[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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