996 op->primitive_type = primitive_type;
997 op->patch_vertex_count = patch_vertex_count;
998 op->parameters.indirect = TRUE;
999 op->parameters.u.indirect.buffer = buffer;
1000 op->parameters.u.indirect.offset = offset;
1001 op->parameters.indexed = indexed;
1003 acquire_graphics_pipeline_resources(state, indexed, d3d_info);
1004 wined3d_resource_acquire(&buffer->resource);
1006 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1009 static void wined3d_cs_exec_flush(struct wined3d_cs *cs, const void *data)
1011 struct wined3d_context *context;
1013 context = context_acquire(cs->device, NULL, 0);
1014 cs->device->adapter->adapter_ops->adapter_flush_context(context);
1015 context_release(context);
1018 void wined3d_cs_emit_flush(struct wined3d_cs *cs)
1020 struct wined3d_cs_flush *op;
1022 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1023 op->opcode = WINED3D_CS_OP_FLUSH;
1025 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1026 cs->queries_flushed = TRUE;
1029 static void wined3d_cs_exec_set_predication(struct wined3d_cs *cs, const void *data)
1031 const struct wined3d_cs_set_predication *op = data;
1033 cs->state.predicate = op->predicate;
1034 cs->state.predicate_value = op->value;
1037 void wined3d_cs_emit_set_predication(struct wined3d_cs *cs, struct wined3d_query *predicate, BOOL value)
1039 struct wined3d_cs_set_predication *op;
1041 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1042 op->opcode = WINED3D_CS_OP_SET_PREDICATION;
1043 op->predicate = predicate;
1044 op->value = value;
1046 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1049 static void wined3d_cs_exec_set_viewports(struct wined3d_cs *cs, const void *data)
1051 const struct wined3d_cs_set_viewports *op = data;
1053 if (op->viewport_count)
1054 memcpy(cs->state.viewports, op->viewports, op->viewport_count * sizeof(*op->viewports));
1055 else
1056 memset(cs->state.viewports, 0, sizeof(*cs->state.viewports));
1057 cs->state.viewport_count = op->viewport_count;
1058 device_invalidate_state(cs->device, STATE_VIEWPORT);
1061 void wined3d_cs_emit_set_viewports(struct wined3d_cs *cs, unsigned int viewport_count,
1062 const struct wined3d_viewport *viewports)
1064 struct wined3d_cs_set_viewports *op;
1066 op = wined3d_cs_require_space(cs, FIELD_OFFSET(struct wined3d_cs_set_viewports, viewports[viewport_count]),
1067 WINED3D_CS_QUEUE_DEFAULT);
1068 op->opcode = WINED3D_CS_OP_SET_VIEWPORTS;
1069 memcpy(op->viewports, viewports, viewport_count * sizeof(*viewports));
1070 op->viewport_count = viewport_count;
1072 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1075 static void wined3d_cs_exec_set_scissor_rects(struct wined3d_cs *cs, const void *data)
1077 const struct wined3d_cs_set_scissor_rects *op = data;
1079 if (op->rect_count)
1080 memcpy(cs->state.scissor_rects, op->rects, op->rect_count * sizeof(*op->rects));
1081 else
1082 SetRectEmpty(cs->state.scissor_rects);
1083 cs->state.scissor_rect_count = op->rect_count;
1084 device_invalidate_state(cs->device, STATE_SCISSORRECT);
1087 void wined3d_cs_emit_set_scissor_rects(struct wined3d_cs *cs, unsigned int rect_count, const RECT *rects)
1089 struct wined3d_cs_set_scissor_rects *op;
1091 op = wined3d_cs_require_space(cs, FIELD_OFFSET(struct wined3d_cs_set_scissor_rects, rects[rect_count]),
1092 WINED3D_CS_QUEUE_DEFAULT);
1093 op->opcode = WINED3D_CS_OP_SET_SCISSOR_RECTS;
1094 memcpy(op->rects, rects, rect_count * sizeof(*rects));
1095 op->rect_count = rect_count;
1097 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1100 static void wined3d_cs_exec_set_rendertarget_view(struct wined3d_cs *cs, const void *data)
1102 const struct wined3d_cs_set_rendertarget_view *op = data;
1103 BOOL prev_alpha_swizzle, curr_alpha_swizzle;
1104 struct wined3d_rendertarget_view *prev;
1106 prev = cs->state.fb->render_targets[op->view_idx];
1107 cs->fb.render_targets[op->view_idx] = op->view;
1108 device_invalidate_state(cs->device, STATE_FRAMEBUFFER);
1110 prev_alpha_swizzle = prev && prev->format->id == WINED3DFMT_A8_UNORM;
1111 curr_alpha_swizzle = op->view && op->view->format->id == WINED3DFMT_A8_UNORM;
1112 if (prev_alpha_swizzle != curr_alpha_swizzle)
1113 device_invalidate_state(cs->device, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL));
1116 void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx,
1117 struct wined3d_rendertarget_view *view)
1119 struct wined3d_cs_set_rendertarget_view *op;
1121 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1122 op->opcode = WINED3D_CS_OP_SET_RENDERTARGET_VIEW;
1123 op->view_idx = view_idx;
1124 op->view = view;
1126 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1129 static void wined3d_cs_exec_set_depth_stencil_view(struct wined3d_cs *cs, const void *data)
1131 const struct wined3d_cs_set_depth_stencil_view *op = data;
1132 struct wined3d_device *device = cs->device;
1133 struct wined3d_rendertarget_view *prev;
1135 if ((prev = cs->state.fb->depth_stencil) && prev->resource->type != WINED3D_RTYPE_BUFFER)
1137 struct wined3d_texture *prev_texture = texture_from_resource(prev->resource);
1139 if (device->swapchains[0]->state.desc.flags & WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL
1140 || prev_texture->flags & WINED3D_TEXTURE_DISCARD)
1141 wined3d_texture_validate_location(prev_texture,
1142 prev->sub_resource_idx, WINED3D_LOCATION_DISCARDED);
1145 cs->fb.depth_stencil = op->view;
1147 if (!prev != !op->view)
1149 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
1150 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_ZENABLE));
1151 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILENABLE));
1152 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
1153 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
1155 else if (prev)
1157 if (prev->format->depth_bias_scale != op->view->format->depth_bias_scale)
1158 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
1159 if (prev->format->stencil_size != op->view->format->stencil_size)
1160 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILREF));
1163 device_invalidate_state(device, STATE_FRAMEBUFFER);
1166 void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs, struct wined3d_rendertarget_view *view)
1168 struct wined3d_cs_set_depth_stencil_view *op;
1170 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1171 op->opcode = WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW;
1172 op->view = view;
1174 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1177 static void wined3d_cs_exec_set_vertex_declaration(struct wined3d_cs *cs, const void *data)
1179 const struct wined3d_cs_set_vertex_declaration *op = data;
1181 cs->state.vertex_declaration = op->declaration;
1182 device_invalidate_state(cs->device, STATE_VDECL);
1185 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs, struct wined3d_vertex_declaration *declaration)
1187 struct wined3d_cs_set_vertex_declaration *op;
1189 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1190 op->opcode = WINED3D_CS_OP_SET_VERTEX_DECLARATION;
1191 op->declaration = declaration;
1193 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1196 static void wined3d_cs_exec_set_stream_source(struct wined3d_cs *cs, const void *data)
1198 const struct wined3d_cs_set_stream_source *op = data;
1199 struct wined3d_stream_state *stream;
1200 struct wined3d_buffer *prev;
1202 stream = &cs->state.streams[op->stream_idx];
1203 prev = stream->buffer;
1204 stream->buffer = op->buffer;
1205 stream->offset = op->offset;
1206 stream->stride = op->stride;
1208 if (op->buffer)
1209 InterlockedIncrement(&op->buffer->resource.bind_count);
1210 if (prev)
1211 InterlockedDecrement(&prev->resource.bind_count);
1213 device_invalidate_state(cs->device, STATE_STREAMSRC);
1216 void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
1217 struct wined3d_buffer *buffer, UINT offset, UINT stride)
1219 struct wined3d_cs_set_stream_source *op;
1221 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1222 op->opcode = WINED3D_CS_OP_SET_STREAM_SOURCE;
1223 op->stream_idx = stream_idx;
1224 op->buffer = buffer;
1225 op->offset = offset;
1226 op->stride = stride;
1228 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1231 static void wined3d_cs_exec_set_stream_source_freq(struct wined3d_cs *cs, const void *data)
1233 const struct wined3d_cs_set_stream_source_freq *op = data;
1234 struct wined3d_stream_state *stream;
1236 stream = &cs->state.streams[op->stream_idx];
1237 stream->frequency = op->frequency;
1238 stream->flags = op->flags;
1240 device_invalidate_state(cs->device, STATE_STREAMSRC);
1243 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx, UINT frequency, UINT flags)
1245 struct wined3d_cs_set_stream_source_freq *op;
1247 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1248 op->opcode = WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ;
1249 op->stream_idx = stream_idx;
1250 op->frequency = frequency;
1251 op->flags = flags;
1253 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1256 static void wined3d_cs_exec_set_stream_output(struct wined3d_cs *cs, const void *data)
1258 const struct wined3d_cs_set_stream_output *op = data;
1259 struct wined3d_stream_output *stream;
1260 struct wined3d_buffer *prev;
1262 stream = &cs->state.stream_output[op->stream_idx];
1263 prev = stream->buffer;
1264 stream->buffer = op->buffer;
1265 stream->offset = op->offset;
1267 if (op->buffer)
1268 InterlockedIncrement(&op->buffer->resource.bind_count);
1269 if (prev)
1270 InterlockedDecrement(&prev->resource.bind_count);
1272 device_invalidate_state(cs->device, STATE_STREAM_OUTPUT);
1275 void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
1276 struct wined3d_buffer *buffer, UINT offset)
1278 struct wined3d_cs_set_stream_output *op;
1280 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1281 op->opcode = WINED3D_CS_OP_SET_STREAM_OUTPUT;
1282 op->stream_idx = stream_idx;
1283 op->buffer = buffer;
1284 op->offset = offset;
1286 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1289 static void wined3d_cs_exec_set_index_buffer(struct wined3d_cs *cs, const void *data)
1291 const struct wined3d_cs_set_index_buffer *op = data;
1292 struct wined3d_buffer *prev;
1294 prev = cs->state.index_buffer;
1295 cs->state.index_buffer = op->buffer;
1296 cs->state.index_format = op->format_id;
1297 cs->state.index_offset = op->offset;
1299 if (op->buffer)
1300 InterlockedIncrement(&op->buffer->resource.bind_count);
1301 if (prev)
1302 InterlockedDecrement(&prev->resource.bind_count);
1304 device_invalidate_state(cs->device, STATE_INDEXBUFFER);
1307 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
1308 enum wined3d_format_id format_id, unsigned int offset)
1310 struct wined3d_cs_set_index_buffer *op;
1312 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1313 op->opcode = WINED3D_CS_OP_SET_INDEX_BUFFER;
1314 op->buffer = buffer;
1315 op->format_id = format_id;
1316 op->offset = offset;
1318 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1321 static void wined3d_cs_exec_set_constant_buffer(struct wined3d_cs *cs, const void *data)
1323 const struct wined3d_cs_set_constant_buffer *op = data;
1324 struct wined3d_buffer *prev;
1326 prev = cs->state.cb[op->type][op->cb_idx];
1327 cs->state.cb[op->type][op->cb_idx] = op->buffer;
1329 if (op->buffer)
1330 InterlockedIncrement(&op->buffer->resource.bind_count);
1331 if (prev)
1332 InterlockedDecrement(&prev->resource.bind_count);
1334 device_invalidate_state(cs->device, STATE_CONSTANT_BUFFER(op->type));
1337 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type,
1338 UINT cb_idx, struct wined3d_buffer *buffer)
1340 struct wined3d_cs_set_constant_buffer *op;
1342 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1343 op->opcode = WINED3D_CS_OP_SET_CONSTANT_BUFFER;
1344 op->type = type;
1345 op->cb_idx = cb_idx;
1346 op->buffer = buffer;
1348 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1351 static void wined3d_cs_exec_set_texture(struct wined3d_cs *cs, const void *data)
1353 const struct wined3d_d3d_info *d3d_info = &cs->device->adapter->d3d_info;
1354 const struct wined3d_cs_set_texture *op = data;
1355 struct wined3d_texture *prev;
1356 BOOL old_use_color_key = FALSE, new_use_color_key = FALSE;
1358 prev = cs->state.textures[op->stage];
1359 cs->state.textures[op->stage] = op->texture;
1361 if (op->texture)
1363 const struct wined3d_format *new_format = op->texture->resource.format;
1364 const struct wined3d_format *old_format = prev ? prev->resource.format : NULL;
1365 unsigned int old_fmt_flags = prev ? prev->resource.format_flags : 0;
1366 unsigned int new_fmt_flags = op->texture->resource.format_flags;
1368 if (InterlockedIncrement(&op->texture->resource.bind_count) == 1)
1369 op->texture->sampler = op->stage;
1371 if (!prev || wined3d_texture_gl(op->texture)->target != wined3d_texture_gl(prev)->target
1372 || (!is_same_fixup(new_format->color_fixup, old_format->color_fixup)
1373 && !(can_use_texture_swizzle(d3d_info, new_format) && can_use_texture_swizzle(d3d_info, old_format)))
1374 || (new_fmt_flags & WINED3DFMT_FLAG_SHADOW) != (old_fmt_flags & WINED3DFMT_FLAG_SHADOW))
1375 device_invalidate_state(cs->device, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL));
1377 if (!prev && op->stage < d3d_info->limits.ffp_blend_stages)
1379 /* The source arguments for color and alpha ops have different
1380 * meanings when a NULL texture is bound, so the COLOR_OP and
1381 * ALPHA_OP have to be dirtified. */
1382 device_invalidate_state(cs->device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_COLOR_OP));
1383 device_invalidate_state(cs->device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_ALPHA_OP));
1386 if (!op->stage && op->texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
1387 new_use_color_key = TRUE;
1390 if (prev)
1392 if (InterlockedDecrement(&prev->resource.bind_count) && prev->sampler == op->stage)
1394 unsigned int i;
1396 /* Search for other stages the texture is bound to. Shouldn't
1397 * happen if applications bind textures to a single stage only. */
1398 TRACE("Searching for other stages the texture is bound to.\n");
1399 for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i)
1401 if (cs->state.textures[i] == prev)
1403 TRACE("Texture is also bound to stage %u.\n", i);
1404 prev->sampler = i;
1405 break;
1410 if (!op->texture && op->stage < d3d_info->limits.ffp_blend_stages)
1412 device_invalidate_state(cs->device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_COLOR_OP));
1413 device_invalidate_state(cs->device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_ALPHA_OP));
1416 if (!op->stage && prev->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
1417 old_use_color_key = TRUE;
1420 device_invalidate_state(cs->device, STATE_SAMPLER(op->stage));
1422 if (new_use_color_key != old_use_color_key)
1423 device_invalidate_state(cs->device, STATE_RENDER(WINED3D_RS_COLORKEYENABLE));
1425 if (new_use_color_key)
1426 device_invalidate_state(cs->device, STATE_COLOR_KEY);
1429 void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture)
1431 struct wined3d_cs_set_texture *op;
1433 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1434 op->opcode = WINED3D_CS_OP_SET_TEXTURE;
1435 op->stage = stage;
1436 op->texture = texture;
1438 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1441 static void wined3d_cs_exec_set_shader_resource_view(struct wined3d_cs *cs, const void *data)
1443 const struct wined3d_cs_set_shader_resource_view *op = data;
1444 struct wined3d_shader_resource_view *prev;
1446 prev = cs->state.shader_resource_view[op->type][op->view_idx];
1447 cs->state.shader_resource_view[op->type][op->view_idx] = op->view;
1449 if (op->view)
1450 InterlockedIncrement(&op->view->resource->bind_count);
1451 if (prev)
1452 InterlockedDecrement(&prev->resource->bind_count);
1454 if (op->type != WINED3D_SHADER_TYPE_COMPUTE)
1455 device_invalidate_state(cs->device, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
1456 else
1457 device_invalidate_state(cs->device, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
1460 void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type,
1461 UINT view_idx, struct wined3d_shader_resource_view *view)
1463 struct wined3d_cs_set_shader_resource_view *op;
1465 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1466 op->opcode = WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW;
1467 op->type = type;
1468 op->view_idx = view_idx;
1469 op->view = view;
1471 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1474 static void wined3d_cs_exec_set_unordered_access_view(struct wined3d_cs *cs, const void *data)
1476 const struct wined3d_cs_set_unordered_access_view *op = data;
1477 struct wined3d_unordered_access_view *prev;
1479 prev = cs->state.unordered_access_view[op->pipeline][op->view_idx];
1480 cs->state.unordered_access_view[op->pipeline][op->view_idx] = op->view;
1482 if (op->view)
1483 InterlockedIncrement(&op->view->resource->bind_count);
1484 if (prev)
1485 InterlockedDecrement(&prev->resource->bind_count);
1487 if (op->view && op->initial_count != ~0u)
1488 wined3d_unordered_access_view_set_counter(op->view, op->initial_count);
1490 device_invalidate_state(cs->device, STATE_UNORDERED_ACCESS_VIEW_BINDING(op->pipeline));
1493 void wined3d_cs_emit_set_unordered_access_view(struct wined3d_cs *cs, enum wined3d_pipeline pipeline,
1494 unsigned int view_idx, struct wined3d_unordered_access_view *view, unsigned int initial_count)
1496 struct wined3d_cs_set_unordered_access_view *op;
1498 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1499 op->opcode = WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW;
1500 op->pipeline = pipeline;
1501 op->view_idx = view_idx;
1502 op->view = view;
1503 op->initial_count = initial_count;
1505 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1508 static void wined3d_cs_exec_set_sampler(struct wined3d_cs *cs, const void *data)
1510 const struct wined3d_cs_set_sampler *op = data;
1512 cs->state.sampler[op->type][op->sampler_idx] = op->sampler;
1513 if (op->type != WINED3D_SHADER_TYPE_COMPUTE)
1514 device_invalidate_state(cs->device, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
1515 else
1516 device_invalidate_state(cs->device, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
1519 void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type,
1520 UINT sampler_idx, struct wined3d_sampler *sampler)
1522 struct wined3d_cs_set_sampler *op;
1524 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1525 op->opcode = WINED3D_CS_OP_SET_SAMPLER;
1526 op->type = type;
1527 op->sampler_idx = sampler_idx;
1528 op->sampler = sampler;
1530 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1533 static void wined3d_cs_exec_set_shader(struct wined3d_cs *cs, const void *data)
1535 const struct wined3d_cs_set_shader *op = data;
1537 cs->state.shader[op->type] = op->shader;
1538 device_invalidate_state(cs->device, STATE_SHADER(op->type));
1539 if (op->type != WINED3D_SHADER_TYPE_COMPUTE)
1540 device_invalidate_state(cs->device, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
1541 else
1542 device_invalidate_state(cs->device, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
1545 void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type, struct wined3d_shader *shader)
1547 struct wined3d_cs_set_shader *op;
1549 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1550 op->opcode = WINED3D_CS_OP_SET_SHADER;
1551 op->type = type;
1552 op->shader = shader;
1554 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1557 static void wined3d_cs_exec_set_blend_state(struct wined3d_cs *cs, const void *data)
1559 const struct wined3d_cs_set_blend_state *op = data;
1560 struct wined3d_state *state = &cs->state;
1562 if (state->blend_state != op->state)
1564 state->blend_state = op->state;
1565 device_invalidate_state(cs->device, STATE_BLEND);
1567 state->blend_factor = op->factor;
1568 device_invalidate_state(cs->device, STATE_BLEND_FACTOR);
1571 void wined3d_cs_emit_set_blend_state(struct wined3d_cs *cs, struct wined3d_blend_state *state,
1572 const struct wined3d_color *blend_factor)
1574 struct wined3d_cs_set_blend_state *op;
1576 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1577 op->opcode = WINED3D_CS_OP_SET_BLEND_STATE;
1578 op->state = state;
1579 op->factor = *blend_factor;
1581 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1584 static void wined3d_cs_exec_set_rasterizer_state(struct wined3d_cs *cs, const void *data)
1586 const struct wined3d_cs_set_rasterizer_state *op = data;
1588 cs->state.rasterizer_state = op->state;
1589 device_invalidate_state(cs->device, STATE_RASTERIZER);
1592 void wined3d_cs_emit_set_rasterizer_state(struct wined3d_cs *cs,
1593 struct wined3d_rasterizer_state *rasterizer_state)
1595 struct wined3d_cs_set_rasterizer_state *op;
1597 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1598 op->opcode = WINED3D_CS_OP_SET_RASTERIZER_STATE;
1599 op->state = rasterizer_state;
1601 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1604 static void wined3d_cs_exec_set_render_state(struct wined3d_cs *cs, const void *data)
1606 const struct wined3d_cs_set_render_state *op = data;
1608 cs->state.render_states[op->state] = op->value;
1609 device_invalidate_state(cs->device, STATE_RENDER(op->state));
1612 void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs, enum wined3d_render_state state, DWORD value)
1614 struct wined3d_cs_set_render_state *op;
1616 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1617 op->opcode = WINED3D_CS_OP_SET_RENDER_STATE;
1618 op->state = state;
1619 op->value = value;
1621 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1624 static void wined3d_cs_exec_set_texture_state(struct wined3d_cs *cs, const void *data)
1626 const struct wined3d_cs_set_texture_state *op = data;
1628 cs->state.texture_states[op->stage][op->state] = op->value;
1629 device_invalidate_state(cs->device, STATE_TEXTURESTAGE(op->stage, op->state));
1632 void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
1633 enum wined3d_texture_stage_state state, DWORD value)
1635 struct wined3d_cs_set_texture_state *op;
1637 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1638 op->opcode = WINED3D_CS_OP_SET_TEXTURE_STATE;
1639 op->stage = stage;
1640 op->state = state;
1641 op->value = value;
1643 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1646 static void wined3d_cs_exec_set_sampler_state(struct wined3d_cs *cs, const void *data)
1648 const struct wined3d_cs_set_sampler_state *op = data;
1650 cs->state.sampler_states[op->sampler_idx][op->state] = op->value;
1651 device_invalidate_state(cs->device, STATE_SAMPLER(op->sampler_idx));
1654 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
1655 enum wined3d_sampler_state state, DWORD value)
1657 struct wined3d_cs_set_sampler_state *op;
1659 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1660 op->opcode = WINED3D_CS_OP_SET_SAMPLER_STATE;
1661 op->sampler_idx = sampler_idx;
1662 op->state = state;
1663 op->value = value;
1665 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1668 static void wined3d_cs_exec_set_transform(struct wined3d_cs *cs, const void *data)
1670 const struct wined3d_cs_set_transform *op = data;
1672 cs->state.transforms[op->state] = op->matrix;
1673 if (op->state < WINED3D_TS_WORLD_MATRIX(cs->device->adapter->d3d_info.limits.ffp_vertex_blend_matrices))
1674 device_invalidate_state(cs->device, STATE_TRANSFORM(op->state));
1677 void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
1678 const struct wined3d_matrix *matrix)
1680 struct wined3d_cs_set_transform *op;
1682 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1683 op->opcode = WINED3D_CS_OP_SET_TRANSFORM;
1684 op->state = state;
1685 op->matrix = *matrix;
1687 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1690 static void wined3d_cs_exec_set_clip_plane(struct wined3d_cs *cs, const void *data)
1692 const struct wined3d_cs_set_clip_plane *op = data;
1694 cs->state.clip_planes[op->plane_idx] = op->plane;
1695 device_invalidate_state(cs->device, STATE_CLIPPLANE(op->plane_idx));
1698 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx, const struct wined3d_vec4 *plane)
1700 struct wined3d_cs_set_clip_plane *op;
1702 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1703 op->opcode = WINED3D_CS_OP_SET_CLIP_PLANE;
1704 op->plane_idx = plane_idx;
1705 op->plane = *plane;
1707 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1710 static void wined3d_cs_exec_set_color_key(struct wined3d_cs *cs, const void *data)
1712 const struct wined3d_cs_set_color_key *op = data;
1713 struct wined3d_texture *texture = op->texture;
1715 if (op->set)
1717 switch (op->flags)
1719 case WINED3D_CKEY_DST_BLT:
1720 texture->async.dst_blt_color_key = op->color_key;
1721 texture->async.color_key_flags |= WINED3D_CKEY_DST_BLT;
1722 break;
1724 case WINED3D_CKEY_DST_OVERLAY:
1725 texture->async.dst_overlay_color_key = op->color_key;
1726 texture->async.color_key_flags |= WINED3D_CKEY_DST_OVERLAY;
1727 break;
1729 case WINED3D_CKEY_SRC_BLT:
1730 if (texture == cs->state.textures[0])
1732 device_invalidate_state(cs->device, STATE_COLOR_KEY);
1733 if (!(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT))
1734 device_invalidate_state(cs->device, STATE_RENDER(WINED3D_RS_COLORKEYENABLE));
1737 texture->async.src_blt_color_key = op->color_key;
1738 texture->async.color_key_flags |= WINED3D_CKEY_SRC_BLT;
1739 break;
1741 case WINED3D_CKEY_SRC_OVERLAY:
1742 texture->async.src_overlay_color_key = op->color_key;
1743 texture->async.color_key_flags |= WINED3D_CKEY_SRC_OVERLAY;
1744 break;
1747 else
1749 switch (op->flags)
1751 case WINED3D_CKEY_DST_BLT:
1752 texture->async.color_key_flags &= ~WINED3D_CKEY_DST_BLT;
1753 break;
1755 case WINED3D_CKEY_DST_OVERLAY:
1756 texture->async.color_key_flags &= ~WINED3D_CKEY_DST_OVERLAY;
1757 break;
1759 case WINED3D_CKEY_SRC_BLT:
1760 if (texture == cs->state.textures[0] && texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
1761 device_invalidate_state(cs->device, STATE_RENDER(WINED3D_RS_COLORKEYENABLE));
1763 texture->async.color_key_flags &= ~WINED3D_CKEY_SRC_BLT;
1764 break;
1766 case WINED3D_CKEY_SRC_OVERLAY:
1767 texture->async.color_key_flags &= ~WINED3D_CKEY_SRC_OVERLAY;
1768 break;
1773 void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture *texture,
1774 WORD flags, const struct wined3d_color_key *color_key)
1776 struct wined3d_cs_set_color_key *op;
1778 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1779 op->opcode = WINED3D_CS_OP_SET_COLOR_KEY;
1780 op->texture = texture;
1781 op->flags = flags;
1782 if (color_key)
1784 op->color_key = *color_key;
1785 op->set = 1;
1787 else
1788 op->set = 0;
1790 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1793 static void wined3d_cs_exec_set_material(struct wined3d_cs *cs, const void *data)
1795 const struct wined3d_cs_set_material *op = data;
1797 cs->state.material = op->material;
1798 device_invalidate_state(cs->device, STATE_MATERIAL);
1801 void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material)
1803 struct wined3d_cs_set_material *op;
1805 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1806 op->opcode = WINED3D_CS_OP_SET_MATERIAL;
1807 op->material = *material;
1809 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1812 static void wined3d_cs_exec_set_light(struct wined3d_cs *cs, const void *data)
1814 const struct wined3d_cs_set_light *op = data;
1815 struct wined3d_light_info *light_info;
1816 unsigned int light_idx, hash_idx;
1818 light_idx = op->light.OriginalIndex;
1820 if (!(light_info = wined3d_light_state_get_light(&cs->state.light_state, light_idx)))
1822 TRACE("Adding new light.\n");
1823 if (!(light_info = heap_alloc_zero(sizeof(*light_info))))
1825 ERR("Failed to allocate light info.\n");
1826 return;
1829 hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1830 list_add_head(&cs->state.light_state.light_map[hash_idx], &light_info->entry);
1831 light_info->glIndex = -1;
1832 light_info->OriginalIndex = light_idx;
1835 if (light_info->glIndex != -1)
1837 if (light_info->OriginalParms.type != op->light.OriginalParms.type)
1838 device_invalidate_state(cs->device, STATE_LIGHT_TYPE);
1839 device_invalidate_state(cs->device, STATE_ACTIVELIGHT(light_info->glIndex));
1842 light_info->OriginalParms = op->light.OriginalParms;
1843 light_info->position = op->light.position;
1844 light_info->direction = op->light.direction;
1845 light_info->exponent = op->light.exponent;
1846 light_info->cutoff = op->light.cutoff;
1849 void wined3d_cs_emit_set_light(struct wined3d_cs *cs, const struct wined3d_light_info *light)
1851 struct wined3d_cs_set_light *op;
1853 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1854 op->opcode = WINED3D_CS_OP_SET_LIGHT;
1855 op->light = *light;
1857 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1860 static void wined3d_cs_exec_set_light_enable(struct wined3d_cs *cs, const void *data)
1862 const struct wined3d_cs_set_light_enable *op = data;
1863 struct wined3d_device *device = cs->device;
1864 struct wined3d_light_info *light_info;
1865 int prev_idx;
1867 if (!(light_info = wined3d_light_state_get_light(&cs->state.light_state, op->idx)))
1869 ERR("Light doesn't exist.\n");
1870 return;
1873 prev_idx = light_info->glIndex;
1874 wined3d_light_state_enable_light(&cs->state.light_state, &device->adapter->d3d_info, light_info, op->enable);
1875 if (light_info->glIndex != prev_idx)
1877 device_invalidate_state(device, STATE_LIGHT_TYPE);
1878 device_invalidate_state(device, STATE_ACTIVELIGHT(op->enable ? light_info->glIndex : prev_idx));
1882 void wined3d_cs_emit_set_light_enable(struct wined3d_cs *cs, unsigned int idx, BOOL enable)
1884 struct wined3d_cs_set_light_enable *op;
1886 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1887 op->opcode = WINED3D_CS_OP_SET_LIGHT_ENABLE;
1888 op->idx = idx;
1889 op->enable = enable;
1891 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1894 static const struct
1896 size_t offset;
1897 size_t size;
1898 DWORD mask;
1900 wined3d_cs_push_constant_info[] =
1902 /* WINED3D_PUSH_CONSTANTS_VS_F */
1903 {FIELD_OFFSET(struct wined3d_state, vs_consts_f), sizeof(struct wined3d_vec4), WINED3D_SHADER_CONST_VS_F},
1904 /* WINED3D_PUSH_CONSTANTS_PS_F */
1905 {FIELD_OFFSET(struct wined3d_state, ps_consts_f), sizeof(struct wined3d_vec4), WINED3D_SHADER_CONST_PS_F},
1906 /* WINED3D_PUSH_CONSTANTS_VS_I */
1907 {FIELD_OFFSET(struct wined3d_state, vs_consts_i), sizeof(struct wined3d_ivec4), WINED3D_SHADER_CONST_VS_I},
1908 /* WINED3D_PUSH_CONSTANTS_PS_I */
1909 {FIELD_OFFSET(struct wined3d_state, ps_consts_i), sizeof(struct wined3d_ivec4), WINED3D_SHADER_CONST_PS_I},
1910 /* WINED3D_PUSH_CONSTANTS_VS_B */
1911 {FIELD_OFFSET(struct wined3d_state, vs_consts_b), sizeof(BOOL), WINED3D_SHADER_CONST_VS_B},
1912 /* WINED3D_PUSH_CONSTANTS_PS_B */
1913 {FIELD_OFFSET(struct wined3d_state, ps_consts_b), sizeof(BOOL), WINED3D_SHADER_CONST_PS_B},
1916 static void wined3d_cs_st_push_constants(struct wined3d_cs *cs, enum wined3d_push_constants p,
1917 unsigned int start_idx, unsigned int count, const void *constants)
1919 struct wined3d_device *device = cs->device;
1920 unsigned int context_count;
1921 unsigned int i;
1922 size_t offset;
1924 if (p == WINED3D_PUSH_CONSTANTS_VS_F)
1925 device->shader_backend->shader_update_float_vertex_constants(device, start_idx, count);
1926 else if (p == WINED3D_PUSH_CONSTANTS_PS_F)
1927 device->shader_backend->shader_update_float_pixel_constants(device, start_idx, count);
1929 offset = wined3d_cs_push_constant_info[p].offset + start_idx * wined3d_cs_push_constant_info[p].size;
1930 memcpy((BYTE *)&cs->state + offset, constants, count * wined3d_cs_push_constant_info[p].size);
1931 for (i = 0, context_count = device->context_count; i < context_count; ++i)
1933 device->contexts[i]->constant_update_mask |= wined3d_cs_push_constant_info[p].mask;
1937 static void wined3d_cs_exec_push_constants(struct wined3d_cs *cs, const void *data)
1939 const struct wined3d_cs_push_constants *op = data;
1941 wined3d_cs_st_push_constants(cs, op->type, op->start_idx, op->count, op->constants);
1944 static void wined3d_cs_mt_push_constants(struct wined3d_cs *cs, enum wined3d_push_constants p,
1945 unsigned int start_idx, unsigned int count, const void *constants)
1947 struct wined3d_cs_push_constants *op;
1948 size_t size;
1950 size = count * wined3d_cs_push_constant_info[p].size;
1951 op = wined3d_cs_require_space(cs, FIELD_OFFSET(struct wined3d_cs_push_constants, constants[size]),
1952 WINED3D_CS_QUEUE_DEFAULT);
1953 op->opcode = WINED3D_CS_OP_PUSH_CONSTANTS;
1954 op->type = p;
1955 op->start_idx = start_idx;
1956 op->count = count;
1957 memcpy(op->constants, constants, size);
1959 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1962 static void wined3d_cs_exec_reset_state(struct wined3d_cs *cs, const void *data)
1964 struct wined3d_adapter *adapter = cs->device->adapter;
1966 state_cleanup(&cs->state);
1967 memset(&cs->state, 0, sizeof(cs->state));
1968 state_init(&cs->state, &cs->fb, &adapter->d3d_info, WINED3D_STATE_NO_REF | WINED3D_STATE_INIT_DEFAULT);
1971 void wined3d_cs_emit_reset_state(struct wined3d_cs *cs)
1973 struct wined3d_cs_reset_state *op;
1975 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1976 op->opcode = WINED3D_CS_OP_RESET_STATE;
1978 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1981 static void wined3d_cs_exec_callback(struct wined3d_cs *cs, const void *data)
1983 const struct wined3d_cs_callback *op = data;
1985 op->callback(op->object);
1988 static void wined3d_cs_emit_callback(struct wined3d_cs *cs, void (*callback)(void *object), void *object)
1990 struct wined3d_cs_callback *op;
1992 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1993 op->opcode = WINED3D_CS_OP_CALLBACK;
1994 op->callback = callback;
1995 op->object = object;
1997 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
2000 void wined3d_cs_destroy_object(struct wined3d_cs *cs, void (*callback)(void *object), void *object)
2002 wined3d_cs_emit_callback(cs, callback, object);
2005 void wined3d_cs_init_object(struct wined3d_cs *cs, void (*callback)(void *object), void *object)
2007 wined3d_cs_emit_callback(cs, callback, object);
2010 static void wined3d_cs_exec_query_issue(struct wined3d_cs *cs, const void *data)
2012 const struct wined3d_cs_query_issue *op = data;
2013 struct wined3d_query *query = op->query;
2014 BOOL poll;
2016 poll = query->query_ops->query_issue(query, op->flags);
2018 if (!cs->thread)
2019 return;
2021 if (poll && list_empty(&query->poll_list_entry))
2023 if (query->buffer_object)
2024 InterlockedIncrement(&query->counter_retrieved);
2025 else
2026 list_add_tail(&cs->query_poll_list, &query->poll_list_entry);
2027 return;
2030 /* This can happen if occlusion queries are restarted. This discards the
2031 * old result, since polling it could result in a GL error. */
2032 if ((op->flags & WINED3DISSUE_BEGIN) && !poll && !list_empty(&query->poll_list_entry))
2034 list_remove(&query->poll_list_entry);
2035 list_init(&query->poll_list_entry);
2036 InterlockedIncrement(&query->counter_retrieved);
2037 return;
2040 /* This can happen when an occlusion query is ended without being started,
2041 * in which case we don't want to poll, but still have to counter-balance
2042 * the increment of the main counter.
2044 * This can also happen if an event query is re-issued before the first
2045 * fence was reached. In this case the query is already in the list and
2046 * the poll function will check the new fence. We have to counter-balance
2047 * the discarded increment. */
2048 if (op->flags & WINED3DISSUE_END)
2049 InterlockedIncrement(&query->counter_retrieved);
2052 void wined3d_cs_emit_query_issue(struct wined3d_cs *cs, struct wined3d_query *query, DWORD flags)
2054 struct wined3d_cs_query_issue *op;
2056 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2057 op->opcode = WINED3D_CS_OP_QUERY_ISSUE;
2058 op->query = query;
2059 op->flags = flags;
2061 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
2062 cs->queries_flushed = FALSE;
2065 static void wined3d_cs_exec_preload_resource(struct wined3d_cs *cs, const void *data)
2067 const struct wined3d_cs_preload_resource *op = data;
2068 struct wined3d_resource *resource = op->resource;
2070 resource->resource_ops->resource_preload(resource);
2071 wined3d_resource_release(resource);
2074 void wined3d_cs_emit_preload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource)
2076 struct wined3d_cs_preload_resource *op;
2078 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2079 op->opcode = WINED3D_CS_OP_PRELOAD_RESOURCE;
2080 op->resource = resource;
2082 wined3d_resource_acquire(resource);
2084 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
2087 static void wined3d_cs_exec_unload_resource(struct wined3d_cs *cs, const void *data)
2089 const struct wined3d_cs_unload_resource *op = data;
2090 struct wined3d_resource *resource = op->resource;
2092 resource->resource_ops->resource_unload(resource);
2093 wined3d_resource_release(resource);
2096 void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource)
2098 struct wined3d_cs_unload_resource *op;
2100 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2101 op->opcode = WINED3D_CS_OP_UNLOAD_RESOURCE;
2102 op->resource = resource;
2104 wined3d_resource_acquire(resource);
2106 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
2109 static void wined3d_cs_exec_map(struct wined3d_cs *cs, const void *data)
2111 const struct wined3d_cs_map *op = data;
2112 struct wined3d_resource *resource = op->resource;
2114 *op->hr = resource->resource_ops->resource_sub_resource_map(resource,
2115 op->sub_resource_idx, op->map_desc, op->box, op->flags);
2118 HRESULT wined3d_cs_map(struct wined3d_cs *cs, struct wined3d_resource *resource, unsigned int sub_resource_idx,
2119 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, unsigned int flags)
2121 struct wined3d_cs_map *op;
2122 HRESULT hr;
2124 /* Mapping resources from the worker thread isn't an issue by itself, but
2125 * increasing the map count would be visible to applications. */
2126 wined3d_not_from_cs(cs);
2128 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_MAP);
2129 op->opcode = WINED3D_CS_OP_MAP;
2130 op->resource = resource;
2131 op->sub_resource_idx = sub_resource_idx;
2132 op->map_desc = map_desc;
2133 op->box = box;
2134 op->flags = flags;
2135 op->hr = &hr;
2137 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_MAP);
2138 wined3d_cs_finish(cs, WINED3D_CS_QUEUE_MAP);
2140 return hr;
2143 static void wined3d_cs_exec_unmap(struct wined3d_cs *cs, const void *data)
2145 const struct wined3d_cs_unmap *op = data;
2146 struct wined3d_resource *resource = op->resource;
2148 *op->hr = resource->resource_ops->resource_sub_resource_unmap(resource, op->sub_resource_idx);
2151 HRESULT wined3d_cs_unmap(struct wined3d_cs *cs, struct wined3d_resource *resource, unsigned int sub_resource_idx)
2153 struct wined3d_cs_unmap *op;
2154 HRESULT hr;
2156 wined3d_not_from_cs(cs);
2158 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_MAP);
2159 op->opcode = WINED3D_CS_OP_UNMAP;
2160 op->resource = resource;
2161 op->sub_resource_idx = sub_resource_idx;
2162 op->hr = &hr;
2164 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_MAP);
2165 wined3d_cs_finish(cs, WINED3D_CS_QUEUE_MAP);
2167 return hr;
2170 static void wined3d_cs_exec_blt_sub_resource(struct wined3d_cs *cs, const void *data)
2172 const struct wined3d_cs_blt_sub_resource *op = data;
2174 if (op->dst_resource->type == WINED3D_RTYPE_BUFFER)
2176 wined3d_buffer_copy(buffer_from_resource(op->dst_resource), op->dst_box.left,
2177 buffer_from_resource(op->src_resource), op->src_box.left,
2178 op->src_box.right - op->src_box.left);
2180 else if (op->dst_resource->type == WINED3D_RTYPE_TEXTURE_3D)
2182 struct wined3d_texture *src_texture, *dst_texture;
2183 unsigned int level, update_w, update_h, update_d;
2184 unsigned int row_pitch, slice_pitch;
2185 struct wined3d_context *context;
2186 struct wined3d_bo_address addr;
2188 if (op->flags & ~WINED3D_BLT_RAW)
2190 FIXME("Flags %#x not implemented for %s resources.\n",
2191 op->flags, debug_d3dresourcetype(op->dst_resource->type));
2192 goto error;
2195 if (!(op->flags & WINED3D_BLT_RAW) && op->src_resource->format != op->dst_resource->format)
2197 FIXME("Format conversion not implemented for %s resources.\n",
2198 debug_d3dresourcetype(op->dst_resource->type));
2199 goto error;
2202 update_w = op->dst_box.right - op->dst_box.left;
2203 update_h = op->dst_box.bottom - op->dst_box.top;
2204 update_d = op->dst_box.back - op->dst_box.front;
2205 if (op->src_box.right - op->src_box.left != update_w
2206 || op->src_box.bottom - op->src_box.top != update_h
2207 || op->src_box.back - op->src_box.front != update_d)
2209 FIXME("Stretching not implemented for %s resources.\n",
2210 debug_d3dresourcetype(op->dst_resource->type));
2211 goto error;
2214 dst_texture = texture_from_resource(op->dst_resource);
2215 src_texture = texture_from_resource(op->src_resource);
2217 context = context_acquire(cs->device, NULL, 0);
2219 if (!wined3d_texture_load_location(src_texture, op->src_sub_resource_idx,
2220 context, src_texture->resource.map_binding))
2222 ERR("Failed to load source sub-resource into %s.\n",
2223 wined3d_debug_location(src_texture->resource.map_binding));
2224 context_release(context);
2225 goto error;
2228 level = op->dst_sub_resource_idx % dst_texture->level_count;
2229 if (update_w == wined3d_texture_get_level_width(dst_texture, level)
2230 && update_h == wined3d_texture_get_level_height(dst_texture, level)
2231 && update_d == wined3d_texture_get_level_depth(dst_texture, level))
2233 wined3d_texture_prepare_location(dst_texture, op->dst_sub_resource_idx,
2234 context, WINED3D_LOCATION_TEXTURE_RGB);
2236 else if (!wined3d_texture_load_location(dst_texture, op->dst_sub_resource_idx,
2237 context, WINED3D_LOCATION_TEXTURE_RGB))
2239 ERR("Failed to load destination sub-resource.\n");
2240 context_release(context);
2241 goto error;
2244 wined3d_texture_get_memory(src_texture, op->src_sub_resource_idx, &addr, src_texture->resource.map_binding);
2245 wined3d_texture_get_pitch(src_texture, op->src_sub_resource_idx % src_texture->level_count,
2246 &row_pitch, &slice_pitch);
2248 dst_texture->texture_ops->texture_upload_data(context, wined3d_const_bo_address(&addr),
2249 dst_texture->resource.format, &op->src_box, row_pitch, slice_pitch, dst_texture,
2250 op->dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB,
2251 op->dst_box.left, op->dst_box.top, op->dst_box.front);
2252 wined3d_texture_validate_location(dst_texture, op->dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB);
2253 wined3d_texture_invalidate_location(dst_texture, op->dst_sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB);
2255 context_release(context);
2257 else
2259 if (FAILED(texture2d_blt(texture_from_resource(op->dst_resource), op->dst_sub_resource_idx,
2260 &op->dst_box, texture_from_resource(op->src_resource), op->src_sub_resource_idx,
2261 &op->src_box, op->flags, &op->fx, op->filter)))
2262 FIXME("Blit failed.\n");
2265 error:
2266 if (op->src_resource)
2267 wined3d_resource_release(op->src_resource);
2268 wined3d_resource_release(op->dst_resource);
2271 void wined3d_cs_emit_blt_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *dst_resource,
2272 unsigned int dst_sub_resource_idx, const struct wined3d_box *dst_box, struct wined3d_resource *src_resource,
2273 unsigned int src_sub_resource_idx, const struct wined3d_box *src_box, DWORD flags,
2274 const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter)
2276 struct wined3d_cs_blt_sub_resource *op;
2278 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2279 op->opcode = WINED3D_CS_OP_BLT_SUB_RESOURCE;
2280 op->dst_resource = dst_resource;
2281 op->dst_sub_resource_idx = dst_sub_resource_idx;
2282 op->dst_box = *dst_box;
2283 op->src_resource = src_resource;
2284 op->src_sub_resource_idx = src_sub_resource_idx;
2285 op->src_box = *src_box;
2286 op->flags = flags;
2287 if (fx)
2288 op->fx = *fx;
2289 else
2290 memset(&op->fx, 0, sizeof(op->fx));
2291 op->filter = filter;
2293 wined3d_resource_acquire(dst_resource);
2294 if (src_resource)
2295 wined3d_resource_acquire(src_resource);
2297 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
2298 if (flags & WINED3D_BLT_SYNCHRONOUS)
2299 wined3d_cs_finish(cs, WINED3D_CS_QUEUE_DEFAULT);
2302 static void wined3d_cs_exec_update_sub_resource(struct wined3d_cs *cs, const void *data)
2304 const struct wined3d_cs_update_sub_resource *op = data;
2305 struct wined3d_resource *resource = op->resource;
2306 const struct wined3d_box *box = &op->box;
2307 unsigned int width, height, depth, level;
2308 struct wined3d_const_bo_address addr;
2309 struct wined3d_context *context;
2310 struct wined3d_texture *texture;
2311 struct wined3d_box src_box;
2313 context = context_acquire(cs->device, NULL, 0);
2315 if (resource->type == WINED3D_RTYPE_BUFFER)
2317 struct wined3d_buffer *buffer = buffer_from_resource(resource);
2319 if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER))
2321 ERR("Failed to load buffer location.\n");
2322 goto done;
2325 wined3d_buffer_upload_data(buffer, context, box, op->data.data);
2326 wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_BUFFER);
2327 goto done;
2330 texture = wined3d_texture_from_resource(resource);
2332 level = op->sub_resource_idx % texture->level_count;
2333 width = wined3d_texture_get_level_width(texture, level);
2334 height = wined3d_texture_get_level_height(texture, level);
2335 depth = wined3d_texture_get_level_depth(texture, level);
2337 addr.buffer_object = 0;
2338 addr.addr = op->data.data;
2340 /* Only load the sub-resource for partial updates. */
2341 if (!box->left && !box->top && !box->front
2342 && box->right == width && box->bottom == height && box->back == depth)
2343 wined3d_texture_prepare_location(texture, op->sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB);
2344 else
2345 wined3d_texture_load_location(texture, op->sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB);
2347 wined3d_box_set(&src_box, 0, 0, box->right - box->left, box->bottom - box->top, 0, box->back - box->front);
2348 texture->texture_ops->texture_upload_data(context, &addr, texture->resource.format, &src_box,
2349 op->data.row_pitch, op->data.slice_pitch, texture, op->sub_resource_idx,
2350 WINED3D_LOCATION_TEXTURE_RGB, box->left, box->top, box->front);
2352 wined3d_texture_validate_location(texture, op->sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB);
2353 wined3d_texture_invalidate_location(texture, op->sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB);
2355 done:
2356 context_release(context);
2358 wined3d_resource_release(resource);
2361 void wined3d_cs_emit_update_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *resource,
2362 unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch,
2363 unsigned int slice_pitch)
2365 struct wined3d_cs_update_sub_resource *op;
2367 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_MAP);
2368 op->opcode = WINED3D_CS_OP_UPDATE_SUB_RESOURCE;
2369 op->resource = resource;
2370 op->sub_resource_idx = sub_resource_idx;
2371 op->box = *box;
2372 op->data.row_pitch = row_pitch;
2373 op->data.slice_pitch = slice_pitch;
2374 op->data.data = data;
2376 wined3d_resource_acquire(resource);
2378 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_MAP);
2379 /* The data pointer may go away, so we need to wait until it is read.
2380 * Copying the data may be faster if it's small. */
2381 wined3d_cs_finish(cs, WINED3D_CS_QUEUE_MAP);
2384 static void wined3d_cs_exec_add_dirty_texture_region(struct wined3d_cs *cs, const void *data)
2386 const struct wined3d_cs_add_dirty_texture_region *op = data;
2387 struct wined3d_texture *texture = op->texture;
2388 unsigned int sub_resource_idx, i;
2389 struct wined3d_context *context;
2391 context = context_acquire(cs->device, NULL, 0);
2392 sub_resource_idx = op->layer * texture->level_count;
2393 for (i = 0; i < texture->level_count; ++i, ++sub_resource_idx)
2395 if (wined3d_texture_load_location(texture, sub_resource_idx, context, texture->resource.map_binding))
2396 wined3d_texture_invalidate_location(texture, sub_resource_idx, ~texture->resource.map_binding);
2397 else
2398 ERR("Failed to load location %s.\n", wined3d_debug_location(texture->resource.map_binding));
2400 context_release(context);
2402 wined3d_resource_release(&texture->resource);
2405 void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs *cs,
2406 struct wined3d_texture *texture, unsigned int layer)
2408 struct wined3d_cs_add_dirty_texture_region *op;
2410 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2411 op->opcode = WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION;
2412 op->texture = texture;
2413 op->layer = layer;
2415 wined3d_resource_acquire(&texture->resource);
2417 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
2420 static void wined3d_cs_exec_clear_unordered_access_view(struct wined3d_cs *cs, const void *data)
2422 const struct wined3d_cs_clear_unordered_access_view *op = data;
2423 struct wined3d_unordered_access_view *view = op->view;
2424 struct wined3d_context *context;
2426 context = context_acquire(cs->device, NULL, 0);
2427 cs->device->adapter->adapter_ops->adapter_clear_uav(context, view, &op->clear_value);
2428 context_release(context);
2430 wined3d_resource_release(view->resource);
2433 void wined3d_cs_emit_clear_unordered_access_view_uint(struct wined3d_cs *cs,
2434 struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value)
2436 struct wined3d_cs_clear_unordered_access_view *op;
2438 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2439 op->opcode = WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW;
2440 op->view = view;
2441 op->clear_value = *clear_value;
2443 wined3d_resource_acquire(view->resource);
2445 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
2448 static void wined3d_cs_exec_copy_uav_counter(struct wined3d_cs *cs, const void *data)
2450 const struct wined3d_cs_copy_uav_counter *op = data;
2451 struct wined3d_unordered_access_view *view = op->view;
2452 struct wined3d_context *context;
2454 context = context_acquire(cs->device, NULL, 0);
2455 wined3d_unordered_access_view_copy_counter(view, op->buffer, op->offset, context);
2456 context_release(context);
2458 wined3d_resource_release(&op->buffer->resource);
2461 void wined3d_cs_emit_copy_uav_counter(struct wined3d_cs *cs, struct wined3d_buffer *dst_buffer,
2462 unsigned int offset, struct wined3d_unordered_access_view *uav)
2464 struct wined3d_cs_copy_uav_counter *op;
2466 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2467 op->opcode = WINED3D_CS_OP_COPY_UAV_COUNTER;
2468 op->buffer = dst_buffer;
2469 op->offset = offset;
2470 op->view = uav;
2472 wined3d_resource_acquire(&dst_buffer->resource);
2474 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
2477 static void wined3d_cs_exec_generate_mipmaps(struct wined3d_cs *cs, const void *data)
2479 const struct wined3d_cs_generate_mipmaps *op = data;
2480 struct wined3d_shader_resource_view *view = op->view;
2482 shader_resource_view_generate_mipmaps(view);
2483 wined3d_resource_release(view->resource);
2486 void wined3d_cs_emit_generate_mipmaps(struct wined3d_cs *cs, struct wined3d_shader_resource_view *view)
2488 struct wined3d_cs_generate_mipmaps *op;
2490 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2491 op->opcode = WINED3D_CS_OP_GENERATE_MIPMAPS;
2492 op->view = view;
2494 wined3d_resource_acquire(view->resource);
2496 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
2499 static void wined3d_cs_emit_stop(struct wined3d_cs *cs)
2501 struct wined3d_cs_stop *op;
2503 op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2504 op->opcode = WINED3D_CS_OP_STOP;
2506 wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
2507 wined3d_cs_finish(cs, WINED3D_CS_QUEUE_DEFAULT);
2510 static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void *data) =
2512 /* WINED3D_CS_OP_NOP */ wined3d_cs_exec_nop,
2513 /* WINED3D_CS_OP_PRESENT */ wined3d_cs_exec_present,
2514 /* WINED3D_CS_OP_CLEAR */ wined3d_cs_exec_clear,
2515 /* WINED3D_CS_OP_DISPATCH */ wined3d_cs_exec_dispatch,
2516 /* WINED3D_CS_OP_DRAW */ wined3d_cs_exec_draw,
2517 /* WINED3D_CS_OP_FLUSH */ wined3d_cs_exec_flush,
2518 /* WINED3D_CS_OP_SET_PREDICATION */ wined3d_cs_exec_set_predication,
2519 /* WINED3D_CS_OP_SET_VIEWPORTS */ wined3d_cs_exec_set_viewports,
2520 /* WINED3D_CS_OP_SET_SCISSOR_RECTS */ wined3d_cs_exec_set_scissor_rects,
2521 /* WINED3D_CS_OP_SET_RENDERTARGET_VIEW */ wined3d_cs_exec_set_rendertarget_view,
2522 /* WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW */ wined3d_cs_exec_set_depth_stencil_view,
2523 /* WINED3D_CS_OP_SET_VERTEX_DECLARATION */ wined3d_cs_exec_set_vertex_declaration,
2524 /* WINED3D_CS_OP_SET_STREAM_SOURCE */ wined3d_cs_exec_set_stream_source,
2525 /* WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ */ wined3d_cs_exec_set_stream_source_freq,
2526 /* WINED3D_CS_OP_SET_STREAM_OUTPUT */ wined3d_cs_exec_set_stream_output,
2527 /* WINED3D_CS_OP_SET_INDEX_BUFFER */ wined3d_cs_exec_set_index_buffer,
2528 /* WINED3D_CS_OP_SET_CONSTANT_BUFFER */ wined3d_cs_exec_set_constant_buffer,
2529 /* WINED3D_CS_OP_SET_TEXTURE */ wined3d_cs_exec_set_texture,
2530 /* WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW */ wined3d_cs_exec_set_shader_resource_view,
2531 /* WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW */ wined3d_cs_exec_set_unordered_access_view,
2532 /* WINED3D_CS_OP_SET_SAMPLER */ wined3d_cs_exec_set_sampler,
2533 /* WINED3D_CS_OP_SET_SHADER */ wined3d_cs_exec_set_shader,
2534 /* WINED3D_CS_OP_SET_BLEND_STATE */ wined3d_cs_exec_set_blend_state,
2535 /* WINED3D_CS_OP_SET_RASTERIZER_STATE */ wined3d_cs_exec_set_rasterizer_state,
2536 /* WINED3D_CS_OP_SET_RENDER_STATE */ wined3d_cs_exec_set_render_state,
2537 /* WINED3D_CS_OP_SET_TEXTURE_STATE */ wined3d_cs_exec_set_texture_state,
2538 /* WINED3D_CS_OP_SET_SAMPLER_STATE */ wined3d_cs_exec_set_sampler_state,
2539 /* WINED3D_CS_OP_SET_TRANSFORM */ wined3d_cs_exec_set_transform,
2540 /* WINED3D_CS_OP_SET_CLIP_PLANE */ wined3d_cs_exec_set_clip_plane,
2541 /* WINED3D_CS_OP_SET_COLOR_KEY */ wined3d_cs_exec_set_color_key,
2542 /* WINED3D_CS_OP_SET_MATERIAL */ wined3d_cs_exec_set_material,
2543 /* WINED3D_CS_OP_SET_LIGHT */ wined3d_cs_exec_set_light,
2544 /* WINED3D_CS_OP_SET_LIGHT_ENABLE */ wined3d_cs_exec_set_light_enable,
2545 /* WINED3D_CS_OP_PUSH_CONSTANTS */ wined3d_cs_exec_push_constants,
2546 /* WINED3D_CS_OP_RESET_STATE */ wined3d_cs_exec_reset_state,
2547 /* WINED3D_CS_OP_CALLBACK */ wined3d_cs_exec_callback,
2548 /* WINED3D_CS_OP_QUERY_ISSUE */ wined3d_cs_exec_query_issue,
2549 /* WINED3D_CS_OP_PRELOAD_RESOURCE */ wined3d_cs_exec_preload_resource,
2550 /* WINED3D_CS_OP_UNLOAD_RESOURCE */ wined3d_cs_exec_unload_resource,
2551 /* WINED3D_CS_OP_MAP */ wined3d_cs_exec_map,
2552 /* WINED3D_CS_OP_UNMAP */ wined3d_cs_exec_unmap,
2553 /* WINED3D_CS_OP_BLT_SUB_RESOURCE */ wined3d_cs_exec_blt_sub_resource,
2554 /* WINED3D_CS_OP_UPDATE_SUB_RESOURCE */ wined3d_cs_exec_update_sub_resource,
2555 /* WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION */ wined3d_cs_exec_add_dirty_texture_region,
2556 /* WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW */ wined3d_cs_exec_clear_unordered_access_view,
2557 /* WINED3D_CS_OP_COPY_UAV_COUNTER */ wined3d_cs_exec_copy_uav_counter,
2558 /* WINED3D_CS_OP_GENERATE_MIPMAPS */ wined3d_cs_exec_generate_mipmaps,
2561 static void *wined3d_cs_st_require_space(struct wined3d_cs *cs, size_t size, enum wined3d_cs_queue_id queue_id)
2563 if (size > (cs->data_size - cs->end))
2565 size_t new_size;
2566 void *new_data;
2568 new_size = max(size, cs->data_size * 2);
2569 if (!cs->end)
2570 new_data = heap_realloc(cs->data, new_size);
2571 else
2572 new_data = heap_alloc(new_size);
2573 if (!new_data)
2574 return NULL;
2576 cs->data_size = new_size;
2577 cs->start = cs->end = 0;
2578 cs->data = new_data;
2581 cs->end += size;
2583 return (BYTE *)cs->data + cs->start;
2586 static void wined3d_cs_st_submit(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id)
2588 enum wined3d_cs_op opcode;
2589 size_t start;
2590 BYTE *data;
2592 data = cs->data;
2593 start = cs->start;
2594 cs->start = cs->end;
2596 opcode = *(const enum wined3d_cs_op *)&data[start];
2597 if (opcode >= WINED3D_CS_OP_STOP)
2598 ERR("Invalid opcode %#x.\n", opcode);
2599 else
2600 wined3d_cs_op_handlers[opcode](cs, &data[start]);
2602 if (cs->data == data)
2603 cs->start = cs->end = start;
2604 else if (!start)
2605 heap_free(data);
2608 static void wined3d_cs_st_finish(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id)
2612 static const struct wined3d_cs_ops wined3d_cs_st_ops =
2614 wined3d_cs_st_require_space,
2615 wined3d_cs_st_submit,
2616 wined3d_cs_st_finish,
2617 wined3d_cs_st_push_constants,
2620 static BOOL wined3d_cs_queue_is_empty(const struct wined3d_cs *cs, const struct wined3d_cs_queue *queue)
2622 wined3d_from_cs(cs);
2623 return *(volatile LONG *)&queue->head == queue->tail;
2626 static void wined3d_cs_queue_submit(struct wined3d_cs_queue *queue, struct wined3d_cs *cs)
2628 struct wined3d_cs_packet *packet;
2629 size_t packet_size;
2631 packet = (struct wined3d_cs_packet *)&queue->data[queue->head];
2632 packet_size = FIELD_OFFSET(struct wined3d_cs_packet, data[packet->size]);
2633 InterlockedExchange(&queue->head, (queue->head + packet_size) & (WINED3D_CS_QUEUE_SIZE - 1));
2635 if (InterlockedCompareExchange(&cs->waiting_for_event, FALSE, TRUE))
2636 SetEvent(cs->event);
2639 static void wined3d_cs_mt_submit(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id)
2641 if (cs->thread_id == GetCurrentThreadId())
2642 return wined3d_cs_st_submit(cs, queue_id);
2644 wined3d_cs_queue_submit(&cs->queue[queue_id], cs);
2647 static void *wined3d_cs_queue_require_space(struct wined3d_cs_queue *queue, size_t size, struct wined3d_cs *cs)
2649 size_t queue_size = ARRAY_SIZE(queue->data);
2650 size_t header_size, packet_size, remaining;
2651 struct wined3d_cs_packet *packet;
2653 header_size = FIELD_OFFSET(struct wined3d_cs_packet, data[0]);
2654 size = (size + header_size - 1) & ~(header_size - 1);
2655 packet_size = FIELD_OFFSET(struct wined3d_cs_packet, data[size]);
2656 if (packet_size >= WINED3D_CS_QUEUE_SIZE)
2658 ERR("Packet size %lu >= queue size %u.\n",
2659 (unsigned long)packet_size, WINED3D_CS_QUEUE_SIZE);
2660 return NULL;
2663 remaining = queue_size - queue->head;
2664 if (remaining < packet_size)
2666 size_t nop_size = remaining - header_size;
2667 struct wined3d_cs_nop *nop;
2669 TRACE("Inserting a nop for %lu + %lu bytes.\n",
2670 (unsigned long)header_size, (unsigned long)nop_size);
2672 nop = wined3d_cs_queue_require_space(queue, nop_size, cs);
2673 if (nop_size)
2674 nop->opcode = WINED3D_CS_OP_NOP;
2676 wined3d_cs_queue_submit(queue, cs);
2677 assert(!queue->head);
2680 for (;;)
2682 LONG tail = *(volatile LONG *)&queue->tail;
2683 LONG head = queue->head;
2684 LONG new_pos;
2686 /* Empty. */
2687 if (head == tail)
2688 break;
2689 new_pos = (head + packet_size) & (WINED3D_CS_QUEUE_SIZE - 1);
2690 /* Head ahead of tail. We checked the remaining size above, so we only
2691 * need to make sure we don't make head equal to tail. */
2692 if (head > tail && (new_pos != tail))
2693 break;
2694 /* Tail ahead of head. Make sure the new head is before the tail as
2695 * well. Note that new_pos is 0 when it's at the end of the queue. */
2696 if (new_pos < tail && new_pos)
2697 break;
2699 TRACE("Waiting for free space. Head %u, tail %u, packet size %lu.\n",
2700 head, tail, (unsigned long)packet_size);
2703 packet = (struct wined3d_cs_packet *)&queue->data[queue->head];
2704 packet->size = size;
2705 return packet->data;
2708 static void *wined3d_cs_mt_require_space(struct wined3d_cs *cs, size_t size, enum wined3d_cs_queue_id queue_id)
2710 if (cs->thread_id == GetCurrentThreadId())
2711 return wined3d_cs_st_require_space(cs, size, queue_id);
2713 return wined3d_cs_queue_require_space(&cs->queue[queue_id], size, cs);
2716 static void wined3d_cs_mt_finish(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id)
2718 if (cs->thread_id == GetCurrentThreadId())
2719 return wined3d_cs_st_finish(cs, queue_id);
2721 while (cs->queue[queue_id].head != *(volatile LONG *)&cs->queue[queue_id].tail)
2722 wined3d_pause();
2725 static const struct wined3d_cs_ops wined3d_cs_mt_ops =
2727 wined3d_cs_mt_require_space,
2728 wined3d_cs_mt_submit,
2729 wined3d_cs_mt_finish,
2730 wined3d_cs_mt_push_constants,
2733 static void poll_queries(struct wined3d_cs *cs)
2735 struct wined3d_query *query, *cursor;
2737 LIST_FOR_EACH_ENTRY_SAFE(query, cursor, &cs->query_poll_list, struct wined3d_query, poll_list_entry)
2739 if (!query->query_ops->query_poll(query, 0))
2740 continue;
2742 list_remove(&query->poll_list_entry);
2743 list_init(&query->poll_list_entry);
2744 InterlockedIncrement(&query->counter_retrieved);
2748 static void wined3d_cs_wait_event(struct wined3d_cs *cs)
2750 InterlockedExchange(&cs->waiting_for_event, TRUE);
2752 /* The main thread might have enqueued a command and blocked on it after
2753 * the CS thread decided to enter wined3d_cs_wait_event(), but before
2754 * "waiting_for_event" was set.
2756 * Likewise, we can race with the main thread when resetting
2757 * "waiting_for_event", in which case we would need to call
2758 * WaitForSingleObject() because the main thread called SetEvent(). */
2759 if (!(wined3d_cs_queue_is_empty(cs, &cs->queue[WINED3D_CS_QUEUE_DEFAULT])
2760 && wined3d_cs_queue_is_empty(cs, &cs->queue[WINED3D_CS_QUEUE_MAP]))
2761 && InterlockedCompareExchange(&cs->waiting_for_event, FALSE, TRUE))
2762 return;
2764 WaitForSingleObject(cs->event, INFINITE);
2767 static DWORD WINAPI wined3d_cs_run(void *ctx)
2769 struct wined3d_cs_packet *packet;
2770 struct wined3d_cs_queue *queue;
2771 unsigned int spin_count = 0;
2772 struct wined3d_cs *cs = ctx;
2773 enum wined3d_cs_op opcode;
2774 HMODULE wined3d_module;
2775 unsigned int poll = 0;
2776 LONG tail;
2778 TRACE("Started.\n");
2780 /* Copy the module handle to a local variable to avoid racing with the
2781 * thread freeing "cs" before the FreeLibraryAndExitThread() call. */
2782 wined3d_module = cs->wined3d_module;
2784 list_init(&cs->query_poll_list);
2785 cs->thread_id = GetCurrentThreadId();
2786 for (;;)
2788 if (++poll == WINED3D_CS_QUERY_POLL_INTERVAL)
2790 poll_queries(cs);
2791 poll = 0;
2794 queue = &cs->queue[WINED3D_CS_QUEUE_MAP];
2795 if (wined3d_cs_queue_is_empty(cs, queue))
2797 queue = &cs->queue[WINED3D_CS_QUEUE_DEFAULT];
2798 if (wined3d_cs_queue_is_empty(cs, queue))
2800 if (++spin_count >= WINED3D_CS_SPIN_COUNT && list_empty(&cs->query_poll_list))
2801 wined3d_cs_wait_event(cs);
2802 continue;
2805 spin_count = 0;
2807 tail = queue->tail;
2808 packet = (struct wined3d_cs_packet *)&queue->data[tail];
2809 if (packet->size)
2811 opcode = *(const enum wined3d_cs_op *)packet->data;
2813 TRACE("Executing %s.\n", debug_cs_op(opcode));
2814 if (opcode >= WINED3D_CS_OP_STOP)
2816 if (opcode > WINED3D_CS_OP_STOP)
2817 ERR("Invalid opcode %#x.\n", opcode);
2818 break;
2821 wined3d_cs_op_handlers[opcode](cs, packet->data);
2822 TRACE("%s executed.\n", debug_cs_op(opcode));
2825 tail += FIELD_OFFSET(struct wined3d_cs_packet, data[packet->size]);
2826 tail &= (WINED3D_CS_QUEUE_SIZE - 1);
2827 InterlockedExchange(&queue->tail, tail);
2830 cs->queue[WINED3D_CS_QUEUE_MAP].tail = cs->queue[WINED3D_CS_QUEUE_MAP].head;
2831 cs->queue[WINED3D_CS_QUEUE_DEFAULT].tail = cs->queue[WINED3D_CS_QUEUE_DEFAULT].head;
2832 TRACE("Stopped.\n");
2833 FreeLibraryAndExitThread(wined3d_module, 0);
2836 struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device)
2838 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
2839 struct wined3d_cs *cs;
2841 if (!(cs = heap_alloc_zero(sizeof(*cs))))
2842 return NULL;
2844 cs->ops = &wined3d_cs_st_ops;
2845 cs->device = device;
2847 state_init(&cs->state, &cs->fb, d3d_info, WINED3D_STATE_NO_REF | WINED3D_STATE_INIT_DEFAULT);
2849 cs->data_size = WINED3D_INITIAL_CS_SIZE;
2850 if (!(cs->data = heap_alloc(cs->data_size)))
2851 goto fail;
2853 if (wined3d_settings.cs_multithreaded
2854 && !RtlIsCriticalSectionLockedByThread(NtCurrentTeb()->Peb->LoaderLock))
2856 cs->ops = &wined3d_cs_mt_ops;
2858 if (!(cs->event = CreateEventW(NULL, FALSE, FALSE, NULL)))
2860 ERR("Failed to create command stream event.\n");
2861 heap_free(cs->data);
2862 goto fail;
2865 if (!(GetModuleHandleExW(GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS,
2866 (const WCHAR *)wined3d_cs_run, &cs->wined3d_module)))
2868 ERR("Failed to get wined3d module handle.\n");
2869 CloseHandle(cs->event);
2870 heap_free(cs->data);
2871 goto fail;
2874 if (!(cs->thread = CreateThread(NULL, 0, wined3d_cs_run, cs, 0, NULL)))
2876 ERR("Failed to create wined3d command stream thread.\n");
2877 FreeLibrary(cs->wined3d_module);
2878 CloseHandle(cs->event);
2879 heap_free(cs->data);
2880 goto fail;
2884 return cs;
2886 fail:
2887 state_cleanup(&cs->state);
2888 heap_free(cs);
2889 return NULL;
2892 void wined3d_cs_destroy(struct wined3d_cs *cs)
2894 if (cs->thread)
2896 wined3d_cs_emit_stop(cs);
2897 CloseHandle(cs->thread);
2898 if (!CloseHandle(cs->event))
2899 ERR("Closing event failed.\n");
2902 state_cleanup(&cs->state);
2903 heap_free(cs->data);
2904 heap_free(cs);