[PATCH 3/5] wined3d: Introduce public API to set a wined3d_state object on a device.
Henri Verbeet
hverbeet at codeweavers.com
Tue Feb 23 12:50:45 CST 2021
From: Rémi Bernon <rbernon at codeweavers.com>
Signed-off-by: Rémi Bernon <rbernon at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
This supersedes patches 200183 and 200187.
dlls/wined3d/device.c | 139 ++++++++++++++++++++++++++++++++++++--
dlls/wined3d/stateblock.c | 22 ++++++
dlls/wined3d/wined3d.spec | 5 ++
include/wine/wined3d.h | 6 ++
4 files changed, 167 insertions(+), 5 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index c9df09b53483..7405a38e13b8 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -251,7 +251,7 @@ void wined3d_device_cleanup(struct wined3d_device *device)
wine_rb_destroy(&device->depth_stencil_states, device_leftover_depth_stencil_state, NULL);
wine_rb_destroy(&device->so_descs, device_free_so_desc, NULL);
- heap_free(device->state);
+ wined3d_state_destroy(device->state);
device->state = NULL;
wined3d_decref(device->wined3d);
device->wined3d = NULL;
@@ -1926,6 +1926,136 @@ void CDECL wined3d_device_get_scissor_rects(const struct wined3d_device *device,
*rect_count = state->scissor_rect_count;
}
+void CDECL wined3d_device_set_state(struct wined3d_device *device, struct wined3d_state *state)
+{
+ const struct wined3d_light_info *light;
+ unsigned int i, j;
+
+ TRACE("device %p, state %p.\n", device, state);
+
+ device->state = state;
+
+ for (i = 0; i < WINED3D_MAX_RENDER_TARGETS; ++i)
+ {
+ wined3d_cs_emit_set_rendertarget_view(device->cs, i, state->fb.render_targets[i]);
+ }
+
+ wined3d_cs_emit_set_depth_stencil_view(device->cs, state->fb.depth_stencil);
+ wined3d_cs_emit_set_vertex_declaration(device->cs, state->vertex_declaration);
+
+ for (i = 0; i < WINED3D_MAX_STREAM_OUTPUT_BUFFERS; ++i)
+ {
+ wined3d_cs_emit_set_stream_output(device->cs, i,
+ state->stream_output[i].buffer, state->stream_output[i].offset);
+ }
+
+ for (i = 0; i < WINED3D_MAX_STREAMS; ++i)
+ {
+ wined3d_cs_emit_set_stream_source(device->cs, i, state->streams[i].buffer,
+ state->streams[i].offset, state->streams[i].stride);
+ }
+
+ wined3d_cs_emit_set_index_buffer(device->cs, state->index_buffer, state->index_format, state->index_offset);
+
+ wined3d_cs_emit_set_predication(device->cs, state->predicate, state->predicate_value);
+
+ for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
+ {
+ wined3d_cs_emit_set_shader(device->cs, i, state->shader[i]);
+ for (j = 0; j < MAX_CONSTANT_BUFFERS; ++j)
+ {
+ wined3d_cs_emit_set_constant_buffer(device->cs, 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]);
+ }
+ 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]);
+ }
+ }
+
+ for (i = 0; i < WINED3D_PIPELINE_COUNT; ++i)
+ {
+ for (j = 0; j < MAX_UNORDERED_ACCESS_VIEWS; ++j)
+ {
+ wined3d_cs_emit_set_unordered_access_view(device->cs, i, j, state->unordered_access_view[i][j], ~0);
+ }
+ }
+
+ wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_F,
+ 0, WINED3D_MAX_VS_CONSTS_F, state->vs_consts_f);
+ wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_I,
+ 0, WINED3D_MAX_CONSTS_I, state->vs_consts_i);
+ wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_B,
+ 0, WINED3D_MAX_CONSTS_B, state->vs_consts_b);
+
+ wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_F,
+ 0, WINED3D_MAX_PS_CONSTS_F, state->ps_consts_f);
+ wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_I,
+ 0, WINED3D_MAX_CONSTS_I, state->ps_consts_i);
+ wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_B,
+ 0, WINED3D_MAX_CONSTS_B, state->ps_consts_b);
+
+ for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i)
+ {
+ wined3d_cs_emit_set_texture(device->cs, i, state->textures[i]);
+ for (j = 0; j < WINED3D_HIGHEST_SAMPLER_STATE + 1; ++j)
+ {
+ wined3d_cs_emit_set_sampler_state(device->cs, i, j, state->sampler_states[i][j]);
+ }
+ }
+
+ for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
+ {
+ for (j = 0; j < WINED3D_HIGHEST_TEXTURE_STATE + 1; ++j)
+ {
+ wined3d_cs_emit_set_texture_state(device->cs, i, j, state->texture_states[i][j]);
+ }
+ }
+
+ for (i = 0; i < WINED3D_HIGHEST_TRANSFORM_STATE + 1; ++i)
+ {
+ wined3d_cs_emit_set_transform(device->cs, i, state->transforms + i);
+ }
+
+ for (i = 0; i < WINED3D_MAX_CLIP_DISTANCES; ++i)
+ {
+ wined3d_cs_emit_set_clip_plane(device->cs, i, state->clip_planes + i);
+ }
+
+ wined3d_cs_emit_set_material(device->cs, &state->material);
+
+ wined3d_cs_emit_set_viewports(device->cs, state->viewport_count, state->viewports);
+ wined3d_cs_emit_set_scissor_rects(device->cs, state->scissor_rect_count, state->scissor_rects);
+
+ for (i = 0; i < LIGHTMAP_SIZE; ++i)
+ {
+ 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_cs_emit_set_light_enable(device->cs, light->OriginalIndex, light->glIndex != -1);
+ }
+ }
+
+ for (i = 0; i < WINEHIGHEST_RENDER_STATE + 1; ++i)
+ {
+ wined3d_cs_emit_set_render_state(device->cs, i, state->render_states[i]);
+ }
+
+ wined3d_cs_emit_set_blend_state(device->cs, state->blend_state, &state->blend_factor, state->sample_mask);
+ wined3d_cs_emit_set_depth_stencil_state(device->cs, state->depth_stencil_state, state->stencil_ref);
+ wined3d_cs_emit_set_rasterizer_state(device->cs, state->rasterizer_state);
+}
+
+struct wined3d_state * CDECL wined3d_device_get_state(struct wined3d_device *device)
+{
+ TRACE("device %p.\n", device);
+
+ return device->state;
+}
+
void CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
struct wined3d_vertex_declaration *declaration)
{
@@ -5952,12 +6082,11 @@ HRESULT wined3d_device_init(struct wined3d_device *device, struct wined3d *wined
return hr;
}
- if (!(state = heap_alloc_zero(sizeof(*state))))
+ if (FAILED(hr = wined3d_state_create(device, &state)))
{
- hr = E_OUTOFMEMORY;
+ ERR("Failed to create device state, hr %#x.\n", hr);
goto err;
}
- state_init(state, &adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT);
device->state = state;
device->max_frame_latency = 3;
@@ -5974,7 +6103,7 @@ HRESULT wined3d_device_init(struct wined3d_device *device, struct wined3d *wined
err:
if (state)
- heap_free(state);
+ wined3d_state_destroy(state);
for (i = 0; i < ARRAY_SIZE(device->multistate_funcs); ++i)
{
heap_free(device->multistate_funcs[i]);
diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index 52124583c90c..97020e1cd407 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -1885,6 +1885,28 @@ void state_init(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_
state_init_default(state, d3d_info);
}
+HRESULT CDECL wined3d_state_create(struct wined3d_device *device, struct wined3d_state **state)
+{
+ struct wined3d_state *object;
+
+ TRACE("device %p, state %p.\n", device, state);
+
+ if (!(object = heap_alloc_zero(sizeof(*object))))
+ return E_OUTOFMEMORY;
+ state_init(object, &device->adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT);
+
+ *state = object;
+ return S_OK;
+}
+
+void CDECL wined3d_state_destroy(struct wined3d_state *state)
+{
+ TRACE("state %p.\n", state);
+
+ state_cleanup(state);
+ heap_free(state);
+}
+
static void stateblock_state_init_default(struct wined3d_stateblock_state *state,
const struct wined3d_d3d_info *d3d_info)
{
diff --git a/dlls/wined3d/wined3d.spec b/dlls/wined3d/wined3d.spec
index 44008119a8dd..6b6480cec8f0 100644
--- a/dlls/wined3d/wined3d.spec
+++ b/dlls/wined3d/wined3d.spec
@@ -98,6 +98,7 @@
@ cdecl wined3d_device_get_rendertarget_view(ptr long)
@ cdecl wined3d_device_get_scissor_rects(ptr ptr ptr)
@ cdecl wined3d_device_get_software_vertex_processing(ptr)
+@ cdecl wined3d_device_get_state(ptr)
@ cdecl wined3d_device_get_stream_output(ptr long ptr)
@ cdecl wined3d_device_get_stream_source(ptr long ptr ptr ptr)
@ cdecl wined3d_device_get_swapchain(ptr long)
@@ -151,6 +152,7 @@
@ cdecl wined3d_device_set_rendertarget_view(ptr long ptr long)
@ cdecl wined3d_device_set_scissor_rects(ptr long ptr)
@ cdecl wined3d_device_set_software_vertex_processing(ptr long)
+@ cdecl wined3d_device_set_state(ptr ptr)
@ cdecl wined3d_device_set_stream_output(ptr long ptr long)
@ cdecl wined3d_device_set_stream_source(ptr long ptr long long)
@ cdecl wined3d_device_set_unordered_access_view(ptr long ptr long)
@@ -237,6 +239,9 @@
@ cdecl wined3d_shader_resource_view_get_parent(ptr)
@ cdecl wined3d_shader_resource_view_incref(ptr)
+@ cdecl wined3d_state_create(ptr ptr)
+@ cdecl wined3d_state_destroy(ptr)
+
@ cdecl wined3d_stateblock_apply(ptr ptr)
@ cdecl wined3d_stateblock_capture(ptr ptr)
@ cdecl wined3d_stateblock_create(ptr ptr long ptr)
diff --git a/include/wine/wined3d.h b/include/wine/wined3d.h
index 96cb6fc1d863..0d67e8c89d17 100644
--- a/include/wine/wined3d.h
+++ b/include/wine/wined3d.h
@@ -2223,6 +2223,7 @@ struct wined3d_resource;
struct wined3d_sampler;
struct wined3d_shader;
struct wined3d_shader_resource_view;
+struct wined3d_state;
struct wined3d_stateblock;
struct wined3d_swapchain;
struct wined3d_swapchain_state;
@@ -2432,6 +2433,7 @@ struct wined3d_rendertarget_view * __cdecl wined3d_device_get_rendertarget_view(
void __cdecl wined3d_device_get_scissor_rects(const struct wined3d_device *device, unsigned int *rect_count,
RECT *rect);
BOOL __cdecl wined3d_device_get_software_vertex_processing(const struct wined3d_device *device);
+struct wined3d_state * __cdecl wined3d_device_get_state(struct wined3d_device *device);
struct wined3d_buffer * __cdecl wined3d_device_get_stream_output(struct wined3d_device *device,
UINT idx, UINT *offset);
HRESULT __cdecl wined3d_device_get_stream_source(const struct wined3d_device *device,
@@ -2522,6 +2524,7 @@ HRESULT __cdecl wined3d_device_set_rendertarget_view(struct wined3d_device *devi
void __cdecl wined3d_device_set_scissor_rects(struct wined3d_device *device,
unsigned int rect_count, const RECT *rect);
void __cdecl wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software);
+void __cdecl wined3d_device_set_state(struct wined3d_device *device, struct wined3d_state *state);
void __cdecl wined3d_device_set_stream_output(struct wined3d_device *device, UINT idx,
struct wined3d_buffer *buffer, UINT offset);
HRESULT __cdecl wined3d_device_set_stream_source(struct wined3d_device *device,
@@ -2730,6 +2733,9 @@ void __cdecl wined3d_shader_resource_view_generate_mipmaps(struct wined3d_shader
void * __cdecl wined3d_shader_resource_view_get_parent(const struct wined3d_shader_resource_view *view);
ULONG __cdecl wined3d_shader_resource_view_incref(struct wined3d_shader_resource_view *view);
+HRESULT __cdecl wined3d_state_create(struct wined3d_device *device, struct wined3d_state **state);
+void __cdecl wined3d_state_destroy(struct wined3d_state *state);
+
void __cdecl wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock,
struct wined3d_stateblock *device_state);
void __cdecl wined3d_stateblock_capture(struct wined3d_stateblock *stateblock,
--
2.20.1
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