[PATCH 3/5] wined3d: Send transformation matrix updates through the command stream.

Henri Verbeet hverbeet at codeweavers.com
Mon Oct 7 15:15:49 CDT 2013


---
 dlls/wined3d/cs.c              |   31 +++++++++++++++++++++++++++++++
 dlls/wined3d/device.c          |    4 +---
 dlls/wined3d/wined3d_private.h |    2 ++
 3 files changed, 34 insertions(+), 3 deletions(-)

diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c
index af23a47..16ffcf9 100644
--- a/dlls/wined3d/cs.c
+++ b/dlls/wined3d/cs.c
@@ -44,6 +44,7 @@ enum wined3d_cs_op
     WINED3D_CS_OP_SET_RENDER_STATE,
     WINED3D_CS_OP_SET_TEXTURE_STATE,
     WINED3D_CS_OP_SET_SAMPLER_STATE,
+    WINED3D_CS_OP_SET_TRANSFORM,
 };
 
 struct wined3d_cs_present
@@ -169,6 +170,13 @@ struct wined3d_cs_set_sampler_state
     DWORD value;
 };
 
+struct wined3d_cs_set_transform
+{
+    enum wined3d_cs_op opcode;
+    enum wined3d_transform_state state;
+    const struct wined3d_matrix *matrix;
+};
+
 static void wined3d_cs_exec_present(struct wined3d_cs *cs, const void *data)
 {
     const struct wined3d_cs_present *op = data;
@@ -661,6 +669,28 @@ void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
     cs->ops->submit(cs);
 }
 
+static void wined3d_cs_exec_set_transform(struct wined3d_cs *cs, const void *data)
+{
+    const struct wined3d_cs_set_transform *op = data;
+
+    cs->state.transforms[op->state] = *op->matrix;
+    if (op->state < WINED3D_TS_WORLD_MATRIX(cs->device->adapter->gl_info.limits.blends))
+        device_invalidate_state(cs->device, STATE_TRANSFORM(op->state));
+}
+
+void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
+        const struct wined3d_matrix *matrix)
+{
+    struct wined3d_cs_set_transform *op;
+
+    op = cs->ops->require_space(cs, sizeof(*op));
+    op->opcode = WINED3D_CS_OP_SET_TRANSFORM;
+    op->state = state;
+    op->matrix = matrix;
+
+    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,
@@ -681,6 +711,7 @@ static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void
     /* WINED3D_CS_OP_SET_RENDER_STATE       */ wined3d_cs_exec_set_render_state,
     /* WINED3D_CS_OP_SET_TEXTURE_STATE      */ wined3d_cs_exec_set_texture_state,
     /* WINED3D_CS_OP_SET_SAMPLER_STATE      */ wined3d_cs_exec_set_sampler_state,
+    /* WINED3D_CS_OP_SET_TRANSFORM          */ wined3d_cs_exec_set_transform,
 };
 
 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 cae3cfd..e37a28d 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -1360,9 +1360,7 @@ void CDECL wined3d_device_set_transform(struct wined3d_device *device,
     }
 
     device->state.transforms[d3dts] = *matrix;
-
-    if (d3dts < WINED3D_TS_WORLD_MATRIX(device->adapter->gl_info.limits.blends))
-        device_invalidate_state(device, STATE_TRANSFORM(d3dts));
+    wined3d_cs_emit_set_transform(device->cs, d3dts, matrix);
 }
 
 void CDECL wined3d_device_get_transform(const struct wined3d_device *device,
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 9626c54..c28643a 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2505,6 +2505,8 @@ 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_texture_state(struct wined3d_cs *cs, UINT stage,
         enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN;
+void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
+        const struct wined3d_matrix *matrix) 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;
-- 
1.7.10.4




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