[PATCH 1/5] wined3d: Send vertex shader binding updates through the command stream.

Henri Verbeet hverbeet at codeweavers.com
Thu Oct 3 16:31:44 CDT 2013


---
 dlls/wined3d/cs.c              |   27 +++++++++++++++++++++++++++
 dlls/wined3d/device.c          |   22 +++++++---------------
 dlls/wined3d/wined3d_private.h |    1 +
 3 files changed, 35 insertions(+), 15 deletions(-)

diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c
index e4ec0e8..44a8285d 100644
--- a/dlls/wined3d/cs.c
+++ b/dlls/wined3d/cs.c
@@ -38,6 +38,7 @@ enum wined3d_cs_op
     WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ,
     WINED3D_CS_OP_SET_INDEX_BUFFER,
     WINED3D_CS_OP_SET_TEXTURE,
+    WINED3D_CS_OP_SET_VERTEX_SHADER,
 };
 
 struct wined3d_cs_present
@@ -134,6 +135,12 @@ struct wined3d_cs_set_texture
     struct wined3d_texture *texture;
 };
 
+struct wined3d_cs_set_shader
+{
+    enum wined3d_cs_op opcode;
+    struct wined3d_shader *shader;
+};
+
 static void wined3d_cs_exec_present(struct wined3d_cs *cs, const void *data)
 {
     const struct wined3d_cs_present *op = data;
@@ -505,6 +512,25 @@ void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined
     cs->ops->submit(cs);
 }
 
+static void wined3d_cs_exec_set_vertex_shader(struct wined3d_cs *cs, const void *data)
+{
+    const struct wined3d_cs_set_shader *op = data;
+
+    cs->state.vertex_shader = op->shader;
+    device_invalidate_state(cs->device, STATE_VSHADER);
+}
+
+void wined3d_cs_emit_set_vertex_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_VERTEX_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,
@@ -519,6 +545,7 @@ static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void
     /* WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ */ wined3d_cs_exec_set_stream_source_freq,
     /* 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,
 };
 
 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 0c2f3e8..77bd452 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -2077,27 +2077,19 @@ void CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struc
 
     TRACE("device %p, shader %p.\n", device, shader);
 
-    if (shader)
-        wined3d_shader_incref(shader);
-    if (prev)
-        wined3d_shader_decref(prev);
-
-    device->update_state->vertex_shader = shader;
-
     if (device->recording)
-    {
-        TRACE("Recording... not performing anything.\n");
         device->recording->changed.vertexShader = TRUE;
-        return;
-    }
 
     if (shader == prev)
-    {
-        TRACE("Application is setting the old shader over, nothing to do.\n");
         return;
-    }
 
-    device_invalidate_state(device, STATE_VSHADER);
+    if (shader)
+        wined3d_shader_incref(shader);
+    device->update_state->vertex_shader = shader;
+    if (!device->recording)
+        wined3d_cs_emit_set_vertex_shader(device->cs, shader);
+    if (prev)
+        wined3d_shader_decref(prev);
 }
 
 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 6cde5b0..13a3aa2 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2499,6 +2499,7 @@ void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_i
 void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN;
 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs,
         struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN;
+void wined3d_cs_emit_set_vertex_shader(struct wined3d_cs *cs, struct wined3d_shader *shader) DECLSPEC_HIDDEN;
 void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) DECLSPEC_HIDDEN;
 
 /* Direct3D terminology with little modifications. We do not have an issued state
-- 
1.7.10.4




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