[PATCH 1/5] wined3d: Send render state updates through the command stream.

Henri Verbeet hverbeet at codeweavers.com
Sun Oct 6 10:33:04 CDT 2013


---
 dlls/wined3d/cs.c              |   29 +++++++++++++++++++++++++++++
 dlls/wined3d/device.c          |    2 +-
 dlls/wined3d/wined3d_private.h |    2 ++
 3 files changed, 32 insertions(+), 1 deletion(-)

diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c
index 7f54ac9..f295aa7 100644
--- a/dlls/wined3d/cs.c
+++ b/dlls/wined3d/cs.c
@@ -41,6 +41,7 @@ enum wined3d_cs_op
     WINED3D_CS_OP_SET_VERTEX_SHADER,
     WINED3D_CS_OP_SET_GEOMETRY_SHADER,
     WINED3D_CS_OP_SET_PIXEL_SHADER,
+    WINED3D_CS_OP_SET_RENDER_STATE,
 };
 
 struct wined3d_cs_present
@@ -143,6 +144,13 @@ struct wined3d_cs_set_shader
     struct wined3d_shader *shader;
 };
 
+struct wined3d_cs_set_render_state
+{
+    enum wined3d_cs_op opcode;
+    enum wined3d_render_state state;
+    DWORD value;
+};
+
 static void wined3d_cs_exec_present(struct wined3d_cs *cs, const void *data)
 {
     const struct wined3d_cs_present *op = data;
@@ -571,6 +579,26 @@ void wined3d_cs_emit_set_pixel_shader(struct wined3d_cs *cs, struct wined3d_shad
     cs->ops->submit(cs);
 }
 
+static void wined3d_cs_exec_set_render_state(struct wined3d_cs *cs, const void *data)
+{
+    const struct wined3d_cs_set_render_state *op = data;
+
+    cs->state.render_states[op->state] = op->value;
+    device_invalidate_state(cs->device, STATE_RENDER(op->state));
+}
+
+void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs, enum wined3d_render_state state, DWORD value)
+{
+    struct wined3d_cs_set_render_state *op;
+
+    op = cs->ops->require_space(cs, sizeof(*op));
+    op->opcode = WINED3D_CS_OP_SET_RENDER_STATE;
+    op->state = state;
+    op->value = value;
+
+    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,
@@ -588,6 +616,7 @@ static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void
     /* WINED3D_CS_OP_SET_VERTEX_SHADER      */ wined3d_cs_exec_set_vertex_shader,
     /* WINED3D_CS_OP_SET_GEOMETRY_SHADER    */ wined3d_cs_exec_set_geometry_shader,
     /* WINED3D_CS_OP_SET_PIXEL_SHADER       */ wined3d_cs_exec_set_pixel_shader,
+    /* WINED3D_CS_OP_SET_RENDER_STATE       */ wined3d_cs_exec_set_render_state,
 };
 
 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 49f39d7..705ffb3 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -1940,7 +1940,7 @@ void CDECL wined3d_device_set_render_state(struct wined3d_device *device,
     if (value == old_value)
         TRACE("Application is setting the old value over, nothing to do.\n");
     else
-        device_invalidate_state(device, STATE_RENDER(state));
+        wined3d_cs_emit_set_render_state(device->cs, state, value);
 
     if (state == WINED3D_RS_POINTSIZE && value == WINED3D_RESZ_CODE)
     {
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index a1112ef..328d864 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2491,6 +2491,8 @@ void wined3d_cs_emit_set_geometry_shader(struct wined3d_cs *cs, struct wined3d_s
 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
         enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
 void wined3d_cs_emit_set_pixel_shader(struct wined3d_cs *cs, struct wined3d_shader *shader) DECLSPEC_HIDDEN;
+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_scissor_rect(struct wined3d_cs *cs, const RECT *rect) DECLSPEC_HIDDEN;
-- 
1.7.10.4




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