Signed-off-by: Zebediah Figura z.figura12@gmail.com --- dlls/wined3d/cs.c | 8 ++++---- dlls/wined3d/device.c | 4 ++-- dlls/wined3d/wined3d_private.h | 5 +++-- 3 files changed, 9 insertions(+), 8 deletions(-)
diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c index d8635bba8d7..23360be76a9 100644 --- a/dlls/wined3d/cs.c +++ b/dlls/wined3d/cs.c @@ -1546,18 +1546,18 @@ static void wined3d_cs_exec_set_shader_resource_view(struct wined3d_cs *cs, cons device_invalidate_state(cs->c.device, STATE_COMPUTE_SHADER_RESOURCE_BINDING); }
-void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type, - UINT view_idx, struct wined3d_shader_resource_view *view) +void wined3d_device_context_emit_set_shader_resource_view(struct wined3d_device_context *context, + enum wined3d_shader_type type, unsigned int view_idx, struct wined3d_shader_resource_view *view) { struct wined3d_cs_set_shader_resource_view *op;
- op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); + op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW; op->type = type; op->view_idx = view_idx; op->view = view;
- wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT); + wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT); }
static void wined3d_cs_exec_set_unordered_access_view(struct wined3d_cs *cs, const void *data) diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index 3feabbe79f1..08115cb0de2 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -1907,7 +1907,7 @@ void CDECL wined3d_device_set_state(struct wined3d_device *device, struct wined3 } for (j = 0; j < MAX_SHADER_RESOURCE_VIEWS; ++j) { - wined3d_cs_emit_set_shader_resource_view(device->cs, i, j, state->shader_resource_view[i][j]); + wined3d_device_context_emit_set_shader_resource_view(context, i, j, state->shader_resource_view[i][j]); } }
@@ -2256,7 +2256,7 @@ static void wined3d_device_set_shader_resource_view(struct wined3d_device *devic }
state->shader_resource_view[type][idx] = view; - wined3d_cs_emit_set_shader_resource_view(device->cs, type, idx, view); + wined3d_device_context_emit_set_shader_resource_view(&device->cs->c, type, idx, view); if (prev) { wined3d_srv_bind_count_dec(prev); diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 4ad0c05d34a..d587f039569 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -4770,8 +4770,6 @@ void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs, enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx, struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN; -void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type, - UINT view_idx, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type, UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx, @@ -4827,6 +4825,9 @@ void wined3d_device_context_emit_set_scissor_rects(struct wined3d_device_context unsigned int rect_count, const RECT *rects) DECLSPEC_HIDDEN; void wined3d_device_context_emit_set_shader(struct wined3d_device_context *context, enum wined3d_shader_type type, struct wined3d_shader *shader) DECLSPEC_HIDDEN; +void wined3d_device_context_emit_set_shader_resource_view(struct wined3d_device_context *context, + enum wined3d_shader_type type, unsigned int view_idx, + struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN; void wined3d_device_context_emit_set_viewports(struct wined3d_device_context *context, unsigned int viewport_count, const struct wined3d_viewport *viewports) DECLSPEC_HIDDEN;
Signed-off-by: Zebediah Figura z.figura12@gmail.com --- dlls/wined3d/device.c | 96 ++++++++++++++++++++------------------- dlls/wined3d/wined3d.spec | 1 + include/wine/wined3d.h | 2 + 3 files changed, 52 insertions(+), 47 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index 08115cb0de2..512b995510a 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -2188,49 +2188,15 @@ void CDECL wined3d_device_context_set_scissor_rects(struct wined3d_device_contex wined3d_device_context_emit_set_scissor_rects(context, rect_count, rects); }
-void CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader) -{ - TRACE("device %p, shader %p.\n", device, shader); - - return wined3d_device_context_set_shader(&device->cs->c, WINED3D_SHADER_TYPE_VERTEX, shader); -} - -struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device) -{ - TRACE("device %p.\n", device); - - return device->cs->c.state->shader[WINED3D_SHADER_TYPE_VERTEX]; -} - -void CDECL wined3d_device_set_constant_buffer(struct wined3d_device *device, - enum wined3d_shader_type type, UINT idx, struct wined3d_buffer *buffer) -{ - TRACE("device %p, type %#x, idx %u, buffer %p.\n", device, type, idx, buffer); - - return wined3d_device_context_set_constant_buffer(&device->cs->c, type, idx, buffer); -} - -struct wined3d_buffer * CDECL wined3d_device_get_constant_buffer(const struct wined3d_device *device, - enum wined3d_shader_type shader_type, unsigned int idx) -{ - TRACE("device %p, shader_type %#x, idx %u.\n", device, shader_type, idx); - - if (idx >= MAX_CONSTANT_BUFFERS) - { - WARN("Invalid constant buffer index %u.\n", idx); - return NULL; - } - - return device->cs->c.state->cb[shader_type][idx]; -} - -static void wined3d_device_set_shader_resource_view(struct wined3d_device *device, - enum wined3d_shader_type type, UINT idx, struct wined3d_shader_resource_view *view) +void CDECL wined3d_device_context_set_shader_resource_view(struct wined3d_device_context *context, + enum wined3d_shader_type type, unsigned int idx, struct wined3d_shader_resource_view *view) { + struct wined3d_state *state = context->state; const struct wined3d_rendertarget_view *dsv; - struct wined3d_state *state = device->cs->c.state; struct wined3d_shader_resource_view *prev;
+ TRACE("context %p, type %#x, idx %u, view %p.\n", context, type, idx, view); + if (idx >= MAX_SHADER_RESOURCE_VIEWS) { WARN("Invalid view index %u.\n", idx); @@ -2256,7 +2222,7 @@ static void wined3d_device_set_shader_resource_view(struct wined3d_device *devic }
state->shader_resource_view[type][idx] = view; - wined3d_device_context_emit_set_shader_resource_view(&device->cs->c, type, idx, view); + wined3d_device_context_emit_set_shader_resource_view(context, type, idx, view); if (prev) { wined3d_srv_bind_count_dec(prev); @@ -2264,12 +2230,48 @@ static void wined3d_device_set_shader_resource_view(struct wined3d_device *devic } }
+void CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader) +{ + TRACE("device %p, shader %p.\n", device, shader); + + return wined3d_device_context_set_shader(&device->cs->c, WINED3D_SHADER_TYPE_VERTEX, shader); +} + +struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device) +{ + TRACE("device %p.\n", device); + + return device->cs->c.state->shader[WINED3D_SHADER_TYPE_VERTEX]; +} + +void CDECL wined3d_device_set_constant_buffer(struct wined3d_device *device, + enum wined3d_shader_type type, UINT idx, struct wined3d_buffer *buffer) +{ + TRACE("device %p, type %#x, idx %u, buffer %p.\n", device, type, idx, buffer); + + return wined3d_device_context_set_constant_buffer(&device->cs->c, type, idx, buffer); +} + +struct wined3d_buffer * CDECL wined3d_device_get_constant_buffer(const struct wined3d_device *device, + enum wined3d_shader_type shader_type, unsigned int idx) +{ + TRACE("device %p, shader_type %#x, idx %u.\n", device, shader_type, idx); + + if (idx >= MAX_CONSTANT_BUFFERS) + { + WARN("Invalid constant buffer index %u.\n", idx); + return NULL; + } + + return device->cs->c.state->cb[shader_type][idx]; +} + void CDECL wined3d_device_set_vs_resource_view(struct wined3d_device *device, UINT idx, struct wined3d_shader_resource_view *view) { TRACE("device %p, idx %u, view %p.\n", device, idx, view);
- wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_VERTEX, idx, view); + wined3d_device_context_set_shader_resource_view(&device->cs->c, WINED3D_SHADER_TYPE_VERTEX, idx, view); }
static struct wined3d_shader_resource_view *wined3d_device_get_shader_resource_view( @@ -2415,7 +2417,7 @@ void CDECL wined3d_device_set_ps_resource_view(struct wined3d_device *device, { TRACE("device %p, idx %u, view %p.\n", device, idx, view);
- wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_PIXEL, idx, view); + wined3d_device_context_set_shader_resource_view(&device->cs->c, WINED3D_SHADER_TYPE_PIXEL, idx, view); }
struct wined3d_shader_resource_view * CDECL wined3d_device_get_ps_resource_view(const struct wined3d_device *device, @@ -2513,7 +2515,7 @@ void CDECL wined3d_device_set_hs_resource_view(struct wined3d_device *device, { TRACE("device %p, idx %u, view %p.\n", device, idx, view);
- wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_HULL, idx, view); + wined3d_device_context_set_shader_resource_view(&device->cs->c, WINED3D_SHADER_TYPE_HULL, idx, view); }
struct wined3d_shader_resource_view * CDECL wined3d_device_get_hs_resource_view(const struct wined3d_device *device, @@ -2558,7 +2560,7 @@ void CDECL wined3d_device_set_ds_resource_view(struct wined3d_device *device, { TRACE("device %p, idx %u, view %p.\n", device, idx, view);
- wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_DOMAIN, idx, view); + wined3d_device_context_set_shader_resource_view(&device->cs->c, WINED3D_SHADER_TYPE_DOMAIN, idx, view); }
struct wined3d_shader_resource_view * CDECL wined3d_device_get_ds_resource_view(const struct wined3d_device *device, @@ -2603,7 +2605,7 @@ void CDECL wined3d_device_set_gs_resource_view(struct wined3d_device *device, { TRACE("device %p, idx %u, view %p.\n", device, idx, view);
- wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, view); + wined3d_device_context_set_shader_resource_view(&device->cs->c, WINED3D_SHADER_TYPE_GEOMETRY, idx, view); }
struct wined3d_shader_resource_view * CDECL wined3d_device_get_gs_resource_view(const struct wined3d_device *device, @@ -2647,7 +2649,7 @@ void CDECL wined3d_device_set_cs_resource_view(struct wined3d_device *device, { TRACE("device %p, idx %u, view %p.\n", device, idx, view);
- wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_COMPUTE, idx, view); + wined3d_device_context_set_shader_resource_view(&device->cs->c, WINED3D_SHADER_TYPE_COMPUTE, idx, view); }
struct wined3d_shader_resource_view * CDECL wined3d_device_get_cs_resource_view(const struct wined3d_device *device, @@ -5183,7 +5185,7 @@ static void wined3d_unbind_srv_for_rtv(struct wined3d_device *device, if ((srv = state->shader_resource_view[i][j]) && srv->resource == resource && ((!dsv && wined3d_is_srv_rtv_bound(srv)) || (dsv && wined3d_dsv_srv_conflict(view, srv->format)))) - wined3d_device_set_shader_resource_view(device, i, j, NULL); + wined3d_device_context_set_shader_resource_view(&device->cs->c, i, j, NULL); } }
diff --git a/dlls/wined3d/wined3d.spec b/dlls/wined3d/wined3d.spec index 60d85a46290..20cea2490ae 100644 --- a/dlls/wined3d/wined3d.spec +++ b/dlls/wined3d/wined3d.spec @@ -172,6 +172,7 @@ @ cdecl wined3d_device_context_set_rasterizer_state(ptr ptr) @ cdecl wined3d_device_context_set_scissor_rects(ptr long ptr) @ cdecl wined3d_device_context_set_shader(ptr long ptr) +@ cdecl wined3d_device_context_set_shader_resource_view(ptr long long ptr) @ cdecl wined3d_device_context_set_viewports(ptr long ptr)
@ cdecl wined3d_output_find_closest_matching_mode(ptr ptr) diff --git a/include/wine/wined3d.h b/include/wine/wined3d.h index 7b585b92cef..d4c97604e14 100644 --- a/include/wine/wined3d.h +++ b/include/wine/wined3d.h @@ -2560,6 +2560,8 @@ void __cdecl wined3d_device_context_set_scissor_rects(struct wined3d_device_cont const RECT *rects); void __cdecl wined3d_device_context_set_shader(struct wined3d_device_context *context, enum wined3d_shader_type type, struct wined3d_shader *shader); +void __cdecl wined3d_device_context_set_shader_resource_view(struct wined3d_device_context *context, + enum wined3d_shader_type type, unsigned int idx, struct wined3d_shader_resource_view *view); void __cdecl wined3d_device_context_set_viewports(struct wined3d_device_context *context, unsigned int viewport_count, const struct wined3d_viewport *viewports);
Signed-off-by: Henri Verbeet hverbeet@codeweavers.com
Signed-off-by: Zebediah Figura z.figura12@gmail.com --- dlls/d3d11/device.c | 47 +++++++++++++++++++-------------------------- 1 file changed, 20 insertions(+), 27 deletions(-)
diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c index 941e61f4b5a..e045e8f7087 100644 --- a/dlls/d3d11/device.c +++ b/dlls/d3d11/device.c @@ -499,7 +499,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_VSSetConstantBuffers(ID3D1 static void STDMETHODCALLTYPE d3d11_immediate_context_PSSetShaderResources(ID3D11DeviceContext1 *iface, UINT start_slot, UINT view_count, ID3D11ShaderResourceView *const *views) { - struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface); + struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface); unsigned int i;
TRACE("iface %p, start_slot %u, view_count %u, views %p.\n", @@ -510,8 +510,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_PSSetShaderResources(ID3D1 { struct d3d_shader_resource_view *view = unsafe_impl_from_ID3D11ShaderResourceView(views[i]);
- wined3d_device_set_ps_resource_view(device->wined3d_device, start_slot + i, - view ? view->wined3d_view : NULL); + wined3d_device_context_set_shader_resource_view(context->wined3d_context, WINED3D_SHADER_TYPE_PIXEL, + start_slot + i, view ? view->wined3d_view : NULL); } wined3d_mutex_unlock(); } @@ -780,7 +780,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_IASetPrimitiveTopology(ID3 static void STDMETHODCALLTYPE d3d11_immediate_context_VSSetShaderResources(ID3D11DeviceContext1 *iface, UINT start_slot, UINT view_count, ID3D11ShaderResourceView *const *views) { - struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface); + struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface); unsigned int i;
TRACE("iface %p, start_slot %u, view_count %u, views %p.\n", iface, start_slot, view_count, views); @@ -790,8 +790,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_VSSetShaderResources(ID3D1 { struct d3d_shader_resource_view *view = unsafe_impl_from_ID3D11ShaderResourceView(views[i]);
- wined3d_device_set_vs_resource_view(device->wined3d_device, start_slot + i, - view ? view->wined3d_view : NULL); + wined3d_device_context_set_shader_resource_view(context->wined3d_context, WINED3D_SHADER_TYPE_VERTEX, + start_slot + i, view ? view->wined3d_view : NULL); } wined3d_mutex_unlock(); } @@ -894,7 +894,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_SetPredication(ID3D11Devic static void STDMETHODCALLTYPE d3d11_immediate_context_GSSetShaderResources(ID3D11DeviceContext1 *iface, UINT start_slot, UINT view_count, ID3D11ShaderResourceView *const *views) { - struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface); + struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface); unsigned int i;
TRACE("iface %p, start_slot %u, view_count %u, views %p.\n", iface, start_slot, view_count, views); @@ -904,8 +904,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_GSSetShaderResources(ID3D1 { struct d3d_shader_resource_view *view = unsafe_impl_from_ID3D11ShaderResourceView(views[i]);
- wined3d_device_set_gs_resource_view(device->wined3d_device, start_slot + i, - view ? view->wined3d_view : NULL); + wined3d_device_context_set_shader_resource_view(context->wined3d_context, WINED3D_SHADER_TYPE_GEOMETRY, + start_slot + i, view ? view->wined3d_view : NULL); } wined3d_mutex_unlock(); } @@ -1416,7 +1416,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_ExecuteCommandList(ID3D11D static void STDMETHODCALLTYPE d3d11_immediate_context_HSSetShaderResources(ID3D11DeviceContext1 *iface, UINT start_slot, UINT view_count, ID3D11ShaderResourceView *const *views) { - struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface); + struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface); unsigned int i;
TRACE("iface %p, start_slot %u, view_count %u, views %p.\n", @@ -1427,8 +1427,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_HSSetShaderResources(ID3D1 { struct d3d_shader_resource_view *view = unsafe_impl_from_ID3D11ShaderResourceView(views[i]);
- wined3d_device_set_hs_resource_view(device->wined3d_device, start_slot + i, - view ? view->wined3d_view : NULL); + wined3d_device_context_set_shader_resource_view(context->wined3d_context, WINED3D_SHADER_TYPE_HULL, + start_slot + i, view ? view->wined3d_view : NULL); } wined3d_mutex_unlock(); } @@ -1484,7 +1484,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_HSSetConstantBuffers(ID3D1 static void STDMETHODCALLTYPE d3d11_immediate_context_DSSetShaderResources(ID3D11DeviceContext1 *iface, UINT start_slot, UINT view_count, ID3D11ShaderResourceView *const *views) { - struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface); + struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface); unsigned int i;
TRACE("iface %p, start_slot %u, view_count %u, views %p.\n", @@ -1495,8 +1495,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_DSSetShaderResources(ID3D1 { struct d3d_shader_resource_view *view = unsafe_impl_from_ID3D11ShaderResourceView(views[i]);
- wined3d_device_set_ds_resource_view(device->wined3d_device, start_slot + i, - view ? view->wined3d_view : NULL); + wined3d_device_context_set_shader_resource_view(context->wined3d_context, WINED3D_SHADER_TYPE_DOMAIN, + start_slot + i, view ? view->wined3d_view : NULL); } wined3d_mutex_unlock(); } @@ -1552,7 +1552,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_DSSetConstantBuffers(ID3D1 static void STDMETHODCALLTYPE d3d11_immediate_context_CSSetShaderResources(ID3D11DeviceContext1 *iface, UINT start_slot, UINT view_count, ID3D11ShaderResourceView *const *views) { - struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface); + struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface); unsigned int i;
TRACE("iface %p, start_slot %u, view_count %u, views %p.\n", @@ -1563,8 +1563,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_CSSetShaderResources(ID3D1 { struct d3d_shader_resource_view *view = unsafe_impl_from_ID3D11ShaderResourceView(views[i]);
- wined3d_device_set_cs_resource_view(device->wined3d_device, start_slot + i, - view ? view->wined3d_view : NULL); + wined3d_device_context_set_shader_resource_view(context->wined3d_context, WINED3D_SHADER_TYPE_COMPUTE, + start_slot + i, view ? view->wined3d_view : NULL); } wined3d_mutex_unlock(); } @@ -2608,20 +2608,13 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_ClearState(ID3D11DeviceCon wined3d_device_set_ps_sampler(device->wined3d_device, i, NULL); wined3d_device_set_cs_sampler(device->wined3d_device, i, NULL); } - for (i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i) - { - wined3d_device_set_vs_resource_view(device->wined3d_device, i, NULL); - wined3d_device_set_hs_resource_view(device->wined3d_device, i, NULL); - wined3d_device_set_ds_resource_view(device->wined3d_device, i, NULL); - wined3d_device_set_gs_resource_view(device->wined3d_device, i, NULL); - wined3d_device_set_ps_resource_view(device->wined3d_device, i, NULL); - wined3d_device_set_cs_resource_view(device->wined3d_device, i, NULL); - } for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i) { wined3d_device_context_set_shader(context->wined3d_context, i, NULL); for (j = 0; j < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++j) wined3d_device_context_set_constant_buffer(context->wined3d_context, i, j, NULL); + for (j = 0; j < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++j) + wined3d_device_context_set_shader_resource_view(context->wined3d_context, i, j, NULL); } for (i = 0; i < D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i) {
Signed-off-by: Henri Verbeet hverbeet@codeweavers.com
Signed-off-by: Zebediah Figura z.figura12@gmail.com --- dlls/wined3d/cs.c | 8 ++++---- dlls/wined3d/device.c | 4 ++-- dlls/wined3d/wined3d_private.h | 4 ++-- 3 files changed, 8 insertions(+), 8 deletions(-)
diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c index 23360be76a9..8afa298b905 100644 --- a/dlls/wined3d/cs.c +++ b/dlls/wined3d/cs.c @@ -1605,18 +1605,18 @@ static void wined3d_cs_exec_set_sampler(struct wined3d_cs *cs, const void *data) device_invalidate_state(cs->c.device, STATE_COMPUTE_SHADER_RESOURCE_BINDING); }
-void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type, - UINT sampler_idx, struct wined3d_sampler *sampler) +void wined3d_device_context_emit_set_sampler(struct wined3d_device_context *context, enum wined3d_shader_type type, + unsigned int sampler_idx, struct wined3d_sampler *sampler) { struct wined3d_cs_set_sampler *op;
- op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); + op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_SET_SAMPLER; op->type = type; op->sampler_idx = sampler_idx; op->sampler = sampler;
- wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT); + wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT); }
static void wined3d_cs_exec_set_shader(struct wined3d_cs *cs, const void *data) diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index 512b995510a..5612e4bd0ce 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -1903,7 +1903,7 @@ void CDECL wined3d_device_set_state(struct wined3d_device *device, struct wined3 wined3d_device_context_emit_set_constant_buffer(context, i, j, state->cb[i][j]); for (j = 0; j < MAX_SAMPLER_OBJECTS; ++j) { - wined3d_cs_emit_set_sampler(device->cs, i, j, state->sampler[i][j]); + wined3d_device_context_emit_set_sampler(context, i, j, state->sampler[i][j]); } for (j = 0; j < MAX_SHADER_RESOURCE_VIEWS; ++j) { @@ -2313,7 +2313,7 @@ static void wined3d_device_set_sampler(struct wined3d_device *device, if (sampler) wined3d_sampler_incref(sampler); state->sampler[type][idx] = sampler; - wined3d_cs_emit_set_sampler(device->cs, type, idx, sampler); + wined3d_device_context_emit_set_sampler(&device->cs->c, type, idx, sampler); if (prev) wined3d_sampler_decref(prev); } diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index d587f039569..19ef894021b 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -4770,8 +4770,6 @@ void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs, enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx, struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN; -void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type, - UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx, enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx, @@ -4821,6 +4819,8 @@ void wined3d_device_context_emit_set_depth_stencil_state(struct wined3d_device_c struct wined3d_depth_stencil_state *state, unsigned int stencil_ref) DECLSPEC_HIDDEN; void wined3d_device_context_emit_set_rasterizer_state(struct wined3d_device_context *context, struct wined3d_rasterizer_state *rasterizer_state) DECLSPEC_HIDDEN; +void wined3d_device_context_emit_set_sampler(struct wined3d_device_context *context, enum wined3d_shader_type type, + unsigned int sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN; void wined3d_device_context_emit_set_scissor_rects(struct wined3d_device_context *context, unsigned int rect_count, const RECT *rects) DECLSPEC_HIDDEN; void wined3d_device_context_emit_set_shader(struct wined3d_device_context *context, enum wined3d_shader_type type,
Hi,
While running your changed tests, I think I found new failures. Being a bot and all I'm not very good at pattern recognition, so I might be wrong, but could you please double-check?
Full results can be found at: https://testbot.winehq.org/JobDetails.pl?Key=87078
Your paranoid android.
=== debiant2 (64 bit WoW report) ===
d3d11: d3d11.c:5834: Test failed: d3d11.c:6144: Test marked todo: Got unexpected PrimitivesStorageNeeded: 2.
Signed-off-by: Henri Verbeet hverbeet@codeweavers.com
Signed-off-by: Zebediah Figura z.figura12@gmail.com --- dlls/wined3d/device.c | 62 ++++++++++++++++++++------------------- dlls/wined3d/wined3d.spec | 1 + include/wine/wined3d.h | 2 ++ 3 files changed, 35 insertions(+), 30 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index 5612e4bd0ce..c4700d2dc65 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -2230,6 +2230,32 @@ void CDECL wined3d_device_context_set_shader_resource_view(struct wined3d_device } }
+void CDECL wined3d_device_context_set_sampler(struct wined3d_device_context *context, + enum wined3d_shader_type type, unsigned int idx, struct wined3d_sampler *sampler) +{ + struct wined3d_state *state = context->state; + struct wined3d_sampler *prev; + + TRACE("context %p, type %#x, idx %u, sampler %p.\n", context, type, idx, sampler); + + if (idx >= MAX_SAMPLER_OBJECTS) + { + WARN("Invalid sampler index %u.\n", idx); + return; + } + + prev = state->sampler[type][idx]; + if (sampler == prev) + return; + + if (sampler) + wined3d_sampler_incref(sampler); + state->sampler[type][idx] = sampler; + wined3d_device_context_emit_set_sampler(context, type, idx, sampler); + if (prev) + wined3d_sampler_decref(prev); +} + void CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader) { TRACE("device %p, shader %p.\n", device, shader); @@ -2294,35 +2320,11 @@ struct wined3d_shader_resource_view * CDECL wined3d_device_get_vs_resource_view( return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_VERTEX, idx); }
-static void wined3d_device_set_sampler(struct wined3d_device *device, - enum wined3d_shader_type type, UINT idx, struct wined3d_sampler *sampler) -{ - struct wined3d_state *state = device->cs->c.state; - struct wined3d_sampler *prev; - - if (idx >= MAX_SAMPLER_OBJECTS) - { - WARN("Invalid sampler index %u.\n", idx); - return; - } - - prev = state->sampler[type][idx]; - if (sampler == prev) - return; - - if (sampler) - wined3d_sampler_incref(sampler); - state->sampler[type][idx] = sampler; - wined3d_device_context_emit_set_sampler(&device->cs->c, type, idx, sampler); - if (prev) - wined3d_sampler_decref(prev); -} - void CDECL wined3d_device_set_vs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler) { TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
- wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_VERTEX, idx, sampler); + wined3d_device_context_set_sampler(&device->cs->c, WINED3D_SHADER_TYPE_VERTEX, idx, sampler); }
static struct wined3d_sampler *wined3d_device_get_sampler(const struct wined3d_device *device, @@ -2432,7 +2434,7 @@ void CDECL wined3d_device_set_ps_sampler(struct wined3d_device *device, UINT idx { TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
- wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_PIXEL, idx, sampler); + wined3d_device_context_set_sampler(&device->cs->c, WINED3D_SHADER_TYPE_PIXEL, idx, sampler); }
struct wined3d_sampler * CDECL wined3d_device_get_ps_sampler(const struct wined3d_device *device, UINT idx) @@ -2531,7 +2533,7 @@ void CDECL wined3d_device_set_hs_sampler(struct wined3d_device *device, { TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
- wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_HULL, idx, sampler); + wined3d_device_context_set_sampler(&device->cs->c, WINED3D_SHADER_TYPE_HULL, idx, sampler); }
struct wined3d_sampler * CDECL wined3d_device_get_hs_sampler(const struct wined3d_device *device, unsigned int idx) @@ -2576,7 +2578,7 @@ void CDECL wined3d_device_set_ds_sampler(struct wined3d_device *device, { TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
- wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_DOMAIN, idx, sampler); + wined3d_device_context_set_sampler(&device->cs->c, WINED3D_SHADER_TYPE_DOMAIN, idx, sampler); }
struct wined3d_sampler * CDECL wined3d_device_get_ds_sampler(const struct wined3d_device *device, unsigned int idx) @@ -2620,7 +2622,7 @@ void CDECL wined3d_device_set_gs_sampler(struct wined3d_device *device, UINT idx { TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
- wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, sampler); + wined3d_device_context_set_sampler(&device->cs->c, WINED3D_SHADER_TYPE_GEOMETRY, idx, sampler); }
struct wined3d_sampler * CDECL wined3d_device_get_gs_sampler(const struct wined3d_device *device, UINT idx) @@ -2665,7 +2667,7 @@ void CDECL wined3d_device_set_cs_sampler(struct wined3d_device *device, { TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
- wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_COMPUTE, idx, sampler); + wined3d_device_context_set_sampler(&device->cs->c, WINED3D_SHADER_TYPE_COMPUTE, idx, sampler); }
struct wined3d_sampler * CDECL wined3d_device_get_cs_sampler(const struct wined3d_device *device, unsigned int idx) diff --git a/dlls/wined3d/wined3d.spec b/dlls/wined3d/wined3d.spec index 20cea2490ae..7c39295c256 100644 --- a/dlls/wined3d/wined3d.spec +++ b/dlls/wined3d/wined3d.spec @@ -170,6 +170,7 @@ @ cdecl wined3d_device_context_set_constant_buffer(ptr long long ptr) @ cdecl wined3d_device_context_set_depth_stencil_state(ptr ptr long) @ cdecl wined3d_device_context_set_rasterizer_state(ptr ptr) +@ cdecl wined3d_device_context_set_sampler(ptr long long ptr) @ cdecl wined3d_device_context_set_scissor_rects(ptr long ptr) @ cdecl wined3d_device_context_set_shader(ptr long ptr) @ cdecl wined3d_device_context_set_shader_resource_view(ptr long long ptr) diff --git a/include/wine/wined3d.h b/include/wine/wined3d.h index d4c97604e14..760e1ebcc80 100644 --- a/include/wine/wined3d.h +++ b/include/wine/wined3d.h @@ -2556,6 +2556,8 @@ void __cdecl wined3d_device_context_set_depth_stencil_state(struct wined3d_devic struct wined3d_depth_stencil_state *depth_stencil_state, unsigned int stencil_ref); void __cdecl wined3d_device_context_set_rasterizer_state(struct wined3d_device_context *context, struct wined3d_rasterizer_state *rasterizer_state); +void __cdecl wined3d_device_context_set_sampler(struct wined3d_device_context *context, + enum wined3d_shader_type type, unsigned int idx, struct wined3d_sampler *sampler); void __cdecl wined3d_device_context_set_scissor_rects(struct wined3d_device_context *context, unsigned int rect_count, const RECT *rects); void __cdecl wined3d_device_context_set_shader(struct wined3d_device_context *context,
Hi,
While running your changed tests, I think I found new failures. Being a bot and all I'm not very good at pattern recognition, so I might be wrong, but could you please double-check?
Full results can be found at: https://testbot.winehq.org/JobDetails.pl?Key=87079
Your paranoid android.
=== debiant2 (32 bit WoW report) ===
d3d11: d3d11.c:19466: Test failed: d3d11.c:16095: Test marked todo: Got 0xdeadbeef, expected 0x4030201 or 0x7f7f7f7f at 127, uvec4 0x7fffff01, 0x7fffff02, 0x7fffff03, 0x7fffff04.
Signed-off-by: Henri Verbeet hverbeet@codeweavers.com
Signed-off-by: Zebediah Figura z.figura12@gmail.com --- dlls/d3d11/device.c | 35 ++++++++++++++--------------------- 1 file changed, 14 insertions(+), 21 deletions(-)
diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c index e045e8f7087..7dc6f441185 100644 --- a/dlls/d3d11/device.c +++ b/dlls/d3d11/device.c @@ -537,7 +537,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_PSSetShader(ID3D11DeviceCo static void STDMETHODCALLTYPE d3d11_immediate_context_PSSetSamplers(ID3D11DeviceContext1 *iface, UINT start_slot, UINT sampler_count, ID3D11SamplerState *const *samplers) { - struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface); + struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface); unsigned int i;
TRACE("iface %p, start_slot %u, sampler_count %u, samplers %p.\n", @@ -548,7 +548,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_PSSetSamplers(ID3D11Device { struct d3d_sampler_state *sampler = unsafe_impl_from_ID3D11SamplerState(samplers[i]);
- wined3d_device_set_ps_sampler(device->wined3d_device, start_slot + i, + wined3d_device_context_set_sampler(context->wined3d_context, WINED3D_SHADER_TYPE_PIXEL, start_slot + i, sampler ? sampler->wined3d_sampler : NULL); } wined3d_mutex_unlock(); @@ -799,7 +799,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_VSSetShaderResources(ID3D1 static void STDMETHODCALLTYPE d3d11_immediate_context_VSSetSamplers(ID3D11DeviceContext1 *iface, UINT start_slot, UINT sampler_count, ID3D11SamplerState *const *samplers) { - struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface); + struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface); unsigned int i;
TRACE("iface %p, start_slot %u, sampler_count %u, samplers %p.\n", @@ -810,7 +810,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_VSSetSamplers(ID3D11Device { struct d3d_sampler_state *sampler = unsafe_impl_from_ID3D11SamplerState(samplers[i]);
- wined3d_device_set_vs_sampler(device->wined3d_device, start_slot + i, + wined3d_device_context_set_sampler(context->wined3d_context, WINED3D_SHADER_TYPE_VERTEX, start_slot + i, sampler ? sampler->wined3d_sampler : NULL); } wined3d_mutex_unlock(); @@ -913,7 +913,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_GSSetShaderResources(ID3D1 static void STDMETHODCALLTYPE d3d11_immediate_context_GSSetSamplers(ID3D11DeviceContext1 *iface, UINT start_slot, UINT sampler_count, ID3D11SamplerState *const *samplers) { - struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface); + struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface); unsigned int i;
TRACE("iface %p, start_slot %u, sampler_count %u, samplers %p.\n", @@ -924,7 +924,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_GSSetSamplers(ID3D11Device { struct d3d_sampler_state *sampler = unsafe_impl_from_ID3D11SamplerState(samplers[i]);
- wined3d_device_set_gs_sampler(device->wined3d_device, start_slot + i, + wined3d_device_context_set_sampler(context->wined3d_context, WINED3D_SHADER_TYPE_GEOMETRY, start_slot + i, sampler ? sampler->wined3d_sampler : NULL); } wined3d_mutex_unlock(); @@ -1454,7 +1454,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_HSSetShader(ID3D11DeviceCo static void STDMETHODCALLTYPE d3d11_immediate_context_HSSetSamplers(ID3D11DeviceContext1 *iface, UINT start_slot, UINT sampler_count, ID3D11SamplerState *const *samplers) { - struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface); + struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface); unsigned int i;
TRACE("iface %p, start_slot %u, sampler_count %u, samplers %p.\n", @@ -1465,7 +1465,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_HSSetSamplers(ID3D11Device { struct d3d_sampler_state *sampler = unsafe_impl_from_ID3D11SamplerState(samplers[i]);
- wined3d_device_set_hs_sampler(device->wined3d_device, start_slot + i, + wined3d_device_context_set_sampler(context->wined3d_context, WINED3D_SHADER_TYPE_HULL, start_slot + i, sampler ? sampler->wined3d_sampler : NULL); } wined3d_mutex_unlock(); @@ -1522,7 +1522,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_DSSetShader(ID3D11DeviceCo static void STDMETHODCALLTYPE d3d11_immediate_context_DSSetSamplers(ID3D11DeviceContext1 *iface, UINT start_slot, UINT sampler_count, ID3D11SamplerState *const *samplers) { - struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface); + struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface); unsigned int i;
TRACE("iface %p, start_slot %u, sampler_count %u, samplers %p.\n", @@ -1533,7 +1533,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_DSSetSamplers(ID3D11Device { struct d3d_sampler_state *sampler = unsafe_impl_from_ID3D11SamplerState(samplers[i]);
- wined3d_device_set_ds_sampler(device->wined3d_device, start_slot + i, + wined3d_device_context_set_sampler(context->wined3d_context, WINED3D_SHADER_TYPE_DOMAIN, start_slot + i, sampler ? sampler->wined3d_sampler : NULL); } wined3d_mutex_unlock(); @@ -1610,7 +1610,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_CSSetShader(ID3D11DeviceCo static void STDMETHODCALLTYPE d3d11_immediate_context_CSSetSamplers(ID3D11DeviceContext1 *iface, UINT start_slot, UINT sampler_count, ID3D11SamplerState *const *samplers) { - struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface); + struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface); unsigned int i;
TRACE("iface %p, start_slot %u, sampler_count %u, samplers %p.\n", @@ -1621,7 +1621,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_CSSetSamplers(ID3D11Device { struct d3d_sampler_state *sampler = unsafe_impl_from_ID3D11SamplerState(samplers[i]);
- wined3d_device_set_cs_sampler(device->wined3d_device, start_slot + i, + wined3d_device_context_set_sampler(context->wined3d_context, WINED3D_SHADER_TYPE_COMPUTE, start_slot + i, sampler ? sampler->wined3d_sampler : NULL); } wined3d_mutex_unlock(); @@ -2599,15 +2599,6 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_ClearState(ID3D11DeviceCon TRACE("iface %p.\n", iface);
wined3d_mutex_lock(); - for (i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i) - { - wined3d_device_set_vs_sampler(device->wined3d_device, i, NULL); - wined3d_device_set_hs_sampler(device->wined3d_device, i, NULL); - wined3d_device_set_ds_sampler(device->wined3d_device, i, NULL); - wined3d_device_set_gs_sampler(device->wined3d_device, i, NULL); - wined3d_device_set_ps_sampler(device->wined3d_device, i, NULL); - wined3d_device_set_cs_sampler(device->wined3d_device, i, NULL); - } for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i) { wined3d_device_context_set_shader(context->wined3d_context, i, NULL); @@ -2615,6 +2606,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_ClearState(ID3D11DeviceCon wined3d_device_context_set_constant_buffer(context->wined3d_context, i, j, NULL); for (j = 0; j < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++j) wined3d_device_context_set_shader_resource_view(context->wined3d_context, i, j, NULL); + for (j = 0; j < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; ++j) + wined3d_device_context_set_sampler(context->wined3d_context, i, j, NULL); } for (i = 0; i < D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i) {
Signed-off-by: Henri Verbeet hverbeet@codeweavers.com