[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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