[D3D8][D3D9][DDRAW][WINED3D] Sync with Wine Staging 3.3. CORE-14434
[reactos.git] / dll / directx / wine / wined3d / cs.c
1 /*
2 * Copyright 2013 Henri Verbeet for CodeWeavers
3 *
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.
8 *
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.
13 *
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
17 */
18
19 #include "config.h"
20 #include "wine/port.h"
21 #include "wined3d_private.h"
22
23 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
24
25 #define WINED3D_INITIAL_CS_SIZE 4096
26
27 enum wined3d_cs_op
28 {
29 WINED3D_CS_OP_NOP,
30 WINED3D_CS_OP_PRESENT,
31 WINED3D_CS_OP_CLEAR,
32 WINED3D_CS_OP_DISPATCH,
33 WINED3D_CS_OP_DRAW,
34 WINED3D_CS_OP_FLUSH,
35 WINED3D_CS_OP_SET_PREDICATION,
36 WINED3D_CS_OP_SET_VIEWPORT,
37 WINED3D_CS_OP_SET_SCISSOR_RECT,
38 WINED3D_CS_OP_SET_RENDERTARGET_VIEW,
39 WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW,
40 WINED3D_CS_OP_SET_VERTEX_DECLARATION,
41 WINED3D_CS_OP_SET_STREAM_SOURCE,
42 WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ,
43 WINED3D_CS_OP_SET_STREAM_OUTPUT,
44 WINED3D_CS_OP_SET_INDEX_BUFFER,
45 WINED3D_CS_OP_SET_CONSTANT_BUFFER,
46 WINED3D_CS_OP_SET_TEXTURE,
47 WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW,
48 WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW,
49 WINED3D_CS_OP_SET_SAMPLER,
50 WINED3D_CS_OP_SET_SHADER,
51 WINED3D_CS_OP_SET_BLEND_STATE,
52 WINED3D_CS_OP_SET_RASTERIZER_STATE,
53 WINED3D_CS_OP_SET_RENDER_STATE,
54 WINED3D_CS_OP_SET_TEXTURE_STATE,
55 WINED3D_CS_OP_SET_SAMPLER_STATE,
56 WINED3D_CS_OP_SET_TRANSFORM,
57 WINED3D_CS_OP_SET_CLIP_PLANE,
58 WINED3D_CS_OP_SET_COLOR_KEY,
59 WINED3D_CS_OP_SET_MATERIAL,
60 WINED3D_CS_OP_SET_LIGHT,
61 WINED3D_CS_OP_SET_LIGHT_ENABLE,
62 WINED3D_CS_OP_PUSH_CONSTANTS,
63 WINED3D_CS_OP_RESET_STATE,
64 WINED3D_CS_OP_CALLBACK,
65 WINED3D_CS_OP_QUERY_ISSUE,
66 WINED3D_CS_OP_PRELOAD_RESOURCE,
67 WINED3D_CS_OP_UNLOAD_RESOURCE,
68 WINED3D_CS_OP_MAP,
69 WINED3D_CS_OP_UNMAP,
70 WINED3D_CS_OP_BLT_SUB_RESOURCE,
71 WINED3D_CS_OP_UPDATE_SUB_RESOURCE,
72 WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION,
73 WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW,
74 WINED3D_CS_OP_COPY_UAV_COUNTER,
75 WINED3D_CS_OP_GENERATE_MIPMAPS,
76 WINED3D_CS_OP_STOP,
77 };
78
79 struct wined3d_cs_packet
80 {
81 size_t size;
82 BYTE data[1];
83 };
84
85 struct wined3d_cs_nop
86 {
87 enum wined3d_cs_op opcode;
88 };
89
90 struct wined3d_cs_present
91 {
92 enum wined3d_cs_op opcode;
93 HWND dst_window_override;
94 struct wined3d_swapchain *swapchain;
95 RECT src_rect;
96 RECT dst_rect;
97 DWORD swap_interval;
98 DWORD flags;
99 };
100
101 struct wined3d_cs_clear
102 {
103 enum wined3d_cs_op opcode;
104 DWORD flags;
105 unsigned int rt_count;
106 struct wined3d_fb_state *fb;
107 RECT draw_rect;
108 struct wined3d_color color;
109 float depth;
110 DWORD stencil;
111 unsigned int rect_count;
112 RECT rects[1];
113 };
114
115 struct wined3d_cs_dispatch
116 {
117 enum wined3d_cs_op opcode;
118 struct wined3d_dispatch_parameters parameters;
119 };
120
121 struct wined3d_cs_draw
122 {
123 enum wined3d_cs_op opcode;
124 GLenum primitive_type;
125 GLint patch_vertex_count;
126 struct wined3d_draw_parameters parameters;
127 };
128
129 struct wined3d_cs_flush
130 {
131 enum wined3d_cs_op opcode;
132 };
133
134 struct wined3d_cs_set_predication
135 {
136 enum wined3d_cs_op opcode;
137 struct wined3d_query *predicate;
138 BOOL value;
139 };
140
141 struct wined3d_cs_set_viewport
142 {
143 enum wined3d_cs_op opcode;
144 struct wined3d_viewport viewport;
145 };
146
147 struct wined3d_cs_set_scissor_rect
148 {
149 enum wined3d_cs_op opcode;
150 RECT rect;
151 };
152
153 struct wined3d_cs_set_rendertarget_view
154 {
155 enum wined3d_cs_op opcode;
156 unsigned int view_idx;
157 struct wined3d_rendertarget_view *view;
158 };
159
160 struct wined3d_cs_set_depth_stencil_view
161 {
162 enum wined3d_cs_op opcode;
163 struct wined3d_rendertarget_view *view;
164 };
165
166 struct wined3d_cs_set_vertex_declaration
167 {
168 enum wined3d_cs_op opcode;
169 struct wined3d_vertex_declaration *declaration;
170 };
171
172 struct wined3d_cs_set_stream_source
173 {
174 enum wined3d_cs_op opcode;
175 UINT stream_idx;
176 struct wined3d_buffer *buffer;
177 UINT offset;
178 UINT stride;
179 };
180
181 struct wined3d_cs_set_stream_source_freq
182 {
183 enum wined3d_cs_op opcode;
184 UINT stream_idx;
185 UINT frequency;
186 UINT flags;
187 };
188
189 struct wined3d_cs_set_stream_output
190 {
191 enum wined3d_cs_op opcode;
192 UINT stream_idx;
193 struct wined3d_buffer *buffer;
194 UINT offset;
195 };
196
197 struct wined3d_cs_set_index_buffer
198 {
199 enum wined3d_cs_op opcode;
200 struct wined3d_buffer *buffer;
201 enum wined3d_format_id format_id;
202 unsigned int offset;
203 };
204
205 struct wined3d_cs_set_constant_buffer
206 {
207 enum wined3d_cs_op opcode;
208 enum wined3d_shader_type type;
209 UINT cb_idx;
210 struct wined3d_buffer *buffer;
211 };
212
213 struct wined3d_cs_set_texture
214 {
215 enum wined3d_cs_op opcode;
216 UINT stage;
217 struct wined3d_texture *texture;
218 };
219
220 struct wined3d_cs_set_color_key
221 {
222 enum wined3d_cs_op opcode;
223 struct wined3d_texture *texture;
224 WORD flags;
225 WORD set;
226 struct wined3d_color_key color_key;
227 };
228
229 struct wined3d_cs_set_shader_resource_view
230 {
231 enum wined3d_cs_op opcode;
232 enum wined3d_shader_type type;
233 UINT view_idx;
234 struct wined3d_shader_resource_view *view;
235 };
236
237 struct wined3d_cs_set_unordered_access_view
238 {
239 enum wined3d_cs_op opcode;
240 enum wined3d_pipeline pipeline;
241 unsigned int view_idx;
242 struct wined3d_unordered_access_view *view;
243 unsigned int initial_count;
244 };
245
246 struct wined3d_cs_set_sampler
247 {
248 enum wined3d_cs_op opcode;
249 enum wined3d_shader_type type;
250 UINT sampler_idx;
251 struct wined3d_sampler *sampler;
252 };
253
254 struct wined3d_cs_set_shader
255 {
256 enum wined3d_cs_op opcode;
257 enum wined3d_shader_type type;
258 struct wined3d_shader *shader;
259 };
260
261 struct wined3d_cs_set_blend_state
262 {
263 enum wined3d_cs_op opcode;
264 struct wined3d_blend_state *state;
265 };
266
267 struct wined3d_cs_set_rasterizer_state
268 {
269 enum wined3d_cs_op opcode;
270 struct wined3d_rasterizer_state *state;
271 };
272
273 struct wined3d_cs_set_render_state
274 {
275 enum wined3d_cs_op opcode;
276 enum wined3d_render_state state;
277 DWORD value;
278 };
279
280 struct wined3d_cs_set_texture_state
281 {
282 enum wined3d_cs_op opcode;
283 UINT stage;
284 enum wined3d_texture_stage_state state;
285 DWORD value;
286 };
287
288 struct wined3d_cs_set_sampler_state
289 {
290 enum wined3d_cs_op opcode;
291 UINT sampler_idx;
292 enum wined3d_sampler_state state;
293 DWORD value;
294 };
295
296 struct wined3d_cs_set_transform
297 {
298 enum wined3d_cs_op opcode;
299 enum wined3d_transform_state state;
300 struct wined3d_matrix matrix;
301 };
302
303 struct wined3d_cs_set_clip_plane
304 {
305 enum wined3d_cs_op opcode;
306 UINT plane_idx;
307 struct wined3d_vec4 plane;
308 };
309
310 struct wined3d_cs_set_material
311 {
312 enum wined3d_cs_op opcode;
313 struct wined3d_material material;
314 };
315
316 struct wined3d_cs_set_light
317 {
318 enum wined3d_cs_op opcode;
319 struct wined3d_light_info light;
320 };
321
322 struct wined3d_cs_set_light_enable
323 {
324 enum wined3d_cs_op opcode;
325 unsigned int idx;
326 BOOL enable;
327 };
328
329 struct wined3d_cs_push_constants
330 {
331 enum wined3d_cs_op opcode;
332 enum wined3d_push_constants type;
333 unsigned int start_idx;
334 unsigned int count;
335 BYTE constants[1];
336 };
337
338 struct wined3d_cs_reset_state
339 {
340 enum wined3d_cs_op opcode;
341 };
342
343 struct wined3d_cs_callback
344 {
345 enum wined3d_cs_op opcode;
346 void (*callback)(void *object);
347 void *object;
348 };
349
350 struct wined3d_cs_query_issue
351 {
352 enum wined3d_cs_op opcode;
353 struct wined3d_query *query;
354 DWORD flags;
355 };
356
357 struct wined3d_cs_preload_resource
358 {
359 enum wined3d_cs_op opcode;
360 struct wined3d_resource *resource;
361 };
362
363 struct wined3d_cs_unload_resource
364 {
365 enum wined3d_cs_op opcode;
366 struct wined3d_resource *resource;
367 };
368
369 struct wined3d_cs_map
370 {
371 enum wined3d_cs_op opcode;
372 struct wined3d_resource *resource;
373 unsigned int sub_resource_idx;
374 struct wined3d_map_desc *map_desc;
375 const struct wined3d_box *box;
376 DWORD flags;
377 HRESULT *hr;
378 };
379
380 struct wined3d_cs_unmap
381 {
382 enum wined3d_cs_op opcode;
383 struct wined3d_resource *resource;
384 unsigned int sub_resource_idx;
385 HRESULT *hr;
386 };
387
388 struct wined3d_cs_blt_sub_resource
389 {
390 enum wined3d_cs_op opcode;
391 struct wined3d_resource *dst_resource;
392 unsigned int dst_sub_resource_idx;
393 struct wined3d_box dst_box;
394 struct wined3d_resource *src_resource;
395 unsigned int src_sub_resource_idx;
396 struct wined3d_box src_box;
397 DWORD flags;
398 struct wined3d_blt_fx fx;
399 enum wined3d_texture_filter_type filter;
400 };
401
402 struct wined3d_cs_update_sub_resource
403 {
404 enum wined3d_cs_op opcode;
405 struct wined3d_resource *resource;
406 unsigned int sub_resource_idx;
407 struct wined3d_box box;
408 struct wined3d_sub_resource_data data;
409 #if defined(STAGING_CSMT)
410 BYTE copy_data[1];
411 #endif /* STAGING_CSMT */
412 };
413
414 struct wined3d_cs_add_dirty_texture_region
415 {
416 enum wined3d_cs_op opcode;
417 struct wined3d_texture *texture;
418 unsigned int layer;
419 };
420
421 struct wined3d_cs_clear_unordered_access_view
422 {
423 enum wined3d_cs_op opcode;
424 struct wined3d_unordered_access_view *view;
425 struct wined3d_uvec4 clear_value;
426 };
427
428 struct wined3d_cs_copy_uav_counter
429 {
430 enum wined3d_cs_op opcode;
431 struct wined3d_buffer *buffer;
432 unsigned int offset;
433 struct wined3d_unordered_access_view *view;
434 };
435
436 struct wined3d_cs_generate_mipmaps
437 {
438 enum wined3d_cs_op opcode;
439 struct wined3d_shader_resource_view *view;
440 };
441
442 struct wined3d_cs_stop
443 {
444 enum wined3d_cs_op opcode;
445 };
446
447 static void wined3d_cs_exec_nop(struct wined3d_cs *cs, const void *data)
448 {
449 }
450
451 static void wined3d_cs_exec_present(struct wined3d_cs *cs, const void *data)
452 {
453 const struct wined3d_cs_present *op = data;
454 struct wined3d_swapchain *swapchain;
455 unsigned int i;
456
457 swapchain = op->swapchain;
458 wined3d_swapchain_set_window(swapchain, op->dst_window_override);
459
460 if (op->swap_interval && swapchain->desc.swap_interval != op->swap_interval)
461 {
462 swapchain->desc.swap_interval = op->swap_interval;
463 swapchain_update_swap_interval(swapchain);
464 }
465
466 swapchain->swapchain_ops->swapchain_present(swapchain, &op->src_rect, &op->dst_rect, op->flags);
467
468 wined3d_resource_release(&swapchain->front_buffer->resource);
469 for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
470 {
471 wined3d_resource_release(&swapchain->back_buffers[i]->resource);
472 }
473
474 InterlockedDecrement(&cs->pending_presents);
475 }
476
477 void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain,
478 const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override,
479 DWORD swap_interval, DWORD flags)
480 {
481 struct wined3d_cs_present *op;
482 unsigned int i;
483 LONG pending;
484
485 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
486 op->opcode = WINED3D_CS_OP_PRESENT;
487 op->dst_window_override = dst_window_override;
488 op->swapchain = swapchain;
489 op->src_rect = *src_rect;
490 op->dst_rect = *dst_rect;
491 op->swap_interval = swap_interval;
492 op->flags = flags;
493
494 pending = InterlockedIncrement(&cs->pending_presents);
495
496 wined3d_resource_acquire(&swapchain->front_buffer->resource);
497 for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
498 {
499 wined3d_resource_acquire(&swapchain->back_buffers[i]->resource);
500 }
501
502 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
503
504 /* Limit input latency by limiting the number of presents that we can get
505 * ahead of the worker thread. We have a constant limit here, but
506 * IDXGIDevice1 allows tuning this. */
507 while (pending > 1)
508 {
509 wined3d_pause();
510 pending = InterlockedCompareExchange(&cs->pending_presents, 0, 0);
511 }
512 }
513
514 static void wined3d_cs_exec_clear(struct wined3d_cs *cs, const void *data)
515 {
516 const struct wined3d_cs_clear *op = data;
517 struct wined3d_device *device;
518 unsigned int i;
519
520 device = cs->device;
521 device->blitter->ops->blitter_clear(device->blitter, device, op->rt_count, op->fb,
522 op->rect_count, op->rects, &op->draw_rect, op->flags, &op->color, op->depth, op->stencil);
523
524 if (op->flags & WINED3DCLEAR_TARGET)
525 {
526 for (i = 0; i < op->rt_count; ++i)
527 {
528 if (op->fb->render_targets[i])
529 wined3d_resource_release(op->fb->render_targets[i]->resource);
530 }
531 }
532 if (op->flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
533 wined3d_resource_release(op->fb->depth_stencil->resource);
534 }
535
536 void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
537 DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
538 {
539 unsigned int rt_count = cs->device->adapter->gl_info.limits.buffers;
540 const struct wined3d_state *state = &cs->device->state;
541 const struct wined3d_viewport *vp = &state->viewport;
542 struct wined3d_cs_clear *op;
543 unsigned int i;
544
545 op = cs->ops->require_space(cs, FIELD_OFFSET(struct wined3d_cs_clear, rects[rect_count]),
546 WINED3D_CS_QUEUE_DEFAULT);
547 op->opcode = WINED3D_CS_OP_CLEAR;
548 op->flags = flags;
549 op->rt_count = rt_count;
550 op->fb = &cs->fb;
551 SetRect(&op->draw_rect, vp->x, vp->y, vp->x + vp->width, vp->y + vp->height);
552 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
553 IntersectRect(&op->draw_rect, &op->draw_rect, &state->scissor_rect);
554 op->color = *color;
555 op->depth = depth;
556 op->stencil = stencil;
557 op->rect_count = rect_count;
558 memcpy(op->rects, rects, sizeof(*rects) * rect_count);
559
560 if (flags & WINED3DCLEAR_TARGET)
561 {
562 for (i = 0; i < rt_count; ++i)
563 {
564 if (state->fb->render_targets[i])
565 wined3d_resource_acquire(state->fb->render_targets[i]->resource);
566 }
567 }
568 if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
569 wined3d_resource_acquire(state->fb->depth_stencil->resource);
570
571 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
572 }
573
574 void wined3d_cs_emit_clear_rendertarget_view(struct wined3d_cs *cs, struct wined3d_rendertarget_view *view,
575 const RECT *rect, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
576 {
577 struct wined3d_cs_clear *op;
578 size_t size;
579
580 size = FIELD_OFFSET(struct wined3d_cs_clear, rects[1]) + sizeof(struct wined3d_fb_state);
581 op = cs->ops->require_space(cs, size, WINED3D_CS_QUEUE_DEFAULT);
582 op->fb = (void *)&op->rects[1];
583
584 op->opcode = WINED3D_CS_OP_CLEAR;
585 op->flags = flags;
586 if (flags & WINED3DCLEAR_TARGET)
587 {
588 op->rt_count = 1;
589 op->fb->render_targets[0] = view;
590 op->fb->depth_stencil = NULL;
591 op->color = *color;
592 }
593 else
594 {
595 op->rt_count = 0;
596 op->fb->render_targets[0] = NULL;
597 op->fb->depth_stencil = view;
598 op->depth = depth;
599 op->stencil = stencil;
600 }
601 SetRect(&op->draw_rect, 0, 0, view->width, view->height);
602 op->rect_count = 1;
603 op->rects[0] = *rect;
604
605 wined3d_resource_acquire(view->resource);
606
607 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
608 }
609
610 static void acquire_shader_resources(const struct wined3d_state *state, unsigned int shader_mask)
611 {
612 struct wined3d_shader_sampler_map_entry *entry;
613 struct wined3d_shader_resource_view *view;
614 struct wined3d_shader *shader;
615 unsigned int i, j;
616
617 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
618 {
619 if (!(shader_mask & (1u << i)))
620 continue;
621
622 if (!(shader = state->shader[i]))
623 continue;
624
625 for (j = 0; j < WINED3D_MAX_CBS; ++j)
626 {
627 if (state->cb[i][j])
628 wined3d_resource_acquire(&state->cb[i][j]->resource);
629 }
630
631 for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
632 {
633 entry = &shader->reg_maps.sampler_map.entries[j];
634
635 if (!(view = state->shader_resource_view[i][entry->resource_idx]))
636 continue;
637
638 wined3d_resource_acquire(view->resource);
639 }
640 }
641 }
642
643 static void release_shader_resources(const struct wined3d_state *state, unsigned int shader_mask)
644 {
645 struct wined3d_shader_sampler_map_entry *entry;
646 struct wined3d_shader_resource_view *view;
647 struct wined3d_shader *shader;
648 unsigned int i, j;
649
650 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
651 {
652 if (!(shader_mask & (1u << i)))
653 continue;
654
655 if (!(shader = state->shader[i]))
656 continue;
657
658 for (j = 0; j < WINED3D_MAX_CBS; ++j)
659 {
660 if (state->cb[i][j])
661 wined3d_resource_release(&state->cb[i][j]->resource);
662 }
663
664 for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
665 {
666 entry = &shader->reg_maps.sampler_map.entries[j];
667
668 if (!(view = state->shader_resource_view[i][entry->resource_idx]))
669 continue;
670
671 wined3d_resource_release(view->resource);
672 }
673 }
674 }
675
676 static void acquire_unordered_access_resources(const struct wined3d_shader *shader,
677 struct wined3d_unordered_access_view * const *views)
678 {
679 unsigned int i;
680
681 if (!shader)
682 return;
683
684 for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
685 {
686 if (!shader->reg_maps.uav_resource_info[i].type)
687 continue;
688
689 if (!views[i])
690 continue;
691
692 wined3d_resource_acquire(views[i]->resource);
693 }
694 }
695
696 static void release_unordered_access_resources(const struct wined3d_shader *shader,
697 struct wined3d_unordered_access_view * const *views)
698 {
699 unsigned int i;
700
701 if (!shader)
702 return;
703
704 for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
705 {
706 if (!shader->reg_maps.uav_resource_info[i].type)
707 continue;
708
709 if (!views[i])
710 continue;
711
712 wined3d_resource_release(views[i]->resource);
713 }
714 }
715
716 static void wined3d_cs_exec_dispatch(struct wined3d_cs *cs, const void *data)
717 {
718 const struct wined3d_cs_dispatch *op = data;
719 struct wined3d_state *state = &cs->state;
720
721 dispatch_compute(cs->device, state, &op->parameters);
722
723 if (op->parameters.indirect)
724 wined3d_resource_release(&op->parameters.u.indirect.buffer->resource);
725
726 release_shader_resources(state, 1u << WINED3D_SHADER_TYPE_COMPUTE);
727 release_unordered_access_resources(state->shader[WINED3D_SHADER_TYPE_COMPUTE],
728 state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
729 }
730
731 static void acquire_compute_pipeline_resources(const struct wined3d_state *state)
732 {
733 acquire_shader_resources(state, 1u << WINED3D_SHADER_TYPE_COMPUTE);
734 acquire_unordered_access_resources(state->shader[WINED3D_SHADER_TYPE_COMPUTE],
735 state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
736 }
737
738 void wined3d_cs_emit_dispatch(struct wined3d_cs *cs,
739 unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z)
740 {
741 const struct wined3d_state *state = &cs->device->state;
742 struct wined3d_cs_dispatch *op;
743
744 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
745 op->opcode = WINED3D_CS_OP_DISPATCH;
746 op->parameters.indirect = FALSE;
747 op->parameters.u.direct.group_count_x = group_count_x;
748 op->parameters.u.direct.group_count_y = group_count_y;
749 op->parameters.u.direct.group_count_z = group_count_z;
750
751 acquire_compute_pipeline_resources(state);
752
753 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
754 }
755
756 void wined3d_cs_emit_dispatch_indirect(struct wined3d_cs *cs,
757 struct wined3d_buffer *buffer, unsigned int offset)
758 {
759 const struct wined3d_state *state = &cs->device->state;
760 struct wined3d_cs_dispatch *op;
761
762 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
763 op->opcode = WINED3D_CS_OP_DISPATCH;
764 op->parameters.indirect = TRUE;
765 op->parameters.u.indirect.buffer = buffer;
766 op->parameters.u.indirect.offset = offset;
767
768 acquire_compute_pipeline_resources(state);
769 wined3d_resource_acquire(&buffer->resource);
770
771 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
772 }
773
774 static void wined3d_cs_exec_draw(struct wined3d_cs *cs, const void *data)
775 {
776 const struct wined3d_gl_info *gl_info = &cs->device->adapter->gl_info;
777 struct wined3d_state *state = &cs->state;
778 const struct wined3d_cs_draw *op = data;
779 int load_base_vertex_idx;
780 unsigned int i;
781
782 /* ARB_draw_indirect always supports a base vertex offset. */
783 if (!op->parameters.indirect && !gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
784 load_base_vertex_idx = op->parameters.u.direct.base_vertex_idx;
785 else
786 load_base_vertex_idx = 0;
787
788 if (state->load_base_vertex_index != load_base_vertex_idx)
789 {
790 state->load_base_vertex_index = load_base_vertex_idx;
791 device_invalidate_state(cs->device, STATE_BASEVERTEXINDEX);
792 }
793
794 if (state->gl_primitive_type != op->primitive_type)
795 {
796 if (state->gl_primitive_type == GL_POINTS || op->primitive_type == GL_POINTS)
797 device_invalidate_state(cs->device, STATE_POINT_ENABLE);
798 state->gl_primitive_type = op->primitive_type;
799 }
800 state->gl_patch_vertices = op->patch_vertex_count;
801
802 draw_primitive(cs->device, state, &op->parameters);
803
804 if (op->parameters.indirect)
805 {
806 struct wined3d_buffer *buffer = op->parameters.u.indirect.buffer;
807 wined3d_resource_release(&buffer->resource);
808 }
809
810 if (op->parameters.indexed)
811 wined3d_resource_release(&state->index_buffer->resource);
812 for (i = 0; i < ARRAY_SIZE(state->streams); ++i)
813 {
814 if (state->streams[i].buffer)
815 wined3d_resource_release(&state->streams[i].buffer->resource);
816 }
817 for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
818 {
819 if (state->stream_output[i].buffer)
820 wined3d_resource_release(&state->stream_output[i].buffer->resource);
821 }
822 for (i = 0; i < ARRAY_SIZE(state->textures); ++i)
823 {
824 if (state->textures[i])
825 wined3d_resource_release(&state->textures[i]->resource);
826 }
827 for (i = 0; i < gl_info->limits.buffers; ++i)
828 {
829 if (state->fb->render_targets[i])
830 wined3d_resource_release(state->fb->render_targets[i]->resource);
831 }
832 if (state->fb->depth_stencil)
833 wined3d_resource_release(state->fb->depth_stencil->resource);
834 release_shader_resources(state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE));
835 release_unordered_access_resources(state->shader[WINED3D_SHADER_TYPE_PIXEL],
836 state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
837 }
838
839 static void acquire_graphics_pipeline_resources(const struct wined3d_state *state,
840 BOOL indexed, const struct wined3d_gl_info *gl_info)
841 {
842 unsigned int i;
843
844 if (indexed)
845 wined3d_resource_acquire(&state->index_buffer->resource);
846 for (i = 0; i < ARRAY_SIZE(state->streams); ++i)
847 {
848 if (state->streams[i].buffer)
849 wined3d_resource_acquire(&state->streams[i].buffer->resource);
850 }
851 for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
852 {
853 if (state->stream_output[i].buffer)
854 wined3d_resource_acquire(&state->stream_output[i].buffer->resource);
855 }
856 for (i = 0; i < ARRAY_SIZE(state->textures); ++i)
857 {
858 if (state->textures[i])
859 wined3d_resource_acquire(&state->textures[i]->resource);
860 }
861 for (i = 0; i < gl_info->limits.buffers; ++i)
862 {
863 if (state->fb->render_targets[i])
864 wined3d_resource_acquire(state->fb->render_targets[i]->resource);
865 }
866 if (state->fb->depth_stencil)
867 wined3d_resource_acquire(state->fb->depth_stencil->resource);
868 acquire_shader_resources(state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE));
869 acquire_unordered_access_resources(state->shader[WINED3D_SHADER_TYPE_PIXEL],
870 state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
871 }
872
873 void wined3d_cs_emit_draw(struct wined3d_cs *cs, GLenum primitive_type, unsigned int patch_vertex_count,
874 int base_vertex_idx, unsigned int start_idx, unsigned int index_count,
875 unsigned int start_instance, unsigned int instance_count, BOOL indexed)
876 {
877 const struct wined3d_gl_info *gl_info = &cs->device->adapter->gl_info;
878 const struct wined3d_state *state = &cs->device->state;
879 struct wined3d_cs_draw *op;
880
881 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
882 op->opcode = WINED3D_CS_OP_DRAW;
883 op->primitive_type = primitive_type;
884 op->patch_vertex_count = patch_vertex_count;
885 op->parameters.indirect = FALSE;
886 op->parameters.u.direct.base_vertex_idx = base_vertex_idx;
887 op->parameters.u.direct.start_idx = start_idx;
888 op->parameters.u.direct.index_count = index_count;
889 op->parameters.u.direct.start_instance = start_instance;
890 op->parameters.u.direct.instance_count = instance_count;
891 op->parameters.indexed = indexed;
892
893 acquire_graphics_pipeline_resources(state, indexed, gl_info);
894
895 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
896 }
897
898 void wined3d_cs_emit_draw_indirect(struct wined3d_cs *cs, GLenum primitive_type, unsigned int patch_vertex_count,
899 struct wined3d_buffer *buffer, unsigned int offset, BOOL indexed)
900 {
901 const struct wined3d_gl_info *gl_info = &cs->device->adapter->gl_info;
902 const struct wined3d_state *state = &cs->device->state;
903 struct wined3d_cs_draw *op;
904
905 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
906 op->opcode = WINED3D_CS_OP_DRAW;
907 op->primitive_type = primitive_type;
908 op->patch_vertex_count = patch_vertex_count;
909 op->parameters.indirect = TRUE;
910 op->parameters.u.indirect.buffer = buffer;
911 op->parameters.u.indirect.offset = offset;
912 op->parameters.indexed = indexed;
913
914 acquire_graphics_pipeline_resources(state, indexed, gl_info);
915 wined3d_resource_acquire(&buffer->resource);
916
917 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
918 }
919
920 static void wined3d_cs_exec_flush(struct wined3d_cs *cs, const void *data)
921 {
922 struct wined3d_context *context;
923
924 context = context_acquire(cs->device, NULL, 0);
925 if (context->valid)
926 context->gl_info->gl_ops.gl.p_glFlush();
927 context_release(context);
928 }
929
930 void wined3d_cs_emit_flush(struct wined3d_cs *cs)
931 {
932 struct wined3d_cs_flush *op;
933
934 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
935 op->opcode = WINED3D_CS_OP_FLUSH;
936
937 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
938 cs->queries_flushed = TRUE;
939 }
940
941 static void wined3d_cs_exec_set_predication(struct wined3d_cs *cs, const void *data)
942 {
943 const struct wined3d_cs_set_predication *op = data;
944
945 cs->state.predicate = op->predicate;
946 cs->state.predicate_value = op->value;
947 }
948
949 void wined3d_cs_emit_set_predication(struct wined3d_cs *cs, struct wined3d_query *predicate, BOOL value)
950 {
951 struct wined3d_cs_set_predication *op;
952
953 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
954 op->opcode = WINED3D_CS_OP_SET_PREDICATION;
955 op->predicate = predicate;
956 op->value = value;
957
958 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
959 }
960
961 static void wined3d_cs_exec_set_viewport(struct wined3d_cs *cs, const void *data)
962 {
963 const struct wined3d_cs_set_viewport *op = data;
964
965 cs->state.viewport = op->viewport;
966 device_invalidate_state(cs->device, STATE_VIEWPORT);
967 }
968
969 void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport)
970 {
971 struct wined3d_cs_set_viewport *op;
972
973 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
974 op->opcode = WINED3D_CS_OP_SET_VIEWPORT;
975 op->viewport = *viewport;
976
977 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
978 }
979
980 static void wined3d_cs_exec_set_scissor_rect(struct wined3d_cs *cs, const void *data)
981 {
982 const struct wined3d_cs_set_scissor_rect *op = data;
983
984 cs->state.scissor_rect = op->rect;
985 device_invalidate_state(cs->device, STATE_SCISSORRECT);
986 }
987
988 void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect)
989 {
990 struct wined3d_cs_set_scissor_rect *op;
991
992 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
993 op->opcode = WINED3D_CS_OP_SET_SCISSOR_RECT;
994 op->rect = *rect;
995
996 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
997 }
998
999 static void wined3d_cs_exec_set_rendertarget_view(struct wined3d_cs *cs, const void *data)
1000 {
1001 const struct wined3d_cs_set_rendertarget_view *op = data;
1002
1003 cs->fb.render_targets[op->view_idx] = op->view;
1004 device_invalidate_state(cs->device, STATE_FRAMEBUFFER);
1005 }
1006
1007 void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx,
1008 struct wined3d_rendertarget_view *view)
1009 {
1010 struct wined3d_cs_set_rendertarget_view *op;
1011
1012 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1013 op->opcode = WINED3D_CS_OP_SET_RENDERTARGET_VIEW;
1014 op->view_idx = view_idx;
1015 op->view = view;
1016
1017 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1018 }
1019
1020 static void wined3d_cs_exec_set_depth_stencil_view(struct wined3d_cs *cs, const void *data)
1021 {
1022 const struct wined3d_cs_set_depth_stencil_view *op = data;
1023 struct wined3d_device *device = cs->device;
1024 struct wined3d_rendertarget_view *prev;
1025
1026 if ((prev = cs->state.fb->depth_stencil))
1027 {
1028 struct wined3d_surface *prev_surface = wined3d_rendertarget_view_get_surface(prev);
1029
1030 if (prev_surface && (device->swapchains[0]->desc.flags & WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL
1031 || prev_surface->container->flags & WINED3D_TEXTURE_DISCARD))
1032 {
1033 wined3d_texture_validate_location(prev_surface->container,
1034 prev->sub_resource_idx, WINED3D_LOCATION_DISCARDED);
1035 }
1036 }
1037
1038 cs->fb.depth_stencil = op->view;
1039
1040 if (!prev != !op->view)
1041 {
1042 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
1043 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_ZENABLE));
1044 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILENABLE));
1045 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
1046 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
1047 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIASCLAMP));
1048 }
1049 else if (prev && prev->format->depth_bias_scale != op->view->format->depth_bias_scale)
1050 {
1051 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
1052 }
1053
1054 device_invalidate_state(device, STATE_FRAMEBUFFER);
1055 }
1056
1057 void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs, struct wined3d_rendertarget_view *view)
1058 {
1059 struct wined3d_cs_set_depth_stencil_view *op;
1060
1061 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1062 op->opcode = WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW;
1063 op->view = view;
1064
1065 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1066 }
1067
1068 static void wined3d_cs_exec_set_vertex_declaration(struct wined3d_cs *cs, const void *data)
1069 {
1070 const struct wined3d_cs_set_vertex_declaration *op = data;
1071
1072 cs->state.vertex_declaration = op->declaration;
1073 device_invalidate_state(cs->device, STATE_VDECL);
1074 }
1075
1076 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs, struct wined3d_vertex_declaration *declaration)
1077 {
1078 struct wined3d_cs_set_vertex_declaration *op;
1079
1080 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1081 op->opcode = WINED3D_CS_OP_SET_VERTEX_DECLARATION;
1082 op->declaration = declaration;
1083
1084 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1085 }
1086
1087 static void wined3d_cs_exec_set_stream_source(struct wined3d_cs *cs, const void *data)
1088 {
1089 const struct wined3d_cs_set_stream_source *op = data;
1090 struct wined3d_stream_state *stream;
1091 struct wined3d_buffer *prev;
1092
1093 stream = &cs->state.streams[op->stream_idx];
1094 prev = stream->buffer;
1095 stream->buffer = op->buffer;
1096 stream->offset = op->offset;
1097 stream->stride = op->stride;
1098
1099 if (op->buffer)
1100 InterlockedIncrement(&op->buffer->resource.bind_count);
1101 if (prev)
1102 InterlockedDecrement(&prev->resource.bind_count);
1103
1104 device_invalidate_state(cs->device, STATE_STREAMSRC);
1105 }
1106
1107 void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
1108 struct wined3d_buffer *buffer, UINT offset, UINT stride)
1109 {
1110 struct wined3d_cs_set_stream_source *op;
1111
1112 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1113 op->opcode = WINED3D_CS_OP_SET_STREAM_SOURCE;
1114 op->stream_idx = stream_idx;
1115 op->buffer = buffer;
1116 op->offset = offset;
1117 op->stride = stride;
1118
1119 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1120 }
1121
1122 static void wined3d_cs_exec_set_stream_source_freq(struct wined3d_cs *cs, const void *data)
1123 {
1124 const struct wined3d_cs_set_stream_source_freq *op = data;
1125 struct wined3d_stream_state *stream;
1126
1127 stream = &cs->state.streams[op->stream_idx];
1128 stream->frequency = op->frequency;
1129 stream->flags = op->flags;
1130
1131 device_invalidate_state(cs->device, STATE_STREAMSRC);
1132 }
1133
1134 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx, UINT frequency, UINT flags)
1135 {
1136 struct wined3d_cs_set_stream_source_freq *op;
1137
1138 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1139 op->opcode = WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ;
1140 op->stream_idx = stream_idx;
1141 op->frequency = frequency;
1142 op->flags = flags;
1143
1144 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1145 }
1146
1147 static void wined3d_cs_exec_set_stream_output(struct wined3d_cs *cs, const void *data)
1148 {
1149 const struct wined3d_cs_set_stream_output *op = data;
1150 struct wined3d_stream_output *stream;
1151 struct wined3d_buffer *prev;
1152
1153 stream = &cs->state.stream_output[op->stream_idx];
1154 prev = stream->buffer;
1155 stream->buffer = op->buffer;
1156 stream->offset = op->offset;
1157
1158 if (op->buffer)
1159 InterlockedIncrement(&op->buffer->resource.bind_count);
1160 if (prev)
1161 InterlockedDecrement(&prev->resource.bind_count);
1162
1163 device_invalidate_state(cs->device, STATE_STREAM_OUTPUT);
1164 }
1165
1166 void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
1167 struct wined3d_buffer *buffer, UINT offset)
1168 {
1169 struct wined3d_cs_set_stream_output *op;
1170
1171 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1172 op->opcode = WINED3D_CS_OP_SET_STREAM_OUTPUT;
1173 op->stream_idx = stream_idx;
1174 op->buffer = buffer;
1175 op->offset = offset;
1176
1177 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1178 }
1179
1180 static void wined3d_cs_exec_set_index_buffer(struct wined3d_cs *cs, const void *data)
1181 {
1182 const struct wined3d_cs_set_index_buffer *op = data;
1183 struct wined3d_buffer *prev;
1184
1185 prev = cs->state.index_buffer;
1186 cs->state.index_buffer = op->buffer;
1187 cs->state.index_format = op->format_id;
1188 cs->state.index_offset = op->offset;
1189
1190 if (op->buffer)
1191 InterlockedIncrement(&op->buffer->resource.bind_count);
1192 if (prev)
1193 InterlockedDecrement(&prev->resource.bind_count);
1194
1195 device_invalidate_state(cs->device, STATE_INDEXBUFFER);
1196 }
1197
1198 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
1199 enum wined3d_format_id format_id, unsigned int offset)
1200 {
1201 struct wined3d_cs_set_index_buffer *op;
1202
1203 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1204 op->opcode = WINED3D_CS_OP_SET_INDEX_BUFFER;
1205 op->buffer = buffer;
1206 op->format_id = format_id;
1207 op->offset = offset;
1208
1209 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1210 }
1211
1212 static void wined3d_cs_exec_set_constant_buffer(struct wined3d_cs *cs, const void *data)
1213 {
1214 const struct wined3d_cs_set_constant_buffer *op = data;
1215 struct wined3d_buffer *prev;
1216
1217 prev = cs->state.cb[op->type][op->cb_idx];
1218 cs->state.cb[op->type][op->cb_idx] = op->buffer;
1219
1220 if (op->buffer)
1221 InterlockedIncrement(&op->buffer->resource.bind_count);
1222 if (prev)
1223 InterlockedDecrement(&prev->resource.bind_count);
1224
1225 device_invalidate_state(cs->device, STATE_CONSTANT_BUFFER(op->type));
1226 }
1227
1228 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type,
1229 UINT cb_idx, struct wined3d_buffer *buffer)
1230 {
1231 struct wined3d_cs_set_constant_buffer *op;
1232
1233 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1234 op->opcode = WINED3D_CS_OP_SET_CONSTANT_BUFFER;
1235 op->type = type;
1236 op->cb_idx = cb_idx;
1237 op->buffer = buffer;
1238
1239 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1240 }
1241
1242 static void wined3d_cs_exec_set_texture(struct wined3d_cs *cs, const void *data)
1243 {
1244 const struct wined3d_gl_info *gl_info = &cs->device->adapter->gl_info;
1245 const struct wined3d_d3d_info *d3d_info = &cs->device->adapter->d3d_info;
1246 const struct wined3d_cs_set_texture *op = data;
1247 struct wined3d_texture *prev;
1248 BOOL old_use_color_key = FALSE, new_use_color_key = FALSE;
1249
1250 prev = cs->state.textures[op->stage];
1251 cs->state.textures[op->stage] = op->texture;
1252
1253 if (op->texture)
1254 {
1255 const struct wined3d_format *new_format = op->texture->resource.format;
1256 const struct wined3d_format *old_format = prev ? prev->resource.format : NULL;
1257 unsigned int old_fmt_flags = prev ? prev->resource.format_flags : 0;
1258 unsigned int new_fmt_flags = op->texture->resource.format_flags;
1259
1260 if (InterlockedIncrement(&op->texture->resource.bind_count) == 1)
1261 op->texture->sampler = op->stage;
1262
1263 if (!prev || op->texture->target != prev->target
1264 || (!is_same_fixup(new_format->color_fixup, old_format->color_fixup)
1265 && !(can_use_texture_swizzle(gl_info, new_format) && can_use_texture_swizzle(gl_info, old_format)))
1266 || (new_fmt_flags & WINED3DFMT_FLAG_SHADOW) != (old_fmt_flags & WINED3DFMT_FLAG_SHADOW))
1267 device_invalidate_state(cs->device, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL));
1268
1269 if (!prev && op->stage < d3d_info->limits.ffp_blend_stages)
1270 {
1271 /* The source arguments for color and alpha ops have different
1272 * meanings when a NULL texture is bound, so the COLOR_OP and
1273 * ALPHA_OP have to be dirtified. */
1274 device_invalidate_state(cs->device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_COLOR_OP));
1275 device_invalidate_state(cs->device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_ALPHA_OP));
1276 }
1277
1278 if (!op->stage && op->texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
1279 new_use_color_key = TRUE;
1280 }
1281
1282 if (prev)
1283 {
1284 if (InterlockedDecrement(&prev->resource.bind_count) && prev->sampler == op->stage)
1285 {
1286 unsigned int i;
1287
1288 /* Search for other stages the texture is bound to. Shouldn't
1289 * happen if applications bind textures to a single stage only. */
1290 TRACE("Searching for other stages the texture is bound to.\n");
1291 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
1292 {
1293 if (cs->state.textures[i] == prev)
1294 {
1295 TRACE("Texture is also bound to stage %u.\n", i);
1296 prev->sampler = i;
1297 break;
1298 }
1299 }
1300 }
1301
1302 if (!op->texture && op->stage < d3d_info->limits.ffp_blend_stages)
1303 {
1304 device_invalidate_state(cs->device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_COLOR_OP));
1305 device_invalidate_state(cs->device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_ALPHA_OP));
1306 }
1307
1308 if (!op->stage && prev->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
1309 old_use_color_key = TRUE;
1310 }
1311
1312 device_invalidate_state(cs->device, STATE_SAMPLER(op->stage));
1313
1314 if (new_use_color_key != old_use_color_key)
1315 device_invalidate_state(cs->device, STATE_RENDER(WINED3D_RS_COLORKEYENABLE));
1316
1317 if (new_use_color_key)
1318 device_invalidate_state(cs->device, STATE_COLOR_KEY);
1319 }
1320
1321 void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture)
1322 {
1323 struct wined3d_cs_set_texture *op;
1324
1325 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1326 op->opcode = WINED3D_CS_OP_SET_TEXTURE;
1327 op->stage = stage;
1328 op->texture = texture;
1329
1330 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1331 }
1332
1333 static void wined3d_cs_exec_set_shader_resource_view(struct wined3d_cs *cs, const void *data)
1334 {
1335 const struct wined3d_cs_set_shader_resource_view *op = data;
1336 struct wined3d_shader_resource_view *prev;
1337
1338 prev = cs->state.shader_resource_view[op->type][op->view_idx];
1339 cs->state.shader_resource_view[op->type][op->view_idx] = op->view;
1340
1341 if (op->view)
1342 InterlockedIncrement(&op->view->resource->bind_count);
1343 if (prev)
1344 InterlockedDecrement(&prev->resource->bind_count);
1345
1346 if (op->type != WINED3D_SHADER_TYPE_COMPUTE)
1347 device_invalidate_state(cs->device, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
1348 else
1349 device_invalidate_state(cs->device, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
1350 }
1351
1352 void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type,
1353 UINT view_idx, struct wined3d_shader_resource_view *view)
1354 {
1355 struct wined3d_cs_set_shader_resource_view *op;
1356
1357 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1358 op->opcode = WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW;
1359 op->type = type;
1360 op->view_idx = view_idx;
1361 op->view = view;
1362
1363 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1364 }
1365
1366 static void wined3d_cs_exec_set_unordered_access_view(struct wined3d_cs *cs, const void *data)
1367 {
1368 const struct wined3d_cs_set_unordered_access_view *op = data;
1369 struct wined3d_unordered_access_view *prev;
1370
1371 prev = cs->state.unordered_access_view[op->pipeline][op->view_idx];
1372 cs->state.unordered_access_view[op->pipeline][op->view_idx] = op->view;
1373
1374 if (op->view)
1375 InterlockedIncrement(&op->view->resource->bind_count);
1376 if (prev)
1377 InterlockedDecrement(&prev->resource->bind_count);
1378
1379 if (op->view && op->initial_count != ~0u)
1380 wined3d_unordered_access_view_set_counter(op->view, op->initial_count);
1381
1382 device_invalidate_state(cs->device, STATE_UNORDERED_ACCESS_VIEW_BINDING(op->pipeline));
1383 }
1384
1385 void wined3d_cs_emit_set_unordered_access_view(struct wined3d_cs *cs, enum wined3d_pipeline pipeline,
1386 unsigned int view_idx, struct wined3d_unordered_access_view *view, unsigned int initial_count)
1387 {
1388 struct wined3d_cs_set_unordered_access_view *op;
1389
1390 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1391 op->opcode = WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW;
1392 op->pipeline = pipeline;
1393 op->view_idx = view_idx;
1394 op->view = view;
1395 op->initial_count = initial_count;
1396
1397 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1398 }
1399
1400 static void wined3d_cs_exec_set_sampler(struct wined3d_cs *cs, const void *data)
1401 {
1402 const struct wined3d_cs_set_sampler *op = data;
1403
1404 cs->state.sampler[op->type][op->sampler_idx] = op->sampler;
1405 if (op->type != WINED3D_SHADER_TYPE_COMPUTE)
1406 device_invalidate_state(cs->device, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
1407 else
1408 device_invalidate_state(cs->device, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
1409 }
1410
1411 void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type,
1412 UINT sampler_idx, struct wined3d_sampler *sampler)
1413 {
1414 struct wined3d_cs_set_sampler *op;
1415
1416 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1417 op->opcode = WINED3D_CS_OP_SET_SAMPLER;
1418 op->type = type;
1419 op->sampler_idx = sampler_idx;
1420 op->sampler = sampler;
1421
1422 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1423 }
1424
1425 static void wined3d_cs_exec_set_shader(struct wined3d_cs *cs, const void *data)
1426 {
1427 const struct wined3d_cs_set_shader *op = data;
1428
1429 cs->state.shader[op->type] = op->shader;
1430 device_invalidate_state(cs->device, STATE_SHADER(op->type));
1431 if (op->type != WINED3D_SHADER_TYPE_COMPUTE)
1432 device_invalidate_state(cs->device, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
1433 else
1434 device_invalidate_state(cs->device, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
1435 }
1436
1437 void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type, struct wined3d_shader *shader)
1438 {
1439 struct wined3d_cs_set_shader *op;
1440
1441 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1442 op->opcode = WINED3D_CS_OP_SET_SHADER;
1443 op->type = type;
1444 op->shader = shader;
1445
1446 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1447 }
1448
1449 static void wined3d_cs_exec_set_blend_state(struct wined3d_cs *cs, const void *data)
1450 {
1451 const struct wined3d_cs_set_blend_state *op = data;
1452
1453 cs->state.blend_state = op->state;
1454 device_invalidate_state(cs->device, STATE_BLEND);
1455 }
1456
1457 void wined3d_cs_emit_set_blend_state(struct wined3d_cs *cs, struct wined3d_blend_state *state)
1458 {
1459 struct wined3d_cs_set_blend_state *op;
1460
1461 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1462 op->opcode = WINED3D_CS_OP_SET_BLEND_STATE;
1463 op->state = state;
1464
1465 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1466 }
1467
1468 static void wined3d_cs_exec_set_rasterizer_state(struct wined3d_cs *cs, const void *data)
1469 {
1470 const struct wined3d_cs_set_rasterizer_state *op = data;
1471
1472 cs->state.rasterizer_state = op->state;
1473 device_invalidate_state(cs->device, STATE_FRONTFACE);
1474 }
1475
1476 void wined3d_cs_emit_set_rasterizer_state(struct wined3d_cs *cs,
1477 struct wined3d_rasterizer_state *rasterizer_state)
1478 {
1479 struct wined3d_cs_set_rasterizer_state *op;
1480
1481 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1482 op->opcode = WINED3D_CS_OP_SET_RASTERIZER_STATE;
1483 op->state = rasterizer_state;
1484
1485 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1486 }
1487
1488 static void wined3d_cs_exec_set_render_state(struct wined3d_cs *cs, const void *data)
1489 {
1490 const struct wined3d_cs_set_render_state *op = data;
1491
1492 cs->state.render_states[op->state] = op->value;
1493 device_invalidate_state(cs->device, STATE_RENDER(op->state));
1494 }
1495
1496 void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs, enum wined3d_render_state state, DWORD value)
1497 {
1498 struct wined3d_cs_set_render_state *op;
1499
1500 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1501 op->opcode = WINED3D_CS_OP_SET_RENDER_STATE;
1502 op->state = state;
1503 op->value = value;
1504
1505 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1506 }
1507
1508 static void wined3d_cs_exec_set_texture_state(struct wined3d_cs *cs, const void *data)
1509 {
1510 const struct wined3d_cs_set_texture_state *op = data;
1511
1512 cs->state.texture_states[op->stage][op->state] = op->value;
1513 device_invalidate_state(cs->device, STATE_TEXTURESTAGE(op->stage, op->state));
1514 }
1515
1516 void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
1517 enum wined3d_texture_stage_state state, DWORD value)
1518 {
1519 struct wined3d_cs_set_texture_state *op;
1520
1521 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1522 op->opcode = WINED3D_CS_OP_SET_TEXTURE_STATE;
1523 op->stage = stage;
1524 op->state = state;
1525 op->value = value;
1526
1527 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1528 }
1529
1530 static void wined3d_cs_exec_set_sampler_state(struct wined3d_cs *cs, const void *data)
1531 {
1532 const struct wined3d_cs_set_sampler_state *op = data;
1533
1534 cs->state.sampler_states[op->sampler_idx][op->state] = op->value;
1535 device_invalidate_state(cs->device, STATE_SAMPLER(op->sampler_idx));
1536 }
1537
1538 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
1539 enum wined3d_sampler_state state, DWORD value)
1540 {
1541 struct wined3d_cs_set_sampler_state *op;
1542
1543 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1544 op->opcode = WINED3D_CS_OP_SET_SAMPLER_STATE;
1545 op->sampler_idx = sampler_idx;
1546 op->state = state;
1547 op->value = value;
1548
1549 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1550 }
1551
1552 static void wined3d_cs_exec_set_transform(struct wined3d_cs *cs, const void *data)
1553 {
1554 const struct wined3d_cs_set_transform *op = data;
1555
1556 cs->state.transforms[op->state] = op->matrix;
1557 if (op->state < WINED3D_TS_WORLD_MATRIX(cs->device->adapter->d3d_info.limits.ffp_vertex_blend_matrices))
1558 device_invalidate_state(cs->device, STATE_TRANSFORM(op->state));
1559 }
1560
1561 void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
1562 const struct wined3d_matrix *matrix)
1563 {
1564 struct wined3d_cs_set_transform *op;
1565
1566 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1567 op->opcode = WINED3D_CS_OP_SET_TRANSFORM;
1568 op->state = state;
1569 op->matrix = *matrix;
1570
1571 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1572 }
1573
1574 static void wined3d_cs_exec_set_clip_plane(struct wined3d_cs *cs, const void *data)
1575 {
1576 const struct wined3d_cs_set_clip_plane *op = data;
1577
1578 cs->state.clip_planes[op->plane_idx] = op->plane;
1579 device_invalidate_state(cs->device, STATE_CLIPPLANE(op->plane_idx));
1580 }
1581
1582 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx, const struct wined3d_vec4 *plane)
1583 {
1584 struct wined3d_cs_set_clip_plane *op;
1585
1586 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1587 op->opcode = WINED3D_CS_OP_SET_CLIP_PLANE;
1588 op->plane_idx = plane_idx;
1589 op->plane = *plane;
1590
1591 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1592 }
1593
1594 static void wined3d_cs_exec_set_color_key(struct wined3d_cs *cs, const void *data)
1595 {
1596 const struct wined3d_cs_set_color_key *op = data;
1597 struct wined3d_texture *texture = op->texture;
1598
1599 if (op->set)
1600 {
1601 switch (op->flags)
1602 {
1603 case WINED3D_CKEY_DST_BLT:
1604 texture->async.dst_blt_color_key = op->color_key;
1605 texture->async.color_key_flags |= WINED3D_CKEY_DST_BLT;
1606 break;
1607
1608 case WINED3D_CKEY_DST_OVERLAY:
1609 texture->async.dst_overlay_color_key = op->color_key;
1610 texture->async.color_key_flags |= WINED3D_CKEY_DST_OVERLAY;
1611 break;
1612
1613 case WINED3D_CKEY_SRC_BLT:
1614 if (texture == cs->state.textures[0])
1615 {
1616 device_invalidate_state(cs->device, STATE_COLOR_KEY);
1617 if (!(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT))
1618 device_invalidate_state(cs->device, STATE_RENDER(WINED3D_RS_COLORKEYENABLE));
1619 }
1620
1621 texture->async.src_blt_color_key = op->color_key;
1622 texture->async.color_key_flags |= WINED3D_CKEY_SRC_BLT;
1623 break;
1624
1625 case WINED3D_CKEY_SRC_OVERLAY:
1626 texture->async.src_overlay_color_key = op->color_key;
1627 texture->async.color_key_flags |= WINED3D_CKEY_SRC_OVERLAY;
1628 break;
1629 }
1630 }
1631 else
1632 {
1633 switch (op->flags)
1634 {
1635 case WINED3D_CKEY_DST_BLT:
1636 texture->async.color_key_flags &= ~WINED3D_CKEY_DST_BLT;
1637 break;
1638
1639 case WINED3D_CKEY_DST_OVERLAY:
1640 texture->async.color_key_flags &= ~WINED3D_CKEY_DST_OVERLAY;
1641 break;
1642
1643 case WINED3D_CKEY_SRC_BLT:
1644 if (texture == cs->state.textures[0] && texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
1645 device_invalidate_state(cs->device, STATE_RENDER(WINED3D_RS_COLORKEYENABLE));
1646
1647 texture->async.color_key_flags &= ~WINED3D_CKEY_SRC_BLT;
1648 break;
1649
1650 case WINED3D_CKEY_SRC_OVERLAY:
1651 texture->async.color_key_flags &= ~WINED3D_CKEY_SRC_OVERLAY;
1652 break;
1653 }
1654 }
1655 }
1656
1657 void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture *texture,
1658 WORD flags, const struct wined3d_color_key *color_key)
1659 {
1660 struct wined3d_cs_set_color_key *op;
1661
1662 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1663 op->opcode = WINED3D_CS_OP_SET_COLOR_KEY;
1664 op->texture = texture;
1665 op->flags = flags;
1666 if (color_key)
1667 {
1668 op->color_key = *color_key;
1669 op->set = 1;
1670 }
1671 else
1672 op->set = 0;
1673
1674 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1675 }
1676
1677 static void wined3d_cs_exec_set_material(struct wined3d_cs *cs, const void *data)
1678 {
1679 const struct wined3d_cs_set_material *op = data;
1680
1681 cs->state.material = op->material;
1682 device_invalidate_state(cs->device, STATE_MATERIAL);
1683 }
1684
1685 void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material)
1686 {
1687 struct wined3d_cs_set_material *op;
1688
1689 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1690 op->opcode = WINED3D_CS_OP_SET_MATERIAL;
1691 op->material = *material;
1692
1693 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1694 }
1695
1696 static void wined3d_cs_exec_set_light(struct wined3d_cs *cs, const void *data)
1697 {
1698 const struct wined3d_cs_set_light *op = data;
1699 struct wined3d_light_info *light_info;
1700 unsigned int light_idx, hash_idx;
1701
1702 light_idx = op->light.OriginalIndex;
1703
1704 if (!(light_info = wined3d_state_get_light(&cs->state, light_idx)))
1705 {
1706 TRACE("Adding new light.\n");
1707 if (!(light_info = heap_alloc_zero(sizeof(*light_info))))
1708 {
1709 ERR("Failed to allocate light info.\n");
1710 return;
1711 }
1712
1713 hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1714 list_add_head(&cs->state.light_map[hash_idx], &light_info->entry);
1715 light_info->glIndex = -1;
1716 light_info->OriginalIndex = light_idx;
1717 }
1718
1719 if (light_info->glIndex != -1)
1720 {
1721 if (light_info->OriginalParms.type != op->light.OriginalParms.type)
1722 device_invalidate_state(cs->device, STATE_LIGHT_TYPE);
1723 device_invalidate_state(cs->device, STATE_ACTIVELIGHT(light_info->glIndex));
1724 }
1725
1726 light_info->OriginalParms = op->light.OriginalParms;
1727 light_info->position = op->light.position;
1728 light_info->direction = op->light.direction;
1729 light_info->exponent = op->light.exponent;
1730 light_info->cutoff = op->light.cutoff;
1731 }
1732
1733 void wined3d_cs_emit_set_light(struct wined3d_cs *cs, const struct wined3d_light_info *light)
1734 {
1735 struct wined3d_cs_set_light *op;
1736
1737 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1738 op->opcode = WINED3D_CS_OP_SET_LIGHT;
1739 op->light = *light;
1740
1741 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1742 }
1743
1744 static void wined3d_cs_exec_set_light_enable(struct wined3d_cs *cs, const void *data)
1745 {
1746 const struct wined3d_cs_set_light_enable *op = data;
1747 struct wined3d_device *device = cs->device;
1748 struct wined3d_light_info *light_info;
1749 int prev_idx;
1750
1751 if (!(light_info = wined3d_state_get_light(&cs->state, op->idx)))
1752 {
1753 ERR("Light doesn't exist.\n");
1754 return;
1755 }
1756
1757 prev_idx = light_info->glIndex;
1758 wined3d_state_enable_light(&cs->state, &device->adapter->d3d_info, light_info, op->enable);
1759 if (light_info->glIndex != prev_idx)
1760 {
1761 device_invalidate_state(device, STATE_LIGHT_TYPE);
1762 device_invalidate_state(device, STATE_ACTIVELIGHT(op->enable ? light_info->glIndex : prev_idx));
1763 }
1764 }
1765
1766 void wined3d_cs_emit_set_light_enable(struct wined3d_cs *cs, unsigned int idx, BOOL enable)
1767 {
1768 struct wined3d_cs_set_light_enable *op;
1769
1770 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1771 op->opcode = WINED3D_CS_OP_SET_LIGHT_ENABLE;
1772 op->idx = idx;
1773 op->enable = enable;
1774
1775 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1776 }
1777
1778 static const struct
1779 {
1780 size_t offset;
1781 size_t size;
1782 DWORD mask;
1783 }
1784 wined3d_cs_push_constant_info[] =
1785 {
1786 /* WINED3D_PUSH_CONSTANTS_VS_F */
1787 {FIELD_OFFSET(struct wined3d_state, vs_consts_f), sizeof(struct wined3d_vec4), WINED3D_SHADER_CONST_VS_F},
1788 /* WINED3D_PUSH_CONSTANTS_PS_F */
1789 {FIELD_OFFSET(struct wined3d_state, ps_consts_f), sizeof(struct wined3d_vec4), WINED3D_SHADER_CONST_PS_F},
1790 /* WINED3D_PUSH_CONSTANTS_VS_I */
1791 {FIELD_OFFSET(struct wined3d_state, vs_consts_i), sizeof(struct wined3d_ivec4), WINED3D_SHADER_CONST_VS_I},
1792 /* WINED3D_PUSH_CONSTANTS_PS_I */
1793 {FIELD_OFFSET(struct wined3d_state, ps_consts_i), sizeof(struct wined3d_ivec4), WINED3D_SHADER_CONST_PS_I},
1794 /* WINED3D_PUSH_CONSTANTS_VS_B */
1795 {FIELD_OFFSET(struct wined3d_state, vs_consts_b), sizeof(BOOL), WINED3D_SHADER_CONST_VS_B},
1796 /* WINED3D_PUSH_CONSTANTS_PS_B */
1797 {FIELD_OFFSET(struct wined3d_state, ps_consts_b), sizeof(BOOL), WINED3D_SHADER_CONST_PS_B},
1798 };
1799
1800 static void wined3d_cs_st_push_constants(struct wined3d_cs *cs, enum wined3d_push_constants p,
1801 unsigned int start_idx, unsigned int count, const void *constants)
1802 {
1803 struct wined3d_device *device = cs->device;
1804 unsigned int context_count;
1805 unsigned int i;
1806 size_t offset;
1807
1808 if (p == WINED3D_PUSH_CONSTANTS_VS_F)
1809 device->shader_backend->shader_update_float_vertex_constants(device, start_idx, count);
1810 else if (p == WINED3D_PUSH_CONSTANTS_PS_F)
1811 device->shader_backend->shader_update_float_pixel_constants(device, start_idx, count);
1812
1813 offset = wined3d_cs_push_constant_info[p].offset + start_idx * wined3d_cs_push_constant_info[p].size;
1814 memcpy((BYTE *)&cs->state + offset, constants, count * wined3d_cs_push_constant_info[p].size);
1815 for (i = 0, context_count = device->context_count; i < context_count; ++i)
1816 {
1817 device->contexts[i]->constant_update_mask |= wined3d_cs_push_constant_info[p].mask;
1818 }
1819 }
1820
1821 static void wined3d_cs_exec_push_constants(struct wined3d_cs *cs, const void *data)
1822 {
1823 const struct wined3d_cs_push_constants *op = data;
1824
1825 wined3d_cs_st_push_constants(cs, op->type, op->start_idx, op->count, op->constants);
1826 }
1827
1828 static void wined3d_cs_mt_push_constants(struct wined3d_cs *cs, enum wined3d_push_constants p,
1829 unsigned int start_idx, unsigned int count, const void *constants)
1830 {
1831 struct wined3d_cs_push_constants *op;
1832 size_t size;
1833
1834 size = count * wined3d_cs_push_constant_info[p].size;
1835 op = cs->ops->require_space(cs, FIELD_OFFSET(struct wined3d_cs_push_constants, constants[size]),
1836 WINED3D_CS_QUEUE_DEFAULT);
1837 op->opcode = WINED3D_CS_OP_PUSH_CONSTANTS;
1838 op->type = p;
1839 op->start_idx = start_idx;
1840 op->count = count;
1841 memcpy(op->constants, constants, size);
1842
1843 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1844 }
1845
1846 static void wined3d_cs_exec_reset_state(struct wined3d_cs *cs, const void *data)
1847 {
1848 struct wined3d_adapter *adapter = cs->device->adapter;
1849
1850 state_cleanup(&cs->state);
1851 memset(&cs->state, 0, sizeof(cs->state));
1852 state_init(&cs->state, &cs->fb, &adapter->gl_info, &adapter->d3d_info,
1853 WINED3D_STATE_NO_REF | WINED3D_STATE_INIT_DEFAULT);
1854 }
1855
1856 void wined3d_cs_emit_reset_state(struct wined3d_cs *cs)
1857 {
1858 struct wined3d_cs_reset_state *op;
1859
1860 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1861 op->opcode = WINED3D_CS_OP_RESET_STATE;
1862
1863 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1864 }
1865
1866 static void wined3d_cs_exec_callback(struct wined3d_cs *cs, const void *data)
1867 {
1868 const struct wined3d_cs_callback *op = data;
1869
1870 op->callback(op->object);
1871 }
1872
1873 static void wined3d_cs_emit_callback(struct wined3d_cs *cs, void (*callback)(void *object), void *object)
1874 {
1875 struct wined3d_cs_callback *op;
1876
1877 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1878 op->opcode = WINED3D_CS_OP_CALLBACK;
1879 op->callback = callback;
1880 op->object = object;
1881
1882 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1883 }
1884
1885 void wined3d_cs_destroy_object(struct wined3d_cs *cs, void (*callback)(void *object), void *object)
1886 {
1887 wined3d_cs_emit_callback(cs, callback, object);
1888 }
1889
1890 void wined3d_cs_init_object(struct wined3d_cs *cs, void (*callback)(void *object), void *object)
1891 {
1892 wined3d_cs_emit_callback(cs, callback, object);
1893 }
1894
1895 static void wined3d_cs_exec_query_issue(struct wined3d_cs *cs, const void *data)
1896 {
1897 const struct wined3d_cs_query_issue *op = data;
1898 struct wined3d_query *query = op->query;
1899 BOOL poll;
1900
1901 poll = query->query_ops->query_issue(query, op->flags);
1902
1903 if (!cs->thread)
1904 return;
1905
1906 if (poll && list_empty(&query->poll_list_entry))
1907 {
1908 list_add_tail(&cs->query_poll_list, &query->poll_list_entry);
1909 return;
1910 }
1911
1912 /* This can happen if occlusion queries are restarted. This discards the
1913 * old result, since polling it could result in a GL error. */
1914 if ((op->flags & WINED3DISSUE_BEGIN) && !poll && !list_empty(&query->poll_list_entry))
1915 {
1916 list_remove(&query->poll_list_entry);
1917 list_init(&query->poll_list_entry);
1918 InterlockedIncrement(&query->counter_retrieved);
1919 return;
1920 }
1921
1922 /* This can happen when an occlusion query is ended without being started,
1923 * in which case we don't want to poll, but still have to counter-balance
1924 * the increment of the main counter.
1925 *
1926 * This can also happen if an event query is re-issued before the first
1927 * fence was reached. In this case the query is already in the list and
1928 * the poll function will check the new fence. We have to counter-balance
1929 * the discarded increment. */
1930 if (op->flags & WINED3DISSUE_END)
1931 InterlockedIncrement(&query->counter_retrieved);
1932 }
1933
1934 void wined3d_cs_emit_query_issue(struct wined3d_cs *cs, struct wined3d_query *query, DWORD flags)
1935 {
1936 struct wined3d_cs_query_issue *op;
1937
1938 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1939 op->opcode = WINED3D_CS_OP_QUERY_ISSUE;
1940 op->query = query;
1941 op->flags = flags;
1942
1943 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1944 cs->queries_flushed = FALSE;
1945 }
1946
1947 static void wined3d_cs_exec_preload_resource(struct wined3d_cs *cs, const void *data)
1948 {
1949 const struct wined3d_cs_preload_resource *op = data;
1950 struct wined3d_resource *resource = op->resource;
1951
1952 resource->resource_ops->resource_preload(resource);
1953 wined3d_resource_release(resource);
1954 }
1955
1956 void wined3d_cs_emit_preload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource)
1957 {
1958 struct wined3d_cs_preload_resource *op;
1959
1960 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1961 op->opcode = WINED3D_CS_OP_PRELOAD_RESOURCE;
1962 op->resource = resource;
1963
1964 wined3d_resource_acquire(resource);
1965
1966 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1967 }
1968
1969 static void wined3d_cs_exec_unload_resource(struct wined3d_cs *cs, const void *data)
1970 {
1971 const struct wined3d_cs_unload_resource *op = data;
1972 struct wined3d_resource *resource = op->resource;
1973
1974 resource->resource_ops->resource_unload(resource);
1975 wined3d_resource_release(resource);
1976 }
1977
1978 void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource)
1979 {
1980 struct wined3d_cs_unload_resource *op;
1981
1982 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
1983 op->opcode = WINED3D_CS_OP_UNLOAD_RESOURCE;
1984 op->resource = resource;
1985
1986 wined3d_resource_acquire(resource);
1987
1988 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
1989 }
1990
1991 static void wined3d_cs_exec_map(struct wined3d_cs *cs, const void *data)
1992 {
1993 const struct wined3d_cs_map *op = data;
1994 struct wined3d_resource *resource = op->resource;
1995
1996 *op->hr = resource->resource_ops->resource_sub_resource_map(resource,
1997 op->sub_resource_idx, op->map_desc, op->box, op->flags);
1998 }
1999
2000 HRESULT wined3d_cs_map(struct wined3d_cs *cs, struct wined3d_resource *resource, unsigned int sub_resource_idx,
2001 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, unsigned int flags)
2002 {
2003 struct wined3d_cs_map *op;
2004 HRESULT hr;
2005
2006 /* Mapping resources from the worker thread isn't an issue by itself, but
2007 * increasing the map count would be visible to applications. */
2008 wined3d_not_from_cs(cs);
2009
2010 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_MAP);
2011 op->opcode = WINED3D_CS_OP_MAP;
2012 op->resource = resource;
2013 op->sub_resource_idx = sub_resource_idx;
2014 op->map_desc = map_desc;
2015 op->box = box;
2016 op->flags = flags;
2017 op->hr = &hr;
2018
2019 cs->ops->submit(cs, WINED3D_CS_QUEUE_MAP);
2020 cs->ops->finish(cs, WINED3D_CS_QUEUE_MAP);
2021
2022 return hr;
2023 }
2024
2025 static void wined3d_cs_exec_unmap(struct wined3d_cs *cs, const void *data)
2026 {
2027 const struct wined3d_cs_unmap *op = data;
2028 struct wined3d_resource *resource = op->resource;
2029
2030 *op->hr = resource->resource_ops->resource_sub_resource_unmap(resource, op->sub_resource_idx);
2031 }
2032
2033 HRESULT wined3d_cs_unmap(struct wined3d_cs *cs, struct wined3d_resource *resource, unsigned int sub_resource_idx)
2034 {
2035 struct wined3d_cs_unmap *op;
2036 HRESULT hr;
2037
2038 wined3d_not_from_cs(cs);
2039
2040 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_MAP);
2041 op->opcode = WINED3D_CS_OP_UNMAP;
2042 op->resource = resource;
2043 op->sub_resource_idx = sub_resource_idx;
2044 op->hr = &hr;
2045
2046 cs->ops->submit(cs, WINED3D_CS_QUEUE_MAP);
2047 cs->ops->finish(cs, WINED3D_CS_QUEUE_MAP);
2048
2049 return hr;
2050 }
2051
2052 static void wined3d_cs_exec_blt_sub_resource(struct wined3d_cs *cs, const void *data)
2053 {
2054 const struct wined3d_cs_blt_sub_resource *op = data;
2055
2056 if (op->dst_resource->type == WINED3D_RTYPE_BUFFER)
2057 {
2058 wined3d_buffer_copy(buffer_from_resource(op->dst_resource), op->dst_box.left,
2059 buffer_from_resource(op->src_resource), op->src_box.left,
2060 op->src_box.right - op->src_box.left);
2061 }
2062 else if (op->dst_resource->type == WINED3D_RTYPE_TEXTURE_2D)
2063 {
2064 struct wined3d_surface *dst_surface, *src_surface;
2065 struct wined3d_texture *dst_texture, *src_texture;
2066 RECT dst_rect, src_rect;
2067
2068 dst_texture = texture_from_resource(op->dst_resource);
2069 src_texture = texture_from_resource(op->src_resource);
2070 dst_surface = dst_texture->sub_resources[op->dst_sub_resource_idx].u.surface;
2071 src_surface = src_texture->sub_resources[op->src_sub_resource_idx].u.surface;
2072 SetRect(&dst_rect, op->dst_box.left, op->dst_box.top, op->dst_box.right, op->dst_box.bottom);
2073 SetRect(&src_rect, op->src_box.left, op->src_box.top, op->src_box.right, op->src_box.bottom);
2074
2075 if (FAILED(wined3d_surface_blt(dst_surface, &dst_rect, src_surface,
2076 &src_rect, op->flags, &op->fx, op->filter)))
2077 FIXME("Blit failed.\n");
2078 }
2079 else if (op->dst_resource->type == WINED3D_RTYPE_TEXTURE_3D)
2080 {
2081 struct wined3d_texture *src_texture, *dst_texture;
2082 unsigned int level, update_w, update_h, update_d;
2083 unsigned int row_pitch, slice_pitch;
2084 struct wined3d_context *context;
2085 struct wined3d_bo_address addr;
2086
2087 if (op->flags & ~WINED3D_BLT_RAW)
2088 {
2089 FIXME("Flags %#x not implemented for %s resources.\n",
2090 op->flags, debug_d3dresourcetype(op->dst_resource->type));
2091 goto error;
2092 }
2093
2094 if (!(op->flags & WINED3D_BLT_RAW) && op->src_resource->format != op->dst_resource->format)
2095 {
2096 FIXME("Format conversion not implemented for %s resources.\n",
2097 debug_d3dresourcetype(op->dst_resource->type));
2098 goto error;
2099 }
2100
2101 update_w = op->dst_box.right - op->dst_box.left;
2102 update_h = op->dst_box.bottom - op->dst_box.top;
2103 update_d = op->dst_box.back - op->dst_box.front;
2104 if (op->src_box.right - op->src_box.left != update_w
2105 || op->src_box.bottom - op->src_box.top != update_h
2106 || op->src_box.back - op->src_box.front != update_d)
2107 {
2108 FIXME("Stretching not implemented for %s resources.\n",
2109 debug_d3dresourcetype(op->dst_resource->type));
2110 goto error;
2111 }
2112
2113 if (op->src_box.left || op->src_box.top || op->src_box.front)
2114 {
2115 FIXME("Source box %s not supported for %s resources.\n",
2116 debug_box(&op->src_box), debug_d3dresourcetype(op->dst_resource->type));
2117 goto error;
2118 }
2119
2120 dst_texture = texture_from_resource(op->dst_resource);
2121 src_texture = texture_from_resource(op->src_resource);
2122
2123 context = context_acquire(cs->device, NULL, 0);
2124
2125 if (!wined3d_texture_load_location(src_texture, op->src_sub_resource_idx,
2126 context, src_texture->resource.map_binding))
2127 {
2128 ERR("Failed to load source sub-resource into %s.\n",
2129 wined3d_debug_location(src_texture->resource.map_binding));
2130 context_release(context);
2131 goto error;
2132 }
2133
2134 level = op->dst_sub_resource_idx % dst_texture->level_count;
2135 if (update_w == wined3d_texture_get_level_width(dst_texture, level)
2136 && update_h == wined3d_texture_get_level_height(dst_texture, level)
2137 && update_d == wined3d_texture_get_level_depth(dst_texture, level))
2138 {
2139 wined3d_texture_prepare_texture(dst_texture, context, FALSE);
2140 }
2141 else if (!wined3d_texture_load_location(dst_texture, op->dst_sub_resource_idx,
2142 context, WINED3D_LOCATION_TEXTURE_RGB))
2143 {
2144 ERR("Failed to load destination sub-resource.\n");
2145 context_release(context);
2146 goto error;
2147 }
2148
2149 wined3d_texture_get_memory(src_texture, op->src_sub_resource_idx, &addr, src_texture->resource.map_binding);
2150 wined3d_texture_get_pitch(src_texture, op->src_sub_resource_idx % src_texture->level_count,
2151 &row_pitch, &slice_pitch);
2152
2153 wined3d_texture_bind_and_dirtify(dst_texture, context, FALSE);
2154 wined3d_texture_upload_data(dst_texture, op->dst_sub_resource_idx, context, &op->dst_box,
2155 wined3d_const_bo_address(&addr), row_pitch, slice_pitch);
2156 wined3d_texture_validate_location(dst_texture, op->dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB);
2157 wined3d_texture_invalidate_location(dst_texture, op->dst_sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB);
2158
2159 context_release(context);
2160 }
2161 else
2162 {
2163 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(op->dst_resource->type));
2164 }
2165
2166 error:
2167 if (op->src_resource)
2168 wined3d_resource_release(op->src_resource);
2169 wined3d_resource_release(op->dst_resource);
2170 }
2171
2172 void wined3d_cs_emit_blt_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *dst_resource,
2173 unsigned int dst_sub_resource_idx, const struct wined3d_box *dst_box, struct wined3d_resource *src_resource,
2174 unsigned int src_sub_resource_idx, const struct wined3d_box *src_box, DWORD flags,
2175 const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter)
2176 {
2177 struct wined3d_cs_blt_sub_resource *op;
2178
2179 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2180 op->opcode = WINED3D_CS_OP_BLT_SUB_RESOURCE;
2181 op->dst_resource = dst_resource;
2182 op->dst_sub_resource_idx = dst_sub_resource_idx;
2183 op->dst_box = *dst_box;
2184 op->src_resource = src_resource;
2185 op->src_sub_resource_idx = src_sub_resource_idx;
2186 op->src_box = *src_box;
2187 op->flags = flags;
2188 if (fx)
2189 op->fx = *fx;
2190 else
2191 memset(&op->fx, 0, sizeof(op->fx));
2192 op->filter = filter;
2193
2194 wined3d_resource_acquire(dst_resource);
2195 if (src_resource)
2196 wined3d_resource_acquire(src_resource);
2197
2198 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
2199 if (flags & WINED3D_BLT_SYNCHRONOUS)
2200 cs->ops->finish(cs, WINED3D_CS_QUEUE_DEFAULT);
2201 }
2202
2203 static void wined3d_cs_exec_update_sub_resource(struct wined3d_cs *cs, const void *data)
2204 {
2205 const struct wined3d_cs_update_sub_resource *op = data;
2206 struct wined3d_resource *resource = op->resource;
2207 const struct wined3d_box *box = &op->box;
2208 unsigned int width, height, depth, level;
2209 struct wined3d_const_bo_address addr;
2210 struct wined3d_context *context;
2211 struct wined3d_texture *texture;
2212
2213 context = context_acquire(cs->device, NULL, 0);
2214
2215 if (resource->type == WINED3D_RTYPE_BUFFER)
2216 {
2217 struct wined3d_buffer *buffer = buffer_from_resource(resource);
2218
2219 if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER))
2220 {
2221 ERR("Failed to load buffer location.\n");
2222 goto done;
2223 }
2224
2225 wined3d_buffer_upload_data(buffer, context, box, op->data.data);
2226 wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_BUFFER);
2227 goto done;
2228 }
2229
2230 texture = wined3d_texture_from_resource(resource);
2231
2232 level = op->sub_resource_idx % texture->level_count;
2233 width = wined3d_texture_get_level_width(texture, level);
2234 height = wined3d_texture_get_level_height(texture, level);
2235 depth = wined3d_texture_get_level_depth(texture, level);
2236
2237 addr.buffer_object = 0;
2238 addr.addr = op->data.data;
2239
2240 /* Only load the sub-resource for partial updates. */
2241 if (!box->left && !box->top && !box->front
2242 && box->right == width && box->bottom == height && box->back == depth)
2243 wined3d_texture_prepare_texture(texture, context, FALSE);
2244 else
2245 wined3d_texture_load_location(texture, op->sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB);
2246 wined3d_texture_bind_and_dirtify(texture, context, FALSE);
2247
2248 wined3d_texture_upload_data(texture, op->sub_resource_idx, context,
2249 box, &addr, op->data.row_pitch, op->data.slice_pitch);
2250
2251 wined3d_texture_validate_location(texture, op->sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB);
2252 wined3d_texture_invalidate_location(texture, op->sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB);
2253
2254 done:
2255 context_release(context);
2256
2257 wined3d_resource_release(resource);
2258 }
2259
2260 void wined3d_cs_emit_update_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *resource,
2261 unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch,
2262 unsigned int slice_pitch)
2263 {
2264 struct wined3d_cs_update_sub_resource *op;
2265 #if defined(STAGING_CSMT)
2266 size_t data_size, size;
2267
2268 if (resource->type != WINED3D_RTYPE_BUFFER && resource->format_flags & WINED3DFMT_FLAG_BLOCKS)
2269 goto no_async;
2270
2271 data_size = 0;
2272 switch (resource->type)
2273 {
2274 case WINED3D_RTYPE_TEXTURE_3D:
2275 data_size += (box->back - box->front - 1) * slice_pitch;
2276 /* fall-through */
2277 case WINED3D_RTYPE_TEXTURE_2D:
2278 data_size += (box->bottom - box->top - 1) * row_pitch;
2279 /* fall-through */
2280 case WINED3D_RTYPE_TEXTURE_1D:
2281 data_size += (box->right - box->left) * resource->format->byte_count;
2282 break;
2283 case WINED3D_RTYPE_BUFFER:
2284 data_size = box->right - box->left;
2285 break;
2286 case WINED3D_RTYPE_NONE:
2287 return;
2288 }
2289
2290 size = FIELD_OFFSET(struct wined3d_cs_update_sub_resource, copy_data[data_size]);
2291 if (!cs->ops->check_space(cs, size, WINED3D_CS_QUEUE_DEFAULT))
2292 goto no_async;
2293
2294 op = cs->ops->require_space(cs, size, WINED3D_CS_QUEUE_DEFAULT);
2295 op->opcode = WINED3D_CS_OP_UPDATE_SUB_RESOURCE;
2296 op->resource = resource;
2297 op->sub_resource_idx = sub_resource_idx;
2298 op->box = *box;
2299 op->data.row_pitch = row_pitch;
2300 op->data.slice_pitch = slice_pitch;
2301 op->data.data = op->copy_data;
2302 memcpy(op->copy_data, data, data_size);
2303
2304 wined3d_resource_acquire(resource);
2305
2306 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
2307 return;
2308
2309 no_async:
2310 wined3d_resource_wait_idle(resource);
2311 #endif /* STAGING_CSMT */
2312
2313 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_MAP);
2314 op->opcode = WINED3D_CS_OP_UPDATE_SUB_RESOURCE;
2315 op->resource = resource;
2316 op->sub_resource_idx = sub_resource_idx;
2317 op->box = *box;
2318 op->data.row_pitch = row_pitch;
2319 op->data.slice_pitch = slice_pitch;
2320 op->data.data = data;
2321
2322 wined3d_resource_acquire(resource);
2323
2324 cs->ops->submit(cs, WINED3D_CS_QUEUE_MAP);
2325 #if !defined(STAGING_CSMT)
2326 /* The data pointer may go away, so we need to wait until it is read.
2327 * Copying the data may be faster if it's small. */
2328 #endif /* STAGING_CSMT */
2329 cs->ops->finish(cs, WINED3D_CS_QUEUE_MAP);
2330 }
2331
2332 static void wined3d_cs_exec_add_dirty_texture_region(struct wined3d_cs *cs, const void *data)
2333 {
2334 const struct wined3d_cs_add_dirty_texture_region *op = data;
2335 struct wined3d_texture *texture = op->texture;
2336 unsigned int sub_resource_idx, i;
2337 struct wined3d_context *context;
2338
2339 context = context_acquire(cs->device, NULL, 0);
2340 sub_resource_idx = op->layer * texture->level_count;
2341 for (i = 0; i < texture->level_count; ++i, ++sub_resource_idx)
2342 {
2343 if (wined3d_texture_load_location(texture, sub_resource_idx, context, texture->resource.map_binding))
2344 wined3d_texture_invalidate_location(texture, sub_resource_idx, ~texture->resource.map_binding);
2345 else
2346 ERR("Failed to load location %s.\n", wined3d_debug_location(texture->resource.map_binding));
2347 }
2348 context_release(context);
2349
2350 wined3d_resource_release(&texture->resource);
2351 }
2352
2353 void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs *cs,
2354 struct wined3d_texture *texture, unsigned int layer)
2355 {
2356 struct wined3d_cs_add_dirty_texture_region *op;
2357
2358 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2359 op->opcode = WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION;
2360 op->texture = texture;
2361 op->layer = layer;
2362
2363 wined3d_resource_acquire(&texture->resource);
2364
2365 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
2366 }
2367
2368 static void wined3d_cs_exec_clear_unordered_access_view(struct wined3d_cs *cs, const void *data)
2369 {
2370 const struct wined3d_cs_clear_unordered_access_view *op = data;
2371 struct wined3d_unordered_access_view *view = op->view;
2372 struct wined3d_context *context;
2373
2374 context = context_acquire(cs->device, NULL, 0);
2375 wined3d_unordered_access_view_clear_uint(view, &op->clear_value, context);
2376 context_release(context);
2377
2378 wined3d_resource_release(view->resource);
2379 }
2380
2381 void wined3d_cs_emit_clear_unordered_access_view_uint(struct wined3d_cs *cs,
2382 struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value)
2383 {
2384 struct wined3d_cs_clear_unordered_access_view *op;
2385
2386 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2387 op->opcode = WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW;
2388 op->view = view;
2389 op->clear_value = *clear_value;
2390
2391 wined3d_resource_acquire(view->resource);
2392
2393 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
2394 }
2395
2396 static void wined3d_cs_exec_copy_uav_counter(struct wined3d_cs *cs, const void *data)
2397 {
2398 const struct wined3d_cs_copy_uav_counter *op = data;
2399 struct wined3d_unordered_access_view *view = op->view;
2400 struct wined3d_context *context;
2401
2402 context = context_acquire(cs->device, NULL, 0);
2403 wined3d_unordered_access_view_copy_counter(view, op->buffer, op->offset, context);
2404 context_release(context);
2405
2406 wined3d_resource_release(&op->buffer->resource);
2407 wined3d_resource_release(view->resource);
2408 }
2409
2410 void wined3d_cs_emit_copy_uav_counter(struct wined3d_cs *cs, struct wined3d_buffer *dst_buffer,
2411 unsigned int offset, struct wined3d_unordered_access_view *uav)
2412 {
2413 struct wined3d_cs_copy_uav_counter *op;
2414
2415 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2416 op->opcode = WINED3D_CS_OP_COPY_UAV_COUNTER;
2417 op->buffer = dst_buffer;
2418 op->offset = offset;
2419 op->view = uav;
2420
2421 wined3d_resource_acquire(&dst_buffer->resource);
2422 wined3d_resource_acquire(uav->resource);
2423
2424 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
2425 }
2426
2427 static void wined3d_cs_exec_generate_mipmaps(struct wined3d_cs *cs, const void *data)
2428 {
2429 const struct wined3d_cs_generate_mipmaps *op = data;
2430 struct wined3d_shader_resource_view *view = op->view;
2431
2432 shader_resource_view_generate_mipmaps(view);
2433 wined3d_resource_release(view->resource);
2434 }
2435
2436 void wined3d_cs_emit_generate_mipmaps(struct wined3d_cs *cs, struct wined3d_shader_resource_view *view)
2437 {
2438 struct wined3d_cs_generate_mipmaps *op;
2439
2440 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2441 op->opcode = WINED3D_CS_OP_GENERATE_MIPMAPS;
2442 op->view = view;
2443
2444 wined3d_resource_acquire(view->resource);
2445
2446 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
2447 }
2448
2449 static void wined3d_cs_emit_stop(struct wined3d_cs *cs)
2450 {
2451 struct wined3d_cs_stop *op;
2452
2453 op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
2454 op->opcode = WINED3D_CS_OP_STOP;
2455
2456 cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
2457 cs->ops->finish(cs, WINED3D_CS_QUEUE_DEFAULT);
2458 }
2459
2460 static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void *data) =
2461 {
2462 /* WINED3D_CS_OP_NOP */ wined3d_cs_exec_nop,
2463 /* WINED3D_CS_OP_PRESENT */ wined3d_cs_exec_present,
2464 /* WINED3D_CS_OP_CLEAR */ wined3d_cs_exec_clear,
2465 /* WINED3D_CS_OP_DISPATCH */ wined3d_cs_exec_dispatch,
2466 /* WINED3D_CS_OP_DRAW */ wined3d_cs_exec_draw,
2467 /* WINED3D_CS_OP_FLUSH */ wined3d_cs_exec_flush,
2468 /* WINED3D_CS_OP_SET_PREDICATION */ wined3d_cs_exec_set_predication,
2469 /* WINED3D_CS_OP_SET_VIEWPORT */ wined3d_cs_exec_set_viewport,
2470 /* WINED3D_CS_OP_SET_SCISSOR_RECT */ wined3d_cs_exec_set_scissor_rect,
2471 /* WINED3D_CS_OP_SET_RENDERTARGET_VIEW */ wined3d_cs_exec_set_rendertarget_view,
2472 /* WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW */ wined3d_cs_exec_set_depth_stencil_view,
2473 /* WINED3D_CS_OP_SET_VERTEX_DECLARATION */ wined3d_cs_exec_set_vertex_declaration,
2474 /* WINED3D_CS_OP_SET_STREAM_SOURCE */ wined3d_cs_exec_set_stream_source,
2475 /* WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ */ wined3d_cs_exec_set_stream_source_freq,
2476 /* WINED3D_CS_OP_SET_STREAM_OUTPUT */ wined3d_cs_exec_set_stream_output,
2477 /* WINED3D_CS_OP_SET_INDEX_BUFFER */ wined3d_cs_exec_set_index_buffer,
2478 /* WINED3D_CS_OP_SET_CONSTANT_BUFFER */ wined3d_cs_exec_set_constant_buffer,
2479 /* WINED3D_CS_OP_SET_TEXTURE */ wined3d_cs_exec_set_texture,
2480 /* WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW */ wined3d_cs_exec_set_shader_resource_view,
2481 /* WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW */ wined3d_cs_exec_set_unordered_access_view,
2482 /* WINED3D_CS_OP_SET_SAMPLER */ wined3d_cs_exec_set_sampler,
2483 /* WINED3D_CS_OP_SET_SHADER */ wined3d_cs_exec_set_shader,
2484 /* WINED3D_CS_OP_SET_BLEND_STATE */ wined3d_cs_exec_set_blend_state,
2485 /* WINED3D_CS_OP_SET_RASTERIZER_STATE */ wined3d_cs_exec_set_rasterizer_state,
2486 /* WINED3D_CS_OP_SET_RENDER_STATE */ wined3d_cs_exec_set_render_state,
2487 /* WINED3D_CS_OP_SET_TEXTURE_STATE */ wined3d_cs_exec_set_texture_state,
2488 /* WINED3D_CS_OP_SET_SAMPLER_STATE */ wined3d_cs_exec_set_sampler_state,
2489 /* WINED3D_CS_OP_SET_TRANSFORM */ wined3d_cs_exec_set_transform,
2490 /* WINED3D_CS_OP_SET_CLIP_PLANE */ wined3d_cs_exec_set_clip_plane,
2491 /* WINED3D_CS_OP_SET_COLOR_KEY */ wined3d_cs_exec_set_color_key,
2492 /* WINED3D_CS_OP_SET_MATERIAL */ wined3d_cs_exec_set_material,
2493 /* WINED3D_CS_OP_SET_LIGHT */ wined3d_cs_exec_set_light,
2494 /* WINED3D_CS_OP_SET_LIGHT_ENABLE */ wined3d_cs_exec_set_light_enable,
2495 /* WINED3D_CS_OP_PUSH_CONSTANTS */ wined3d_cs_exec_push_constants,
2496 /* WINED3D_CS_OP_RESET_STATE */ wined3d_cs_exec_reset_state,
2497 /* WINED3D_CS_OP_CALLBACK */ wined3d_cs_exec_callback,
2498 /* WINED3D_CS_OP_QUERY_ISSUE */ wined3d_cs_exec_query_issue,
2499 /* WINED3D_CS_OP_PRELOAD_RESOURCE */ wined3d_cs_exec_preload_resource,
2500 /* WINED3D_CS_OP_UNLOAD_RESOURCE */ wined3d_cs_exec_unload_resource,
2501 /* WINED3D_CS_OP_MAP */ wined3d_cs_exec_map,
2502 /* WINED3D_CS_OP_UNMAP */ wined3d_cs_exec_unmap,
2503 /* WINED3D_CS_OP_BLT_SUB_RESOURCE */ wined3d_cs_exec_blt_sub_resource,
2504 /* WINED3D_CS_OP_UPDATE_SUB_RESOURCE */ wined3d_cs_exec_update_sub_resource,
2505 /* WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION */ wined3d_cs_exec_add_dirty_texture_region,
2506 /* WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW */ wined3d_cs_exec_clear_unordered_access_view,
2507 /* WINED3D_CS_OP_COPY_UAV_COUNTER */ wined3d_cs_exec_copy_uav_counter,
2508 /* WINED3D_CS_OP_GENERATE_MIPMAPS */ wined3d_cs_exec_generate_mipmaps,
2509 };
2510
2511 #if defined(STAGING_CSMT)
2512 static BOOL wined3d_cs_st_check_space(struct wined3d_cs *cs, size_t size, enum wined3d_cs_queue_id queue_id)
2513 {
2514 return TRUE;
2515 }
2516
2517 #endif /* STAGING_CSMT */
2518 static void *wined3d_cs_st_require_space(struct wined3d_cs *cs, size_t size, enum wined3d_cs_queue_id queue_id)
2519 {
2520 if (size > (cs->data_size - cs->end))
2521 {
2522 size_t new_size;
2523 void *new_data;
2524
2525 new_size = max(size, cs->data_size * 2);
2526 if (!cs->end)
2527 new_data = heap_realloc(cs->data, new_size);
2528 else
2529 new_data = heap_alloc(new_size);
2530 if (!new_data)
2531 return NULL;
2532
2533 cs->data_size = new_size;
2534 cs->start = cs->end = 0;
2535 cs->data = new_data;
2536 }
2537
2538 cs->end += size;
2539
2540 return (BYTE *)cs->data + cs->start;
2541 }
2542
2543 static void wined3d_cs_st_submit(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id)
2544 {
2545 enum wined3d_cs_op opcode;
2546 size_t start;
2547 BYTE *data;
2548
2549 data = cs->data;
2550 start = cs->start;
2551 cs->start = cs->end;
2552
2553 opcode = *(const enum wined3d_cs_op *)&data[start];
2554 if (opcode >= WINED3D_CS_OP_STOP)
2555 ERR("Invalid opcode %#x.\n", opcode);
2556 else
2557 wined3d_cs_op_handlers[opcode](cs, &data[start]);
2558
2559 if (cs->data == data)
2560 cs->start = cs->end = start;
2561 else if (!start)
2562 heap_free(data);
2563 }
2564
2565 static void wined3d_cs_st_finish(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id)
2566 {
2567 }
2568
2569 static const struct wined3d_cs_ops wined3d_cs_st_ops =
2570 {
2571 #if defined(STAGING_CSMT)
2572 wined3d_cs_st_check_space,
2573 #endif /* STAGING_CSMT */
2574 wined3d_cs_st_require_space,
2575 wined3d_cs_st_submit,
2576 wined3d_cs_st_finish,
2577 wined3d_cs_st_push_constants,
2578 };
2579
2580 static BOOL wined3d_cs_queue_is_empty(const struct wined3d_cs *cs, const struct wined3d_cs_queue *queue)
2581 {
2582 wined3d_from_cs(cs);
2583 return *(volatile LONG *)&queue->head == queue->tail;
2584 }
2585
2586 static void wined3d_cs_queue_submit(struct wined3d_cs_queue *queue, struct wined3d_cs *cs)
2587 {
2588 struct wined3d_cs_packet *packet;
2589 size_t packet_size;
2590
2591 packet = (struct wined3d_cs_packet *)&queue->data[queue->head];
2592 packet_size = FIELD_OFFSET(struct wined3d_cs_packet, data[packet->size]);
2593 InterlockedExchange(&queue->head, (queue->head + packet_size) & (WINED3D_CS_QUEUE_SIZE - 1));
2594
2595 if (InterlockedCompareExchange(&cs->waiting_for_event, FALSE, TRUE))
2596 SetEvent(cs->event);
2597 }
2598
2599 static void wined3d_cs_mt_submit(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id)
2600 {
2601 if (cs->thread_id == GetCurrentThreadId())
2602 {
2603 wined3d_cs_st_submit(cs, queue_id);
2604 return;
2605 }
2606
2607 wined3d_cs_queue_submit(&cs->queue[queue_id], cs);
2608 }
2609
2610 #if defined(STAGING_CSMT)
2611 static BOOL wined3d_cs_queue_check_space(struct wined3d_cs_queue *queue, size_t size)
2612 {
2613 size_t queue_size = ARRAY_SIZE(queue->data);
2614 size_t header_size, packet_size, remaining;
2615
2616 header_size = FIELD_OFFSET(struct wined3d_cs_packet, data[0]);
2617 size = (size + header_size - 1) & ~(header_size - 1);
2618 packet_size = FIELD_OFFSET(struct wined3d_cs_packet, data[size]);
2619
2620 remaining = queue_size - queue->head;
2621 return (remaining >= packet_size);
2622 }
2623
2624 #endif /* STAGING_CSMT */
2625 static void *wined3d_cs_queue_require_space(struct wined3d_cs_queue *queue, size_t size, struct wined3d_cs *cs)
2626 {
2627 size_t queue_size = ARRAY_SIZE(queue->data);
2628 size_t header_size, packet_size, remaining;
2629 struct wined3d_cs_packet *packet;
2630
2631 header_size = FIELD_OFFSET(struct wined3d_cs_packet, data[0]);
2632 size = (size + header_size - 1) & ~(header_size - 1);
2633 packet_size = FIELD_OFFSET(struct wined3d_cs_packet, data[size]);
2634 if (packet_size >= WINED3D_CS_QUEUE_SIZE)
2635 {
2636 ERR("Packet size %lu >= queue size %u.\n",
2637 (unsigned long)packet_size, WINED3D_CS_QUEUE_SIZE);
2638 return NULL;
2639 }
2640
2641 remaining = queue_size - queue->head;
2642 if (remaining < packet_size)
2643 {
2644 size_t nop_size = remaining - header_size;
2645 struct wined3d_cs_nop *nop;
2646
2647 TRACE("Inserting a nop for %lu + %lu bytes.\n",
2648 (unsigned long)header_size, (unsigned long)nop_size);
2649
2650 nop = wined3d_cs_queue_require_space(queue, nop_size, cs);
2651 if (nop_size)
2652 nop->opcode = WINED3D_CS_OP_NOP;
2653
2654 wined3d_cs_queue_submit(queue, cs);
2655 assert(!queue->head);
2656 }
2657
2658 for (;;)
2659 {
2660 LONG tail = *(volatile LONG *)&queue->tail;
2661 LONG head = queue->head;
2662 LONG new_pos;
2663
2664 /* Empty. */
2665 if (head == tail)
2666 break;
2667 new_pos = (head + packet_size) & (WINED3D_CS_QUEUE_SIZE - 1);
2668 /* Head ahead of tail. We checked the remaining size above, so we only
2669 * need to make sure we don't make head equal to tail. */
2670 if (head > tail && (new_pos != tail))
2671 break;
2672 /* Tail ahead of head. Make sure the new head is before the tail as
2673 * well. Note that new_pos is 0 when it's at the end of the queue. */
2674 if (new_pos < tail && new_pos)
2675 break;
2676
2677 TRACE("Waiting for free space. Head %u, tail %u, packet size %lu.\n",
2678 head, tail, (unsigned long)packet_size);
2679 }
2680
2681 packet = (struct wined3d_cs_packet *)&queue->data[queue->head];
2682 packet->size = size;
2683 return packet->data;
2684 }
2685
2686 #if defined(STAGING_CSMT)
2687 static BOOL wined3d_cs_mt_check_space(struct wined3d_cs *cs, size_t size, enum wined3d_cs_queue_id queue_id)
2688 {
2689 if (cs->thread_id == GetCurrentThreadId())
2690 return wined3d_cs_st_check_space(cs, size, queue_id);
2691
2692 return wined3d_cs_queue_check_space(&cs->queue[queue_id], size);
2693 }
2694
2695 #endif /* STAGING_CSMT */
2696 static void *wined3d_cs_mt_require_space(struct wined3d_cs *cs, size_t size, enum wined3d_cs_queue_id queue_id)
2697 {
2698 if (cs->thread_id == GetCurrentThreadId())
2699 return wined3d_cs_st_require_space(cs, size, queue_id);
2700
2701 return wined3d_cs_queue_require_space(&cs->queue[queue_id], size, cs);
2702 }
2703
2704 static void wined3d_cs_mt_finish(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id)
2705 {
2706 if (cs->thread_id == GetCurrentThreadId())
2707 {
2708 wined3d_cs_st_finish(cs, queue_id);
2709 return;
2710 }
2711
2712 while (cs->queue[queue_id].head != *(volatile LONG *)&cs->queue[queue_id].tail)
2713 wined3d_pause();
2714 }
2715
2716 static const struct wined3d_cs_ops wined3d_cs_mt_ops =
2717 {
2718 #if defined(STAGING_CSMT)
2719 wined3d_cs_mt_check_space,
2720 #endif /* STAGING_CSMT */
2721 wined3d_cs_mt_require_space,
2722 wined3d_cs_mt_submit,
2723 wined3d_cs_mt_finish,
2724 wined3d_cs_mt_push_constants,
2725 };
2726
2727 static void poll_queries(struct wined3d_cs *cs)
2728 {
2729 struct wined3d_query *query, *cursor;
2730
2731 LIST_FOR_EACH_ENTRY_SAFE(query, cursor, &cs->query_poll_list, struct wined3d_query, poll_list_entry)
2732 {
2733 if (!query->query_ops->query_poll(query, 0))
2734 continue;
2735
2736 list_remove(&query->poll_list_entry);
2737 list_init(&query->poll_list_entry);
2738 InterlockedIncrement(&query->counter_retrieved);
2739 }
2740 }
2741
2742 static void wined3d_cs_wait_event(struct wined3d_cs *cs)
2743 {
2744 InterlockedExchange(&cs->waiting_for_event, TRUE);
2745
2746 /* The main thread might have enqueued a command and blocked on it after
2747 * the CS thread decided to enter wined3d_cs_wait_event(), but before
2748 * "waiting_for_event" was set.
2749 *
2750 * Likewise, we can race with the main thread when resetting
2751 * "waiting_for_event", in which case we would need to call
2752 * WaitForSingleObject() because the main thread called SetEvent(). */
2753 if (!(wined3d_cs_queue_is_empty(cs, &cs->queue[WINED3D_CS_QUEUE_DEFAULT])
2754 && wined3d_cs_queue_is_empty(cs, &cs->queue[WINED3D_CS_QUEUE_MAP]))
2755 && InterlockedCompareExchange(&cs->waiting_for_event, FALSE, TRUE))
2756 return;
2757
2758 WaitForSingleObject(cs->event, INFINITE);
2759 }
2760
2761 static DWORD WINAPI wined3d_cs_run(void *ctx)
2762 {
2763 struct wined3d_cs_packet *packet;
2764 struct wined3d_cs_queue *queue;
2765 unsigned int spin_count = 0;
2766 struct wined3d_cs *cs = ctx;
2767 enum wined3d_cs_op opcode;
2768 HMODULE wined3d_module;
2769 unsigned int poll = 0;
2770 LONG tail;
2771
2772 TRACE("Started.\n");
2773
2774 /* Copy the module handle to a local variable to avoid racing with the
2775 * thread freeing "cs" before the FreeLibraryAndExitThread() call. */
2776 wined3d_module = cs->wined3d_module;
2777
2778 list_init(&cs->query_poll_list);
2779 cs->thread_id = GetCurrentThreadId();
2780 for (;;)
2781 {
2782 if (++poll == WINED3D_CS_QUERY_POLL_INTERVAL)
2783 {
2784 poll_queries(cs);
2785 poll = 0;
2786 }
2787
2788 queue = &cs->queue[WINED3D_CS_QUEUE_MAP];
2789 if (wined3d_cs_queue_is_empty(cs, queue))
2790 {
2791 queue = &cs->queue[WINED3D_CS_QUEUE_DEFAULT];
2792 if (wined3d_cs_queue_is_empty(cs, queue))
2793 {
2794 if (++spin_count >= WINED3D_CS_SPIN_COUNT && list_empty(&cs->query_poll_list))
2795 wined3d_cs_wait_event(cs);
2796 continue;
2797 }
2798 }
2799 spin_count = 0;
2800
2801 tail = queue->tail;
2802 packet = (struct wined3d_cs_packet *)&queue->data[tail];
2803 if (packet->size)
2804 {
2805 opcode = *(const enum wined3d_cs_op *)packet->data;
2806
2807 if (opcode >= WINED3D_CS_OP_STOP)
2808 {
2809 if (opcode > WINED3D_CS_OP_STOP)
2810 ERR("Invalid opcode %#x.\n", opcode);
2811 break;
2812 }
2813
2814 wined3d_cs_op_handlers[opcode](cs, packet->data);
2815 }
2816
2817 tail += FIELD_OFFSET(struct wined3d_cs_packet, data[packet->size]);
2818 tail &= (WINED3D_CS_QUEUE_SIZE - 1);
2819 InterlockedExchange(&queue->tail, tail);
2820 }
2821
2822 cs->queue[WINED3D_CS_QUEUE_MAP].tail = cs->queue[WINED3D_CS_QUEUE_MAP].head;
2823 cs->queue[WINED3D_CS_QUEUE_DEFAULT].tail = cs->queue[WINED3D_CS_QUEUE_DEFAULT].head;
2824 TRACE("Stopped.\n");
2825 FreeLibraryAndExitThread(wined3d_module, 0);
2826 }
2827
2828 struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device)
2829 {
2830 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2831 struct wined3d_cs *cs;
2832
2833 if (!(cs = heap_alloc_zero(sizeof(*cs))))
2834 return NULL;
2835
2836 cs->ops = &wined3d_cs_st_ops;
2837 cs->device = device;
2838
2839 state_init(&cs->state, &cs->fb, gl_info, &device->adapter->d3d_info,
2840 WINED3D_STATE_NO_REF | WINED3D_STATE_INIT_DEFAULT);
2841
2842 cs->data_size = WINED3D_INITIAL_CS_SIZE;
2843 if (!(cs->data = heap_alloc(cs->data_size)))
2844 goto fail;
2845
2846 if (wined3d_settings.cs_multithreaded
2847 && !RtlIsCriticalSectionLockedByThread(NtCurrentTeb()->Peb->LoaderLock))
2848 {
2849 cs->ops = &wined3d_cs_mt_ops;
2850
2851 if (!(cs->event = CreateEventW(NULL, FALSE, FALSE, NULL)))
2852 {
2853 ERR("Failed to create command stream event.\n");
2854 heap_free(cs->data);
2855 goto fail;
2856 }
2857
2858 if (!(GetModuleHandleExW(GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS,
2859 (const WCHAR *)wined3d_cs_run, &cs->wined3d_module)))
2860 {
2861 ERR("Failed to get wined3d module handle.\n");
2862 CloseHandle(cs->event);
2863 heap_free(cs->data);
2864 goto fail;
2865 }
2866
2867 if (!(cs->thread = CreateThread(NULL, 0, wined3d_cs_run, cs, 0, NULL)))
2868 {
2869 ERR("Failed to create wined3d command stream thread.\n");
2870 FreeLibrary(cs->wined3d_module);
2871 CloseHandle(cs->event);
2872 heap_free(cs->data);
2873 goto fail;
2874 }
2875 }
2876
2877 return cs;
2878
2879 fail:
2880 state_cleanup(&cs->state);
2881 heap_free(cs);
2882 return NULL;
2883 }
2884
2885 void wined3d_cs_destroy(struct wined3d_cs *cs)
2886 {
2887 if (cs->thread)
2888 {
2889 wined3d_cs_emit_stop(cs);
2890 CloseHandle(cs->thread);
2891 if (!CloseHandle(cs->event))
2892 ERR("Closing event failed.\n");
2893 }
2894
2895 state_cleanup(&cs->state);
2896 heap_free(cs->data);
2897 heap_free(cs);
2898 }