On 1/22/20 9:55 AM, Matteo Bruni wrote:
On Fri, Dec 13, 2019 at 10:49 PM Zebediah Figura z.figura12@gmail.com wrote:
Signed-off-by: Zebediah Figura z.figura12@gmail.com
v3: Only push modified constants.
This series may not necessarily be safe for code freeze, but I'm submitting it at least to finish the review process.
dlls/wined3d/device.c | 193 ++++++++++++++++++++++++++++++++++++++ dlls/wined3d/wined3d.spec | 1 + include/wine/wined3d.h | 1 + 3 files changed, 195 insertions(+)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index 8913420724..8e20e31d3f 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -3829,6 +3829,199 @@ struct wined3d_texture * CDECL wined3d_device_get_texture(const struct wined3d_d return device->state.textures[stage]; }
+void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
struct wined3d_stateblock *stateblock)
+{
- const struct wined3d_d3d_info *d3d_info = &stateblock->device->adapter->d3d_info;
- const struct wined3d_stateblock_state *state = &stateblock->stateblock_state;
- unsigned int i, j, count;
- TRACE("device %p, stateblock %p.\n", device, stateblock);
- if (stateblock->changed.vertexShader)
wined3d_device_set_vertex_shader(device, state->vs);
- if (stateblock->changed.pixelShader)
wined3d_device_set_pixel_shader(device, state->ps);
- count = 0;
- for (i = 0; i < d3d_info->limits.vs_uniform_count; ++i)
- {
if (stateblock->changed.vs_consts_f[i])
++count;
else if (count)
{
wined3d_device_set_vs_consts_f(device, i - count, count, state->vs_consts_f + i - count);
count = 0;
}
- }
- if (count)
wined3d_device_set_vs_consts_f(device, i - count, count, state->vs_consts_f + i - count);
- count = 0;
- for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
- {
if (stateblock->changed.vertexShaderConstantsB & (1u << i))
++count;
else if (count)
{
wined3d_device_set_vs_consts_b(device, i - count, count, state->vs_consts_b + i - count);
count = 0;
}
- }
- if (count)
wined3d_device_set_vs_consts_b(device, i - count, count, state->vs_consts_b + i - count);
- count = 0;
- for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
- {
if (stateblock->changed.vertexShaderConstantsI & (1u << i))
++count;
else if (count)
{
wined3d_device_set_vs_consts_i(device, i - count, count, state->vs_consts_i + i - count);
count = 0;
}
- }
- if (count)
wined3d_device_set_vs_consts_i(device, i - count, count, state->vs_consts_i + i - count);
- count = 0;
- for (i = 0; i < d3d_info->limits.ps_uniform_count; ++i)
- {
if (stateblock->changed.ps_consts_f[i])
++count;
else if (count)
{
wined3d_device_set_ps_consts_f(device, i - count, count, state->ps_consts_f + i - count);
count = 0;
}
- }
- if (count)
wined3d_device_set_ps_consts_f(device, i - count, count, state->ps_consts_f + i - count);
- count = 0;
- for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
- {
if (stateblock->changed.pixelShaderConstantsB & (1u << i))
++count;
else if (count)
{
wined3d_device_set_ps_consts_b(device, i - count, count, state->ps_consts_b + i - count);
count = 0;
}
- }
- if (count)
wined3d_device_set_ps_consts_b(device, i - count, count, state->ps_consts_b + i - count);
- count = 0;
- for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
- {
if (stateblock->changed.pixelShaderConstantsI & (1u << i))
++count;
else if (count)
{
wined3d_device_set_ps_consts_i(device, i - count, count, state->ps_consts_i + i - count);
count = 0;
}
- }
- if (count)
wined3d_device_set_ps_consts_i(device, i - count, count, state->ps_consts_i + i - count);
- for (i = 0; i < ARRAY_SIZE(state->light_state->light_map); ++i)
- {
const struct wined3d_light_info *light;
LIST_FOR_EACH_ENTRY(light, &state->light_state->light_map[i], struct wined3d_light_info, entry)
{
wined3d_device_set_light(device, light->OriginalIndex, &light->OriginalParms);
wined3d_device_set_light_enable(device, light->OriginalIndex, light->glIndex != -1);
}
- }
- for (i = 0; i < ARRAY_SIZE(state->rs); ++i)
- {
if (stateblock->changed.renderState[i >> 5] & (1u << (i & 0x1f)))
{
if (i == WINED3D_RS_BLENDFACTOR)
{
struct wined3d_color color;
wined3d_color_from_d3dcolor(&color, state->rs[i]);
wined3d_device_set_blend_state(device, NULL, &color);
}
else
wined3d_device_set_render_state(device, i, state->rs[i]);
}
- }
- for (i = 0; i < ARRAY_SIZE(state->texture_states); ++i)
- {
for (j = 0; j < ARRAY_SIZE(state->texture_states[i]); ++j)
{
if (stateblock->changed.textureState[i] & (1u << j))
wined3d_device_set_texture_stage_state(device, i, j, state->texture_states[i][j]);
}
- }
- for (i = 0; i < ARRAY_SIZE(state->sampler_states); ++i)
- {
DWORD stage = i;
if (stage >= WINED3D_MAX_FRAGMENT_SAMPLERS)
stage += WINED3DVERTEXTEXTURESAMPLER0 - WINED3D_MAX_FRAGMENT_SAMPLERS;
for (j = 0; j < ARRAY_SIZE(state->sampler_states[j]); ++j)
{
if (stateblock->changed.samplerState[i] & (1 << j))
wined3d_device_set_sampler_state(device, stage, j, state->sampler_states[i][j]);
}
- }
- for (i = 0; i < ARRAY_SIZE(state->transforms); ++i)
- {
if (stateblock->changed.transform[i >> 5] & (1u << (i & 0x1f)))
wined3d_device_set_transform(device, i, &state->transforms[i]);
- }
- if (stateblock->changed.indices)
wined3d_device_set_index_buffer(device, state->index_buffer, state->index_format, 0);
- wined3d_device_set_base_vertex_index(device, state->base_vertex_index);
- if (stateblock->changed.vertexDecl)
wined3d_device_set_vertex_declaration(device, state->vertex_declaration);
- if (stateblock->changed.material)
wined3d_device_set_material(device, &state->material);
- if (stateblock->changed.viewport)
wined3d_device_set_viewports(device, 1, &state->viewport);
- if (stateblock->changed.scissorRect)
wined3d_device_set_scissor_rects(device, 1, &state->scissor_rect);
- for (i = 0; i < ARRAY_SIZE(state->streams); ++i)
- {
if (stateblock->changed.streamSource & (1u << i))
wined3d_device_set_stream_source(device, i, state->streams[i].buffer,
state->streams[i].offset, state->streams[i].stride);
if (stateblock->changed.streamFreq & (1u << i))
wined3d_device_set_stream_source_freq(device, i,
state->streams[i].frequency | state->streams[i].flags);
- }
- for (i = 0; i < ARRAY_SIZE(state->textures); ++i)
- {
DWORD stage = i;
if (stage >= WINED3D_MAX_FRAGMENT_SAMPLERS)
stage += WINED3DVERTEXTEXTURESAMPLER0 - WINED3D_MAX_FRAGMENT_SAMPLERS;
if (stateblock->changed.textures & (1u << i))
wined3d_device_set_texture(device, stage, state->textures[i]);
- }
- for (i = 0; i < ARRAY_SIZE(state->clip_planes); ++i)
- {
if (stateblock->changed.clipplane & (1u << i))
wined3d_device_set_clip_plane(device, i, &state->clip_planes[i]);
- }
- memset(&stateblock->changed, 0, sizeof(stateblock->changed));
- TRACE("Applied stateblock %p.\n", stateblock);
+}
HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, struct wined3d_caps *caps) { TRACE("device %p, caps %p.\n", device, caps); diff --git a/dlls/wined3d/wined3d.spec b/dlls/wined3d/wined3d.spec index e03c57055b..c8ef442c72 100644 --- a/dlls/wined3d/wined3d.spec +++ b/dlls/wined3d/wined3d.spec @@ -37,6 +37,7 @@ @ cdecl wined3d_buffer_incref(ptr)
@ cdecl wined3d_device_acquire_focus_window(ptr ptr) +@ cdecl wined3d_device_apply_stateblock(ptr ptr) @ cdecl wined3d_device_begin_scene(ptr) @ cdecl wined3d_device_clear(ptr long ptr long ptr float long) @ cdecl wined3d_device_clear_rendertarget_view(ptr ptr ptr long ptr float long) diff --git a/include/wine/wined3d.h b/include/wine/wined3d.h index 9cdf18633c..4306f5ae21 100644 --- a/include/wine/wined3d.h +++ b/include/wine/wined3d.h @@ -2289,6 +2289,7 @@ struct wined3d_resource * __cdecl wined3d_buffer_get_resource(struct wined3d_buf ULONG __cdecl wined3d_buffer_incref(struct wined3d_buffer *buffer);
HRESULT __cdecl wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window); +void __cdecl wined3d_device_apply_stateblock(struct wined3d_device *device, struct wined3d_stateblock *stateblock); HRESULT __cdecl wined3d_device_begin_scene(struct wined3d_device *device); HRESULT __cdecl wined3d_device_clear(struct wined3d_device *device, DWORD rect_count, const RECT *rects, DWORD flags, const struct wined3d_color *color, float z, DWORD stencil); -- 2.24.0
Indeed this is pretty much the same as one of my patches I mentioned in the other email (except yours is complete, mine only changed float constants). Also mine touches wined3d_stateblock_apply() instead. Any reason we can't reuse that and avoid duplication?
I think there's no reason, no. Ultimately, if I'm not mistaken, we could (with a little tweaking) turn wined3d_stateblock_apply() into wined3d_stateblock_capture() + wined3d_device_apply_stateblock(). [It gets a bit hairy around lights, though.]