[PATCH 4/6] wined3d: Implement clearing buffer unordered access views.

Józef Kucia jkucia at codeweavers.com
Fri May 12 08:09:20 CDT 2017


Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---

The format conversion is not implemented yet, but this implementation
should be enough for some games.

---
 dlls/wined3d/cs.c              | 123 +++++++++++++++++++++++++++--------------
 dlls/wined3d/device.c          |   8 +++
 dlls/wined3d/utils.c           |   8 +++
 dlls/wined3d/view.c            |  65 +++++++++++++++++++---
 dlls/wined3d/wined3d.spec      |   1 +
 dlls/wined3d/wined3d_private.h |   5 ++
 include/wine/wined3d.h         |   2 +
 7 files changed, 160 insertions(+), 52 deletions(-)

diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c
index d1d654c..c878d24 100644
--- a/dlls/wined3d/cs.c
+++ b/dlls/wined3d/cs.c
@@ -69,6 +69,7 @@ enum wined3d_cs_op
     WINED3D_CS_OP_BLT_SUB_RESOURCE,
     WINED3D_CS_OP_UPDATE_SUB_RESOURCE,
     WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION,
+    WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW,
     WINED3D_CS_OP_STOP,
 };
 
@@ -409,6 +410,13 @@ struct wined3d_cs_add_dirty_texture_region
     unsigned int layer;
 };
 
+struct wined3d_cs_clear_unordered_access_view
+{
+    enum wined3d_cs_op opcode;
+    struct wined3d_unordered_access_view *view;
+    struct wined3d_uvec4 clear_value;
+};
+
 struct wined3d_cs_stop
 {
     enum wined3d_cs_op opcode;
@@ -2184,6 +2192,34 @@ void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs *cs,
     cs->ops->submit(cs);
 }
 
+static void wined3d_cs_exec_clear_unordered_access_view(struct wined3d_cs *cs, const void *data)
+{
+    const struct wined3d_cs_clear_unordered_access_view *op = data;
+    struct wined3d_unordered_access_view *view = op->view;
+    struct wined3d_context *context;
+
+    context = context_acquire(cs->device, NULL, 0);
+    wined3d_unordered_access_view_clear_uint(view, &op->clear_value, context);
+    context_release(context);
+
+    wined3d_resource_release(view->resource);
+}
+
+void wined3d_cs_emit_clear_unordered_access_view_uint(struct wined3d_cs *cs,
+        struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value)
+{
+    struct wined3d_cs_clear_unordered_access_view *op;
+
+    op = cs->ops->require_space(cs, sizeof(*op));
+    op->opcode = WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW;
+    op->view = view;
+    op->clear_value = *clear_value;
+
+    wined3d_resource_acquire(view->resource);
+
+    cs->ops->submit(cs);
+}
+
 static void wined3d_cs_emit_stop(struct wined3d_cs *cs)
 {
     struct wined3d_cs_stop *op;
@@ -2197,49 +2233,50 @@ static void wined3d_cs_emit_stop(struct wined3d_cs *cs)
 
 static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void *data) =
 {
-    /* WINED3D_CS_OP_NOP                        */ wined3d_cs_exec_nop,
-    /* WINED3D_CS_OP_PRESENT                    */ wined3d_cs_exec_present,
-    /* WINED3D_CS_OP_CLEAR                      */ wined3d_cs_exec_clear,
-    /* WINED3D_CS_OP_DISPATCH                   */ wined3d_cs_exec_dispatch,
-    /* WINED3D_CS_OP_DRAW                       */ wined3d_cs_exec_draw,
-    /* WINED3D_CS_OP_FLUSH                      */ wined3d_cs_exec_flush,
-    /* WINED3D_CS_OP_SET_PREDICATION            */ wined3d_cs_exec_set_predication,
-    /* WINED3D_CS_OP_SET_VIEWPORT               */ wined3d_cs_exec_set_viewport,
-    /* WINED3D_CS_OP_SET_SCISSOR_RECT           */ wined3d_cs_exec_set_scissor_rect,
-    /* WINED3D_CS_OP_SET_RENDERTARGET_VIEW      */ wined3d_cs_exec_set_rendertarget_view,
-    /* WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW     */ wined3d_cs_exec_set_depth_stencil_view,
-    /* WINED3D_CS_OP_SET_VERTEX_DECLARATION     */ wined3d_cs_exec_set_vertex_declaration,
-    /* WINED3D_CS_OP_SET_STREAM_SOURCE          */ wined3d_cs_exec_set_stream_source,
-    /* WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ     */ wined3d_cs_exec_set_stream_source_freq,
-    /* WINED3D_CS_OP_SET_STREAM_OUTPUT          */ wined3d_cs_exec_set_stream_output,
-    /* WINED3D_CS_OP_SET_INDEX_BUFFER           */ wined3d_cs_exec_set_index_buffer,
-    /* WINED3D_CS_OP_SET_CONSTANT_BUFFER        */ wined3d_cs_exec_set_constant_buffer,
-    /* WINED3D_CS_OP_SET_TEXTURE                */ wined3d_cs_exec_set_texture,
-    /* WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW   */ wined3d_cs_exec_set_shader_resource_view,
-    /* WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW  */ wined3d_cs_exec_set_unordered_access_view,
-    /* WINED3D_CS_OP_SET_SAMPLER                */ wined3d_cs_exec_set_sampler,
-    /* WINED3D_CS_OP_SET_SHADER                 */ wined3d_cs_exec_set_shader,
-    /* WINED3D_CS_OP_SET_RASTERIZER_STATE       */ wined3d_cs_exec_set_rasterizer_state,
-    /* 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,
-    /* WINED3D_CS_OP_SET_CLIP_PLANE             */ wined3d_cs_exec_set_clip_plane,
-    /* WINED3D_CS_OP_SET_COLOR_KEY              */ wined3d_cs_exec_set_color_key,
-    /* WINED3D_CS_OP_SET_MATERIAL               */ wined3d_cs_exec_set_material,
-    /* WINED3D_CS_OP_SET_LIGHT                  */ wined3d_cs_exec_set_light,
-    /* WINED3D_CS_OP_SET_LIGHT_ENABLE           */ wined3d_cs_exec_set_light_enable,
-    /* WINED3D_CS_OP_PUSH_CONSTANTS             */ wined3d_cs_exec_push_constants,
-    /* WINED3D_CS_OP_RESET_STATE                */ wined3d_cs_exec_reset_state,
-    /* WINED3D_CS_OP_CALLBACK                   */ wined3d_cs_exec_callback,
-    /* WINED3D_CS_OP_QUERY_ISSUE                */ wined3d_cs_exec_query_issue,
-    /* WINED3D_CS_OP_PRELOAD_RESOURCE           */ wined3d_cs_exec_preload_resource,
-    /* WINED3D_CS_OP_UNLOAD_RESOURCE            */ wined3d_cs_exec_unload_resource,
-    /* WINED3D_CS_OP_MAP                        */ wined3d_cs_exec_map,
-    /* WINED3D_CS_OP_UNMAP                      */ wined3d_cs_exec_unmap,
-    /* WINED3D_CS_OP_BLT_SUB_RESOURCE           */ wined3d_cs_exec_blt_sub_resource,
-    /* WINED3D_CS_OP_UPDATE_SUB_RESOURCE        */ wined3d_cs_exec_update_sub_resource,
-    /* WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION   */ wined3d_cs_exec_add_dirty_texture_region,
+    /* WINED3D_CS_OP_NOP                         */ wined3d_cs_exec_nop,
+    /* WINED3D_CS_OP_PRESENT                     */ wined3d_cs_exec_present,
+    /* WINED3D_CS_OP_CLEAR                       */ wined3d_cs_exec_clear,
+    /* WINED3D_CS_OP_DISPATCH                    */ wined3d_cs_exec_dispatch,
+    /* WINED3D_CS_OP_DRAW                        */ wined3d_cs_exec_draw,
+    /* WINED3D_CS_OP_FLUSH                       */ wined3d_cs_exec_flush,
+    /* WINED3D_CS_OP_SET_PREDICATION             */ wined3d_cs_exec_set_predication,
+    /* WINED3D_CS_OP_SET_VIEWPORT                */ wined3d_cs_exec_set_viewport,
+    /* WINED3D_CS_OP_SET_SCISSOR_RECT            */ wined3d_cs_exec_set_scissor_rect,
+    /* WINED3D_CS_OP_SET_RENDERTARGET_VIEW       */ wined3d_cs_exec_set_rendertarget_view,
+    /* WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW      */ wined3d_cs_exec_set_depth_stencil_view,
+    /* WINED3D_CS_OP_SET_VERTEX_DECLARATION      */ wined3d_cs_exec_set_vertex_declaration,
+    /* WINED3D_CS_OP_SET_STREAM_SOURCE           */ wined3d_cs_exec_set_stream_source,
+    /* WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ      */ wined3d_cs_exec_set_stream_source_freq,
+    /* WINED3D_CS_OP_SET_STREAM_OUTPUT           */ wined3d_cs_exec_set_stream_output,
+    /* WINED3D_CS_OP_SET_INDEX_BUFFER            */ wined3d_cs_exec_set_index_buffer,
+    /* WINED3D_CS_OP_SET_CONSTANT_BUFFER         */ wined3d_cs_exec_set_constant_buffer,
+    /* WINED3D_CS_OP_SET_TEXTURE                 */ wined3d_cs_exec_set_texture,
+    /* WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW    */ wined3d_cs_exec_set_shader_resource_view,
+    /* WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW   */ wined3d_cs_exec_set_unordered_access_view,
+    /* WINED3D_CS_OP_SET_SAMPLER                 */ wined3d_cs_exec_set_sampler,
+    /* WINED3D_CS_OP_SET_SHADER                  */ wined3d_cs_exec_set_shader,
+    /* WINED3D_CS_OP_SET_RASTERIZER_STATE        */ wined3d_cs_exec_set_rasterizer_state,
+    /* 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,
+    /* WINED3D_CS_OP_SET_CLIP_PLANE              */ wined3d_cs_exec_set_clip_plane,
+    /* WINED3D_CS_OP_SET_COLOR_KEY               */ wined3d_cs_exec_set_color_key,
+    /* WINED3D_CS_OP_SET_MATERIAL                */ wined3d_cs_exec_set_material,
+    /* WINED3D_CS_OP_SET_LIGHT                   */ wined3d_cs_exec_set_light,
+    /* WINED3D_CS_OP_SET_LIGHT_ENABLE            */ wined3d_cs_exec_set_light_enable,
+    /* WINED3D_CS_OP_PUSH_CONSTANTS              */ wined3d_cs_exec_push_constants,
+    /* WINED3D_CS_OP_RESET_STATE                 */ wined3d_cs_exec_reset_state,
+    /* WINED3D_CS_OP_CALLBACK                    */ wined3d_cs_exec_callback,
+    /* WINED3D_CS_OP_QUERY_ISSUE                 */ wined3d_cs_exec_query_issue,
+    /* WINED3D_CS_OP_PRELOAD_RESOURCE            */ wined3d_cs_exec_preload_resource,
+    /* WINED3D_CS_OP_UNLOAD_RESOURCE             */ wined3d_cs_exec_unload_resource,
+    /* WINED3D_CS_OP_MAP                         */ wined3d_cs_exec_map,
+    /* WINED3D_CS_OP_UNMAP                       */ wined3d_cs_exec_unmap,
+    /* WINED3D_CS_OP_BLT_SUB_RESOURCE            */ wined3d_cs_exec_blt_sub_resource,
+    /* WINED3D_CS_OP_UPDATE_SUB_RESOURCE         */ wined3d_cs_exec_update_sub_resource,
+    /* WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION    */ wined3d_cs_exec_add_dirty_texture_region,
+    /* WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW */ wined3d_cs_exec_clear_unordered_access_view,
 };
 
 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 4b4baee..61be30e 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -4255,6 +4255,14 @@ HRESULT CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *devi
     return WINED3D_OK;
 }
 
+void CDECL wined3d_device_clear_unordered_access_view_uint(struct wined3d_device *device,
+        struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value)
+{
+    TRACE("device %p, view %p, clear_value %s.\n", device, view, debug_uvec4(clear_value));
+
+    wined3d_cs_emit_clear_unordered_access_view_uint(device->cs, view, clear_value);
+}
+
 struct wined3d_rendertarget_view * CDECL wined3d_device_get_rendertarget_view(const struct wined3d_device *device,
         unsigned int view_idx)
 {
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index bd83446..fb4a849 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -3757,6 +3757,14 @@ const char *debug_ivec4(const struct wined3d_ivec4 *v)
             v->x, v->y, v->z, v->w);
 }
 
+const char *debug_uvec4(const struct wined3d_uvec4 *v)
+{
+    if (!v)
+        return "(null)";
+    return wine_dbg_sprintf("{%u, %u, %u, %u}",
+            v->x, v->y, v->z, v->w);
+}
+
 const char *debug_vec4(const struct wined3d_vec4 *v)
 {
     if (!v)
diff --git a/dlls/wined3d/view.c b/dlls/wined3d/view.c
index 3abd85b..fce3ea2 100644
--- a/dlls/wined3d/view.c
+++ b/dlls/wined3d/view.c
@@ -250,23 +250,29 @@ static void create_buffer_texture(struct wined3d_gl_view *view, struct wined3d_c
     context_invalidate_state(context, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
 }
 
-static void create_buffer_view(struct wined3d_gl_view *view, struct wined3d_context *context,
-        const struct wined3d_view_desc *desc, struct wined3d_buffer *buffer,
-        const struct wined3d_format *view_format)
+static void get_buffer_view_range(const struct wined3d_buffer *buffer,
+        const struct wined3d_view_desc *desc, const struct wined3d_format *view_format,
+        unsigned int *offset, unsigned int *size)
 {
-    unsigned int offset, size;
-
     if (desc->format_id == WINED3DFMT_UNKNOWN)
     {
-        offset = desc->u.buffer.start_idx * buffer->desc.structure_byte_stride;
-        size = desc->u.buffer.count * buffer->desc.structure_byte_stride;
+        *offset = desc->u.buffer.start_idx * buffer->desc.structure_byte_stride;
+        *size = desc->u.buffer.count * buffer->desc.structure_byte_stride;
     }
     else
     {
-        offset = desc->u.buffer.start_idx * view_format->byte_count;
-        size = desc->u.buffer.count * view_format->byte_count;
+        *offset = desc->u.buffer.start_idx * view_format->byte_count;
+        *size = desc->u.buffer.count * view_format->byte_count;
     }
+}
 
+static void create_buffer_view(struct wined3d_gl_view *view, struct wined3d_context *context,
+        const struct wined3d_view_desc *desc, struct wined3d_buffer *buffer,
+        const struct wined3d_format *view_format)
+{
+    unsigned int offset, size;
+
+    get_buffer_view_range(buffer, desc, view_format, &offset, &size);
     create_buffer_texture(view, context, buffer, view_format, offset, size);
 }
 
@@ -850,6 +856,47 @@ void wined3d_unordered_access_view_invalidate_location(struct wined3d_unordered_
     wined3d_view_invalidate_location(view->resource, &view->desc, location);
 }
 
+void wined3d_unordered_access_view_clear_uint(struct wined3d_unordered_access_view *view,
+        const struct wined3d_uvec4 *clear_value, struct wined3d_context *context)
+{
+    const struct wined3d_gl_info *gl_info = context->gl_info;
+    const struct wined3d_format *format;
+    struct wined3d_resource *resource;
+    struct wined3d_buffer *buffer;
+    unsigned int offset, size;
+
+    resource = view->resource;
+    if (resource->type != WINED3D_RTYPE_BUFFER)
+    {
+        FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
+        return;
+    }
+
+    if (!gl_info->supported[ARB_CLEAR_BUFFER_OBJECT])
+    {
+        FIXME("OpenGL implementation does not support ARB_clear_buffer_object.\n");
+        return;
+    }
+
+    format = view->format;
+    if (format->id != WINED3DFMT_R32_UINT && format->id != WINED3DFMT_R32_SINT
+            && format->id != WINED3DFMT_R32G32B32A32_UINT
+            && format->id != WINED3DFMT_R32G32B32A32_SINT)
+    {
+        FIXME("Not implemented for format %s.\n", debug_d3dformat(format->id));
+        return;
+    }
+
+    buffer = buffer_from_resource(resource);
+    wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER);
+    wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_BUFFER);
+
+    get_buffer_view_range(buffer, &view->desc, format, &offset, &size);
+    context_bind_bo(context, buffer->buffer_type_hint, buffer->buffer_object);
+    GL_EXTCALL(glClearBufferSubData(buffer->buffer_type_hint, format->glInternal,
+            offset, size, format->glFormat, format->glType, clear_value));
+}
+
 static void wined3d_unordered_access_view_cs_init(void *object)
 {
     struct wined3d_unordered_access_view *view = object;
diff --git a/dlls/wined3d/wined3d.spec b/dlls/wined3d/wined3d.spec
index 4e728f3..26af671 100644
--- a/dlls/wined3d/wined3d.spec
+++ b/dlls/wined3d/wined3d.spec
@@ -35,6 +35,7 @@
 @ cdecl wined3d_device_begin_stateblock(ptr)
 @ cdecl wined3d_device_clear(ptr long ptr long ptr float long)
 @ cdecl wined3d_device_clear_rendertarget_view(ptr ptr ptr long ptr float long)
+@ cdecl wined3d_device_clear_unordered_access_view_uint(ptr ptr ptr)
 @ cdecl wined3d_device_copy_resource(ptr ptr ptr)
 @ cdecl wined3d_device_copy_sub_resource_region(ptr ptr long long long long ptr long ptr)
 @ cdecl wined3d_device_create(ptr long long ptr long long ptr ptr)
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index e68f03a..38e5a45 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -3291,6 +3291,8 @@ void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *
         DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
 void wined3d_cs_emit_clear_rendertarget_view(struct wined3d_cs *cs, struct wined3d_rendertarget_view *view,
         const RECT *rect, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
+void wined3d_cs_emit_clear_unordered_access_view_uint(struct wined3d_cs *cs,
+        struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value) DECLSPEC_HIDDEN;
 void wined3d_cs_emit_dispatch(struct wined3d_cs *cs,
         unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z) DECLSPEC_HIDDEN;
 void wined3d_cs_emit_draw(struct wined3d_cs *cs, GLenum primitive_type, int base_vertex_idx,
@@ -3511,6 +3513,8 @@ struct wined3d_unordered_access_view
     struct wined3d_view_desc desc;
 };
 
+void wined3d_unordered_access_view_clear_uint(struct wined3d_unordered_access_view *view,
+        const struct wined3d_uvec4 *clear_value, struct wined3d_context *context) DECLSPEC_HIDDEN;
 void wined3d_unordered_access_view_invalidate_location(struct wined3d_unordered_access_view *view,
         DWORD location) DECLSPEC_HIDDEN;
 
@@ -3588,6 +3592,7 @@ const char *debug_fboattachment(GLenum attachment) DECLSPEC_HIDDEN;
 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
 const char *debug_ivec4(const struct wined3d_ivec4 *v) DECLSPEC_HIDDEN;
+const char *debug_uvec4(const struct wined3d_uvec4 *v) DECLSPEC_HIDDEN;
 const char *debug_shader_type(enum wined3d_shader_type shader_type) DECLSPEC_HIDDEN;
 const char *debug_vec4(const struct wined3d_vec4 *v) DECLSPEC_HIDDEN;
 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
diff --git a/include/wine/wined3d.h b/include/wine/wined3d.h
index 96de6f9..d58c4b4 100644
--- a/include/wine/wined3d.h
+++ b/include/wine/wined3d.h
@@ -2175,6 +2175,8 @@ HRESULT __cdecl wined3d_device_clear(struct wined3d_device *device, DWORD rect_c
 HRESULT __cdecl wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
         struct wined3d_rendertarget_view *view, const RECT *rect, DWORD flags,
         const struct wined3d_color *color, float depth, DWORD stencil);
+void __cdecl wined3d_device_clear_unordered_access_view_uint(struct wined3d_device *device,
+        struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value);
 void __cdecl wined3d_device_copy_resource(struct wined3d_device *device,
         struct wined3d_resource *dst_resource, struct wined3d_resource *src_resource);
 HRESULT __cdecl wined3d_device_copy_sub_resource_region(struct wined3d_device *device,
-- 
2.10.2




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