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

Zebediah Figura z.figura12 at gmail.com
Thu Jan 23 08:47:31 CST 2020


On 1/22/20 10:04 AM, Zebediah Figura wrote:
> 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.]
> 

On second thought, I think the reason I didn't do this in the first 
place is that eventually that code [viz. calling wined3d_device_set_*() 
in wined3d_stateblock_apply()] would get removed anyway, after all of 
the client libraries used wined3d_device_apply_stateblock().

Whether to use the v3 or v4 of this patch is not something I care 
particularly much about.



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