Module: wine Branch: master Commit: 368fcab2e8ae2c6188a62bcea4cb3e505140b381 URL: http://source.winehq.org/git/wine.git/?a=commit;h=368fcab2e8ae2c6188a62bcea4...
Author: Henri Verbeet hverbeet@codeweavers.com Date: Thu Oct 3 23:31:44 2013 +0200
wined3d: Send vertex shader binding updates through the command stream.
---
dlls/wined3d/cs.c | 27 +++++++++++++++++++++++++++ dlls/wined3d/device.c | 22 +++++++--------------- dlls/wined3d/wined3d_private.h | 1 + 3 files changed, 35 insertions(+), 15 deletions(-)
diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c index e4ec0e8..44a8285d 100644 --- a/dlls/wined3d/cs.c +++ b/dlls/wined3d/cs.c @@ -38,6 +38,7 @@ enum wined3d_cs_op WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ, WINED3D_CS_OP_SET_INDEX_BUFFER, WINED3D_CS_OP_SET_TEXTURE, + WINED3D_CS_OP_SET_VERTEX_SHADER, };
struct wined3d_cs_present @@ -134,6 +135,12 @@ struct wined3d_cs_set_texture struct wined3d_texture *texture; };
+struct wined3d_cs_set_shader +{ + enum wined3d_cs_op opcode; + struct wined3d_shader *shader; +}; + static void wined3d_cs_exec_present(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_present *op = data; @@ -505,6 +512,25 @@ void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined cs->ops->submit(cs); }
+static void wined3d_cs_exec_set_vertex_shader(struct wined3d_cs *cs, const void *data) +{ + const struct wined3d_cs_set_shader *op = data; + + cs->state.vertex_shader = op->shader; + device_invalidate_state(cs->device, STATE_VSHADER); +} + +void wined3d_cs_emit_set_vertex_shader(struct wined3d_cs *cs, struct wined3d_shader *shader) +{ + struct wined3d_cs_set_shader *op; + + op = cs->ops->require_space(cs, sizeof(*op)); + op->opcode = WINED3D_CS_OP_SET_VERTEX_SHADER; + op->shader = shader; + + cs->ops->submit(cs); +} + static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void *data) = { /* WINED3D_CS_OP_PRESENT */ wined3d_cs_exec_present, @@ -519,6 +545,7 @@ static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void /* WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ */ wined3d_cs_exec_set_stream_source_freq, /* WINED3D_CS_OP_SET_INDEX_BUFFER */ wined3d_cs_exec_set_index_buffer, /* WINED3D_CS_OP_SET_TEXTURE */ wined3d_cs_exec_set_texture, + /* WINED3D_CS_OP_SET_VERTEX_SHADER */ wined3d_cs_exec_set_vertex_shader, };
static void *wined3d_cs_st_require_space(struct wined3d_cs *cs, size_t size) diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index 0c2f3e8..77bd452 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -2077,27 +2077,19 @@ void CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struc
TRACE("device %p, shader %p.\n", device, shader);
- if (shader) - wined3d_shader_incref(shader); - if (prev) - wined3d_shader_decref(prev); - - device->update_state->vertex_shader = shader; - if (device->recording) - { - TRACE("Recording... not performing anything.\n"); device->recording->changed.vertexShader = TRUE; - return; - }
if (shader == prev) - { - TRACE("Application is setting the old shader over, nothing to do.\n"); return; - }
- device_invalidate_state(device, STATE_VSHADER); + if (shader) + wined3d_shader_incref(shader); + device->update_state->vertex_shader = shader; + if (!device->recording) + wined3d_cs_emit_set_vertex_shader(device->cs, shader); + if (prev) + wined3d_shader_decref(prev); }
struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device) diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 6cde5b0..13a3aa2 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -2499,6 +2499,7 @@ void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_i void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs, struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN; +void wined3d_cs_emit_set_vertex_shader(struct wined3d_cs *cs, struct wined3d_shader *shader) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) DECLSPEC_HIDDEN;
/* Direct3D terminology with little modifications. We do not have an issued state