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

Alexandre Julliard julliard at winehq.org
Fri Oct 11 10:11:12 CDT 2013


Module: wine
Branch: master
Commit: f699b6da0bb83c00026208bef5a1eb086bc993c8
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=f699b6da0bb83c00026208bef5a1eb086bc993c8

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Thu Oct 10 23:49:45 2013 +0200

wined3d: Send sampler binding updates through the command stream.

---

 dlls/wined3d/cs.c              |   31 +++++++++++++++++++++++++++++++
 dlls/wined3d/device.c          |    6 +++++-
 dlls/wined3d/wined3d_private.h |    2 ++
 3 files changed, 38 insertions(+), 1 deletions(-)

diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c
index 7b33164..bf682e5 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_CONSTANT_BUFFER,
     WINED3D_CS_OP_SET_TEXTURE,
+    WINED3D_CS_OP_SET_SAMPLER,
     WINED3D_CS_OP_SET_SHADER,
     WINED3D_CS_OP_SET_RENDER_STATE,
     WINED3D_CS_OP_SET_TEXTURE_STATE,
@@ -150,6 +151,14 @@ struct wined3d_cs_set_texture
     struct wined3d_texture *texture;
 };
 
+struct wined3d_cs_set_sampler
+{
+    enum wined3d_cs_op opcode;
+    enum wined3d_shader_type type;
+    UINT sampler_idx;
+    struct wined3d_sampler *sampler;
+};
+
 struct wined3d_cs_set_shader
 {
     enum wined3d_cs_op opcode;
@@ -599,6 +608,27 @@ void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined
     cs->ops->submit(cs);
 }
 
+static void wined3d_cs_exec_set_sampler(struct wined3d_cs *cs, const void *data)
+{
+    const struct wined3d_cs_set_sampler *op = data;
+
+    cs->state.sampler[op->type][op->sampler_idx] = op->sampler;
+}
+
+void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type,
+        UINT sampler_idx, struct wined3d_sampler *sampler)
+{
+    struct wined3d_cs_set_sampler *op;
+
+    op = cs->ops->require_space(cs, sizeof(*op));
+    op->opcode = WINED3D_CS_OP_SET_SAMPLER;
+    op->type = type;
+    op->sampler_idx = sampler_idx;
+    op->sampler = sampler;
+
+    cs->ops->submit(cs);
+}
+
 static void wined3d_cs_exec_set_shader(struct wined3d_cs *cs, const void *data)
 {
     const struct wined3d_cs_set_shader *op = data;
@@ -759,6 +789,7 @@ 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_CONSTANT_BUFFER    */ wined3d_cs_exec_set_constant_buffer,
     /* WINED3D_CS_OP_SET_TEXTURE            */ wined3d_cs_exec_set_texture,
+    /* WINED3D_CS_OP_SET_SAMPLER            */ wined3d_cs_exec_set_sampler,
     /* WINED3D_CS_OP_SET_SHADER             */ wined3d_cs_exec_set_shader,
     /* WINED3D_CS_OP_SET_RENDER_STATE       */ wined3d_cs_exec_set_render_state,
     /* WINED3D_CS_OP_SET_TEXTURE_STATE      */ wined3d_cs_exec_set_texture_state,
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 3fb11a8..cafb539 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -2142,10 +2142,14 @@ static void wined3d_device_set_sampler(struct wined3d_device *device,
     }
 
     prev = device->update_state->sampler[type][idx];
-    device->update_state->sampler[type][idx] = sampler;
+    if (sampler == prev)
+        return;
 
     if (sampler)
         wined3d_sampler_incref(sampler);
+    device->update_state->sampler[type][idx] = sampler;
+    if (!device->recording)
+        wined3d_cs_emit_set_sampler(device->cs, type, idx, sampler);
     if (prev)
         wined3d_sampler_decref(prev);
 }
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 890f1a8..7d160eb 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2485,6 +2485,8 @@ 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_render_target(struct wined3d_cs *cs, UINT render_target_idx,
         struct wined3d_surface *render_target) 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_scissor_rect(struct wined3d_cs *cs, const RECT *rect) DECLSPEC_HIDDEN;




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