Henri Verbeet : wined3d: Send geometry shader binding updates through the command stream.

Alexandre Julliard julliard at winehq.org
Fri Oct 4 15:08:40 CDT 2013


Module: wine
Branch: master
Commit: 819e9dda28abb33a09b9ffcf0a23760539e2f3a5
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=819e9dda28abb33a09b9ffcf0a23760539e2f3a5

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Thu Oct  3 23:31:45 2013 +0200

wined3d: Send geometry shader binding updates through the command stream.

---

 dlls/wined3d/cs.c              |   21 +++++++++++++++++++++
 dlls/wined3d/device.c          |   11 ++++-------
 dlls/wined3d/wined3d_private.h |    1 +
 3 files changed, 26 insertions(+), 7 deletions(-)

diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c
index 44a8285d..e49ce3a 100644
--- a/dlls/wined3d/cs.c
+++ b/dlls/wined3d/cs.c
@@ -39,6 +39,7 @@ enum wined3d_cs_op
     WINED3D_CS_OP_SET_INDEX_BUFFER,
     WINED3D_CS_OP_SET_TEXTURE,
     WINED3D_CS_OP_SET_VERTEX_SHADER,
+    WINED3D_CS_OP_SET_GEOMETRY_SHADER,
 };
 
 struct wined3d_cs_present
@@ -531,6 +532,25 @@ void wined3d_cs_emit_set_vertex_shader(struct wined3d_cs *cs, struct wined3d_sha
     cs->ops->submit(cs);
 }
 
+static void wined3d_cs_exec_set_geometry_shader(struct wined3d_cs *cs, const void *data)
+{
+    const struct wined3d_cs_set_shader *op = data;
+
+    cs->state.geometry_shader = op->shader;
+    device_invalidate_state(cs->device, STATE_GEOMETRY_SHADER);
+}
+
+void wined3d_cs_emit_set_geometry_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_GEOMETRY_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,
@@ -546,6 +566,7 @@ static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void
     /* 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,
+    /* WINED3D_CS_OP_SET_GEOMETRY_SHADER    */ wined3d_cs_exec_set_geometry_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 77bd452..b2f10cf 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -2611,17 +2611,14 @@ void CDECL wined3d_device_set_geometry_shader(struct wined3d_device *device, str
 
     TRACE("device %p, shader %p.\n", device, shader);
 
+    if (device->recording || shader == prev)
+        return;
     if (shader)
         wined3d_shader_incref(shader);
+    device->update_state->geometry_shader = shader;
+    wined3d_cs_emit_set_geometry_shader(device->cs, shader);
     if (prev)
         wined3d_shader_decref(prev);
-
-    device->update_state->geometry_shader = shader;
-
-    if (device->recording || shader == prev)
-        return;
-
-    device_invalidate_state(device, STATE_GEOMETRY_SHADER);
 }
 
 struct wined3d_shader * CDECL wined3d_device_get_geometry_shader(const struct wined3d_device *device)
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 13a3aa2..545c8d3 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2487,6 +2487,7 @@ void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *sw
         const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override,
         const RGNDATA *dirty_region, DWORD flags) DECLSPEC_HIDDEN;
 void wined3d_cs_emit_set_depth_stencil(struct wined3d_cs *cs, struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
+void wined3d_cs_emit_set_geometry_shader(struct wined3d_cs *cs, struct wined3d_shader *shader) DECLSPEC_HIDDEN;
 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
         enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
 void wined3d_cs_emit_set_render_target(struct wined3d_cs *cs, UINT render_target_idx,




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