/* * Copyright 2013 Henri Verbeet for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #include "config.h" #include "wine/port.h" #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); #define WINED3D_INITIAL_CS_SIZE 4096 enum wined3d_cs_op { WINED3D_CS_OP_PRESENT, WINED3D_CS_OP_CLEAR, WINED3D_CS_OP_DRAW, WINED3D_CS_OP_SET_PREDICATION, WINED3D_CS_OP_SET_VIEWPORT, WINED3D_CS_OP_SET_SCISSOR_RECT, WINED3D_CS_OP_SET_RENDERTARGET_VIEW, WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW, WINED3D_CS_OP_SET_VERTEX_DECLARATION, WINED3D_CS_OP_SET_STREAM_SOURCE, WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ, WINED3D_CS_OP_SET_STREAM_OUTPUT, WINED3D_CS_OP_SET_INDEX_BUFFER, WINED3D_CS_OP_SET_CONSTANT_BUFFER, WINED3D_CS_OP_SET_TEXTURE, WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW, WINED3D_CS_OP_SET_SAMPLER, WINED3D_CS_OP_SET_SHADER, WINED3D_CS_OP_SET_RENDER_STATE, WINED3D_CS_OP_SET_TEXTURE_STATE, WINED3D_CS_OP_SET_SAMPLER_STATE, WINED3D_CS_OP_SET_TRANSFORM, WINED3D_CS_OP_SET_CLIP_PLANE, WINED3D_CS_OP_SET_COLOR_KEY, WINED3D_CS_OP_SET_MATERIAL, WINED3D_CS_OP_RESET_STATE, WINED3D_CS_OP_DESTROY_OBJECT, }; struct wined3d_cs_present { enum wined3d_cs_op opcode; HWND dst_window_override; struct wined3d_swapchain *swapchain; RECT src_rect; RECT dst_rect; DWORD flags; }; struct wined3d_cs_clear { enum wined3d_cs_op opcode; DWORD flags; struct wined3d_color color; float depth; DWORD stencil; unsigned int rect_count; RECT rects[1]; }; struct wined3d_cs_draw { enum wined3d_cs_op opcode; int base_vertex_idx; unsigned int start_idx; unsigned int index_count; unsigned int start_instance; unsigned int instance_count; BOOL indexed; }; struct wined3d_cs_set_predication { enum wined3d_cs_op opcode; struct wined3d_query *predicate; BOOL value; }; struct wined3d_cs_set_viewport { enum wined3d_cs_op opcode; struct wined3d_viewport viewport; }; struct wined3d_cs_set_scissor_rect { enum wined3d_cs_op opcode; RECT rect; }; struct wined3d_cs_set_rendertarget_view { enum wined3d_cs_op opcode; unsigned int view_idx; struct wined3d_rendertarget_view *view; }; struct wined3d_cs_set_depth_stencil_view { enum wined3d_cs_op opcode; struct wined3d_rendertarget_view *view; }; struct wined3d_cs_set_vertex_declaration { enum wined3d_cs_op opcode; struct wined3d_vertex_declaration *declaration; }; struct wined3d_cs_set_stream_source { enum wined3d_cs_op opcode; UINT stream_idx; struct wined3d_buffer *buffer; UINT offset; UINT stride; }; struct wined3d_cs_set_stream_source_freq { enum wined3d_cs_op opcode; UINT stream_idx; UINT frequency; UINT flags; }; struct wined3d_cs_set_stream_output { enum wined3d_cs_op opcode; UINT stream_idx; struct wined3d_buffer *buffer; UINT offset; }; struct wined3d_cs_set_index_buffer { enum wined3d_cs_op opcode; struct wined3d_buffer *buffer; enum wined3d_format_id format_id; unsigned int offset; }; struct wined3d_cs_set_constant_buffer { enum wined3d_cs_op opcode; enum wined3d_shader_type type; UINT cb_idx; struct wined3d_buffer *buffer; }; struct wined3d_cs_set_texture { enum wined3d_cs_op opcode; UINT stage; struct wined3d_texture *texture; }; struct wined3d_cs_set_color_key { enum wined3d_cs_op opcode; struct wined3d_texture *texture; WORD flags; WORD set; struct wined3d_color_key color_key; }; struct wined3d_cs_set_shader_resource_view { enum wined3d_cs_op opcode; enum wined3d_shader_type type; UINT view_idx; struct wined3d_shader_resource_view *view; }; struct wined3d_cs_set_sampler { enum wined3d_cs_op opcode; enum wined3d_shader_type type; UINT sampler_idx; struct wined3d_sampler *sampler; }; struct wined3d_cs_set_shader { enum wined3d_cs_op opcode; enum wined3d_shader_type type; struct wined3d_shader *shader; }; struct wined3d_cs_set_render_state { enum wined3d_cs_op opcode; enum wined3d_render_state state; DWORD value; }; struct wined3d_cs_set_texture_state { enum wined3d_cs_op opcode; UINT stage; enum wined3d_texture_stage_state state; DWORD value; }; struct wined3d_cs_set_sampler_state { enum wined3d_cs_op opcode; UINT sampler_idx; enum wined3d_sampler_state state; DWORD value; }; struct wined3d_cs_set_transform { enum wined3d_cs_op opcode; enum wined3d_transform_state state; struct wined3d_matrix matrix; }; struct wined3d_cs_set_clip_plane { enum wined3d_cs_op opcode; UINT plane_idx; struct wined3d_vec4 plane; }; struct wined3d_cs_set_material { enum wined3d_cs_op opcode; struct wined3d_material material; }; struct wined3d_cs_reset_state { enum wined3d_cs_op opcode; }; struct wined3d_cs_destroy_object { enum wined3d_cs_op opcode; void (*callback)(void *object); void *object; }; static void wined3d_cs_exec_present(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_present *op = data; struct wined3d_swapchain *swapchain; unsigned int i; swapchain = op->swapchain; wined3d_swapchain_set_window(swapchain, op->dst_window_override); swapchain->swapchain_ops->swapchain_present(swapchain, &op->src_rect, &op->dst_rect, op->flags); wined3d_resource_release(&swapchain->front_buffer->resource); for (i = 0; i < swapchain->desc.backbuffer_count; ++i) { wined3d_resource_release(&swapchain->back_buffers[i]->resource); } } void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain, const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override, DWORD flags) { struct wined3d_cs_present *op; unsigned int i; op = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_PRESENT; op->dst_window_override = dst_window_override; op->swapchain = swapchain; op->src_rect = *src_rect; op->dst_rect = *dst_rect; op->flags = flags; wined3d_resource_acquire(&swapchain->front_buffer->resource); for (i = 0; i < swapchain->desc.backbuffer_count; ++i) { wined3d_resource_acquire(&swapchain->back_buffers[i]->resource); } cs->ops->submit(cs); } static void wined3d_cs_exec_clear(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_clear *op = data; const struct wined3d_state *state; struct wined3d_device *device; unsigned int i; RECT draw_rect; device = cs->device; state = &device->state; wined3d_get_draw_rect(state, &draw_rect); device_clear_render_targets(device, device->adapter->gl_info.limits.buffers, &device->fb, op->rect_count, op->rects, &draw_rect, op->flags, &op->color, op->depth, op->stencil); if (op->flags & WINED3DCLEAR_TARGET) { for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i) { if (state->fb->render_targets[i]) wined3d_resource_release(state->fb->render_targets[i]->resource); } } if (op->flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL)) wined3d_resource_release(state->fb->depth_stencil->resource); } void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) { const struct wined3d_state *state = &cs->device->state; struct wined3d_cs_clear *op; unsigned int i; op = cs->ops->require_space(cs, FIELD_OFFSET(struct wined3d_cs_clear, rects[rect_count])); op->opcode = WINED3D_CS_OP_CLEAR; op->flags = flags; op->color = *color; op->depth = depth; op->stencil = stencil; op->rect_count = rect_count; memcpy(op->rects, rects, sizeof(*rects) * rect_count); if (flags & WINED3DCLEAR_TARGET) { for (i = 0; i < cs->device->adapter->gl_info.limits.buffers; ++i) { if (state->fb->render_targets[i]) wined3d_resource_acquire(state->fb->render_targets[i]->resource); } } if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL)) wined3d_resource_acquire(state->fb->depth_stencil->resource); cs->ops->submit(cs); } static void wined3d_cs_exec_draw(struct wined3d_cs *cs, const void *data) { struct wined3d_state *state = &cs->device->state; struct wined3d_shader_sampler_map_entry *entry; struct wined3d_shader_resource_view *view; const struct wined3d_cs_draw *op = data; struct wined3d_shader *shader; unsigned int i, j; if (!cs->device->adapter->gl_info.supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] && state->load_base_vertex_index != op->base_vertex_idx) { state->load_base_vertex_index = op->base_vertex_idx; device_invalidate_state(cs->device, STATE_BASEVERTEXINDEX); } draw_primitive(cs->device, state, op->base_vertex_idx, op->start_idx, op->index_count, op->start_instance, op->instance_count, op->indexed); if (op->indexed) wined3d_resource_release(&state->index_buffer->resource); for (i = 0; i < ARRAY_SIZE(state->streams); ++i) { if (state->streams[i].buffer) wined3d_resource_release(&state->streams[i].buffer->resource); } for (i = 0; i < ARRAY_SIZE(state->textures); ++i) { if (state->textures[i]) wined3d_resource_release(&state->textures[i]->resource); } for (i = 0; i < cs->device->adapter->gl_info.limits.buffers; ++i) { if (state->fb->render_targets[i]) wined3d_resource_release(state->fb->render_targets[i]->resource); } if (state->fb->depth_stencil) wined3d_resource_release(state->fb->depth_stencil->resource); for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i) { if (!(shader = state->shader[i])) continue; for (j = 0; j < WINED3D_MAX_CBS; ++j) { if (state->cb[i][j]) wined3d_resource_release(&state->cb[i][j]->resource); } for (j = 0; j < shader->reg_maps.sampler_map.count; ++j) { entry = &shader->reg_maps.sampler_map.entries[j]; if (!(view = state->shader_resource_view[i][entry->resource_idx])) continue; wined3d_resource_release(view->resource); } } } void wined3d_cs_emit_draw(struct wined3d_cs *cs, int base_vertex_idx, unsigned int start_idx, unsigned int index_count, unsigned int start_instance, unsigned int instance_count, BOOL indexed) { const struct wined3d_state *state = &cs->device->state; struct wined3d_shader_sampler_map_entry *entry; struct wined3d_shader_resource_view *view; struct wined3d_shader *shader; struct wined3d_cs_draw *op; unsigned int i, j; op = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_DRAW; op->base_vertex_idx = base_vertex_idx; op->start_idx = start_idx; op->index_count = index_count; op->start_instance = start_instance; op->instance_count = instance_count; op->indexed = indexed; if (indexed) wined3d_resource_acquire(&state->index_buffer->resource); for (i = 0; i < ARRAY_SIZE(state->streams); ++i) { if (state->streams[i].buffer) wined3d_resource_acquire(&state->streams[i].buffer->resource); } for (i = 0; i < ARRAY_SIZE(state->textures); ++i) { if (state->textures[i]) wined3d_resource_acquire(&state->textures[i]->resource); } for (i = 0; i < cs->device->adapter->gl_info.limits.buffers; ++i) { if (state->fb->render_targets[i]) wined3d_resource_acquire(state->fb->render_targets[i]->resource); } if (state->fb->depth_stencil) wined3d_resource_acquire(state->fb->depth_stencil->resource); for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i) { if (!(shader = state->shader[i])) continue; for (j = 0; j < WINED3D_MAX_CBS; ++j) { if (state->cb[i][j]) wined3d_resource_acquire(&state->cb[i][j]->resource); } for (j = 0; j < shader->reg_maps.sampler_map.count; ++j) { entry = &shader->reg_maps.sampler_map.entries[j]; if (!(view = state->shader_resource_view[i][entry->resource_idx])) continue; wined3d_resource_acquire(view->resource); } } cs->ops->submit(cs); } static void wined3d_cs_exec_set_predication(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_predication *op = data; cs->state.predicate = op->predicate; cs->state.predicate_value = op->value; } void wined3d_cs_emit_set_predication(struct wined3d_cs *cs, struct wined3d_query *predicate, BOOL value) { struct wined3d_cs_set_predication *op; op = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_PREDICATION; op->predicate = predicate; op->value = value; cs->ops->submit(cs); } static void wined3d_cs_exec_set_viewport(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_viewport *op = data; cs->state.viewport = op->viewport; device_invalidate_state(cs->device, STATE_VIEWPORT); } void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) { struct wined3d_cs_set_viewport *op; op = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_VIEWPORT; op->viewport = *viewport; cs->ops->submit(cs); } static void wined3d_cs_exec_set_scissor_rect(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_scissor_rect *op = data; cs->state.scissor_rect = op->rect; device_invalidate_state(cs->device, STATE_SCISSORRECT); } void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect) { struct wined3d_cs_set_scissor_rect *op; op = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_SCISSOR_RECT; op->rect = *rect; cs->ops->submit(cs); } static void wined3d_cs_exec_set_rendertarget_view(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_rendertarget_view *op = data; cs->state.fb->render_targets[op->view_idx] = op->view; device_invalidate_state(cs->device, STATE_FRAMEBUFFER); } void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx, struct wined3d_rendertarget_view *view) { struct wined3d_cs_set_rendertarget_view *op; op = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_RENDERTARGET_VIEW; op->view_idx = view_idx; op->view = view; cs->ops->submit(cs); } static void wined3d_cs_exec_set_depth_stencil_view(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_depth_stencil_view *op = data; struct wined3d_device *device = cs->device; struct wined3d_rendertarget_view *prev; if ((prev = cs->state.fb->depth_stencil)) { struct wined3d_surface *prev_surface = wined3d_rendertarget_view_get_surface(prev); if (prev_surface && (device->swapchains[0]->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL || prev_surface->container->flags & WINED3D_TEXTURE_DISCARD)) { surface_modify_ds_location(prev_surface, WINED3D_LOCATION_DISCARDED, prev->width, prev->height); if (prev_surface == device->onscreen_depth_stencil) { wined3d_texture_decref(device->onscreen_depth_stencil->container); device->onscreen_depth_stencil = NULL; } } } cs->fb.depth_stencil = op->view; if (!prev != !op->view) { /* Swapping NULL / non NULL depth stencil affects the depth and tests */ device_invalidate_state(device, STATE_RENDER(WINED3D_RS_ZENABLE)); device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILENABLE)); device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK)); device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS)); } else if (prev && (prev->format_flags & WINED3DFMT_FLAG_FLOAT) != (op->view->format_flags & WINED3DFMT_FLAG_FLOAT)) { device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS)); } device_invalidate_state(device, STATE_FRAMEBUFFER); } void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs, struct wined3d_rendertarget_view *view) { struct wined3d_cs_set_depth_stencil_view *op; op = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW; op->view = view; cs->ops->submit(cs); } static void wined3d_cs_exec_set_vertex_declaration(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_vertex_declaration *op = data; cs->state.vertex_declaration = op->declaration; device_invalidate_state(cs->device, STATE_VDECL); } void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs, struct wined3d_vertex_declaration *declaration) { struct wined3d_cs_set_vertex_declaration *op; op = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_VERTEX_DECLARATION; op->declaration = declaration; cs->ops->submit(cs); } static void wined3d_cs_exec_set_stream_source(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_stream_source *op = data; struct wined3d_stream_state *stream; struct wined3d_buffer *prev; stream = &cs->state.streams[op->stream_idx]; prev = stream->buffer; stream->buffer = op->buffer; stream->offset = op->offset; stream->stride = op->stride; if (op->buffer) InterlockedIncrement(&op->buffer->resource.bind_count); if (prev) InterlockedDecrement(&prev->resource.bind_count); device_invalidate_state(cs->device, STATE_STREAMSRC); } void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx, struct wined3d_buffer *buffer, UINT offset, UINT stride) { struct wined3d_cs_set_stream_source *op; op = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_STREAM_SOURCE; op->stream_idx = stream_idx; op->buffer = buffer; op->offset = offset; op->stride = stride; cs->ops->submit(cs); } static void wined3d_cs_exec_set_stream_source_freq(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_stream_source_freq *op = data; struct wined3d_stream_state *stream; stream = &cs->state.streams[op->stream_idx]; stream->frequency = op->frequency; stream->flags = op->flags; device_invalidate_state(cs->device, STATE_STREAMSRC); } void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx, UINT frequency, UINT flags) { struct wined3d_cs_set_stream_source_freq *op; op = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ; op->stream_idx = stream_idx; op->frequency = frequency; op->flags = flags; cs->ops->submit(cs); } static void wined3d_cs_exec_set_stream_output(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_stream_output *op = data; struct wined3d_stream_output *stream; struct wined3d_buffer *prev; stream = &cs->state.stream_output[op->stream_idx]; prev = stream->buffer; stream->buffer = op->buffer; stream->offset = op->offset; if (op->buffer) InterlockedIncrement(&op->buffer->resource.bind_count); if (prev) InterlockedDecrement(&prev->resource.bind_count); } void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx, struct wined3d_buffer *buffer, UINT offset) { struct wined3d_cs_set_stream_output *op; op = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_STREAM_OUTPUT; op->stream_idx = stream_idx; op->buffer = buffer; op->offset = offset; cs->ops->submit(cs); } static void wined3d_cs_exec_set_index_buffer(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_index_buffer *op = data; struct wined3d_buffer *prev; prev = cs->state.index_buffer; cs->state.index_buffer = op->buffer; cs->state.index_format = op->format_id; cs->state.index_offset = op->offset; if (op->buffer) InterlockedIncrement(&op->buffer->resource.bind_count); if (prev) InterlockedDecrement(&prev->resource.bind_count); device_invalidate_state(cs->device, STATE_INDEXBUFFER); } void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer, enum wined3d_format_id format_id, unsigned int offset) { struct wined3d_cs_set_index_buffer *op; op = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_INDEX_BUFFER; op->buffer = buffer; op->format_id = format_id; op->offset = offset; cs->ops->submit(cs); } static void wined3d_cs_exec_set_constant_buffer(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_constant_buffer *op = data; struct wined3d_buffer *prev; prev = cs->state.cb[op->type][op->cb_idx]; cs->state.cb[op->type][op->cb_idx] = op->buffer; if (op->buffer) InterlockedIncrement(&op->buffer->resource.bind_count); if (prev) InterlockedDecrement(&prev->resource.bind_count); device_invalidate_state(cs->device, STATE_CONSTANT_BUFFER(op->type)); } void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type, UINT cb_idx, struct wined3d_buffer *buffer) { struct wined3d_cs_set_constant_buffer *op; op = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_CONSTANT_BUFFER; op->type = type; op->cb_idx = cb_idx; op->buffer = buffer; cs->ops->submit(cs); } static void wined3d_cs_exec_set_texture(struct wined3d_cs *cs, const void *data) { const struct wined3d_gl_info *gl_info = &cs->device->adapter->gl_info; const struct wined3d_d3d_info *d3d_info = &cs->device->adapter->d3d_info; const struct wined3d_cs_set_texture *op = data; struct wined3d_texture *prev; BOOL old_use_color_key = FALSE, new_use_color_key = FALSE; prev = cs->state.textures[op->stage]; cs->state.textures[op->stage] = op->texture; if (op->texture) { const struct wined3d_format *new_format = op->texture->resource.format; const struct wined3d_format *old_format = prev ? prev->resource.format : NULL; unsigned int old_fmt_flags = prev ? prev->resource.format_flags : 0; unsigned int new_fmt_flags = op->texture->resource.format_flags; if (InterlockedIncrement(&op->texture->resource.bind_count) == 1) op->texture->sampler = op->stage; if (!prev || op->texture->target != prev->target || (!is_same_fixup(new_format->color_fixup, old_format->color_fixup) && !(can_use_texture_swizzle(gl_info, new_format) && can_use_texture_swizzle(gl_info, old_format))) || (new_fmt_flags & WINED3DFMT_FLAG_SHADOW) != (old_fmt_flags & WINED3DFMT_FLAG_SHADOW)) device_invalidate_state(cs->device, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)); if (!prev && op->stage < d3d_info->limits.ffp_blend_stages) { /* The source arguments for color and alpha ops have different * meanings when a NULL texture is bound, so the COLOR_OP and * ALPHA_OP have to be dirtified. */ device_invalidate_state(cs->device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_COLOR_OP)); device_invalidate_state(cs->device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_ALPHA_OP)); } if (!op->stage && op->texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT) new_use_color_key = TRUE; } if (prev) { if (InterlockedDecrement(&prev->resource.bind_count) && prev->sampler == op->stage) { unsigned int i; /* Search for other stages the texture is bound to. Shouldn't * happen if applications bind textures to a single stage only. */ TRACE("Searching for other stages the texture is bound to.\n"); for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) { if (cs->state.textures[i] == prev) { TRACE("Texture is also bound to stage %u.\n", i); prev->sampler = i; break; } } } if (!op->texture && op->stage < d3d_info->limits.ffp_blend_stages) { device_invalidate_state(cs->device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_COLOR_OP)); device_invalidate_state(cs->device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_ALPHA_OP)); } if (!op->stage && prev->async.color_key_flags & WINED3D_CKEY_SRC_BLT) old_use_color_key = TRUE; } device_invalidate_state(cs->device, STATE_SAMPLER(op->stage)); if (new_use_color_key != old_use_color_key) device_invalidate_state(cs->device, STATE_RENDER(WINED3D_RS_COLORKEYENABLE)); if (new_use_color_key) device_invalidate_state(cs->device, STATE_COLOR_KEY); } void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) { struct wined3d_cs_set_texture *op; op = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_TEXTURE; op->stage = stage; op->texture = texture; cs->ops->submit(cs); } static void wined3d_cs_exec_set_shader_resource_view(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_shader_resource_view *op = data; cs->state.shader_resource_view[op->type][op->view_idx] = op->view; device_invalidate_state(cs->device, STATE_SHADER_RESOURCE_BINDING); } void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type, UINT view_idx, struct wined3d_shader_resource_view *view) { struct wined3d_cs_set_shader_resource_view *op; op = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW; op->type = type; op->view_idx = view_idx; op->view = view; cs->ops->submit(cs); } static void wined3d_cs_exec_set_sampler(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_sampler *op = data; cs->state.sampler[op->type][op->sampler_idx] = op->sampler; device_invalidate_state(cs->device, STATE_SHADER_RESOURCE_BINDING); } void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type, UINT sampler_idx, struct wined3d_sampler *sampler) { struct wined3d_cs_set_sampler *op; op = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_SAMPLER; op->type = type; op->sampler_idx = sampler_idx; op->sampler = sampler; cs->ops->submit(cs); } static void wined3d_cs_exec_set_shader(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_shader *op = data; cs->state.shader[op->type] = op->shader; device_invalidate_state(cs->device, STATE_SHADER(op->type)); device_invalidate_state(cs->device, STATE_SHADER_RESOURCE_BINDING); } void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type, struct wined3d_shader *shader) { struct wined3d_cs_set_shader *op; op = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_SHADER; op->type = type; op->shader = shader; cs->ops->submit(cs); } static void wined3d_cs_exec_set_render_state(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_render_state *op = data; cs->state.render_states[op->state] = op->value; device_invalidate_state(cs->device, STATE_RENDER(op->state)); } void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs, enum wined3d_render_state state, DWORD value) { struct wined3d_cs_set_render_state *op; op = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_RENDER_STATE; op->state = state; op->value = value; cs->ops->submit(cs); } static void wined3d_cs_exec_set_texture_state(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_texture_state *op = data; cs->state.texture_states[op->stage][op->state] = op->value; device_invalidate_state(cs->device, STATE_TEXTURESTAGE(op->stage, op->state)); } void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage, enum wined3d_texture_stage_state state, DWORD value) { struct wined3d_cs_set_texture_state *op; op = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_TEXTURE_STATE; op->stage = stage; op->state = state; op->value = value; cs->ops->submit(cs); } static void wined3d_cs_exec_set_sampler_state(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_sampler_state *op = data; cs->state.sampler_states[op->sampler_idx][op->state] = op->value; device_invalidate_state(cs->device, STATE_SAMPLER(op->sampler_idx)); } void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx, enum wined3d_sampler_state state, DWORD value) { struct wined3d_cs_set_sampler_state *op; op = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_SAMPLER_STATE; op->sampler_idx = sampler_idx; op->state = state; op->value = value; cs->ops->submit(cs); } static void wined3d_cs_exec_set_transform(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_transform *op = data; cs->state.transforms[op->state] = op->matrix; if (op->state < WINED3D_TS_WORLD_MATRIX(cs->device->adapter->d3d_info.limits.ffp_vertex_blend_matrices)) device_invalidate_state(cs->device, STATE_TRANSFORM(op->state)); } void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state, const struct wined3d_matrix *matrix) { struct wined3d_cs_set_transform *op; op = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_TRANSFORM; op->state = state; op->matrix = *matrix; cs->ops->submit(cs); } static void wined3d_cs_exec_set_clip_plane(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_clip_plane *op = data; cs->state.clip_planes[op->plane_idx] = op->plane; device_invalidate_state(cs->device, STATE_CLIPPLANE(op->plane_idx)); } void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx, const struct wined3d_vec4 *plane) { struct wined3d_cs_set_clip_plane *op; op = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_CLIP_PLANE; op->plane_idx = plane_idx; op->plane = *plane; cs->ops->submit(cs); } static void wined3d_cs_exec_set_color_key(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_color_key *op = data; struct wined3d_texture *texture = op->texture; if (op->set) { switch (op->flags) { case WINED3D_CKEY_DST_BLT: texture->async.dst_blt_color_key = op->color_key; texture->async.color_key_flags |= WINED3D_CKEY_DST_BLT; break; case WINED3D_CKEY_DST_OVERLAY: texture->async.dst_overlay_color_key = op->color_key; texture->async.color_key_flags |= WINED3D_CKEY_DST_OVERLAY; break; case WINED3D_CKEY_SRC_BLT: if (texture == cs->state.textures[0]) { device_invalidate_state(cs->device, STATE_COLOR_KEY); if (!(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)) device_invalidate_state(cs->device, STATE_RENDER(WINED3D_RS_COLORKEYENABLE)); } texture->async.src_blt_color_key = op->color_key; texture->async.color_key_flags |= WINED3D_CKEY_SRC_BLT; break; case WINED3D_CKEY_SRC_OVERLAY: texture->async.src_overlay_color_key = op->color_key; texture->async.color_key_flags |= WINED3D_CKEY_SRC_OVERLAY; break; } } else { switch (op->flags) { case WINED3D_CKEY_DST_BLT: texture->async.color_key_flags &= ~WINED3D_CKEY_DST_BLT; break; case WINED3D_CKEY_DST_OVERLAY: texture->async.color_key_flags &= ~WINED3D_CKEY_DST_OVERLAY; break; case WINED3D_CKEY_SRC_BLT: if (texture == cs->state.textures[0] && texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT) device_invalidate_state(cs->device, STATE_RENDER(WINED3D_RS_COLORKEYENABLE)); texture->async.color_key_flags &= ~WINED3D_CKEY_SRC_BLT; break; case WINED3D_CKEY_SRC_OVERLAY: texture->async.color_key_flags &= ~WINED3D_CKEY_SRC_OVERLAY; break; } } } void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture *texture, WORD flags, const struct wined3d_color_key *color_key) { struct wined3d_cs_set_color_key *op; op = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_COLOR_KEY; op->texture = texture; op->flags = flags; if (color_key) { op->color_key = *color_key; op->set = 1; } else op->set = 0; cs->ops->submit(cs); } static void wined3d_cs_exec_set_material(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_material *op = data; cs->state.material = op->material; device_invalidate_state(cs->device, STATE_MATERIAL); } void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) { struct wined3d_cs_set_material *op; op = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_SET_MATERIAL; op->material = *material; cs->ops->submit(cs); } static void wined3d_cs_exec_reset_state(struct wined3d_cs *cs, const void *data) { struct wined3d_adapter *adapter = cs->device->adapter; state_cleanup(&cs->state); memset(&cs->state, 0, sizeof(cs->state)); state_init(&cs->state, &cs->fb, &adapter->gl_info, &adapter->d3d_info, WINED3D_STATE_NO_REF | WINED3D_STATE_INIT_DEFAULT); } void wined3d_cs_emit_reset_state(struct wined3d_cs *cs) { struct wined3d_cs_reset_state *op; op = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_RESET_STATE; cs->ops->submit(cs); } static void wined3d_cs_exec_destroy_object(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_destroy_object *op = data; op->callback(op->object); } void wined3d_cs_emit_destroy_object(struct wined3d_cs *cs, void (*callback)(void *object), void *object) { struct wined3d_cs_destroy_object *op; op = cs->ops->require_space(cs, sizeof(*op)); op->opcode = WINED3D_CS_OP_DESTROY_OBJECT; op->callback = callback; op->object = object; cs->ops->submit(cs); } static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void *data) = { /* WINED3D_CS_OP_PRESENT */ wined3d_cs_exec_present, /* WINED3D_CS_OP_CLEAR */ wined3d_cs_exec_clear, /* WINED3D_CS_OP_DRAW */ wined3d_cs_exec_draw, /* WINED3D_CS_OP_SET_PREDICATION */ wined3d_cs_exec_set_predication, /* WINED3D_CS_OP_SET_VIEWPORT */ wined3d_cs_exec_set_viewport, /* WINED3D_CS_OP_SET_SCISSOR_RECT */ wined3d_cs_exec_set_scissor_rect, /* WINED3D_CS_OP_SET_RENDERTARGET_VIEW */ wined3d_cs_exec_set_rendertarget_view, /* WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW */ wined3d_cs_exec_set_depth_stencil_view, /* WINED3D_CS_OP_SET_VERTEX_DECLARATION */ wined3d_cs_exec_set_vertex_declaration, /* WINED3D_CS_OP_SET_STREAM_SOURCE */ wined3d_cs_exec_set_stream_source, /* WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ */ wined3d_cs_exec_set_stream_source_freq, /* WINED3D_CS_OP_SET_STREAM_OUTPUT */ wined3d_cs_exec_set_stream_output, /* WINED3D_CS_OP_SET_INDEX_BUFFER */ wined3d_cs_exec_set_index_buffer, /* WINED3D_CS_OP_SET_CONSTANT_BUFFER */ wined3d_cs_exec_set_constant_buffer, /* WINED3D_CS_OP_SET_TEXTURE */ wined3d_cs_exec_set_texture, /* WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW */ wined3d_cs_exec_set_shader_resource_view, /* WINED3D_CS_OP_SET_SAMPLER */ wined3d_cs_exec_set_sampler, /* WINED3D_CS_OP_SET_SHADER */ wined3d_cs_exec_set_shader, /* WINED3D_CS_OP_SET_RENDER_STATE */ wined3d_cs_exec_set_render_state, /* WINED3D_CS_OP_SET_TEXTURE_STATE */ wined3d_cs_exec_set_texture_state, /* WINED3D_CS_OP_SET_SAMPLER_STATE */ wined3d_cs_exec_set_sampler_state, /* WINED3D_CS_OP_SET_TRANSFORM */ wined3d_cs_exec_set_transform, /* WINED3D_CS_OP_SET_CLIP_PLANE */ wined3d_cs_exec_set_clip_plane, /* WINED3D_CS_OP_SET_COLOR_KEY */ wined3d_cs_exec_set_color_key, /* WINED3D_CS_OP_SET_MATERIAL */ wined3d_cs_exec_set_material, /* WINED3D_CS_OP_RESET_STATE */ wined3d_cs_exec_reset_state, /* WINED3D_CS_OP_DESTROY_OBJECT */ wined3d_cs_exec_destroy_object, }; static void *wined3d_cs_st_require_space(struct wined3d_cs *cs, size_t size) { if (size > cs->data_size) { void *new_data; size = max( size, cs->data_size * 2 ); if (!(new_data = HeapReAlloc(GetProcessHeap(), 0, cs->data, size))) return NULL; cs->data_size = size; cs->data = new_data; } return cs->data; } static void wined3d_cs_st_submit(struct wined3d_cs *cs) { enum wined3d_cs_op opcode = *(const enum wined3d_cs_op *)cs->data; wined3d_cs_op_handlers[opcode](cs, cs->data); } static void wined3d_cs_st_push_constants(struct wined3d_cs *cs, enum wined3d_push_constants p, unsigned int start_idx, unsigned int count, const void *constants) { struct wined3d_device *device = cs->device; unsigned int context_count; unsigned int i; size_t offset; static const struct { size_t offset; size_t size; DWORD mask; } push_constant_info[] = { /* WINED3D_PUSH_CONSTANTS_VS_F */ {FIELD_OFFSET(struct wined3d_state, vs_consts_f), sizeof(struct wined3d_vec4), WINED3D_SHADER_CONST_VS_F}, /* WINED3D_PUSH_CONSTANTS_PS_F */ {FIELD_OFFSET(struct wined3d_state, ps_consts_f), sizeof(struct wined3d_vec4), WINED3D_SHADER_CONST_PS_F}, /* WINED3D_PUSH_CONSTANTS_VS_I */ {FIELD_OFFSET(struct wined3d_state, vs_consts_i), sizeof(struct wined3d_ivec4), WINED3D_SHADER_CONST_VS_I}, /* WINED3D_PUSH_CONSTANTS_PS_I */ {FIELD_OFFSET(struct wined3d_state, ps_consts_i), sizeof(struct wined3d_ivec4), WINED3D_SHADER_CONST_PS_I}, /* WINED3D_PUSH_CONSTANTS_VS_B */ {FIELD_OFFSET(struct wined3d_state, vs_consts_b), sizeof(BOOL), WINED3D_SHADER_CONST_VS_B}, /* WINED3D_PUSH_CONSTANTS_PS_B */ {FIELD_OFFSET(struct wined3d_state, ps_consts_b), sizeof(BOOL), WINED3D_SHADER_CONST_PS_B}, }; if (p == WINED3D_PUSH_CONSTANTS_VS_F) device->shader_backend->shader_update_float_vertex_constants(device, start_idx, count); else if (p == WINED3D_PUSH_CONSTANTS_PS_F) device->shader_backend->shader_update_float_pixel_constants(device, start_idx, count); offset = push_constant_info[p].offset + start_idx * push_constant_info[p].size; memcpy((BYTE *)&cs->state + offset, constants, count * push_constant_info[p].size); for (i = 0, context_count = device->context_count; i < context_count; ++i) { device->contexts[i]->constant_update_mask |= push_constant_info[p].mask; } } static const struct wined3d_cs_ops wined3d_cs_st_ops = { wined3d_cs_st_require_space, wined3d_cs_st_submit, wined3d_cs_st_push_constants, }; struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device) { const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; struct wined3d_cs *cs; if (!(cs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*cs)))) return NULL; if (!(cs->fb.render_targets = wined3d_calloc(gl_info->limits.buffers, sizeof(*cs->fb.render_targets)))) { HeapFree(GetProcessHeap(), 0, cs); return NULL; } state_init(&cs->state, &cs->fb, gl_info, &device->adapter->d3d_info, WINED3D_STATE_NO_REF | WINED3D_STATE_INIT_DEFAULT); cs->ops = &wined3d_cs_st_ops; cs->device = device; cs->data_size = WINED3D_INITIAL_CS_SIZE; if (!(cs->data = HeapAlloc(GetProcessHeap(), 0, cs->data_size))) { state_cleanup(&cs->state); HeapFree(GetProcessHeap(), 0, cs->fb.render_targets); HeapFree(GetProcessHeap(), 0, cs); return NULL; } return cs; } void wined3d_cs_destroy(struct wined3d_cs *cs) { state_cleanup(&cs->state); HeapFree(GetProcessHeap(), 0, cs->fb.render_targets); HeapFree(GetProcessHeap(), 0, cs->data); HeapFree(GetProcessHeap(), 0, cs); }