2 * Copyright 2013 Henri Verbeet for CodeWeavers
4 * This library is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU Lesser General Public
6 * License as published by the Free Software Foundation; either
7 * version 2.1 of the License, or (at your option) any later version.
9 * This library is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * Lesser General Public License for more details.
14 * You should have received a copy of the GNU Lesser General Public
15 * License along with this library; if not, write to the Free Software
16 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
20 #include "wine/port.h"
21 #include "wined3d_private.h"
23 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
24 WINE_DECLARE_DEBUG_CHANNEL(d3d_sync
);
25 WINE_DECLARE_DEBUG_CHANNEL(fps
);
27 #define WINED3D_INITIAL_CS_SIZE 4096
32 WINED3D_CS_OP_PRESENT
,
34 WINED3D_CS_OP_DISPATCH
,
37 WINED3D_CS_OP_SET_PREDICATION
,
38 WINED3D_CS_OP_SET_VIEWPORTS
,
39 WINED3D_CS_OP_SET_SCISSOR_RECTS
,
40 WINED3D_CS_OP_SET_RENDERTARGET_VIEW
,
41 WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW
,
42 WINED3D_CS_OP_SET_VERTEX_DECLARATION
,
43 WINED3D_CS_OP_SET_STREAM_SOURCE
,
44 WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ
,
45 WINED3D_CS_OP_SET_STREAM_OUTPUT
,
46 WINED3D_CS_OP_SET_INDEX_BUFFER
,
47 WINED3D_CS_OP_SET_CONSTANT_BUFFER
,
48 WINED3D_CS_OP_SET_TEXTURE
,
49 WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW
,
50 WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW
,
51 WINED3D_CS_OP_SET_SAMPLER
,
52 WINED3D_CS_OP_SET_SHADER
,
53 WINED3D_CS_OP_SET_BLEND_STATE
,
54 WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE
,
55 WINED3D_CS_OP_SET_RASTERIZER_STATE
,
56 WINED3D_CS_OP_SET_RENDER_STATE
,
57 WINED3D_CS_OP_SET_TEXTURE_STATE
,
58 WINED3D_CS_OP_SET_SAMPLER_STATE
,
59 WINED3D_CS_OP_SET_TRANSFORM
,
60 WINED3D_CS_OP_SET_CLIP_PLANE
,
61 WINED3D_CS_OP_SET_COLOR_KEY
,
62 WINED3D_CS_OP_SET_MATERIAL
,
63 WINED3D_CS_OP_SET_LIGHT
,
64 WINED3D_CS_OP_SET_LIGHT_ENABLE
,
65 WINED3D_CS_OP_SET_FEATURE_LEVEL
,
66 WINED3D_CS_OP_PUSH_CONSTANTS
,
67 WINED3D_CS_OP_RESET_STATE
,
68 WINED3D_CS_OP_CALLBACK
,
69 WINED3D_CS_OP_QUERY_ISSUE
,
70 WINED3D_CS_OP_PRELOAD_RESOURCE
,
71 WINED3D_CS_OP_UNLOAD_RESOURCE
,
74 WINED3D_CS_OP_BLT_SUB_RESOURCE
,
75 WINED3D_CS_OP_UPDATE_SUB_RESOURCE
,
76 WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION
,
77 WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW
,
78 WINED3D_CS_OP_COPY_UAV_COUNTER
,
79 WINED3D_CS_OP_GENERATE_MIPMAPS
,
83 struct wined3d_cs_packet
91 enum wined3d_cs_op opcode
;
94 struct wined3d_cs_present
96 enum wined3d_cs_op opcode
;
97 HWND dst_window_override
;
98 struct wined3d_swapchain
*swapchain
;
101 unsigned int swap_interval
;
105 struct wined3d_cs_clear
107 enum wined3d_cs_op opcode
;
109 unsigned int rt_count
;
110 struct wined3d_fb_state
*fb
;
112 struct wined3d_color color
;
115 unsigned int rect_count
;
119 struct wined3d_cs_dispatch
121 enum wined3d_cs_op opcode
;
122 struct wined3d_dispatch_parameters parameters
;
125 struct wined3d_cs_draw
127 enum wined3d_cs_op opcode
;
128 enum wined3d_primitive_type primitive_type
;
129 GLint patch_vertex_count
;
130 struct wined3d_draw_parameters parameters
;
133 struct wined3d_cs_flush
135 enum wined3d_cs_op opcode
;
138 struct wined3d_cs_set_predication
140 enum wined3d_cs_op opcode
;
141 struct wined3d_query
*predicate
;
145 struct wined3d_cs_set_viewports
147 enum wined3d_cs_op opcode
;
148 unsigned int viewport_count
;
149 struct wined3d_viewport viewports
[1];
152 struct wined3d_cs_set_scissor_rects
154 enum wined3d_cs_op opcode
;
155 unsigned int rect_count
;
159 struct wined3d_cs_set_rendertarget_view
161 enum wined3d_cs_op opcode
;
162 unsigned int view_idx
;
163 struct wined3d_rendertarget_view
*view
;
166 struct wined3d_cs_set_depth_stencil_view
168 enum wined3d_cs_op opcode
;
169 struct wined3d_rendertarget_view
*view
;
172 struct wined3d_cs_set_vertex_declaration
174 enum wined3d_cs_op opcode
;
175 struct wined3d_vertex_declaration
*declaration
;
178 struct wined3d_cs_set_stream_source
180 enum wined3d_cs_op opcode
;
182 struct wined3d_buffer
*buffer
;
187 struct wined3d_cs_set_stream_source_freq
189 enum wined3d_cs_op opcode
;
195 struct wined3d_cs_set_stream_output
197 enum wined3d_cs_op opcode
;
199 struct wined3d_buffer
*buffer
;
203 struct wined3d_cs_set_index_buffer
205 enum wined3d_cs_op opcode
;
206 struct wined3d_buffer
*buffer
;
207 enum wined3d_format_id format_id
;
211 struct wined3d_cs_set_constant_buffer
213 enum wined3d_cs_op opcode
;
214 enum wined3d_shader_type type
;
216 struct wined3d_buffer
*buffer
;
219 struct wined3d_cs_set_texture
221 enum wined3d_cs_op opcode
;
223 struct wined3d_texture
*texture
;
226 struct wined3d_cs_set_color_key
228 enum wined3d_cs_op opcode
;
229 struct wined3d_texture
*texture
;
232 struct wined3d_color_key color_key
;
235 struct wined3d_cs_set_shader_resource_view
237 enum wined3d_cs_op opcode
;
238 enum wined3d_shader_type type
;
240 struct wined3d_shader_resource_view
*view
;
243 struct wined3d_cs_set_unordered_access_view
245 enum wined3d_cs_op opcode
;
246 enum wined3d_pipeline pipeline
;
247 unsigned int view_idx
;
248 struct wined3d_unordered_access_view
*view
;
249 unsigned int initial_count
;
252 struct wined3d_cs_set_sampler
254 enum wined3d_cs_op opcode
;
255 enum wined3d_shader_type type
;
257 struct wined3d_sampler
*sampler
;
260 struct wined3d_cs_set_shader
262 enum wined3d_cs_op opcode
;
263 enum wined3d_shader_type type
;
264 struct wined3d_shader
*shader
;
267 struct wined3d_cs_set_blend_state
269 enum wined3d_cs_op opcode
;
270 struct wined3d_blend_state
*state
;
271 struct wined3d_color factor
;
272 unsigned int sample_mask
;
275 struct wined3d_cs_set_depth_stencil_state
277 enum wined3d_cs_op opcode
;
278 struct wined3d_depth_stencil_state
*state
;
279 unsigned int stencil_ref
;
282 struct wined3d_cs_set_rasterizer_state
284 enum wined3d_cs_op opcode
;
285 struct wined3d_rasterizer_state
*state
;
288 struct wined3d_cs_set_render_state
290 enum wined3d_cs_op opcode
;
291 enum wined3d_render_state state
;
295 struct wined3d_cs_set_texture_state
297 enum wined3d_cs_op opcode
;
299 enum wined3d_texture_stage_state state
;
303 struct wined3d_cs_set_sampler_state
305 enum wined3d_cs_op opcode
;
307 enum wined3d_sampler_state state
;
311 struct wined3d_cs_set_transform
313 enum wined3d_cs_op opcode
;
314 enum wined3d_transform_state state
;
315 struct wined3d_matrix matrix
;
318 struct wined3d_cs_set_clip_plane
320 enum wined3d_cs_op opcode
;
322 struct wined3d_vec4 plane
;
325 struct wined3d_cs_set_material
327 enum wined3d_cs_op opcode
;
328 struct wined3d_material material
;
331 struct wined3d_cs_set_light
333 enum wined3d_cs_op opcode
;
334 struct wined3d_light_info light
;
337 struct wined3d_cs_set_light_enable
339 enum wined3d_cs_op opcode
;
344 struct wined3d_cs_set_feature_level
346 enum wined3d_cs_op opcode
;
347 enum wined3d_feature_level level
;
350 struct wined3d_cs_push_constants
352 enum wined3d_cs_op opcode
;
353 enum wined3d_push_constants type
;
354 unsigned int start_idx
;
359 struct wined3d_cs_reset_state
361 enum wined3d_cs_op opcode
;
364 struct wined3d_cs_callback
366 enum wined3d_cs_op opcode
;
367 void (*callback
)(void *object
);
371 struct wined3d_cs_query_issue
373 enum wined3d_cs_op opcode
;
374 struct wined3d_query
*query
;
378 struct wined3d_cs_preload_resource
380 enum wined3d_cs_op opcode
;
381 struct wined3d_resource
*resource
;
384 struct wined3d_cs_unload_resource
386 enum wined3d_cs_op opcode
;
387 struct wined3d_resource
*resource
;
390 struct wined3d_cs_map
392 enum wined3d_cs_op opcode
;
393 struct wined3d_resource
*resource
;
394 unsigned int sub_resource_idx
;
395 struct wined3d_map_desc
*map_desc
;
396 const struct wined3d_box
*box
;
401 struct wined3d_cs_unmap
403 enum wined3d_cs_op opcode
;
404 struct wined3d_resource
*resource
;
405 unsigned int sub_resource_idx
;
409 struct wined3d_cs_blt_sub_resource
411 enum wined3d_cs_op opcode
;
412 struct wined3d_resource
*dst_resource
;
413 unsigned int dst_sub_resource_idx
;
414 struct wined3d_box dst_box
;
415 struct wined3d_resource
*src_resource
;
416 unsigned int src_sub_resource_idx
;
417 struct wined3d_box src_box
;
419 struct wined3d_blt_fx fx
;
420 enum wined3d_texture_filter_type filter
;
423 struct wined3d_cs_update_sub_resource
425 enum wined3d_cs_op opcode
;
426 struct wined3d_resource
*resource
;
427 unsigned int sub_resource_idx
;
428 struct wined3d_box box
;
429 struct wined3d_sub_resource_data data
;
432 struct wined3d_cs_add_dirty_texture_region
434 enum wined3d_cs_op opcode
;
435 struct wined3d_texture
*texture
;
439 struct wined3d_cs_clear_unordered_access_view
441 enum wined3d_cs_op opcode
;
442 struct wined3d_unordered_access_view
*view
;
443 struct wined3d_uvec4 clear_value
;
446 struct wined3d_cs_copy_uav_counter
448 enum wined3d_cs_op opcode
;
449 struct wined3d_buffer
*buffer
;
451 struct wined3d_unordered_access_view
*view
;
454 struct wined3d_cs_generate_mipmaps
456 enum wined3d_cs_op opcode
;
457 struct wined3d_shader_resource_view
*view
;
460 struct wined3d_cs_stop
462 enum wined3d_cs_op opcode
;
465 static inline void *wined3d_device_context_require_space(struct wined3d_device_context
*context
,
466 size_t size
, enum wined3d_cs_queue_id queue_id
)
468 return context
->ops
->require_space(context
, size
, queue_id
);
471 static inline void wined3d_device_context_submit(struct wined3d_device_context
*context
,
472 enum wined3d_cs_queue_id queue_id
)
474 context
->ops
->submit(context
, queue_id
);
477 static inline void wined3d_device_context_finish(struct wined3d_device_context
*context
,
478 enum wined3d_cs_queue_id queue_id
)
480 context
->ops
->finish(context
, queue_id
);
483 static const char *debug_cs_op(enum wined3d_cs_op op
)
487 #define WINED3D_TO_STR(type) case type: return #type
488 WINED3D_TO_STR(WINED3D_CS_OP_NOP
);
489 WINED3D_TO_STR(WINED3D_CS_OP_PRESENT
);
490 WINED3D_TO_STR(WINED3D_CS_OP_CLEAR
);
491 WINED3D_TO_STR(WINED3D_CS_OP_DISPATCH
);
492 WINED3D_TO_STR(WINED3D_CS_OP_DRAW
);
493 WINED3D_TO_STR(WINED3D_CS_OP_FLUSH
);
494 WINED3D_TO_STR(WINED3D_CS_OP_SET_PREDICATION
);
495 WINED3D_TO_STR(WINED3D_CS_OP_SET_VIEWPORTS
);
496 WINED3D_TO_STR(WINED3D_CS_OP_SET_SCISSOR_RECTS
);
497 WINED3D_TO_STR(WINED3D_CS_OP_SET_RENDERTARGET_VIEW
);
498 WINED3D_TO_STR(WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW
);
499 WINED3D_TO_STR(WINED3D_CS_OP_SET_VERTEX_DECLARATION
);
500 WINED3D_TO_STR(WINED3D_CS_OP_SET_STREAM_SOURCE
);
501 WINED3D_TO_STR(WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ
);
502 WINED3D_TO_STR(WINED3D_CS_OP_SET_STREAM_OUTPUT
);
503 WINED3D_TO_STR(WINED3D_CS_OP_SET_INDEX_BUFFER
);
504 WINED3D_TO_STR(WINED3D_CS_OP_SET_CONSTANT_BUFFER
);
505 WINED3D_TO_STR(WINED3D_CS_OP_SET_TEXTURE
);
506 WINED3D_TO_STR(WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW
);
507 WINED3D_TO_STR(WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW
);
508 WINED3D_TO_STR(WINED3D_CS_OP_SET_SAMPLER
);
509 WINED3D_TO_STR(WINED3D_CS_OP_SET_SHADER
);
510 WINED3D_TO_STR(WINED3D_CS_OP_SET_BLEND_STATE
);
511 WINED3D_TO_STR(WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE
);
512 WINED3D_TO_STR(WINED3D_CS_OP_SET_RASTERIZER_STATE
);
513 WINED3D_TO_STR(WINED3D_CS_OP_SET_RENDER_STATE
);
514 WINED3D_TO_STR(WINED3D_CS_OP_SET_TEXTURE_STATE
);
515 WINED3D_TO_STR(WINED3D_CS_OP_SET_SAMPLER_STATE
);
516 WINED3D_TO_STR(WINED3D_CS_OP_SET_TRANSFORM
);
517 WINED3D_TO_STR(WINED3D_CS_OP_SET_CLIP_PLANE
);
518 WINED3D_TO_STR(WINED3D_CS_OP_SET_COLOR_KEY
);
519 WINED3D_TO_STR(WINED3D_CS_OP_SET_MATERIAL
);
520 WINED3D_TO_STR(WINED3D_CS_OP_SET_LIGHT
);
521 WINED3D_TO_STR(WINED3D_CS_OP_SET_LIGHT_ENABLE
);
522 WINED3D_TO_STR(WINED3D_CS_OP_SET_FEATURE_LEVEL
);
523 WINED3D_TO_STR(WINED3D_CS_OP_PUSH_CONSTANTS
);
524 WINED3D_TO_STR(WINED3D_CS_OP_RESET_STATE
);
525 WINED3D_TO_STR(WINED3D_CS_OP_CALLBACK
);
526 WINED3D_TO_STR(WINED3D_CS_OP_QUERY_ISSUE
);
527 WINED3D_TO_STR(WINED3D_CS_OP_PRELOAD_RESOURCE
);
528 WINED3D_TO_STR(WINED3D_CS_OP_UNLOAD_RESOURCE
);
529 WINED3D_TO_STR(WINED3D_CS_OP_MAP
);
530 WINED3D_TO_STR(WINED3D_CS_OP_UNMAP
);
531 WINED3D_TO_STR(WINED3D_CS_OP_BLT_SUB_RESOURCE
);
532 WINED3D_TO_STR(WINED3D_CS_OP_UPDATE_SUB_RESOURCE
);
533 WINED3D_TO_STR(WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION
);
534 WINED3D_TO_STR(WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW
);
535 WINED3D_TO_STR(WINED3D_CS_OP_COPY_UAV_COUNTER
);
536 WINED3D_TO_STR(WINED3D_CS_OP_GENERATE_MIPMAPS
);
537 WINED3D_TO_STR(WINED3D_CS_OP_STOP
);
538 #undef WINED3D_TO_STR
540 return wine_dbg_sprintf("UNKNOWN_OP(%#x)", op
);
543 static void wined3d_cs_exec_nop(struct wined3d_cs
*cs
, const void *data
)
547 static void wined3d_cs_exec_present(struct wined3d_cs
*cs
, const void *data
)
549 struct wined3d_texture
*logo_texture
, *cursor_texture
, *back_buffer
;
550 struct wined3d_rendertarget_view
*dsv
= cs
->state
.fb
.depth_stencil
;
551 const struct wined3d_cs_present
*op
= data
;
552 const struct wined3d_swapchain_desc
*desc
;
553 struct wined3d_swapchain
*swapchain
;
556 swapchain
= op
->swapchain
;
557 desc
= &swapchain
->state
.desc
;
558 back_buffer
= swapchain
->back_buffers
[0];
559 wined3d_swapchain_set_window(swapchain
, op
->dst_window_override
);
561 if ((logo_texture
= swapchain
->device
->logo_texture
))
563 RECT rect
= {0, 0, logo_texture
->resource
.width
, logo_texture
->resource
.height
};
565 /* Blit the logo into the upper left corner of the back-buffer. */
566 wined3d_device_context_blt(&cs
->c
, back_buffer
, 0, &rect
, logo_texture
, 0,
567 &rect
, WINED3D_BLT_SRC_CKEY
, NULL
, WINED3D_TEXF_POINT
);
570 if ((cursor_texture
= swapchain
->device
->cursor_texture
)
571 && swapchain
->device
->bCursorVisible
&& !swapchain
->device
->hardwareCursor
)
575 swapchain
->device
->xScreenSpace
- swapchain
->device
->xHotSpot
,
576 swapchain
->device
->yScreenSpace
- swapchain
->device
->yHotSpot
,
577 swapchain
->device
->xScreenSpace
+ swapchain
->device
->cursorWidth
- swapchain
->device
->xHotSpot
,
578 swapchain
->device
->yScreenSpace
+ swapchain
->device
->cursorHeight
- swapchain
->device
->yHotSpot
,
582 0, 0, cursor_texture
->resource
.width
, cursor_texture
->resource
.height
584 const RECT clip_rect
= {0, 0, back_buffer
->resource
.width
, back_buffer
->resource
.height
};
586 TRACE("Rendering the software cursor.\n");
589 MapWindowPoints(NULL
, swapchain
->win_handle
, (POINT
*)&dst_rect
, 2);
590 if (wined3d_clip_blit(&clip_rect
, &dst_rect
, &src_rect
))
591 wined3d_device_context_blt(&cs
->c
, back_buffer
, 0, &dst_rect
, cursor_texture
, 0,
592 &src_rect
, WINED3D_BLT_ALPHA_TEST
, NULL
, WINED3D_TEXF_POINT
);
595 swapchain
->swapchain_ops
->swapchain_present(swapchain
, &op
->src_rect
, &op
->dst_rect
, op
->swap_interval
, op
->flags
);
597 /* Discard buffers if the swap effect allows it. */
598 back_buffer
= swapchain
->back_buffers
[desc
->backbuffer_count
- 1];
599 if (desc
->swap_effect
== WINED3D_SWAP_EFFECT_DISCARD
|| desc
->swap_effect
== WINED3D_SWAP_EFFECT_FLIP_DISCARD
)
600 wined3d_texture_validate_location(back_buffer
, 0, WINED3D_LOCATION_DISCARDED
);
602 if (dsv
&& dsv
->resource
->type
!= WINED3D_RTYPE_BUFFER
)
604 struct wined3d_texture
*ds
= texture_from_resource(dsv
->resource
);
606 if ((desc
->flags
& WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL
|| ds
->flags
& WINED3D_TEXTURE_DISCARD
))
607 wined3d_rendertarget_view_validate_location(dsv
, WINED3D_LOCATION_DISCARDED
);
612 DWORD time
= GetTickCount();
615 /* every 1.5 seconds */
616 if (time
- swapchain
->prev_time
> 1500)
618 TRACE_(fps
)("%p @ approx %.2ffps\n",
619 swapchain
, 1000.0 * swapchain
->frames
/ (time
- swapchain
->prev_time
));
620 swapchain
->prev_time
= time
;
621 swapchain
->frames
= 0;
625 wined3d_resource_release(&swapchain
->front_buffer
->resource
);
626 for (i
= 0; i
< desc
->backbuffer_count
; ++i
)
628 wined3d_resource_release(&swapchain
->back_buffers
[i
]->resource
);
631 InterlockedDecrement(&cs
->pending_presents
);
634 void wined3d_cs_emit_present(struct wined3d_cs
*cs
, struct wined3d_swapchain
*swapchain
,
635 const RECT
*src_rect
, const RECT
*dst_rect
, HWND dst_window_override
,
636 unsigned int swap_interval
, DWORD flags
)
638 struct wined3d_cs_present
*op
;
642 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
643 op
->opcode
= WINED3D_CS_OP_PRESENT
;
644 op
->dst_window_override
= dst_window_override
;
645 op
->swapchain
= swapchain
;
646 op
->src_rect
= *src_rect
;
647 op
->dst_rect
= *dst_rect
;
648 op
->swap_interval
= swap_interval
;
651 pending
= InterlockedIncrement(&cs
->pending_presents
);
653 wined3d_resource_acquire(&swapchain
->front_buffer
->resource
);
654 for (i
= 0; i
< swapchain
->state
.desc
.backbuffer_count
; ++i
)
656 wined3d_resource_acquire(&swapchain
->back_buffers
[i
]->resource
);
659 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
661 /* Limit input latency by limiting the number of presents that we can get
662 * ahead of the worker thread. */
663 while (pending
>= swapchain
->max_frame_latency
)
666 pending
= InterlockedCompareExchange(&cs
->pending_presents
, 0, 0);
670 static void wined3d_cs_exec_clear(struct wined3d_cs
*cs
, const void *data
)
672 struct wined3d_device
*device
= cs
->c
.device
;
673 const struct wined3d_cs_clear
*op
= data
;
676 device
->blitter
->ops
->blitter_clear(device
->blitter
, device
, op
->rt_count
, op
->fb
,
677 op
->rect_count
, op
->rects
, &op
->draw_rect
, op
->flags
, &op
->color
, op
->depth
, op
->stencil
);
679 if (op
->flags
& WINED3DCLEAR_TARGET
)
681 for (i
= 0; i
< op
->rt_count
; ++i
)
683 if (op
->fb
->render_targets
[i
])
684 wined3d_resource_release(op
->fb
->render_targets
[i
]->resource
);
687 if (op
->flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
688 wined3d_resource_release(op
->fb
->depth_stencil
->resource
);
691 void wined3d_cs_emit_clear(struct wined3d_cs
*cs
, DWORD rect_count
, const RECT
*rects
,
692 DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
694 const struct wined3d_state
*state
= cs
->c
.state
;
695 const struct wined3d_viewport
*vp
= &state
->viewports
[0];
696 struct wined3d_rendertarget_view
*view
;
697 struct wined3d_cs_clear
*op
;
698 unsigned int rt_count
, i
;
700 rt_count
= flags
& WINED3DCLEAR_TARGET
? cs
->c
.device
->adapter
->d3d_info
.limits
.max_rt_count
: 0;
702 op
= wined3d_device_context_require_space(&cs
->c
, FIELD_OFFSET(struct wined3d_cs_clear
, rects
[rect_count
]),
703 WINED3D_CS_QUEUE_DEFAULT
);
704 op
->opcode
= WINED3D_CS_OP_CLEAR
;
705 op
->flags
= flags
& (WINED3DCLEAR_TARGET
| WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
);
706 op
->rt_count
= rt_count
;
707 op
->fb
= &cs
->state
.fb
;
708 SetRect(&op
->draw_rect
, vp
->x
, vp
->y
, vp
->x
+ vp
->width
, vp
->y
+ vp
->height
);
709 if (state
->rasterizer_state
&& state
->rasterizer_state
->desc
.scissor
)
710 IntersectRect(&op
->draw_rect
, &op
->draw_rect
, &state
->scissor_rects
[0]);
713 op
->stencil
= stencil
;
714 op
->rect_count
= rect_count
;
715 memcpy(op
->rects
, rects
, sizeof(*rects
) * rect_count
);
717 for (i
= 0; i
< rt_count
; ++i
)
719 if ((view
= state
->fb
.render_targets
[i
]))
720 wined3d_resource_acquire(view
->resource
);
722 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
724 view
= state
->fb
.depth_stencil
;
725 wined3d_resource_acquire(view
->resource
);
728 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
731 void wined3d_device_context_emit_clear_rendertarget_view(struct wined3d_device_context
*context
,
732 struct wined3d_rendertarget_view
*view
, const RECT
*rect
, unsigned int flags
,
733 const struct wined3d_color
*color
, float depth
, unsigned int stencil
)
735 struct wined3d_cs_clear
*op
;
738 size
= FIELD_OFFSET(struct wined3d_cs_clear
, rects
[1]) + sizeof(struct wined3d_fb_state
);
739 op
= wined3d_device_context_require_space(context
, size
, WINED3D_CS_QUEUE_DEFAULT
);
740 op
->fb
= (void *)&op
->rects
[1];
742 op
->opcode
= WINED3D_CS_OP_CLEAR
;
743 op
->flags
= flags
& (WINED3DCLEAR_TARGET
| WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
);
744 if (flags
& WINED3DCLEAR_TARGET
)
747 op
->fb
->render_targets
[0] = view
;
748 op
->fb
->depth_stencil
= NULL
;
754 op
->fb
->render_targets
[0] = NULL
;
755 op
->fb
->depth_stencil
= view
;
757 op
->stencil
= stencil
;
759 SetRect(&op
->draw_rect
, 0, 0, view
->width
, view
->height
);
761 op
->rects
[0] = *rect
;
763 wined3d_resource_acquire(view
->resource
);
765 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
766 if (flags
& WINED3DCLEAR_SYNCHRONOUS
)
767 wined3d_device_context_finish(context
, WINED3D_CS_QUEUE_DEFAULT
);
770 static void acquire_shader_resources(const struct wined3d_state
*state
, unsigned int shader_mask
)
772 struct wined3d_shader_sampler_map_entry
*entry
;
773 struct wined3d_shader_resource_view
*view
;
774 struct wined3d_shader
*shader
;
777 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
779 if (!(shader_mask
& (1u << i
)))
782 if (!(shader
= state
->shader
[i
]))
785 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
788 wined3d_resource_acquire(&state
->cb
[i
][j
]->resource
);
791 for (j
= 0; j
< shader
->reg_maps
.sampler_map
.count
; ++j
)
793 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
795 if (!(view
= state
->shader_resource_view
[i
][entry
->resource_idx
]))
798 wined3d_resource_acquire(view
->resource
);
803 static void release_shader_resources(const struct wined3d_state
*state
, unsigned int shader_mask
)
805 struct wined3d_shader_sampler_map_entry
*entry
;
806 struct wined3d_shader_resource_view
*view
;
807 struct wined3d_shader
*shader
;
810 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
812 if (!(shader_mask
& (1u << i
)))
815 if (!(shader
= state
->shader
[i
]))
818 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
821 wined3d_resource_release(&state
->cb
[i
][j
]->resource
);
824 for (j
= 0; j
< shader
->reg_maps
.sampler_map
.count
; ++j
)
826 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
828 if (!(view
= state
->shader_resource_view
[i
][entry
->resource_idx
]))
831 wined3d_resource_release(view
->resource
);
836 static void acquire_unordered_access_resources(const struct wined3d_shader
*shader
,
837 struct wined3d_unordered_access_view
* const *views
)
844 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
846 if (!shader
->reg_maps
.uav_resource_info
[i
].type
)
852 wined3d_resource_acquire(views
[i
]->resource
);
856 static void release_unordered_access_resources(const struct wined3d_shader
*shader
,
857 struct wined3d_unordered_access_view
* const *views
)
864 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
866 if (!shader
->reg_maps
.uav_resource_info
[i
].type
)
872 wined3d_resource_release(views
[i
]->resource
);
876 static void wined3d_cs_exec_dispatch(struct wined3d_cs
*cs
, const void *data
)
878 const struct wined3d_cs_dispatch
*op
= data
;
879 struct wined3d_state
*state
= &cs
->state
;
881 if (!state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
])
882 WARN("No compute shader bound, skipping dispatch.\n");
884 cs
->c
.device
->adapter
->adapter_ops
->adapter_dispatch_compute(cs
->c
.device
, state
, &op
->parameters
);
886 if (op
->parameters
.indirect
)
887 wined3d_resource_release(&op
->parameters
.u
.indirect
.buffer
->resource
);
889 release_shader_resources(state
, 1u << WINED3D_SHADER_TYPE_COMPUTE
);
890 release_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
891 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
894 static void acquire_compute_pipeline_resources(const struct wined3d_state
*state
)
896 acquire_shader_resources(state
, 1u << WINED3D_SHADER_TYPE_COMPUTE
);
897 acquire_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
898 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
901 void CDECL
wined3d_device_context_dispatch(struct wined3d_device_context
*context
,
902 unsigned int group_count_x
, unsigned int group_count_y
, unsigned int group_count_z
)
904 struct wined3d_cs_dispatch
*op
;
906 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
907 op
->opcode
= WINED3D_CS_OP_DISPATCH
;
908 op
->parameters
.indirect
= FALSE
;
909 op
->parameters
.u
.direct
.group_count_x
= group_count_x
;
910 op
->parameters
.u
.direct
.group_count_y
= group_count_y
;
911 op
->parameters
.u
.direct
.group_count_z
= group_count_z
;
913 acquire_compute_pipeline_resources(context
->state
);
915 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
918 void CDECL
wined3d_device_context_dispatch_indirect(struct wined3d_device_context
*context
,
919 struct wined3d_buffer
*buffer
, unsigned int offset
)
921 struct wined3d_cs_dispatch
*op
;
923 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
924 op
->opcode
= WINED3D_CS_OP_DISPATCH
;
925 op
->parameters
.indirect
= TRUE
;
926 op
->parameters
.u
.indirect
.buffer
= buffer
;
927 op
->parameters
.u
.indirect
.offset
= offset
;
929 acquire_compute_pipeline_resources(context
->state
);
930 wined3d_resource_acquire(&buffer
->resource
);
932 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
935 static void wined3d_cs_exec_draw(struct wined3d_cs
*cs
, const void *data
)
937 const struct wined3d_d3d_info
*d3d_info
= &cs
->c
.device
->adapter
->d3d_info
;
938 const struct wined3d_shader
*geometry_shader
;
939 struct wined3d_device
*device
= cs
->c
.device
;
940 int base_vertex_idx
, load_base_vertex_idx
;
941 struct wined3d_state
*state
= &cs
->state
;
942 const struct wined3d_cs_draw
*op
= data
;
946 if (!op
->parameters
.indirect
)
948 const struct wined3d_direct_draw_parameters
*direct
= &op
->parameters
.u
.direct
;
950 if (op
->parameters
.indexed
&& d3d_info
->draw_base_vertex_offset
)
951 base_vertex_idx
= direct
->base_vertex_idx
;
952 else if (!op
->parameters
.indexed
)
953 base_vertex_idx
= direct
->start_idx
;
956 /* ARB_draw_indirect always supports a base vertex offset. */
957 if (!op
->parameters
.indirect
&& !d3d_info
->draw_base_vertex_offset
)
958 load_base_vertex_idx
= op
->parameters
.u
.direct
.base_vertex_idx
;
960 load_base_vertex_idx
= 0;
962 if (state
->base_vertex_index
!= base_vertex_idx
)
964 state
->base_vertex_index
= base_vertex_idx
;
965 for (i
= 0; i
< device
->context_count
; ++i
)
966 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_BASE_VERTEX_ID
;
969 if (state
->load_base_vertex_index
!= load_base_vertex_idx
)
971 state
->load_base_vertex_index
= load_base_vertex_idx
;
972 device_invalidate_state(cs
->c
.device
, STATE_BASEVERTEXINDEX
);
975 if (state
->primitive_type
!= op
->primitive_type
)
977 if ((geometry_shader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]) && !geometry_shader
->function
)
978 device_invalidate_state(cs
->c
.device
, STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
));
979 if (state
->primitive_type
== WINED3D_PT_POINTLIST
|| op
->primitive_type
== WINED3D_PT_POINTLIST
)
980 device_invalidate_state(cs
->c
.device
, STATE_POINT_ENABLE
);
981 state
->primitive_type
= op
->primitive_type
;
983 state
->patch_vertex_count
= op
->patch_vertex_count
;
985 cs
->c
.device
->adapter
->adapter_ops
->adapter_draw_primitive(cs
->c
.device
, state
, &op
->parameters
);
987 if (op
->parameters
.indirect
)
989 struct wined3d_buffer
*buffer
= op
->parameters
.u
.indirect
.buffer
;
990 wined3d_resource_release(&buffer
->resource
);
993 if (op
->parameters
.indexed
)
994 wined3d_resource_release(&state
->index_buffer
->resource
);
995 for (i
= 0; i
< ARRAY_SIZE(state
->streams
); ++i
)
997 if (state
->streams
[i
].buffer
)
998 wined3d_resource_release(&state
->streams
[i
].buffer
->resource
);
1000 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
1002 if (state
->stream_output
[i
].buffer
)
1003 wined3d_resource_release(&state
->stream_output
[i
].buffer
->resource
);
1005 for (i
= 0; i
< ARRAY_SIZE(state
->textures
); ++i
)
1007 if (state
->textures
[i
])
1008 wined3d_resource_release(&state
->textures
[i
]->resource
);
1010 for (i
= 0; i
< d3d_info
->limits
.max_rt_count
; ++i
)
1012 if (state
->fb
.render_targets
[i
])
1013 wined3d_resource_release(state
->fb
.render_targets
[i
]->resource
);
1015 if (state
->fb
.depth_stencil
)
1016 wined3d_resource_release(state
->fb
.depth_stencil
->resource
);
1017 release_shader_resources(state
, ~(1u << WINED3D_SHADER_TYPE_COMPUTE
));
1018 release_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
1019 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
1022 static void acquire_graphics_pipeline_resources(const struct wined3d_state
*state
,
1023 BOOL indexed
, const struct wined3d_d3d_info
*d3d_info
)
1028 wined3d_resource_acquire(&state
->index_buffer
->resource
);
1029 for (i
= 0; i
< ARRAY_SIZE(state
->streams
); ++i
)
1031 if (state
->streams
[i
].buffer
)
1032 wined3d_resource_acquire(&state
->streams
[i
].buffer
->resource
);
1034 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
1036 if (state
->stream_output
[i
].buffer
)
1037 wined3d_resource_acquire(&state
->stream_output
[i
].buffer
->resource
);
1039 for (i
= 0; i
< ARRAY_SIZE(state
->textures
); ++i
)
1041 if (state
->textures
[i
])
1042 wined3d_resource_acquire(&state
->textures
[i
]->resource
);
1044 for (i
= 0; i
< d3d_info
->limits
.max_rt_count
; ++i
)
1046 if (state
->fb
.render_targets
[i
])
1047 wined3d_resource_acquire(state
->fb
.render_targets
[i
]->resource
);
1049 if (state
->fb
.depth_stencil
)
1050 wined3d_resource_acquire(state
->fb
.depth_stencil
->resource
);
1051 acquire_shader_resources(state
, ~(1u << WINED3D_SHADER_TYPE_COMPUTE
));
1052 acquire_unordered_access_resources(state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
1053 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
1056 void wined3d_device_context_emit_draw(struct wined3d_device_context
*context
,
1057 enum wined3d_primitive_type primitive_type
, unsigned int patch_vertex_count
, int base_vertex_idx
,
1058 unsigned int start_idx
, unsigned int index_count
, unsigned int start_instance
, unsigned int instance_count
,
1061 const struct wined3d_d3d_info
*d3d_info
= &context
->device
->adapter
->d3d_info
;
1062 const struct wined3d_state
*state
= context
->state
;
1063 struct wined3d_cs_draw
*op
;
1065 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1066 op
->opcode
= WINED3D_CS_OP_DRAW
;
1067 op
->primitive_type
= primitive_type
;
1068 op
->patch_vertex_count
= patch_vertex_count
;
1069 op
->parameters
.indirect
= FALSE
;
1070 op
->parameters
.u
.direct
.base_vertex_idx
= base_vertex_idx
;
1071 op
->parameters
.u
.direct
.start_idx
= start_idx
;
1072 op
->parameters
.u
.direct
.index_count
= index_count
;
1073 op
->parameters
.u
.direct
.start_instance
= start_instance
;
1074 op
->parameters
.u
.direct
.instance_count
= instance_count
;
1075 op
->parameters
.indexed
= indexed
;
1077 acquire_graphics_pipeline_resources(state
, indexed
, d3d_info
);
1079 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1082 void CDECL
wined3d_device_context_draw_indirect(struct wined3d_device_context
*context
,
1083 struct wined3d_buffer
*buffer
, unsigned int offset
, bool indexed
)
1085 const struct wined3d_d3d_info
*d3d_info
= &context
->device
->adapter
->d3d_info
;
1086 const struct wined3d_state
*state
= context
->state
;
1087 struct wined3d_cs_draw
*op
;
1089 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1090 op
->opcode
= WINED3D_CS_OP_DRAW
;
1091 op
->primitive_type
= state
->primitive_type
;
1092 op
->patch_vertex_count
= state
->patch_vertex_count
;
1093 op
->parameters
.indirect
= TRUE
;
1094 op
->parameters
.u
.indirect
.buffer
= buffer
;
1095 op
->parameters
.u
.indirect
.offset
= offset
;
1096 op
->parameters
.indexed
= indexed
;
1098 acquire_graphics_pipeline_resources(state
, indexed
, d3d_info
);
1099 wined3d_resource_acquire(&buffer
->resource
);
1101 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1104 static void wined3d_cs_exec_flush(struct wined3d_cs
*cs
, const void *data
)
1106 struct wined3d_context
*context
;
1108 context
= context_acquire(cs
->c
.device
, NULL
, 0);
1109 cs
->c
.device
->adapter
->adapter_ops
->adapter_flush_context(context
);
1110 context_release(context
);
1113 void wined3d_cs_emit_flush(struct wined3d_cs
*cs
)
1115 struct wined3d_cs_flush
*op
;
1117 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1118 op
->opcode
= WINED3D_CS_OP_FLUSH
;
1120 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
1121 cs
->queries_flushed
= TRUE
;
1124 static void wined3d_cs_exec_set_predication(struct wined3d_cs
*cs
, const void *data
)
1126 const struct wined3d_cs_set_predication
*op
= data
;
1128 cs
->state
.predicate
= op
->predicate
;
1129 cs
->state
.predicate_value
= op
->value
;
1132 void wined3d_device_context_emit_set_predication(struct wined3d_device_context
*context
,
1133 struct wined3d_query
*predicate
, BOOL value
)
1135 struct wined3d_cs_set_predication
*op
;
1137 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1138 op
->opcode
= WINED3D_CS_OP_SET_PREDICATION
;
1139 op
->predicate
= predicate
;
1142 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1145 static void wined3d_cs_exec_set_viewports(struct wined3d_cs
*cs
, const void *data
)
1147 const struct wined3d_cs_set_viewports
*op
= data
;
1149 if (op
->viewport_count
)
1150 memcpy(cs
->state
.viewports
, op
->viewports
, op
->viewport_count
* sizeof(*op
->viewports
));
1152 memset(cs
->state
.viewports
, 0, sizeof(*cs
->state
.viewports
));
1153 cs
->state
.viewport_count
= op
->viewport_count
;
1154 device_invalidate_state(cs
->c
.device
, STATE_VIEWPORT
);
1157 void wined3d_device_context_emit_set_viewports(struct wined3d_device_context
*context
, unsigned int viewport_count
,
1158 const struct wined3d_viewport
*viewports
)
1160 struct wined3d_cs_set_viewports
*op
;
1162 op
= wined3d_device_context_require_space(context
,
1163 FIELD_OFFSET(struct wined3d_cs_set_viewports
,viewports
[viewport_count
]), WINED3D_CS_QUEUE_DEFAULT
);
1164 op
->opcode
= WINED3D_CS_OP_SET_VIEWPORTS
;
1165 memcpy(op
->viewports
, viewports
, viewport_count
* sizeof(*viewports
));
1166 op
->viewport_count
= viewport_count
;
1168 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1171 static void wined3d_cs_exec_set_scissor_rects(struct wined3d_cs
*cs
, const void *data
)
1173 const struct wined3d_cs_set_scissor_rects
*op
= data
;
1176 memcpy(cs
->state
.scissor_rects
, op
->rects
, op
->rect_count
* sizeof(*op
->rects
));
1178 SetRectEmpty(cs
->state
.scissor_rects
);
1179 cs
->state
.scissor_rect_count
= op
->rect_count
;
1180 device_invalidate_state(cs
->c
.device
, STATE_SCISSORRECT
);
1183 void wined3d_device_context_emit_set_scissor_rects(struct wined3d_device_context
*context
,
1184 unsigned int rect_count
, const RECT
*rects
)
1186 struct wined3d_cs_set_scissor_rects
*op
;
1188 op
= wined3d_device_context_require_space(context
, FIELD_OFFSET(struct wined3d_cs_set_scissor_rects
, rects
[rect_count
]),
1189 WINED3D_CS_QUEUE_DEFAULT
);
1190 op
->opcode
= WINED3D_CS_OP_SET_SCISSOR_RECTS
;
1191 memcpy(op
->rects
, rects
, rect_count
* sizeof(*rects
));
1192 op
->rect_count
= rect_count
;
1194 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1197 static void wined3d_cs_exec_set_rendertarget_view(struct wined3d_cs
*cs
, const void *data
)
1199 const struct wined3d_cs_set_rendertarget_view
*op
= data
;
1200 bool prev_alpha_swizzle
, curr_alpha_swizzle
;
1201 struct wined3d_rendertarget_view
*prev
;
1202 bool prev_srgb_write
, curr_srgb_write
;
1203 struct wined3d_device
*device
;
1205 device
= cs
->c
.device
;
1206 prev
= cs
->state
.fb
.render_targets
[op
->view_idx
];
1207 cs
->state
.fb
.render_targets
[op
->view_idx
] = op
->view
;
1208 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
1210 prev_alpha_swizzle
= prev
&& prev
->format
->id
== WINED3DFMT_A8_UNORM
;
1211 curr_alpha_swizzle
= op
->view
&& op
->view
->format
->id
== WINED3DFMT_A8_UNORM
;
1212 if (prev_alpha_swizzle
!= curr_alpha_swizzle
)
1213 device_invalidate_state(device
, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
));
1215 if (!(device
->adapter
->d3d_info
.wined3d_creation_flags
& WINED3D_SRGB_READ_WRITE_CONTROL
)
1216 || cs
->state
.render_states
[WINED3D_RS_SRGBWRITEENABLE
])
1218 prev_srgb_write
= prev
&& prev
->format_flags
& WINED3DFMT_FLAG_SRGB_WRITE
;
1219 curr_srgb_write
= op
->view
&& op
->view
->format_flags
& WINED3DFMT_FLAG_SRGB_WRITE
;
1220 if (prev_srgb_write
!= curr_srgb_write
)
1221 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
));
1225 void wined3d_device_context_emit_set_rendertarget_view(struct wined3d_device_context
*context
, unsigned int view_idx
,
1226 struct wined3d_rendertarget_view
*view
)
1228 struct wined3d_cs_set_rendertarget_view
*op
;
1230 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1231 op
->opcode
= WINED3D_CS_OP_SET_RENDERTARGET_VIEW
;
1232 op
->view_idx
= view_idx
;
1235 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1238 static void wined3d_cs_exec_set_depth_stencil_view(struct wined3d_cs
*cs
, const void *data
)
1240 const struct wined3d_cs_set_depth_stencil_view
*op
= data
;
1241 struct wined3d_device
*device
= cs
->c
.device
;
1242 struct wined3d_rendertarget_view
*prev
;
1244 if ((prev
= cs
->state
.fb
.depth_stencil
) && prev
->resource
->type
!= WINED3D_RTYPE_BUFFER
)
1246 struct wined3d_texture
*prev_texture
= texture_from_resource(prev
->resource
);
1248 if (device
->swapchains
[0]->state
.desc
.flags
& WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL
1249 || prev_texture
->flags
& WINED3D_TEXTURE_DISCARD
)
1250 wined3d_texture_validate_location(prev_texture
,
1251 prev
->sub_resource_idx
, WINED3D_LOCATION_DISCARDED
);
1254 cs
->state
.fb
.depth_stencil
= op
->view
;
1256 if (!prev
!= !op
->view
)
1258 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
1259 device_invalidate_state(device
, STATE_DEPTH_STENCIL
);
1260 device_invalidate_state(device
, STATE_STENCIL_REF
);
1261 device_invalidate_state(device
, STATE_RASTERIZER
);
1265 if (prev
->format
->depth_bias_scale
!= op
->view
->format
->depth_bias_scale
)
1266 device_invalidate_state(device
, STATE_RASTERIZER
);
1267 if (prev
->format
->stencil_size
!= op
->view
->format
->stencil_size
)
1268 device_invalidate_state(device
, STATE_STENCIL_REF
);
1271 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
1274 void wined3d_device_context_emit_set_depth_stencil_view(struct wined3d_device_context
*context
,
1275 struct wined3d_rendertarget_view
*view
)
1277 struct wined3d_cs_set_depth_stencil_view
*op
;
1279 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1280 op
->opcode
= WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW
;
1283 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1286 static void wined3d_cs_exec_set_vertex_declaration(struct wined3d_cs
*cs
, const void *data
)
1288 const struct wined3d_cs_set_vertex_declaration
*op
= data
;
1290 cs
->state
.vertex_declaration
= op
->declaration
;
1291 device_invalidate_state(cs
->c
.device
, STATE_VDECL
);
1294 void wined3d_device_context_emit_set_vertex_declaration(struct wined3d_device_context
*context
,
1295 struct wined3d_vertex_declaration
*declaration
)
1297 struct wined3d_cs_set_vertex_declaration
*op
;
1299 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1300 op
->opcode
= WINED3D_CS_OP_SET_VERTEX_DECLARATION
;
1301 op
->declaration
= declaration
;
1303 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1306 static void wined3d_cs_exec_set_stream_source(struct wined3d_cs
*cs
, const void *data
)
1308 const struct wined3d_cs_set_stream_source
*op
= data
;
1309 struct wined3d_stream_state
*stream
;
1310 struct wined3d_buffer
*prev
;
1312 stream
= &cs
->state
.streams
[op
->stream_idx
];
1313 prev
= stream
->buffer
;
1314 stream
->buffer
= op
->buffer
;
1315 stream
->offset
= op
->offset
;
1316 stream
->stride
= op
->stride
;
1319 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1321 InterlockedDecrement(&prev
->resource
.bind_count
);
1323 device_invalidate_state(cs
->c
.device
, STATE_STREAMSRC
);
1326 void wined3d_device_context_emit_set_stream_source(struct wined3d_device_context
*context
, unsigned int stream_idx
,
1327 struct wined3d_buffer
*buffer
, unsigned int offset
, unsigned int stride
)
1329 struct wined3d_cs_set_stream_source
*op
;
1331 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1332 op
->opcode
= WINED3D_CS_OP_SET_STREAM_SOURCE
;
1333 op
->stream_idx
= stream_idx
;
1334 op
->buffer
= buffer
;
1335 op
->offset
= offset
;
1336 op
->stride
= stride
;
1338 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1341 static void wined3d_cs_exec_set_stream_source_freq(struct wined3d_cs
*cs
, const void *data
)
1343 const struct wined3d_cs_set_stream_source_freq
*op
= data
;
1344 struct wined3d_stream_state
*stream
;
1346 stream
= &cs
->state
.streams
[op
->stream_idx
];
1347 stream
->frequency
= op
->frequency
;
1348 stream
->flags
= op
->flags
;
1350 device_invalidate_state(cs
->c
.device
, STATE_STREAMSRC
);
1353 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs
*cs
, UINT stream_idx
, UINT frequency
, UINT flags
)
1355 struct wined3d_cs_set_stream_source_freq
*op
;
1357 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1358 op
->opcode
= WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ
;
1359 op
->stream_idx
= stream_idx
;
1360 op
->frequency
= frequency
;
1363 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
1366 static void wined3d_cs_exec_set_stream_output(struct wined3d_cs
*cs
, const void *data
)
1368 const struct wined3d_cs_set_stream_output
*op
= data
;
1369 struct wined3d_stream_output
*stream
;
1370 struct wined3d_buffer
*prev
;
1372 stream
= &cs
->state
.stream_output
[op
->stream_idx
];
1373 prev
= stream
->buffer
;
1374 stream
->buffer
= op
->buffer
;
1375 stream
->offset
= op
->offset
;
1378 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1380 InterlockedDecrement(&prev
->resource
.bind_count
);
1382 device_invalidate_state(cs
->c
.device
, STATE_STREAM_OUTPUT
);
1385 void wined3d_device_context_emit_set_stream_output(struct wined3d_device_context
*context
, unsigned int stream_idx
,
1386 struct wined3d_buffer
*buffer
, unsigned int offset
)
1388 struct wined3d_cs_set_stream_output
*op
;
1390 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1391 op
->opcode
= WINED3D_CS_OP_SET_STREAM_OUTPUT
;
1392 op
->stream_idx
= stream_idx
;
1393 op
->buffer
= buffer
;
1394 op
->offset
= offset
;
1396 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1399 static void wined3d_cs_exec_set_index_buffer(struct wined3d_cs
*cs
, const void *data
)
1401 const struct wined3d_cs_set_index_buffer
*op
= data
;
1402 struct wined3d_buffer
*prev
;
1404 prev
= cs
->state
.index_buffer
;
1405 cs
->state
.index_buffer
= op
->buffer
;
1406 cs
->state
.index_format
= op
->format_id
;
1407 cs
->state
.index_offset
= op
->offset
;
1410 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1412 InterlockedDecrement(&prev
->resource
.bind_count
);
1414 device_invalidate_state(cs
->c
.device
, STATE_INDEXBUFFER
);
1417 void wined3d_device_context_emit_set_index_buffer(struct wined3d_device_context
*context
, struct wined3d_buffer
*buffer
,
1418 enum wined3d_format_id format_id
, unsigned int offset
)
1420 struct wined3d_cs_set_index_buffer
*op
;
1422 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1423 op
->opcode
= WINED3D_CS_OP_SET_INDEX_BUFFER
;
1424 op
->buffer
= buffer
;
1425 op
->format_id
= format_id
;
1426 op
->offset
= offset
;
1428 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1431 static void wined3d_cs_exec_set_constant_buffer(struct wined3d_cs
*cs
, const void *data
)
1433 const struct wined3d_cs_set_constant_buffer
*op
= data
;
1434 struct wined3d_buffer
*prev
;
1436 prev
= cs
->state
.cb
[op
->type
][op
->cb_idx
];
1437 cs
->state
.cb
[op
->type
][op
->cb_idx
] = op
->buffer
;
1440 InterlockedIncrement(&op
->buffer
->resource
.bind_count
);
1442 InterlockedDecrement(&prev
->resource
.bind_count
);
1444 device_invalidate_state(cs
->c
.device
, STATE_CONSTANT_BUFFER(op
->type
));
1447 void wined3d_device_context_emit_set_constant_buffer(struct wined3d_device_context
*context
,
1448 enum wined3d_shader_type type
, UINT cb_idx
, struct wined3d_buffer
*buffer
)
1450 struct wined3d_cs_set_constant_buffer
*op
;
1452 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1453 op
->opcode
= WINED3D_CS_OP_SET_CONSTANT_BUFFER
;
1455 op
->cb_idx
= cb_idx
;
1456 op
->buffer
= buffer
;
1458 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1461 static void wined3d_cs_exec_set_texture(struct wined3d_cs
*cs
, const void *data
)
1463 const struct wined3d_d3d_info
*d3d_info
= &cs
->c
.device
->adapter
->d3d_info
;
1464 const struct wined3d_cs_set_texture
*op
= data
;
1465 struct wined3d_texture
*prev
;
1466 BOOL old_use_color_key
= FALSE
, new_use_color_key
= FALSE
;
1468 prev
= cs
->state
.textures
[op
->stage
];
1469 cs
->state
.textures
[op
->stage
] = op
->texture
;
1473 const struct wined3d_format
*new_format
= op
->texture
->resource
.format
;
1474 const struct wined3d_format
*old_format
= prev
? prev
->resource
.format
: NULL
;
1475 unsigned int old_fmt_flags
= prev
? prev
->resource
.format_flags
: 0;
1476 unsigned int new_fmt_flags
= op
->texture
->resource
.format_flags
;
1478 if (InterlockedIncrement(&op
->texture
->resource
.bind_count
) == 1)
1479 op
->texture
->sampler
= op
->stage
;
1481 if (!prev
|| wined3d_texture_gl(op
->texture
)->target
!= wined3d_texture_gl(prev
)->target
1482 || (!is_same_fixup(new_format
->color_fixup
, old_format
->color_fixup
)
1483 && !(can_use_texture_swizzle(d3d_info
, new_format
) && can_use_texture_swizzle(d3d_info
, old_format
)))
1484 || (new_fmt_flags
& WINED3DFMT_FLAG_SHADOW
) != (old_fmt_flags
& WINED3DFMT_FLAG_SHADOW
))
1485 device_invalidate_state(cs
->c
.device
, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
));
1487 if (!prev
&& op
->stage
< d3d_info
->limits
.ffp_blend_stages
)
1489 /* The source arguments for color and alpha ops have different
1490 * meanings when a NULL texture is bound, so the COLOR_OP and
1491 * ALPHA_OP have to be dirtified. */
1492 device_invalidate_state(cs
->c
.device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_COLOR_OP
));
1493 device_invalidate_state(cs
->c
.device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_ALPHA_OP
));
1496 if (!op
->stage
&& op
->texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1497 new_use_color_key
= TRUE
;
1502 if (InterlockedDecrement(&prev
->resource
.bind_count
) && prev
->sampler
== op
->stage
)
1506 /* Search for other stages the texture is bound to. Shouldn't
1507 * happen if applications bind textures to a single stage only. */
1508 TRACE("Searching for other stages the texture is bound to.\n");
1509 for (i
= 0; i
< WINED3D_MAX_COMBINED_SAMPLERS
; ++i
)
1511 if (cs
->state
.textures
[i
] == prev
)
1513 TRACE("Texture is also bound to stage %u.\n", i
);
1520 if (!op
->texture
&& op
->stage
< d3d_info
->limits
.ffp_blend_stages
)
1522 device_invalidate_state(cs
->c
.device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_COLOR_OP
));
1523 device_invalidate_state(cs
->c
.device
, STATE_TEXTURESTAGE(op
->stage
, WINED3D_TSS_ALPHA_OP
));
1526 if (!op
->stage
&& prev
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1527 old_use_color_key
= TRUE
;
1530 device_invalidate_state(cs
->c
.device
, STATE_SAMPLER(op
->stage
));
1532 if (new_use_color_key
!= old_use_color_key
)
1533 device_invalidate_state(cs
->c
.device
, STATE_RENDER(WINED3D_RS_COLORKEYENABLE
));
1535 if (new_use_color_key
)
1536 device_invalidate_state(cs
->c
.device
, STATE_COLOR_KEY
);
1539 void wined3d_cs_emit_set_texture(struct wined3d_cs
*cs
, UINT stage
, struct wined3d_texture
*texture
)
1541 struct wined3d_cs_set_texture
*op
;
1543 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1544 op
->opcode
= WINED3D_CS_OP_SET_TEXTURE
;
1546 op
->texture
= texture
;
1548 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
1551 static void wined3d_cs_exec_set_shader_resource_view(struct wined3d_cs
*cs
, const void *data
)
1553 const struct wined3d_cs_set_shader_resource_view
*op
= data
;
1554 struct wined3d_shader_resource_view
*prev
;
1556 prev
= cs
->state
.shader_resource_view
[op
->type
][op
->view_idx
];
1557 cs
->state
.shader_resource_view
[op
->type
][op
->view_idx
] = op
->view
;
1560 InterlockedIncrement(&op
->view
->resource
->bind_count
);
1562 InterlockedDecrement(&prev
->resource
->bind_count
);
1564 if (op
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
1565 device_invalidate_state(cs
->c
.device
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1567 device_invalidate_state(cs
->c
.device
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1570 void wined3d_device_context_emit_set_shader_resource_view(struct wined3d_device_context
*context
,
1571 enum wined3d_shader_type type
, unsigned int view_idx
, struct wined3d_shader_resource_view
*view
)
1573 struct wined3d_cs_set_shader_resource_view
*op
;
1575 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1576 op
->opcode
= WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW
;
1578 op
->view_idx
= view_idx
;
1581 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1584 static void wined3d_cs_exec_set_unordered_access_view(struct wined3d_cs
*cs
, const void *data
)
1586 const struct wined3d_cs_set_unordered_access_view
*op
= data
;
1587 struct wined3d_unordered_access_view
*prev
;
1589 prev
= cs
->state
.unordered_access_view
[op
->pipeline
][op
->view_idx
];
1590 cs
->state
.unordered_access_view
[op
->pipeline
][op
->view_idx
] = op
->view
;
1593 InterlockedIncrement(&op
->view
->resource
->bind_count
);
1595 InterlockedDecrement(&prev
->resource
->bind_count
);
1597 if (op
->view
&& op
->initial_count
!= ~0u)
1598 wined3d_unordered_access_view_set_counter(op
->view
, op
->initial_count
);
1600 device_invalidate_state(cs
->c
.device
, STATE_UNORDERED_ACCESS_VIEW_BINDING(op
->pipeline
));
1603 void wined3d_device_context_emit_set_unordered_access_view(struct wined3d_device_context
*context
,
1604 enum wined3d_pipeline pipeline
, unsigned int view_idx
, struct wined3d_unordered_access_view
*view
,
1605 unsigned int initial_count
)
1607 struct wined3d_cs_set_unordered_access_view
*op
;
1609 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1610 op
->opcode
= WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW
;
1611 op
->pipeline
= pipeline
;
1612 op
->view_idx
= view_idx
;
1614 op
->initial_count
= initial_count
;
1616 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1619 static void wined3d_cs_exec_set_sampler(struct wined3d_cs
*cs
, const void *data
)
1621 const struct wined3d_cs_set_sampler
*op
= data
;
1623 cs
->state
.sampler
[op
->type
][op
->sampler_idx
] = op
->sampler
;
1624 if (op
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
1625 device_invalidate_state(cs
->c
.device
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1627 device_invalidate_state(cs
->c
.device
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1630 void wined3d_device_context_emit_set_sampler(struct wined3d_device_context
*context
, enum wined3d_shader_type type
,
1631 unsigned int sampler_idx
, struct wined3d_sampler
*sampler
)
1633 struct wined3d_cs_set_sampler
*op
;
1635 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1636 op
->opcode
= WINED3D_CS_OP_SET_SAMPLER
;
1638 op
->sampler_idx
= sampler_idx
;
1639 op
->sampler
= sampler
;
1641 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1644 static void wined3d_cs_exec_set_shader(struct wined3d_cs
*cs
, const void *data
)
1646 const struct wined3d_cs_set_shader
*op
= data
;
1648 cs
->state
.shader
[op
->type
] = op
->shader
;
1649 device_invalidate_state(cs
->c
.device
, STATE_SHADER(op
->type
));
1650 if (op
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
1651 device_invalidate_state(cs
->c
.device
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1653 device_invalidate_state(cs
->c
.device
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1656 void wined3d_device_context_emit_set_shader(struct wined3d_device_context
*context
,
1657 enum wined3d_shader_type type
, struct wined3d_shader
*shader
)
1659 struct wined3d_cs_set_shader
*op
;
1661 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1662 op
->opcode
= WINED3D_CS_OP_SET_SHADER
;
1664 op
->shader
= shader
;
1666 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1669 static void wined3d_cs_exec_set_blend_state(struct wined3d_cs
*cs
, const void *data
)
1671 const struct wined3d_cs_set_blend_state
*op
= data
;
1672 struct wined3d_state
*state
= &cs
->state
;
1674 if (state
->blend_state
!= op
->state
)
1676 state
->blend_state
= op
->state
;
1677 device_invalidate_state(cs
->c
.device
, STATE_BLEND
);
1679 state
->blend_factor
= op
->factor
;
1680 device_invalidate_state(cs
->c
.device
, STATE_BLEND_FACTOR
);
1681 state
->sample_mask
= op
->sample_mask
;
1682 device_invalidate_state(cs
->c
.device
, STATE_SAMPLE_MASK
);
1685 void wined3d_device_context_emit_set_blend_state(struct wined3d_device_context
*context
,
1686 struct wined3d_blend_state
*state
, const struct wined3d_color
*blend_factor
, unsigned int sample_mask
)
1688 struct wined3d_cs_set_blend_state
*op
;
1690 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1691 op
->opcode
= WINED3D_CS_OP_SET_BLEND_STATE
;
1693 op
->factor
= *blend_factor
;
1694 op
->sample_mask
= sample_mask
;
1696 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1699 static void wined3d_cs_exec_set_depth_stencil_state(struct wined3d_cs
*cs
, const void *data
)
1701 const struct wined3d_cs_set_depth_stencil_state
*op
= data
;
1702 struct wined3d_state
*state
= &cs
->state
;
1704 if (state
->depth_stencil_state
!= op
->state
)
1706 state
->depth_stencil_state
= op
->state
;
1707 device_invalidate_state(cs
->c
.device
, STATE_DEPTH_STENCIL
);
1709 state
->stencil_ref
= op
->stencil_ref
;
1710 device_invalidate_state(cs
->c
.device
, STATE_STENCIL_REF
);
1713 void wined3d_device_context_emit_set_depth_stencil_state(struct wined3d_device_context
*context
,
1714 struct wined3d_depth_stencil_state
*state
, unsigned int stencil_ref
)
1716 struct wined3d_cs_set_depth_stencil_state
*op
;
1718 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1719 op
->opcode
= WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE
;
1721 op
->stencil_ref
= stencil_ref
;
1723 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1726 static void wined3d_cs_exec_set_rasterizer_state(struct wined3d_cs
*cs
, const void *data
)
1728 const struct wined3d_cs_set_rasterizer_state
*op
= data
;
1730 cs
->state
.rasterizer_state
= op
->state
;
1731 device_invalidate_state(cs
->c
.device
, STATE_RASTERIZER
);
1734 void wined3d_device_context_emit_set_rasterizer_state(struct wined3d_device_context
*context
,
1735 struct wined3d_rasterizer_state
*rasterizer_state
)
1737 struct wined3d_cs_set_rasterizer_state
*op
;
1739 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1740 op
->opcode
= WINED3D_CS_OP_SET_RASTERIZER_STATE
;
1741 op
->state
= rasterizer_state
;
1743 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
1746 static void wined3d_cs_exec_set_render_state(struct wined3d_cs
*cs
, const void *data
)
1748 const struct wined3d_cs_set_render_state
*op
= data
;
1750 cs
->state
.render_states
[op
->state
] = op
->value
;
1751 device_invalidate_state(cs
->c
.device
, STATE_RENDER(op
->state
));
1754 void wined3d_cs_emit_set_render_state(struct wined3d_cs
*cs
, enum wined3d_render_state state
, DWORD value
)
1756 struct wined3d_cs_set_render_state
*op
;
1758 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1759 op
->opcode
= WINED3D_CS_OP_SET_RENDER_STATE
;
1763 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
1766 static void wined3d_cs_exec_set_texture_state(struct wined3d_cs
*cs
, const void *data
)
1768 const struct wined3d_cs_set_texture_state
*op
= data
;
1770 cs
->state
.texture_states
[op
->stage
][op
->state
] = op
->value
;
1771 device_invalidate_state(cs
->c
.device
, STATE_TEXTURESTAGE(op
->stage
, op
->state
));
1774 void wined3d_cs_emit_set_texture_state(struct wined3d_cs
*cs
, UINT stage
,
1775 enum wined3d_texture_stage_state state
, DWORD value
)
1777 struct wined3d_cs_set_texture_state
*op
;
1779 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1780 op
->opcode
= WINED3D_CS_OP_SET_TEXTURE_STATE
;
1785 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
1788 static void wined3d_cs_exec_set_sampler_state(struct wined3d_cs
*cs
, const void *data
)
1790 const struct wined3d_cs_set_sampler_state
*op
= data
;
1792 cs
->state
.sampler_states
[op
->sampler_idx
][op
->state
] = op
->value
;
1793 device_invalidate_state(cs
->c
.device
, STATE_SAMPLER(op
->sampler_idx
));
1796 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs
*cs
, UINT sampler_idx
,
1797 enum wined3d_sampler_state state
, DWORD value
)
1799 struct wined3d_cs_set_sampler_state
*op
;
1801 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1802 op
->opcode
= WINED3D_CS_OP_SET_SAMPLER_STATE
;
1803 op
->sampler_idx
= sampler_idx
;
1807 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
1810 static void wined3d_cs_exec_set_transform(struct wined3d_cs
*cs
, const void *data
)
1812 const struct wined3d_cs_set_transform
*op
= data
;
1814 cs
->state
.transforms
[op
->state
] = op
->matrix
;
1815 if (op
->state
< WINED3D_TS_WORLD_MATRIX(cs
->c
.device
->adapter
->d3d_info
.limits
.ffp_vertex_blend_matrices
))
1816 device_invalidate_state(cs
->c
.device
, STATE_TRANSFORM(op
->state
));
1819 void wined3d_cs_emit_set_transform(struct wined3d_cs
*cs
, enum wined3d_transform_state state
,
1820 const struct wined3d_matrix
*matrix
)
1822 struct wined3d_cs_set_transform
*op
;
1824 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1825 op
->opcode
= WINED3D_CS_OP_SET_TRANSFORM
;
1827 op
->matrix
= *matrix
;
1829 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
1832 static void wined3d_cs_exec_set_clip_plane(struct wined3d_cs
*cs
, const void *data
)
1834 const struct wined3d_cs_set_clip_plane
*op
= data
;
1836 cs
->state
.clip_planes
[op
->plane_idx
] = op
->plane
;
1837 device_invalidate_state(cs
->c
.device
, STATE_CLIPPLANE(op
->plane_idx
));
1840 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs
*cs
, UINT plane_idx
, const struct wined3d_vec4
*plane
)
1842 struct wined3d_cs_set_clip_plane
*op
;
1844 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1845 op
->opcode
= WINED3D_CS_OP_SET_CLIP_PLANE
;
1846 op
->plane_idx
= plane_idx
;
1849 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
1852 static void wined3d_cs_exec_set_color_key(struct wined3d_cs
*cs
, const void *data
)
1854 const struct wined3d_cs_set_color_key
*op
= data
;
1855 struct wined3d_texture
*texture
= op
->texture
;
1861 case WINED3D_CKEY_DST_BLT
:
1862 texture
->async
.dst_blt_color_key
= op
->color_key
;
1863 texture
->async
.color_key_flags
|= WINED3D_CKEY_DST_BLT
;
1866 case WINED3D_CKEY_DST_OVERLAY
:
1867 texture
->async
.dst_overlay_color_key
= op
->color_key
;
1868 texture
->async
.color_key_flags
|= WINED3D_CKEY_DST_OVERLAY
;
1871 case WINED3D_CKEY_SRC_BLT
:
1872 if (texture
== cs
->state
.textures
[0])
1874 device_invalidate_state(cs
->c
.device
, STATE_COLOR_KEY
);
1875 if (!(texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
))
1876 device_invalidate_state(cs
->c
.device
, STATE_RENDER(WINED3D_RS_COLORKEYENABLE
));
1879 texture
->async
.src_blt_color_key
= op
->color_key
;
1880 texture
->async
.color_key_flags
|= WINED3D_CKEY_SRC_BLT
;
1883 case WINED3D_CKEY_SRC_OVERLAY
:
1884 texture
->async
.src_overlay_color_key
= op
->color_key
;
1885 texture
->async
.color_key_flags
|= WINED3D_CKEY_SRC_OVERLAY
;
1893 case WINED3D_CKEY_DST_BLT
:
1894 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_DST_BLT
;
1897 case WINED3D_CKEY_DST_OVERLAY
:
1898 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_DST_OVERLAY
;
1901 case WINED3D_CKEY_SRC_BLT
:
1902 if (texture
== cs
->state
.textures
[0] && texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1903 device_invalidate_state(cs
->c
.device
, STATE_RENDER(WINED3D_RS_COLORKEYENABLE
));
1905 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_SRC_BLT
;
1908 case WINED3D_CKEY_SRC_OVERLAY
:
1909 texture
->async
.color_key_flags
&= ~WINED3D_CKEY_SRC_OVERLAY
;
1915 void wined3d_cs_emit_set_color_key(struct wined3d_cs
*cs
, struct wined3d_texture
*texture
,
1916 WORD flags
, const struct wined3d_color_key
*color_key
)
1918 struct wined3d_cs_set_color_key
*op
;
1920 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1921 op
->opcode
= WINED3D_CS_OP_SET_COLOR_KEY
;
1922 op
->texture
= texture
;
1926 op
->color_key
= *color_key
;
1932 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
1935 static void wined3d_cs_exec_set_material(struct wined3d_cs
*cs
, const void *data
)
1937 const struct wined3d_cs_set_material
*op
= data
;
1939 cs
->state
.material
= op
->material
;
1940 device_invalidate_state(cs
->c
.device
, STATE_MATERIAL
);
1943 void wined3d_cs_emit_set_material(struct wined3d_cs
*cs
, const struct wined3d_material
*material
)
1945 struct wined3d_cs_set_material
*op
;
1947 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1948 op
->opcode
= WINED3D_CS_OP_SET_MATERIAL
;
1949 op
->material
= *material
;
1951 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
1954 static void wined3d_cs_exec_set_light(struct wined3d_cs
*cs
, const void *data
)
1956 const struct wined3d_cs_set_light
*op
= data
;
1957 struct wined3d_light_info
*light_info
;
1958 unsigned int light_idx
, hash_idx
;
1960 light_idx
= op
->light
.OriginalIndex
;
1962 if (!(light_info
= wined3d_light_state_get_light(&cs
->state
.light_state
, light_idx
)))
1964 TRACE("Adding new light.\n");
1965 if (!(light_info
= heap_alloc_zero(sizeof(*light_info
))))
1967 ERR("Failed to allocate light info.\n");
1971 hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1972 list_add_head(&cs
->state
.light_state
.light_map
[hash_idx
], &light_info
->entry
);
1973 light_info
->glIndex
= -1;
1974 light_info
->OriginalIndex
= light_idx
;
1977 if (light_info
->glIndex
!= -1)
1979 if (light_info
->OriginalParms
.type
!= op
->light
.OriginalParms
.type
)
1980 device_invalidate_state(cs
->c
.device
, STATE_LIGHT_TYPE
);
1981 device_invalidate_state(cs
->c
.device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
1984 light_info
->OriginalParms
= op
->light
.OriginalParms
;
1985 light_info
->position
= op
->light
.position
;
1986 light_info
->direction
= op
->light
.direction
;
1987 light_info
->exponent
= op
->light
.exponent
;
1988 light_info
->cutoff
= op
->light
.cutoff
;
1991 void wined3d_cs_emit_set_light(struct wined3d_cs
*cs
, const struct wined3d_light_info
*light
)
1993 struct wined3d_cs_set_light
*op
;
1995 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
1996 op
->opcode
= WINED3D_CS_OP_SET_LIGHT
;
1999 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2002 static void wined3d_cs_exec_set_light_enable(struct wined3d_cs
*cs
, const void *data
)
2004 const struct wined3d_cs_set_light_enable
*op
= data
;
2005 struct wined3d_device
*device
= cs
->c
.device
;
2006 struct wined3d_light_info
*light_info
;
2009 if (!(light_info
= wined3d_light_state_get_light(&cs
->state
.light_state
, op
->idx
)))
2011 ERR("Light doesn't exist.\n");
2015 prev_idx
= light_info
->glIndex
;
2016 wined3d_light_state_enable_light(&cs
->state
.light_state
, &device
->adapter
->d3d_info
, light_info
, op
->enable
);
2017 if (light_info
->glIndex
!= prev_idx
)
2019 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
2020 device_invalidate_state(device
, STATE_ACTIVELIGHT(op
->enable
? light_info
->glIndex
: prev_idx
));
2024 void wined3d_cs_emit_set_light_enable(struct wined3d_cs
*cs
, unsigned int idx
, BOOL enable
)
2026 struct wined3d_cs_set_light_enable
*op
;
2028 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2029 op
->opcode
= WINED3D_CS_OP_SET_LIGHT_ENABLE
;
2031 op
->enable
= enable
;
2033 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2036 static void wined3d_cs_exec_set_feature_level(struct wined3d_cs
*cs
, const void *data
)
2038 const struct wined3d_cs_set_feature_level
*op
= data
;
2040 cs
->state
.feature_level
= op
->level
;
2043 void wined3d_cs_emit_set_feature_level(struct wined3d_cs
*cs
, enum wined3d_feature_level level
)
2045 struct wined3d_cs_set_feature_level
*op
;
2047 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2048 op
->opcode
= WINED3D_CS_OP_SET_FEATURE_LEVEL
;
2051 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2060 wined3d_cs_push_constant_info
[] =
2062 /* WINED3D_PUSH_CONSTANTS_VS_F */
2063 {FIELD_OFFSET(struct wined3d_state
, vs_consts_f
), sizeof(struct wined3d_vec4
), WINED3D_SHADER_CONST_VS_F
},
2064 /* WINED3D_PUSH_CONSTANTS_PS_F */
2065 {FIELD_OFFSET(struct wined3d_state
, ps_consts_f
), sizeof(struct wined3d_vec4
), WINED3D_SHADER_CONST_PS_F
},
2066 /* WINED3D_PUSH_CONSTANTS_VS_I */
2067 {FIELD_OFFSET(struct wined3d_state
, vs_consts_i
), sizeof(struct wined3d_ivec4
), WINED3D_SHADER_CONST_VS_I
},
2068 /* WINED3D_PUSH_CONSTANTS_PS_I */
2069 {FIELD_OFFSET(struct wined3d_state
, ps_consts_i
), sizeof(struct wined3d_ivec4
), WINED3D_SHADER_CONST_PS_I
},
2070 /* WINED3D_PUSH_CONSTANTS_VS_B */
2071 {FIELD_OFFSET(struct wined3d_state
, vs_consts_b
), sizeof(BOOL
), WINED3D_SHADER_CONST_VS_B
},
2072 /* WINED3D_PUSH_CONSTANTS_PS_B */
2073 {FIELD_OFFSET(struct wined3d_state
, ps_consts_b
), sizeof(BOOL
), WINED3D_SHADER_CONST_PS_B
},
2076 static struct wined3d_cs
*wined3d_cs_from_context(struct wined3d_device_context
*context
)
2078 return CONTAINING_RECORD(context
, struct wined3d_cs
, c
);
2081 static void wined3d_cs_st_push_constants(struct wined3d_device_context
*context
, enum wined3d_push_constants p
,
2082 unsigned int start_idx
, unsigned int count
, const void *constants
)
2084 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
2085 struct wined3d_device
*device
= cs
->c
.device
;
2086 unsigned int context_count
;
2090 if (p
== WINED3D_PUSH_CONSTANTS_VS_F
)
2091 device
->shader_backend
->shader_update_float_vertex_constants(device
, start_idx
, count
);
2092 else if (p
== WINED3D_PUSH_CONSTANTS_PS_F
)
2093 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_idx
, count
);
2095 offset
= wined3d_cs_push_constant_info
[p
].offset
+ start_idx
* wined3d_cs_push_constant_info
[p
].size
;
2096 memcpy((BYTE
*)&cs
->state
+ offset
, constants
, count
* wined3d_cs_push_constant_info
[p
].size
);
2097 for (i
= 0, context_count
= device
->context_count
; i
< context_count
; ++i
)
2099 device
->contexts
[i
]->constant_update_mask
|= wined3d_cs_push_constant_info
[p
].mask
;
2103 static void wined3d_cs_exec_push_constants(struct wined3d_cs
*cs
, const void *data
)
2105 const struct wined3d_cs_push_constants
*op
= data
;
2107 wined3d_cs_st_push_constants(&cs
->c
, op
->type
, op
->start_idx
, op
->count
, op
->constants
);
2110 static void wined3d_cs_mt_push_constants(struct wined3d_device_context
*context
, enum wined3d_push_constants p
,
2111 unsigned int start_idx
, unsigned int count
, const void *constants
)
2113 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
2114 struct wined3d_cs_push_constants
*op
;
2117 size
= count
* wined3d_cs_push_constant_info
[p
].size
;
2118 op
= wined3d_device_context_require_space(&cs
->c
, FIELD_OFFSET(struct wined3d_cs_push_constants
, constants
[size
]),
2119 WINED3D_CS_QUEUE_DEFAULT
);
2120 op
->opcode
= WINED3D_CS_OP_PUSH_CONSTANTS
;
2122 op
->start_idx
= start_idx
;
2124 memcpy(op
->constants
, constants
, size
);
2126 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2129 static void wined3d_cs_exec_reset_state(struct wined3d_cs
*cs
, const void *data
)
2131 state_cleanup(&cs
->state
);
2132 wined3d_state_reset(&cs
->state
, &cs
->c
.device
->adapter
->d3d_info
);
2135 void wined3d_cs_emit_reset_state(struct wined3d_cs
*cs
)
2137 struct wined3d_cs_reset_state
*op
;
2139 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2140 op
->opcode
= WINED3D_CS_OP_RESET_STATE
;
2142 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2145 static void wined3d_cs_exec_callback(struct wined3d_cs
*cs
, const void *data
)
2147 const struct wined3d_cs_callback
*op
= data
;
2149 op
->callback(op
->object
);
2152 static void wined3d_cs_emit_callback(struct wined3d_cs
*cs
, void (*callback
)(void *object
), void *object
)
2154 struct wined3d_cs_callback
*op
;
2156 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2157 op
->opcode
= WINED3D_CS_OP_CALLBACK
;
2158 op
->callback
= callback
;
2159 op
->object
= object
;
2161 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2164 void wined3d_cs_destroy_object(struct wined3d_cs
*cs
, void (*callback
)(void *object
), void *object
)
2166 wined3d_cs_emit_callback(cs
, callback
, object
);
2169 void wined3d_cs_init_object(struct wined3d_cs
*cs
, void (*callback
)(void *object
), void *object
)
2171 wined3d_cs_emit_callback(cs
, callback
, object
);
2174 static void wined3d_cs_exec_query_issue(struct wined3d_cs
*cs
, const void *data
)
2176 const struct wined3d_cs_query_issue
*op
= data
;
2177 struct wined3d_query
*query
= op
->query
;
2180 poll
= query
->query_ops
->query_issue(query
, op
->flags
);
2185 if (poll
&& list_empty(&query
->poll_list_entry
))
2187 if (query
->buffer_object
)
2188 InterlockedIncrement(&query
->counter_retrieved
);
2190 list_add_tail(&cs
->query_poll_list
, &query
->poll_list_entry
);
2194 /* This can happen if occlusion queries are restarted. This discards the
2195 * old result, since polling it could result in a GL error. */
2196 if ((op
->flags
& WINED3DISSUE_BEGIN
) && !poll
&& !list_empty(&query
->poll_list_entry
))
2198 list_remove(&query
->poll_list_entry
);
2199 list_init(&query
->poll_list_entry
);
2200 InterlockedIncrement(&query
->counter_retrieved
);
2204 /* This can happen when an occlusion query is ended without being started,
2205 * in which case we don't want to poll, but still have to counter-balance
2206 * the increment of the main counter.
2208 * This can also happen if an event query is re-issued before the first
2209 * fence was reached. In this case the query is already in the list and
2210 * the poll function will check the new fence. We have to counter-balance
2211 * the discarded increment. */
2212 if (op
->flags
& WINED3DISSUE_END
)
2213 InterlockedIncrement(&query
->counter_retrieved
);
2216 void wined3d_cs_emit_query_issue(struct wined3d_cs
*cs
, struct wined3d_query
*query
, DWORD flags
)
2218 struct wined3d_cs_query_issue
*op
;
2220 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2221 op
->opcode
= WINED3D_CS_OP_QUERY_ISSUE
;
2225 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2226 cs
->queries_flushed
= FALSE
;
2229 static void wined3d_cs_exec_preload_resource(struct wined3d_cs
*cs
, const void *data
)
2231 const struct wined3d_cs_preload_resource
*op
= data
;
2232 struct wined3d_resource
*resource
= op
->resource
;
2234 resource
->resource_ops
->resource_preload(resource
);
2235 wined3d_resource_release(resource
);
2238 void wined3d_cs_emit_preload_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
)
2240 struct wined3d_cs_preload_resource
*op
;
2242 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2243 op
->opcode
= WINED3D_CS_OP_PRELOAD_RESOURCE
;
2244 op
->resource
= resource
;
2246 wined3d_resource_acquire(resource
);
2248 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2251 static void wined3d_cs_exec_unload_resource(struct wined3d_cs
*cs
, const void *data
)
2253 const struct wined3d_cs_unload_resource
*op
= data
;
2254 struct wined3d_resource
*resource
= op
->resource
;
2256 resource
->resource_ops
->resource_unload(resource
);
2257 wined3d_resource_release(resource
);
2260 void wined3d_cs_emit_unload_resource(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
)
2262 struct wined3d_cs_unload_resource
*op
;
2264 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2265 op
->opcode
= WINED3D_CS_OP_UNLOAD_RESOURCE
;
2266 op
->resource
= resource
;
2268 wined3d_resource_acquire(resource
);
2270 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2273 static void wined3d_cs_exec_map(struct wined3d_cs
*cs
, const void *data
)
2275 const struct wined3d_cs_map
*op
= data
;
2276 struct wined3d_resource
*resource
= op
->resource
;
2278 *op
->hr
= resource
->resource_ops
->resource_sub_resource_map(resource
,
2279 op
->sub_resource_idx
, op
->map_desc
, op
->box
, op
->flags
);
2282 HRESULT
wined3d_cs_map(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
, unsigned int sub_resource_idx
,
2283 struct wined3d_map_desc
*map_desc
, const struct wined3d_box
*box
, unsigned int flags
)
2285 struct wined3d_cs_map
*op
;
2288 /* Mapping resources from the worker thread isn't an issue by itself, but
2289 * increasing the map count would be visible to applications. */
2290 wined3d_not_from_cs(cs
);
2292 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_MAP
);
2293 op
->opcode
= WINED3D_CS_OP_MAP
;
2294 op
->resource
= resource
;
2295 op
->sub_resource_idx
= sub_resource_idx
;
2296 op
->map_desc
= map_desc
;
2301 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_MAP
);
2302 wined3d_cs_finish(cs
, WINED3D_CS_QUEUE_MAP
);
2307 static void wined3d_cs_exec_unmap(struct wined3d_cs
*cs
, const void *data
)
2309 const struct wined3d_cs_unmap
*op
= data
;
2310 struct wined3d_resource
*resource
= op
->resource
;
2312 *op
->hr
= resource
->resource_ops
->resource_sub_resource_unmap(resource
, op
->sub_resource_idx
);
2315 HRESULT
wined3d_cs_unmap(struct wined3d_cs
*cs
, struct wined3d_resource
*resource
, unsigned int sub_resource_idx
)
2317 struct wined3d_cs_unmap
*op
;
2320 wined3d_not_from_cs(cs
);
2322 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_MAP
);
2323 op
->opcode
= WINED3D_CS_OP_UNMAP
;
2324 op
->resource
= resource
;
2325 op
->sub_resource_idx
= sub_resource_idx
;
2328 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_MAP
);
2329 wined3d_cs_finish(cs
, WINED3D_CS_QUEUE_MAP
);
2334 static void wined3d_cs_exec_blt_sub_resource(struct wined3d_cs
*cs
, const void *data
)
2336 const struct wined3d_cs_blt_sub_resource
*op
= data
;
2338 if (op
->dst_resource
->type
== WINED3D_RTYPE_BUFFER
)
2340 wined3d_buffer_copy(buffer_from_resource(op
->dst_resource
), op
->dst_box
.left
,
2341 buffer_from_resource(op
->src_resource
), op
->src_box
.left
,
2342 op
->src_box
.right
- op
->src_box
.left
);
2344 else if (op
->dst_resource
->type
== WINED3D_RTYPE_TEXTURE_3D
)
2346 struct wined3d_texture
*src_texture
, *dst_texture
;
2347 unsigned int level
, update_w
, update_h
, update_d
;
2348 unsigned int row_pitch
, slice_pitch
;
2349 struct wined3d_context
*context
;
2350 struct wined3d_bo_address addr
;
2352 if (op
->flags
& ~WINED3D_BLT_RAW
)
2354 FIXME("Flags %#x not implemented for %s resources.\n",
2355 op
->flags
, debug_d3dresourcetype(op
->dst_resource
->type
));
2359 if (!(op
->flags
& WINED3D_BLT_RAW
) && op
->src_resource
->format
!= op
->dst_resource
->format
)
2361 FIXME("Format conversion not implemented for %s resources.\n",
2362 debug_d3dresourcetype(op
->dst_resource
->type
));
2366 update_w
= op
->dst_box
.right
- op
->dst_box
.left
;
2367 update_h
= op
->dst_box
.bottom
- op
->dst_box
.top
;
2368 update_d
= op
->dst_box
.back
- op
->dst_box
.front
;
2369 if (op
->src_box
.right
- op
->src_box
.left
!= update_w
2370 || op
->src_box
.bottom
- op
->src_box
.top
!= update_h
2371 || op
->src_box
.back
- op
->src_box
.front
!= update_d
)
2373 FIXME("Stretching not implemented for %s resources.\n",
2374 debug_d3dresourcetype(op
->dst_resource
->type
));
2378 dst_texture
= texture_from_resource(op
->dst_resource
);
2379 src_texture
= texture_from_resource(op
->src_resource
);
2381 context
= context_acquire(cs
->c
.device
, NULL
, 0);
2383 if (!wined3d_texture_load_location(src_texture
, op
->src_sub_resource_idx
,
2384 context
, src_texture
->resource
.map_binding
))
2386 ERR("Failed to load source sub-resource into %s.\n",
2387 wined3d_debug_location(src_texture
->resource
.map_binding
));
2388 context_release(context
);
2392 level
= op
->dst_sub_resource_idx
% dst_texture
->level_count
;
2393 if (update_w
== wined3d_texture_get_level_width(dst_texture
, level
)
2394 && update_h
== wined3d_texture_get_level_height(dst_texture
, level
)
2395 && update_d
== wined3d_texture_get_level_depth(dst_texture
, level
))
2397 wined3d_texture_prepare_location(dst_texture
, op
->dst_sub_resource_idx
,
2398 context
, WINED3D_LOCATION_TEXTURE_RGB
);
2400 else if (!wined3d_texture_load_location(dst_texture
, op
->dst_sub_resource_idx
,
2401 context
, WINED3D_LOCATION_TEXTURE_RGB
))
2403 ERR("Failed to load destination sub-resource.\n");
2404 context_release(context
);
2408 wined3d_texture_get_memory(src_texture
, op
->src_sub_resource_idx
, &addr
, src_texture
->resource
.map_binding
);
2409 wined3d_texture_get_pitch(src_texture
, op
->src_sub_resource_idx
% src_texture
->level_count
,
2410 &row_pitch
, &slice_pitch
);
2412 dst_texture
->texture_ops
->texture_upload_data(context
, wined3d_const_bo_address(&addr
),
2413 dst_texture
->resource
.format
, &op
->src_box
, row_pitch
, slice_pitch
, dst_texture
,
2414 op
->dst_sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
,
2415 op
->dst_box
.left
, op
->dst_box
.top
, op
->dst_box
.front
);
2416 wined3d_texture_validate_location(dst_texture
, op
->dst_sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
);
2417 wined3d_texture_invalidate_location(dst_texture
, op
->dst_sub_resource_idx
, ~WINED3D_LOCATION_TEXTURE_RGB
);
2419 context_release(context
);
2423 if (FAILED(texture2d_blt(texture_from_resource(op
->dst_resource
), op
->dst_sub_resource_idx
,
2424 &op
->dst_box
, texture_from_resource(op
->src_resource
), op
->src_sub_resource_idx
,
2425 &op
->src_box
, op
->flags
, &op
->fx
, op
->filter
)))
2426 FIXME("Blit failed.\n");
2430 if (op
->src_resource
)
2431 wined3d_resource_release(op
->src_resource
);
2432 wined3d_resource_release(op
->dst_resource
);
2435 void wined3d_device_context_emit_blt_sub_resource(struct wined3d_device_context
*context
,
2436 struct wined3d_resource
*dst_resource
, unsigned int dst_sub_resource_idx
, const struct wined3d_box
*dst_box
,
2437 struct wined3d_resource
*src_resource
, unsigned int src_sub_resource_idx
, const struct wined3d_box
*src_box
,
2438 unsigned int flags
, const struct wined3d_blt_fx
*fx
, enum wined3d_texture_filter_type filter
)
2440 struct wined3d_cs_blt_sub_resource
*op
;
2442 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2443 op
->opcode
= WINED3D_CS_OP_BLT_SUB_RESOURCE
;
2444 op
->dst_resource
= dst_resource
;
2445 op
->dst_sub_resource_idx
= dst_sub_resource_idx
;
2446 op
->dst_box
= *dst_box
;
2447 op
->src_resource
= src_resource
;
2448 op
->src_sub_resource_idx
= src_sub_resource_idx
;
2449 op
->src_box
= *src_box
;
2454 memset(&op
->fx
, 0, sizeof(op
->fx
));
2455 op
->filter
= filter
;
2457 wined3d_resource_acquire(dst_resource
);
2459 wined3d_resource_acquire(src_resource
);
2461 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
2462 if (flags
& WINED3D_BLT_SYNCHRONOUS
)
2463 wined3d_device_context_finish(context
, WINED3D_CS_QUEUE_DEFAULT
);
2466 static void wined3d_cs_exec_update_sub_resource(struct wined3d_cs
*cs
, const void *data
)
2468 const struct wined3d_cs_update_sub_resource
*op
= data
;
2469 struct wined3d_resource
*resource
= op
->resource
;
2470 const struct wined3d_box
*box
= &op
->box
;
2471 unsigned int width
, height
, depth
, level
;
2472 struct wined3d_const_bo_address addr
;
2473 struct wined3d_context
*context
;
2474 struct wined3d_texture
*texture
;
2475 struct wined3d_box src_box
;
2477 context
= context_acquire(cs
->c
.device
, NULL
, 0);
2479 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
2481 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
2483 if (!wined3d_buffer_load_location(buffer
, context
, WINED3D_LOCATION_BUFFER
))
2485 ERR("Failed to load buffer location.\n");
2489 wined3d_buffer_upload_data(buffer
, context
, box
, op
->data
.data
);
2490 wined3d_buffer_invalidate_location(buffer
, ~WINED3D_LOCATION_BUFFER
);
2494 texture
= wined3d_texture_from_resource(resource
);
2496 level
= op
->sub_resource_idx
% texture
->level_count
;
2497 width
= wined3d_texture_get_level_width(texture
, level
);
2498 height
= wined3d_texture_get_level_height(texture
, level
);
2499 depth
= wined3d_texture_get_level_depth(texture
, level
);
2501 addr
.buffer_object
= 0;
2502 addr
.addr
= op
->data
.data
;
2504 /* Only load the sub-resource for partial updates. */
2505 if (!box
->left
&& !box
->top
&& !box
->front
2506 && box
->right
== width
&& box
->bottom
== height
&& box
->back
== depth
)
2507 wined3d_texture_prepare_location(texture
, op
->sub_resource_idx
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
2509 wined3d_texture_load_location(texture
, op
->sub_resource_idx
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
2511 wined3d_box_set(&src_box
, 0, 0, box
->right
- box
->left
, box
->bottom
- box
->top
, 0, box
->back
- box
->front
);
2512 texture
->texture_ops
->texture_upload_data(context
, &addr
, texture
->resource
.format
, &src_box
,
2513 op
->data
.row_pitch
, op
->data
.slice_pitch
, texture
, op
->sub_resource_idx
,
2514 WINED3D_LOCATION_TEXTURE_RGB
, box
->left
, box
->top
, box
->front
);
2516 wined3d_texture_validate_location(texture
, op
->sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
);
2517 wined3d_texture_invalidate_location(texture
, op
->sub_resource_idx
, ~WINED3D_LOCATION_TEXTURE_RGB
);
2520 context_release(context
);
2522 wined3d_resource_release(resource
);
2525 void wined3d_device_context_emit_update_sub_resource(struct wined3d_device_context
*context
,
2526 struct wined3d_resource
*resource
, unsigned int sub_resource_idx
, const struct wined3d_box
*box
,
2527 const void *data
, unsigned int row_pitch
, unsigned int slice_pitch
)
2529 struct wined3d_cs_update_sub_resource
*op
;
2531 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_MAP
);
2532 op
->opcode
= WINED3D_CS_OP_UPDATE_SUB_RESOURCE
;
2533 op
->resource
= resource
;
2534 op
->sub_resource_idx
= sub_resource_idx
;
2536 op
->data
.row_pitch
= row_pitch
;
2537 op
->data
.slice_pitch
= slice_pitch
;
2538 op
->data
.data
= data
;
2540 wined3d_resource_acquire(resource
);
2542 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_MAP
);
2543 /* The data pointer may go away, so we need to wait until it is read.
2544 * Copying the data may be faster if it's small. */
2545 wined3d_device_context_finish(context
, WINED3D_CS_QUEUE_MAP
);
2548 static void wined3d_cs_exec_add_dirty_texture_region(struct wined3d_cs
*cs
, const void *data
)
2550 const struct wined3d_cs_add_dirty_texture_region
*op
= data
;
2551 struct wined3d_texture
*texture
= op
->texture
;
2552 unsigned int sub_resource_idx
, i
;
2553 struct wined3d_context
*context
;
2555 context
= context_acquire(cs
->c
.device
, NULL
, 0);
2556 sub_resource_idx
= op
->layer
* texture
->level_count
;
2557 for (i
= 0; i
< texture
->level_count
; ++i
, ++sub_resource_idx
)
2559 if (wined3d_texture_load_location(texture
, sub_resource_idx
, context
, texture
->resource
.map_binding
))
2560 wined3d_texture_invalidate_location(texture
, sub_resource_idx
, ~texture
->resource
.map_binding
);
2562 ERR("Failed to load location %s.\n", wined3d_debug_location(texture
->resource
.map_binding
));
2564 context_release(context
);
2566 wined3d_resource_release(&texture
->resource
);
2569 void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs
*cs
,
2570 struct wined3d_texture
*texture
, unsigned int layer
)
2572 struct wined3d_cs_add_dirty_texture_region
*op
;
2574 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2575 op
->opcode
= WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION
;
2576 op
->texture
= texture
;
2579 wined3d_resource_acquire(&texture
->resource
);
2581 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2584 static void wined3d_cs_exec_clear_unordered_access_view(struct wined3d_cs
*cs
, const void *data
)
2586 const struct wined3d_cs_clear_unordered_access_view
*op
= data
;
2587 struct wined3d_unordered_access_view
*view
= op
->view
;
2588 struct wined3d_context
*context
;
2590 context
= context_acquire(cs
->c
.device
, NULL
, 0);
2591 cs
->c
.device
->adapter
->adapter_ops
->adapter_clear_uav(context
, view
, &op
->clear_value
);
2592 context_release(context
);
2594 wined3d_resource_release(view
->resource
);
2597 void wined3d_device_context_emit_clear_uav_uint(struct wined3d_device_context
*context
,
2598 struct wined3d_unordered_access_view
*view
, const struct wined3d_uvec4
*clear_value
)
2600 struct wined3d_cs_clear_unordered_access_view
*op
;
2602 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2603 op
->opcode
= WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW
;
2605 op
->clear_value
= *clear_value
;
2607 wined3d_resource_acquire(view
->resource
);
2609 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
2612 static void wined3d_cs_exec_copy_uav_counter(struct wined3d_cs
*cs
, const void *data
)
2614 const struct wined3d_cs_copy_uav_counter
*op
= data
;
2615 struct wined3d_unordered_access_view
*view
= op
->view
;
2616 struct wined3d_context
*context
;
2618 context
= context_acquire(cs
->c
.device
, NULL
, 0);
2619 wined3d_unordered_access_view_copy_counter(view
, op
->buffer
, op
->offset
, context
);
2620 context_release(context
);
2622 wined3d_resource_release(&op
->buffer
->resource
);
2625 void wined3d_device_context_emit_copy_uav_counter(struct wined3d_device_context
*context
,
2626 struct wined3d_buffer
*dst_buffer
, unsigned int offset
, struct wined3d_unordered_access_view
*uav
)
2628 struct wined3d_cs_copy_uav_counter
*op
;
2630 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2631 op
->opcode
= WINED3D_CS_OP_COPY_UAV_COUNTER
;
2632 op
->buffer
= dst_buffer
;
2633 op
->offset
= offset
;
2636 wined3d_resource_acquire(&dst_buffer
->resource
);
2638 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
2641 static void wined3d_cs_exec_generate_mipmaps(struct wined3d_cs
*cs
, const void *data
)
2643 const struct wined3d_cs_generate_mipmaps
*op
= data
;
2644 struct wined3d_shader_resource_view
*view
= op
->view
;
2645 struct wined3d_context
*context
;
2647 context
= context_acquire(cs
->c
.device
, NULL
, 0);
2648 cs
->c
.device
->adapter
->adapter_ops
->adapter_generate_mipmap(context
, view
);
2649 context_release(context
);
2651 wined3d_resource_release(view
->resource
);
2654 void wined3d_device_context_emit_generate_mipmaps(struct wined3d_device_context
*context
,
2655 struct wined3d_shader_resource_view
*view
)
2657 struct wined3d_cs_generate_mipmaps
*op
;
2659 op
= wined3d_device_context_require_space(context
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2660 op
->opcode
= WINED3D_CS_OP_GENERATE_MIPMAPS
;
2663 wined3d_resource_acquire(view
->resource
);
2665 wined3d_device_context_submit(context
, WINED3D_CS_QUEUE_DEFAULT
);
2668 static void wined3d_cs_emit_stop(struct wined3d_cs
*cs
)
2670 struct wined3d_cs_stop
*op
;
2672 op
= wined3d_device_context_require_space(&cs
->c
, sizeof(*op
), WINED3D_CS_QUEUE_DEFAULT
);
2673 op
->opcode
= WINED3D_CS_OP_STOP
;
2675 wined3d_device_context_submit(&cs
->c
, WINED3D_CS_QUEUE_DEFAULT
);
2676 wined3d_cs_finish(cs
, WINED3D_CS_QUEUE_DEFAULT
);
2679 static void (* const wined3d_cs_op_handlers
[])(struct wined3d_cs
*cs
, const void *data
) =
2681 /* WINED3D_CS_OP_NOP */ wined3d_cs_exec_nop
,
2682 /* WINED3D_CS_OP_PRESENT */ wined3d_cs_exec_present
,
2683 /* WINED3D_CS_OP_CLEAR */ wined3d_cs_exec_clear
,
2684 /* WINED3D_CS_OP_DISPATCH */ wined3d_cs_exec_dispatch
,
2685 /* WINED3D_CS_OP_DRAW */ wined3d_cs_exec_draw
,
2686 /* WINED3D_CS_OP_FLUSH */ wined3d_cs_exec_flush
,
2687 /* WINED3D_CS_OP_SET_PREDICATION */ wined3d_cs_exec_set_predication
,
2688 /* WINED3D_CS_OP_SET_VIEWPORTS */ wined3d_cs_exec_set_viewports
,
2689 /* WINED3D_CS_OP_SET_SCISSOR_RECTS */ wined3d_cs_exec_set_scissor_rects
,
2690 /* WINED3D_CS_OP_SET_RENDERTARGET_VIEW */ wined3d_cs_exec_set_rendertarget_view
,
2691 /* WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW */ wined3d_cs_exec_set_depth_stencil_view
,
2692 /* WINED3D_CS_OP_SET_VERTEX_DECLARATION */ wined3d_cs_exec_set_vertex_declaration
,
2693 /* WINED3D_CS_OP_SET_STREAM_SOURCE */ wined3d_cs_exec_set_stream_source
,
2694 /* WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ */ wined3d_cs_exec_set_stream_source_freq
,
2695 /* WINED3D_CS_OP_SET_STREAM_OUTPUT */ wined3d_cs_exec_set_stream_output
,
2696 /* WINED3D_CS_OP_SET_INDEX_BUFFER */ wined3d_cs_exec_set_index_buffer
,
2697 /* WINED3D_CS_OP_SET_CONSTANT_BUFFER */ wined3d_cs_exec_set_constant_buffer
,
2698 /* WINED3D_CS_OP_SET_TEXTURE */ wined3d_cs_exec_set_texture
,
2699 /* WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW */ wined3d_cs_exec_set_shader_resource_view
,
2700 /* WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW */ wined3d_cs_exec_set_unordered_access_view
,
2701 /* WINED3D_CS_OP_SET_SAMPLER */ wined3d_cs_exec_set_sampler
,
2702 /* WINED3D_CS_OP_SET_SHADER */ wined3d_cs_exec_set_shader
,
2703 /* WINED3D_CS_OP_SET_BLEND_STATE */ wined3d_cs_exec_set_blend_state
,
2704 /* WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE */ wined3d_cs_exec_set_depth_stencil_state
,
2705 /* WINED3D_CS_OP_SET_RASTERIZER_STATE */ wined3d_cs_exec_set_rasterizer_state
,
2706 /* WINED3D_CS_OP_SET_RENDER_STATE */ wined3d_cs_exec_set_render_state
,
2707 /* WINED3D_CS_OP_SET_TEXTURE_STATE */ wined3d_cs_exec_set_texture_state
,
2708 /* WINED3D_CS_OP_SET_SAMPLER_STATE */ wined3d_cs_exec_set_sampler_state
,
2709 /* WINED3D_CS_OP_SET_TRANSFORM */ wined3d_cs_exec_set_transform
,
2710 /* WINED3D_CS_OP_SET_CLIP_PLANE */ wined3d_cs_exec_set_clip_plane
,
2711 /* WINED3D_CS_OP_SET_COLOR_KEY */ wined3d_cs_exec_set_color_key
,
2712 /* WINED3D_CS_OP_SET_MATERIAL */ wined3d_cs_exec_set_material
,
2713 /* WINED3D_CS_OP_SET_LIGHT */ wined3d_cs_exec_set_light
,
2714 /* WINED3D_CS_OP_SET_LIGHT_ENABLE */ wined3d_cs_exec_set_light_enable
,
2715 /* WINED3D_CS_OP_SET_FEATURE_LEVEL */ wined3d_cs_exec_set_feature_level
,
2716 /* WINED3D_CS_OP_PUSH_CONSTANTS */ wined3d_cs_exec_push_constants
,
2717 /* WINED3D_CS_OP_RESET_STATE */ wined3d_cs_exec_reset_state
,
2718 /* WINED3D_CS_OP_CALLBACK */ wined3d_cs_exec_callback
,
2719 /* WINED3D_CS_OP_QUERY_ISSUE */ wined3d_cs_exec_query_issue
,
2720 /* WINED3D_CS_OP_PRELOAD_RESOURCE */ wined3d_cs_exec_preload_resource
,
2721 /* WINED3D_CS_OP_UNLOAD_RESOURCE */ wined3d_cs_exec_unload_resource
,
2722 /* WINED3D_CS_OP_MAP */ wined3d_cs_exec_map
,
2723 /* WINED3D_CS_OP_UNMAP */ wined3d_cs_exec_unmap
,
2724 /* WINED3D_CS_OP_BLT_SUB_RESOURCE */ wined3d_cs_exec_blt_sub_resource
,
2725 /* WINED3D_CS_OP_UPDATE_SUB_RESOURCE */ wined3d_cs_exec_update_sub_resource
,
2726 /* WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION */ wined3d_cs_exec_add_dirty_texture_region
,
2727 /* WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW */ wined3d_cs_exec_clear_unordered_access_view
,
2728 /* WINED3D_CS_OP_COPY_UAV_COUNTER */ wined3d_cs_exec_copy_uav_counter
,
2729 /* WINED3D_CS_OP_GENERATE_MIPMAPS */ wined3d_cs_exec_generate_mipmaps
,
2732 static void *wined3d_cs_st_require_space(struct wined3d_device_context
*context
,
2733 size_t size
, enum wined3d_cs_queue_id queue_id
)
2735 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
2737 if (size
> (cs
->data_size
- cs
->end
))
2742 new_size
= max(size
, cs
->data_size
* 2);
2744 new_data
= heap_realloc(cs
->data
, new_size
);
2746 new_data
= heap_alloc(new_size
);
2750 cs
->data_size
= new_size
;
2751 cs
->start
= cs
->end
= 0;
2752 cs
->data
= new_data
;
2757 return (BYTE
*)cs
->data
+ cs
->start
;
2760 static void wined3d_cs_st_submit(struct wined3d_device_context
*context
, enum wined3d_cs_queue_id queue_id
)
2762 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
2763 enum wined3d_cs_op opcode
;
2769 cs
->start
= cs
->end
;
2771 opcode
= *(const enum wined3d_cs_op
*)&data
[start
];
2772 if (opcode
>= WINED3D_CS_OP_STOP
)
2773 ERR("Invalid opcode %#x.\n", opcode
);
2775 wined3d_cs_op_handlers
[opcode
](cs
, &data
[start
]);
2777 if (cs
->data
== data
)
2778 cs
->start
= cs
->end
= start
;
2783 static void wined3d_cs_st_finish(struct wined3d_device_context
*context
, enum wined3d_cs_queue_id queue_id
)
2787 static const struct wined3d_device_context_ops wined3d_cs_st_ops
=
2789 wined3d_cs_st_require_space
,
2790 wined3d_cs_st_submit
,
2791 wined3d_cs_st_finish
,
2792 wined3d_cs_st_push_constants
,
2795 static BOOL
wined3d_cs_queue_is_empty(const struct wined3d_cs
*cs
, const struct wined3d_cs_queue
*queue
)
2797 wined3d_from_cs(cs
);
2798 return *(volatile LONG
*)&queue
->head
== queue
->tail
;
2801 static void wined3d_cs_queue_submit(struct wined3d_cs_queue
*queue
, struct wined3d_cs
*cs
)
2803 struct wined3d_cs_packet
*packet
;
2806 packet
= (struct wined3d_cs_packet
*)&queue
->data
[queue
->head
];
2807 packet_size
= FIELD_OFFSET(struct wined3d_cs_packet
, data
[packet
->size
]);
2808 InterlockedExchange(&queue
->head
, (queue
->head
+ packet_size
) & (WINED3D_CS_QUEUE_SIZE
- 1));
2810 if (InterlockedCompareExchange(&cs
->waiting_for_event
, FALSE
, TRUE
))
2811 SetEvent(cs
->event
);
2814 static void wined3d_cs_mt_submit(struct wined3d_device_context
*context
, enum wined3d_cs_queue_id queue_id
)
2816 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
2818 if (cs
->thread_id
== GetCurrentThreadId())
2819 return wined3d_cs_st_submit(context
, queue_id
);
2821 wined3d_cs_queue_submit(&cs
->queue
[queue_id
], cs
);
2824 static void *wined3d_cs_queue_require_space(struct wined3d_cs_queue
*queue
, size_t size
, struct wined3d_cs
*cs
)
2826 size_t queue_size
= ARRAY_SIZE(queue
->data
);
2827 size_t header_size
, packet_size
, remaining
;
2828 struct wined3d_cs_packet
*packet
;
2830 header_size
= FIELD_OFFSET(struct wined3d_cs_packet
, data
[0]);
2831 packet_size
= FIELD_OFFSET(struct wined3d_cs_packet
, data
[size
]);
2832 packet_size
= (packet_size
+ header_size
- 1) & ~(header_size
- 1);
2833 size
= packet_size
- header_size
;
2834 if (packet_size
>= WINED3D_CS_QUEUE_SIZE
)
2836 ERR("Packet size %lu >= queue size %u.\n",
2837 (unsigned long)packet_size
, WINED3D_CS_QUEUE_SIZE
);
2841 remaining
= queue_size
- queue
->head
;
2842 if (remaining
< packet_size
)
2844 size_t nop_size
= remaining
- header_size
;
2845 struct wined3d_cs_nop
*nop
;
2847 TRACE("Inserting a nop for %lu + %lu bytes.\n",
2848 (unsigned long)header_size
, (unsigned long)nop_size
);
2850 nop
= wined3d_cs_queue_require_space(queue
, nop_size
, cs
);
2852 nop
->opcode
= WINED3D_CS_OP_NOP
;
2854 wined3d_cs_queue_submit(queue
, cs
);
2855 assert(!queue
->head
);
2860 LONG tail
= *(volatile LONG
*)&queue
->tail
;
2861 LONG head
= queue
->head
;
2867 new_pos
= (head
+ packet_size
) & (WINED3D_CS_QUEUE_SIZE
- 1);
2868 /* Head ahead of tail. We checked the remaining size above, so we only
2869 * need to make sure we don't make head equal to tail. */
2870 if (head
> tail
&& (new_pos
!= tail
))
2872 /* Tail ahead of head. Make sure the new head is before the tail as
2873 * well. Note that new_pos is 0 when it's at the end of the queue. */
2874 if (new_pos
< tail
&& new_pos
)
2877 TRACE("Waiting for free space. Head %u, tail %u, packet size %lu.\n",
2878 head
, tail
, (unsigned long)packet_size
);
2881 packet
= (struct wined3d_cs_packet
*)&queue
->data
[queue
->head
];
2882 packet
->size
= size
;
2883 return packet
->data
;
2886 static void *wined3d_cs_mt_require_space(struct wined3d_device_context
*context
,
2887 size_t size
, enum wined3d_cs_queue_id queue_id
)
2889 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
2891 if (cs
->thread_id
== GetCurrentThreadId())
2892 return wined3d_cs_st_require_space(context
, size
, queue_id
);
2894 return wined3d_cs_queue_require_space(&cs
->queue
[queue_id
], size
, cs
);
2897 static void wined3d_cs_mt_finish(struct wined3d_device_context
*context
, enum wined3d_cs_queue_id queue_id
)
2899 struct wined3d_cs
*cs
= wined3d_cs_from_context(context
);
2901 if (cs
->thread_id
== GetCurrentThreadId())
2902 return wined3d_cs_st_finish(context
, queue_id
);
2904 while (cs
->queue
[queue_id
].head
!= *(volatile LONG
*)&cs
->queue
[queue_id
].tail
)
2908 static const struct wined3d_device_context_ops wined3d_cs_mt_ops
=
2910 wined3d_cs_mt_require_space
,
2911 wined3d_cs_mt_submit
,
2912 wined3d_cs_mt_finish
,
2913 wined3d_cs_mt_push_constants
,
2916 static void poll_queries(struct wined3d_cs
*cs
)
2918 struct wined3d_query
*query
, *cursor
;
2920 LIST_FOR_EACH_ENTRY_SAFE(query
, cursor
, &cs
->query_poll_list
, struct wined3d_query
, poll_list_entry
)
2922 if (!query
->query_ops
->query_poll(query
, 0))
2925 list_remove(&query
->poll_list_entry
);
2926 list_init(&query
->poll_list_entry
);
2927 InterlockedIncrement(&query
->counter_retrieved
);
2931 static void wined3d_cs_wait_event(struct wined3d_cs
*cs
)
2933 InterlockedExchange(&cs
->waiting_for_event
, TRUE
);
2935 /* The main thread might have enqueued a command and blocked on it after
2936 * the CS thread decided to enter wined3d_cs_wait_event(), but before
2937 * "waiting_for_event" was set.
2939 * Likewise, we can race with the main thread when resetting
2940 * "waiting_for_event", in which case we would need to call
2941 * WaitForSingleObject() because the main thread called SetEvent(). */
2942 if (!(wined3d_cs_queue_is_empty(cs
, &cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
])
2943 && wined3d_cs_queue_is_empty(cs
, &cs
->queue
[WINED3D_CS_QUEUE_MAP
]))
2944 && InterlockedCompareExchange(&cs
->waiting_for_event
, FALSE
, TRUE
))
2947 WaitForSingleObject(cs
->event
, INFINITE
);
2950 static void wined3d_cs_command_lock(const struct wined3d_cs
*cs
)
2952 if (cs
->serialize_commands
)
2953 EnterCriticalSection(&wined3d_command_cs
);
2956 static void wined3d_cs_command_unlock(const struct wined3d_cs
*cs
)
2958 if (cs
->serialize_commands
)
2959 LeaveCriticalSection(&wined3d_command_cs
);
2962 static DWORD WINAPI
wined3d_cs_run(void *ctx
)
2964 struct wined3d_cs_packet
*packet
;
2965 struct wined3d_cs_queue
*queue
;
2966 unsigned int spin_count
= 0;
2967 struct wined3d_cs
*cs
= ctx
;
2968 enum wined3d_cs_op opcode
;
2969 HMODULE wined3d_module
;
2970 unsigned int poll
= 0;
2973 TRACE("Started.\n");
2975 /* Copy the module handle to a local variable to avoid racing with the
2976 * thread freeing "cs" before the FreeLibraryAndExitThread() call. */
2977 wined3d_module
= cs
->wined3d_module
;
2979 list_init(&cs
->query_poll_list
);
2980 cs
->thread_id
= GetCurrentThreadId();
2983 if (++poll
== WINED3D_CS_QUERY_POLL_INTERVAL
)
2985 wined3d_cs_command_lock(cs
);
2987 wined3d_cs_command_unlock(cs
);
2991 queue
= &cs
->queue
[WINED3D_CS_QUEUE_MAP
];
2992 if (wined3d_cs_queue_is_empty(cs
, queue
))
2994 queue
= &cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
];
2995 if (wined3d_cs_queue_is_empty(cs
, queue
))
2997 if (++spin_count
>= WINED3D_CS_SPIN_COUNT
&& list_empty(&cs
->query_poll_list
))
2998 wined3d_cs_wait_event(cs
);
3005 packet
= (struct wined3d_cs_packet
*)&queue
->data
[tail
];
3008 opcode
= *(const enum wined3d_cs_op
*)packet
->data
;
3010 TRACE("Executing %s.\n", debug_cs_op(opcode
));
3011 if (opcode
>= WINED3D_CS_OP_STOP
)
3013 if (opcode
> WINED3D_CS_OP_STOP
)
3014 ERR("Invalid opcode %#x.\n", opcode
);
3018 wined3d_cs_command_lock(cs
);
3019 wined3d_cs_op_handlers
[opcode
](cs
, packet
->data
);
3020 wined3d_cs_command_unlock(cs
);
3021 TRACE("%s executed.\n", debug_cs_op(opcode
));
3024 tail
+= FIELD_OFFSET(struct wined3d_cs_packet
, data
[packet
->size
]);
3025 tail
&= (WINED3D_CS_QUEUE_SIZE
- 1);
3026 InterlockedExchange(&queue
->tail
, tail
);
3029 cs
->queue
[WINED3D_CS_QUEUE_MAP
].tail
= cs
->queue
[WINED3D_CS_QUEUE_MAP
].head
;
3030 cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
].tail
= cs
->queue
[WINED3D_CS_QUEUE_DEFAULT
].head
;
3031 TRACE("Stopped.\n");
3032 FreeLibraryAndExitThread(wined3d_module
, 0);
3035 struct wined3d_cs
*wined3d_cs_create(struct wined3d_device
*device
,
3036 const enum wined3d_feature_level
*levels
, unsigned int level_count
)
3038 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
3039 struct wined3d_cs
*cs
;
3041 if (!(cs
= heap_alloc_zero(sizeof(*cs
))))
3044 if (FAILED(wined3d_state_create(device
, levels
, level_count
, &cs
->c
.state
)))
3050 cs
->c
.ops
= &wined3d_cs_st_ops
;
3051 cs
->c
.device
= device
;
3052 cs
->serialize_commands
= TRACE_ON(d3d_sync
) || wined3d_settings
.cs_multithreaded
& WINED3D_CSMT_SERIALIZE
;
3054 state_init(&cs
->state
, d3d_info
, WINED3D_STATE_NO_REF
| WINED3D_STATE_INIT_DEFAULT
, cs
->c
.state
->feature_level
);
3056 cs
->data_size
= WINED3D_INITIAL_CS_SIZE
;
3057 if (!(cs
->data
= heap_alloc(cs
->data_size
)))
3060 if (wined3d_settings
.cs_multithreaded
& WINED3D_CSMT_ENABLE
3061 && !RtlIsCriticalSectionLockedByThread(NtCurrentTeb()->Peb
->LoaderLock
))
3063 cs
->c
.ops
= &wined3d_cs_mt_ops
;
3065 if (!(cs
->event
= CreateEventW(NULL
, FALSE
, FALSE
, NULL
)))
3067 ERR("Failed to create command stream event.\n");
3068 heap_free(cs
->data
);
3072 if (!(GetModuleHandleExW(GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS
,
3073 (const WCHAR
*)wined3d_cs_run
, &cs
->wined3d_module
)))
3075 ERR("Failed to get wined3d module handle.\n");
3076 CloseHandle(cs
->event
);
3077 heap_free(cs
->data
);
3081 if (!(cs
->thread
= CreateThread(NULL
, 0, wined3d_cs_run
, cs
, 0, NULL
)))
3083 ERR("Failed to create wined3d command stream thread.\n");
3084 FreeLibrary(cs
->wined3d_module
);
3085 CloseHandle(cs
->event
);
3086 heap_free(cs
->data
);
3094 wined3d_state_destroy(cs
->c
.state
);
3095 state_cleanup(&cs
->state
);
3100 void wined3d_cs_destroy(struct wined3d_cs
*cs
)
3104 wined3d_cs_emit_stop(cs
);
3105 CloseHandle(cs
->thread
);
3106 if (!CloseHandle(cs
->event
))
3107 ERR("Closing event failed.\n");
3110 wined3d_state_destroy(cs
->c
.state
);
3111 state_cleanup(&cs
->state
);
3112 heap_free(cs
->data
);