[PATCH v3 1/5] wined3d: Introduce wined3d_device_apply_stateblock().

Zebediah Figura z.figura12 at gmail.com
Wed Jan 22 10:04:12 CST 2020


On 1/22/20 9:55 AM, Matteo Bruni wrote:
> On Fri, Dec 13, 2019 at 10:49 PM Zebediah Figura <z.figura12 at gmail.com> wrote:
>>
>> Signed-off-by: Zebediah Figura <z.figura12 at 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.]



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