Commit 22bdde47 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Introduce a separate CS queue for resource maps.

parent 0f8b0d9d
......@@ -454,7 +454,7 @@ void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *sw
unsigned int i;
LONG pending;
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_PRESENT;
op->dst_window_override = dst_window_override;
op->swapchain = swapchain;
......@@ -470,7 +470,7 @@ void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *sw
wined3d_resource_acquire(&swapchain->back_buffers[i]->resource);
}
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
/* Limit input latency by limiting the number of presents that we can get
* ahead of the worker thread. We have a constant limit here, but
......@@ -515,7 +515,8 @@ void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *
struct wined3d_cs_clear *op;
unsigned int i;
op = cs->ops->require_space(cs, FIELD_OFFSET(struct wined3d_cs_clear, rects[rect_count]));
op = cs->ops->require_space(cs, FIELD_OFFSET(struct wined3d_cs_clear, rects[rect_count]),
WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_CLEAR;
op->flags = flags;
op->rt_count = rt_count;
......@@ -538,7 +539,7 @@ void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *
if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
wined3d_resource_acquire(state->fb->depth_stencil->resource);
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
void wined3d_cs_emit_clear_rendertarget_view(struct wined3d_cs *cs, struct wined3d_rendertarget_view *view,
......@@ -551,7 +552,8 @@ void wined3d_cs_emit_clear_rendertarget_view(struct wined3d_cs *cs, struct wined
struct wined3d_fb_state fb;
} *extra;
op = cs->ops->require_space(cs, FIELD_OFFSET(struct wined3d_cs_clear, rects[1]) + sizeof(*extra));
op = cs->ops->require_space(cs, FIELD_OFFSET(struct wined3d_cs_clear, rects[1]) + sizeof(*extra),
WINED3D_CS_QUEUE_DEFAULT);
extra = (void *)&op->rects[1];
extra->fb.render_targets = &extra->rt;
op->fb = &extra->fb;
......@@ -579,7 +581,7 @@ void wined3d_cs_emit_clear_rendertarget_view(struct wined3d_cs *cs, struct wined
wined3d_resource_acquire(view->resource);
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void acquire_shader_resources(const struct wined3d_state *state, unsigned int shader_mask)
......@@ -707,7 +709,7 @@ void wined3d_cs_emit_dispatch(struct wined3d_cs *cs,
const struct wined3d_state *state = &cs->device->state;
struct wined3d_cs_dispatch *op;
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_DISPATCH;
op->group_count_x = group_count_x;
op->group_count_y = group_count_y;
......@@ -717,7 +719,7 @@ void wined3d_cs_emit_dispatch(struct wined3d_cs *cs,
acquire_unordered_access_resources(state->shader[WINED3D_SHADER_TYPE_COMPUTE],
state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_draw(struct wined3d_cs *cs, const void *data)
......@@ -781,7 +783,7 @@ void wined3d_cs_emit_draw(struct wined3d_cs *cs, GLenum primitive_type, unsigned
struct wined3d_cs_draw *op;
unsigned int i;
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_DRAW;
op->primitive_type = primitive_type;
op->patch_vertex_count = patch_vertex_count;
......@@ -820,7 +822,7 @@ void wined3d_cs_emit_draw(struct wined3d_cs *cs, GLenum primitive_type, unsigned
acquire_unordered_access_resources(state->shader[WINED3D_SHADER_TYPE_PIXEL],
state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_flush(struct wined3d_cs *cs, const void *data)
......@@ -836,10 +838,10 @@ void wined3d_cs_emit_flush(struct wined3d_cs *cs)
{
struct wined3d_cs_flush *op;
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_FLUSH;
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_predication(struct wined3d_cs *cs, const void *data)
......@@ -854,12 +856,12 @@ void wined3d_cs_emit_set_predication(struct wined3d_cs *cs, struct wined3d_query
{
struct wined3d_cs_set_predication *op;
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_SET_PREDICATION;
op->predicate = predicate;
op->value = value;
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_viewport(struct wined3d_cs *cs, const void *data)
......@@ -874,11 +876,11 @@ void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_vi
{
struct wined3d_cs_set_viewport *op;
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_SET_VIEWPORT;
op->viewport = *viewport;
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_scissor_rect(struct wined3d_cs *cs, const void *data)
......@@ -893,11 +895,11 @@ void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect)
{
struct wined3d_cs_set_scissor_rect *op;
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_SET_SCISSOR_RECT;
op->rect = *rect;
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_rendertarget_view(struct wined3d_cs *cs, const void *data)
......@@ -913,12 +915,12 @@ void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int v
{
struct wined3d_cs_set_rendertarget_view *op;
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_SET_RENDERTARGET_VIEW;
op->view_idx = view_idx;
op->view = view;
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_depth_stencil_view(struct wined3d_cs *cs, const void *data)
......@@ -962,11 +964,11 @@ void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs, struct wined3
{
struct wined3d_cs_set_depth_stencil_view *op;
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW;
op->view = view;
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_vertex_declaration(struct wined3d_cs *cs, const void *data)
......@@ -981,11 +983,11 @@ void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs, struct wined3
{
struct wined3d_cs_set_vertex_declaration *op;
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_SET_VERTEX_DECLARATION;
op->declaration = declaration;
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_stream_source(struct wined3d_cs *cs, const void *data)
......@@ -1013,14 +1015,14 @@ void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
{
struct wined3d_cs_set_stream_source *op;
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_SET_STREAM_SOURCE;
op->stream_idx = stream_idx;
op->buffer = buffer;
op->offset = offset;
op->stride = stride;
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_stream_source_freq(struct wined3d_cs *cs, const void *data)
......@@ -1039,13 +1041,13 @@ void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_i
{
struct wined3d_cs_set_stream_source_freq *op;
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ;
op->stream_idx = stream_idx;
op->frequency = frequency;
op->flags = flags;
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_stream_output(struct wined3d_cs *cs, const void *data)
......@@ -1072,13 +1074,13 @@ void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
{
struct wined3d_cs_set_stream_output *op;
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_SET_STREAM_OUTPUT;
op->stream_idx = stream_idx;
op->buffer = buffer;
op->offset = offset;
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_index_buffer(struct wined3d_cs *cs, const void *data)
......@@ -1104,13 +1106,13 @@ void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buff
{
struct wined3d_cs_set_index_buffer *op;
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_SET_INDEX_BUFFER;
op->buffer = buffer;
op->format_id = format_id;
op->offset = offset;
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_constant_buffer(struct wined3d_cs *cs, const void *data)
......@@ -1134,13 +1136,13 @@ void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_sha
{
struct wined3d_cs_set_constant_buffer *op;
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_SET_CONSTANT_BUFFER;
op->type = type;
op->cb_idx = cb_idx;
op->buffer = buffer;
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_texture(struct wined3d_cs *cs, const void *data)
......@@ -1226,12 +1228,12 @@ void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined
{
struct wined3d_cs_set_texture *op;
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_SET_TEXTURE;
op->stage = stage;
op->texture = texture;
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_shader_resource_view(struct wined3d_cs *cs, const void *data)
......@@ -1258,13 +1260,13 @@ void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3
{
struct wined3d_cs_set_shader_resource_view *op;
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW;
op->type = type;
op->view_idx = view_idx;
op->view = view;
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_unordered_access_view(struct wined3d_cs *cs, const void *data)
......@@ -1288,13 +1290,13 @@ void wined3d_cs_emit_set_unordered_access_view(struct wined3d_cs *cs, enum wined
{
struct wined3d_cs_set_unordered_access_view *op;
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW;
op->pipeline = pipeline;
op->view_idx = view_idx;
op->view = view;
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_sampler(struct wined3d_cs *cs, const void *data)
......@@ -1313,13 +1315,13 @@ void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type
{
struct wined3d_cs_set_sampler *op;
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_SET_SAMPLER;
op->type = type;
op->sampler_idx = sampler_idx;
op->sampler = sampler;
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_shader(struct wined3d_cs *cs, const void *data)
......@@ -1338,12 +1340,12 @@ void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type
{
struct wined3d_cs_set_shader *op;
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_SET_SHADER;
op->type = type;
op->shader = shader;
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_rasterizer_state(struct wined3d_cs *cs, const void *data)
......@@ -1359,11 +1361,11 @@ void wined3d_cs_emit_set_rasterizer_state(struct wined3d_cs *cs,
{
struct wined3d_cs_set_rasterizer_state *op;
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_SET_RASTERIZER_STATE;
op->state = rasterizer_state;
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_render_state(struct wined3d_cs *cs, const void *data)
......@@ -1378,12 +1380,12 @@ void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs, enum wined3d_render
{
struct wined3d_cs_set_render_state *op;
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_SET_RENDER_STATE;
op->state = state;
op->value = value;
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_texture_state(struct wined3d_cs *cs, const void *data)
......@@ -1399,13 +1401,13 @@ void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
{
struct wined3d_cs_set_texture_state *op;
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_SET_TEXTURE_STATE;
op->stage = stage;
op->state = state;
op->value = value;
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_sampler_state(struct wined3d_cs *cs, const void *data)
......@@ -1421,13 +1423,13 @@ void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
{
struct wined3d_cs_set_sampler_state *op;
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_SET_SAMPLER_STATE;
op->sampler_idx = sampler_idx;
op->state = state;
op->value = value;
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_transform(struct wined3d_cs *cs, const void *data)
......@@ -1444,12 +1446,12 @@ void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform
{
struct wined3d_cs_set_transform *op;
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_SET_TRANSFORM;
op->state = state;
op->matrix = *matrix;
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_clip_plane(struct wined3d_cs *cs, const void *data)
......@@ -1464,12 +1466,12 @@ void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx, const
{
struct wined3d_cs_set_clip_plane *op;
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_SET_CLIP_PLANE;
op->plane_idx = plane_idx;
op->plane = *plane;
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_color_key(struct wined3d_cs *cs, const void *data)
......@@ -1540,7 +1542,7 @@ void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture
{
struct wined3d_cs_set_color_key *op;
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_SET_COLOR_KEY;
op->texture = texture;
op->flags = flags;
......@@ -1552,7 +1554,7 @@ void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture
else
op->set = 0;
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_material(struct wined3d_cs *cs, const void *data)
......@@ -1567,11 +1569,11 @@ void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_ma
{
struct wined3d_cs_set_material *op;
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_SET_MATERIAL;
op->material = *material;
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_light(struct wined3d_cs *cs, const void *data)
......@@ -1615,11 +1617,11 @@ void wined3d_cs_emit_set_light(struct wined3d_cs *cs, const struct wined3d_light
{
struct wined3d_cs_set_light *op;
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_SET_LIGHT;
op->light = *light;
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_light_enable(struct wined3d_cs *cs, const void *data)
......@@ -1648,12 +1650,12 @@ void wined3d_cs_emit_set_light_enable(struct wined3d_cs *cs, unsigned int idx, B
{
struct wined3d_cs_set_light_enable *op;
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_SET_LIGHT_ENABLE;
op->idx = idx;
op->enable = enable;
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static const struct
......@@ -1713,14 +1715,15 @@ static void wined3d_cs_mt_push_constants(struct wined3d_cs *cs, enum wined3d_pus
size_t size;
size = count * wined3d_cs_push_constant_info[p].size;
op = cs->ops->require_space(cs, FIELD_OFFSET(struct wined3d_cs_push_constants, constants[size]));
op = cs->ops->require_space(cs, FIELD_OFFSET(struct wined3d_cs_push_constants, constants[size]),
WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_PUSH_CONSTANTS;
op->type = p;
op->start_idx = start_idx;
op->count = count;
memcpy(op->constants, constants, size);
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_reset_state(struct wined3d_cs *cs, const void *data)
......@@ -1737,10 +1740,10 @@ void wined3d_cs_emit_reset_state(struct wined3d_cs *cs)
{
struct wined3d_cs_reset_state *op;
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_RESET_STATE;
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_callback(struct wined3d_cs *cs, const void *data)
......@@ -1754,12 +1757,12 @@ static void wined3d_cs_emit_callback(struct wined3d_cs *cs, void (*callback)(voi
{
struct wined3d_cs_callback *op;
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_CALLBACK;
op->callback = callback;
op->object = object;
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
void wined3d_cs_destroy_object(struct wined3d_cs *cs, void (*callback)(void *object), void *object)
......@@ -1815,12 +1818,12 @@ void wined3d_cs_emit_query_issue(struct wined3d_cs *cs, struct wined3d_query *qu
{
struct wined3d_cs_query_issue *op;
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_QUERY_ISSUE;
op->query = query;
op->flags = flags;
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_preload_resource(struct wined3d_cs *cs, const void *data)
......@@ -1836,13 +1839,13 @@ void wined3d_cs_emit_preload_resource(struct wined3d_cs *cs, struct wined3d_reso
{
struct wined3d_cs_preload_resource *op;
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_PRELOAD_RESOURCE;
op->resource = resource;
wined3d_resource_acquire(resource);
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_unload_resource(struct wined3d_cs *cs, const void *data)
......@@ -1858,13 +1861,13 @@ void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resou
{
struct wined3d_cs_unload_resource *op;
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_UNLOAD_RESOURCE;
op->resource = resource;
wined3d_resource_acquire(resource);
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_map(struct wined3d_cs *cs, const void *data)
......@@ -1886,7 +1889,7 @@ HRESULT wined3d_cs_map(struct wined3d_cs *cs, struct wined3d_resource *resource,
* increasing the map count would be visible to applications. */
wined3d_not_from_cs(cs);
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_MAP);
op->opcode = WINED3D_CS_OP_MAP;
op->resource = resource;
op->sub_resource_idx = sub_resource_idx;
......@@ -1895,8 +1898,8 @@ HRESULT wined3d_cs_map(struct wined3d_cs *cs, struct wined3d_resource *resource,
op->flags = flags;
op->hr = &hr;
cs->ops->submit(cs);
cs->ops->finish(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_MAP);
cs->ops->finish(cs, WINED3D_CS_QUEUE_MAP);
return hr;
}
......@@ -1916,14 +1919,14 @@ HRESULT wined3d_cs_unmap(struct wined3d_cs *cs, struct wined3d_resource *resourc
wined3d_not_from_cs(cs);
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_MAP);
op->opcode = WINED3D_CS_OP_UNMAP;
op->resource = resource;
op->sub_resource_idx = sub_resource_idx;
op->hr = &hr;
cs->ops->submit(cs);
cs->ops->finish(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_MAP);
cs->ops->finish(cs, WINED3D_CS_QUEUE_MAP);
return hr;
}
......@@ -2056,7 +2059,7 @@ void wined3d_cs_emit_blt_sub_resource(struct wined3d_cs *cs, struct wined3d_reso
{
struct wined3d_cs_blt_sub_resource *op;
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_BLT_SUB_RESOURCE;
op->dst_resource = dst_resource;
op->dst_sub_resource_idx = dst_sub_resource_idx;
......@@ -2073,9 +2076,9 @@ void wined3d_cs_emit_blt_sub_resource(struct wined3d_cs *cs, struct wined3d_reso
if (src_resource)
wined3d_resource_acquire(src_resource);
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
if (flags & WINED3D_BLT_SYNCHRONOUS)
cs->ops->finish(cs);
cs->ops->finish(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_update_sub_resource(struct wined3d_cs *cs, const void *data)
......@@ -2143,7 +2146,7 @@ void wined3d_cs_emit_update_sub_resource(struct wined3d_cs *cs, struct wined3d_r
{
struct wined3d_cs_update_sub_resource *op;
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_UPDATE_SUB_RESOURCE;
op->resource = resource;
op->sub_resource_idx = sub_resource_idx;
......@@ -2154,10 +2157,10 @@ void wined3d_cs_emit_update_sub_resource(struct wined3d_cs *cs, struct wined3d_r
wined3d_resource_acquire(resource);
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
/* The data pointer may go away, so we need to wait until it is read.
* Copying the data may be faster if it's small. */
cs->ops->finish(cs);
cs->ops->finish(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_add_dirty_texture_region(struct wined3d_cs *cs, const void *data)
......@@ -2186,14 +2189,14 @@ void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs *cs,
{
struct wined3d_cs_add_dirty_texture_region *op;
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION;
op->texture = texture;
op->layer = layer;
wined3d_resource_acquire(&texture->resource);
cs->ops->submit(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_clear_unordered_access_view(struct wined3d_cs *cs, const void *data)
......@@ -2214,25 +2217,25 @@ void wined3d_cs_emit_clear_unordered_access_view_uint(struct wined3d_cs *cs,
{
struct wined3d_cs_clear_unordered_access_view *op;
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
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);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_emit_stop(struct wined3d_cs *cs)
{
struct wined3d_cs_stop *op;
op = cs->ops->require_space(cs, sizeof(*op));
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_STOP;
cs->ops->submit(cs);
cs->ops->finish(cs);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
cs->ops->finish(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void *data) =
......@@ -2283,7 +2286,7 @@ static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void
/* 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)
static void *wined3d_cs_st_require_space(struct wined3d_cs *cs, size_t size, enum wined3d_cs_queue_id queue_id)
{
if (size > (cs->data_size - cs->end))
{
......@@ -2308,7 +2311,7 @@ static void *wined3d_cs_st_require_space(struct wined3d_cs *cs, size_t size)
return (BYTE *)cs->data + cs->start;
}
static void wined3d_cs_st_submit(struct wined3d_cs *cs)
static void wined3d_cs_st_submit(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id)
{
enum wined3d_cs_op opcode;
size_t start;
......@@ -2330,7 +2333,7 @@ static void wined3d_cs_st_submit(struct wined3d_cs *cs)
HeapFree(GetProcessHeap(), 0, data);
}
static void wined3d_cs_st_finish(struct wined3d_cs *cs)
static void wined3d_cs_st_finish(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id)
{
}
......@@ -2347,15 +2350,11 @@ static BOOL wined3d_cs_queue_is_empty(const struct wined3d_cs_queue *queue)
return *(volatile LONG *)&queue->head == queue->tail;
}
static void wined3d_cs_mt_submit(struct wined3d_cs *cs)
static void wined3d_cs_queue_submit(struct wined3d_cs_queue *queue, struct wined3d_cs *cs)
{
struct wined3d_cs_queue *queue = &cs->queue;
struct wined3d_cs_packet *packet;
size_t packet_size;
if (cs->thread_id == GetCurrentThreadId())
return wined3d_cs_st_submit(cs);
packet = (struct wined3d_cs_packet *)&queue->data[queue->head];
packet_size = FIELD_OFFSET(struct wined3d_cs_packet, data[packet->size]);
InterlockedExchange(&queue->head, (queue->head + packet_size) & (WINED3D_CS_QUEUE_SIZE - 1));
......@@ -2364,16 +2363,20 @@ static void wined3d_cs_mt_submit(struct wined3d_cs *cs)
SetEvent(cs->event);
}
static void *wined3d_cs_mt_require_space(struct wined3d_cs *cs, size_t size)
static void wined3d_cs_mt_submit(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id)
{
if (cs->thread_id == GetCurrentThreadId())
return wined3d_cs_st_submit(cs, queue_id);
wined3d_cs_queue_submit(&cs->queue[queue_id], cs);
}
static void *wined3d_cs_queue_require_space(struct wined3d_cs_queue *queue, size_t size, struct wined3d_cs *cs)
{
struct wined3d_cs_queue *queue = &cs->queue;
size_t queue_size = ARRAY_SIZE(queue->data);
size_t header_size, packet_size, remaining;
struct wined3d_cs_packet *packet;
if (cs->thread_id == GetCurrentThreadId())
return wined3d_cs_st_require_space(cs, size);
header_size = FIELD_OFFSET(struct wined3d_cs_packet, data[0]);
size = (size + header_size - 1) & ~(header_size - 1);
packet_size = FIELD_OFFSET(struct wined3d_cs_packet, data[size]);
......@@ -2393,11 +2396,11 @@ static void *wined3d_cs_mt_require_space(struct wined3d_cs *cs, size_t size)
TRACE("Inserting a nop for %lu + %lu bytes.\n",
(unsigned long)header_size, (unsigned long)nop_size);
nop = wined3d_cs_mt_require_space(cs, nop_size);
nop = wined3d_cs_queue_require_space(queue, nop_size, cs);
if (nop_size)
nop->opcode = WINED3D_CS_OP_NOP;
wined3d_cs_mt_submit(cs);
wined3d_cs_queue_submit(queue, cs);
assert(!queue->head);
}
......@@ -2429,12 +2432,20 @@ static void *wined3d_cs_mt_require_space(struct wined3d_cs *cs, size_t size)
return packet->data;
}
static void wined3d_cs_mt_finish(struct wined3d_cs *cs)
static void *wined3d_cs_mt_require_space(struct wined3d_cs *cs, size_t size, enum wined3d_cs_queue_id queue_id)
{
if (cs->thread_id == GetCurrentThreadId())
return wined3d_cs_st_finish(cs);
return wined3d_cs_st_require_space(cs, size, queue_id);
while (!wined3d_cs_queue_is_empty(&cs->queue))
return wined3d_cs_queue_require_space(&cs->queue[queue_id], size, cs);
}
static void wined3d_cs_mt_finish(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id)
{
if (cs->thread_id == GetCurrentThreadId())
return wined3d_cs_st_finish(cs, queue_id);
while (!wined3d_cs_queue_is_empty(&cs->queue[queue_id]))
wined3d_pause();
}
......@@ -2472,7 +2483,8 @@ static void wined3d_cs_wait_event(struct wined3d_cs *cs)
* Likewise, we can race with the main thread when resetting
* "waiting_for_event", in which case we would need to call
* WaitForSingleObject() because the main thread called SetEvent(). */
if (!wined3d_cs_queue_is_empty(&cs->queue)
if (!(wined3d_cs_queue_is_empty(&cs->queue[WINED3D_CS_QUEUE_DEFAULT])
&& wined3d_cs_queue_is_empty(&cs->queue[WINED3D_CS_QUEUE_MAP]))
&& InterlockedCompareExchange(&cs->waiting_for_event, FALSE, TRUE))
return;
......@@ -2491,7 +2503,6 @@ static DWORD WINAPI wined3d_cs_run(void *ctx)
TRACE("Started.\n");
queue = &cs->queue;
list_init(&cs->query_poll_list);
cs->thread_id = GetCurrentThreadId();
for (;;)
......@@ -2502,11 +2513,16 @@ static DWORD WINAPI wined3d_cs_run(void *ctx)
poll = 0;
}
queue = &cs->queue[WINED3D_CS_QUEUE_MAP];
if (wined3d_cs_queue_is_empty(queue))
{
if (++spin_count >= WINED3D_CS_SPIN_COUNT && list_empty(&cs->query_poll_list))
wined3d_cs_wait_event(cs);
continue;
queue = &cs->queue[WINED3D_CS_QUEUE_DEFAULT];
if (wined3d_cs_queue_is_empty(queue))
{
if (++spin_count >= WINED3D_CS_SPIN_COUNT && list_empty(&cs->query_poll_list))
wined3d_cs_wait_event(cs);
continue;
}
}
spin_count = 0;
......@@ -2531,7 +2547,8 @@ static DWORD WINAPI wined3d_cs_run(void *ctx)
InterlockedExchange(&queue->tail, tail);
}
queue->tail = queue->head = 0;
cs->queue[WINED3D_CS_QUEUE_MAP].tail = cs->queue[WINED3D_CS_QUEUE_MAP].head = 0;
cs->queue[WINED3D_CS_QUEUE_DEFAULT].tail = cs->queue[WINED3D_CS_QUEUE_DEFAULT].head = 0;
TRACE("Stopped.\n");
FreeLibraryAndExitThread(cs->wined3d_module, 0);
}
......
......@@ -1003,7 +1003,7 @@ static void wined3d_device_delete_opengl_contexts_cs(void *object)
static void wined3d_device_delete_opengl_contexts(struct wined3d_device *device)
{
wined3d_cs_destroy_object(device->cs, wined3d_device_delete_opengl_contexts_cs, device);
device->cs->ops->finish(device->cs);
device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_device_create_primary_opengl_context_cs(void *object)
......@@ -1042,7 +1042,7 @@ static void wined3d_device_create_primary_opengl_context_cs(void *object)
static HRESULT wined3d_device_create_primary_opengl_context(struct wined3d_device *device)
{
wined3d_cs_init_object(device->cs, wined3d_device_create_primary_opengl_context_cs, device);
device->cs->ops->finish(device->cs);
device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
if (!device->swapchains[0]->num_contexts)
return E_FAIL;
......@@ -1187,7 +1187,7 @@ HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
if (!device->d3d_initialized)
return WINED3DERR_INVALIDCALL;
device->cs->ops->finish(device->cs);
device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
if (device->logo_texture)
wined3d_texture_decref(device->logo_texture);
......@@ -4612,7 +4612,7 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
TRACE("device %p, swapchain_desc %p, mode %p, callback %p, reset_state %#x.\n",
device, swapchain_desc, mode, callback, reset_state);
device->cs->ops->finish(device->cs);
device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
if (!(swapchain = wined3d_device_get_swapchain(device, 0)))
{
......
......@@ -358,6 +358,7 @@ HRESULT CDECL wined3d_resource_map(struct wined3d_resource *resource, unsigned i
resource, sub_resource_idx, map_desc, debug_box(box), flags);
flags = wined3d_resource_sanitise_map_flags(resource, flags);
wined3d_resource_wait_idle(resource);
return wined3d_cs_map(resource->device->cs, resource, sub_resource_idx, map_desc, box, flags);
}
......
......@@ -66,7 +66,7 @@ static void swapchain_cleanup(struct wined3d_swapchain *swapchain)
}
wined3d_cs_destroy_object(swapchain->device->cs, wined3d_swapchain_destroy_object, swapchain);
swapchain->device->cs->ops->finish(swapchain->device->cs);
swapchain->device->cs->ops->finish(swapchain->device->cs, WINED3D_CS_QUEUE_DEFAULT);
/* Restore the screen resolution if we rendered in fullscreen.
* This will restore the screen resolution to what it was before creating
......@@ -116,7 +116,7 @@ ULONG CDECL wined3d_swapchain_decref(struct wined3d_swapchain *swapchain)
{
struct wined3d_device *device = swapchain->device;
device->cs->ops->finish(device->cs);
device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
swapchain_cleanup(swapchain);
swapchain->parent_ops->wined3d_object_destroyed(swapchain->parent);
......@@ -901,7 +901,7 @@ static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, struct wined3
}
wined3d_cs_init_object(device->cs, wined3d_swapchain_cs_init, swapchain);
device->cs->ops->finish(device->cs);
device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
if (!swapchain->context[0])
{
......@@ -998,7 +998,7 @@ err:
}
wined3d_cs_destroy_object(swapchain->device->cs, wined3d_swapchain_destroy_object, swapchain);
swapchain->device->cs->ops->finish(device->cs);
swapchain->device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
if (swapchain->front_buffer)
{
......@@ -1204,7 +1204,7 @@ HRESULT CDECL wined3d_swapchain_resize_buffers(struct wined3d_swapchain *swapcha
if (buffer_count && buffer_count != swapchain->desc.backbuffer_count)
FIXME("Cannot change the back buffer count yet.\n");
device->cs->ops->finish(device->cs);
device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
if (!width || !height)
{
......
......@@ -1327,7 +1327,7 @@ HRESULT CDECL wined3d_texture_update_desc(struct wined3d_texture *texture, UINT
if (surface->dc)
{
wined3d_cs_destroy_object(device->cs, texture2d_destroy_dc, surface);
device->cs->ops->finish(device->cs);
device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
create_dib = TRUE;
}
......@@ -1390,7 +1390,7 @@ HRESULT CDECL wined3d_texture_update_desc(struct wined3d_texture *texture, UINT
if (create_dib)
{
wined3d_cs_init_object(device->cs, texture2d_create_dc, surface);
device->cs->ops->finish(device->cs);
device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
}
return WINED3D_OK;
......@@ -2247,7 +2247,7 @@ static HRESULT texture_init(struct wined3d_texture *texture, const struct wined3
if ((desc->usage & WINED3DUSAGE_OWNDC) || (device->wined3d->flags & WINED3D_NO3D))
{
wined3d_cs_init_object(device->cs, texture2d_create_dc, surface);
device->cs->ops->finish(device->cs);
device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
if (!surface->dc)
{
wined3d_texture_cleanup_sync(texture);
......@@ -3044,7 +3044,7 @@ HRESULT CDECL wined3d_texture_get_dc(struct wined3d_texture *texture, unsigned i
if (!surface->dc)
{
wined3d_cs_init_object(device->cs, texture2d_create_dc, surface);
device->cs->ops->finish(device->cs);
device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
}
if (!surface->dc)
return WINED3DERR_INVALIDCALL;
......@@ -3091,7 +3091,7 @@ HRESULT CDECL wined3d_texture_release_dc(struct wined3d_texture *texture, unsign
if (!(texture->resource.usage & WINED3DUSAGE_OWNDC) && !(device->wined3d->flags & WINED3D_NO3D))
{
wined3d_cs_destroy_object(device->cs, texture2d_destroy_dc, surface);
device->cs->ops->finish(device->cs);
device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
}
--sub_resource->map_count;
......
......@@ -3246,6 +3246,13 @@ void state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
DWORD flags) DECLSPEC_HIDDEN;
void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
enum wined3d_cs_queue_id
{
WINED3D_CS_QUEUE_DEFAULT = 0,
WINED3D_CS_QUEUE_MAP,
WINED3D_CS_QUEUE_COUNT,
};
enum wined3d_push_constants
{
WINED3D_PUSH_CONSTANTS_VS_F,
......@@ -3268,9 +3275,9 @@ struct wined3d_cs_queue
struct wined3d_cs_ops
{
void *(*require_space)(struct wined3d_cs *cs, size_t size);
void (*submit)(struct wined3d_cs *cs);
void (*finish)(struct wined3d_cs *cs);
void *(*require_space)(struct wined3d_cs *cs, size_t size, enum wined3d_cs_queue_id queue_id);
void (*submit)(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id);
void (*finish)(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id);
void (*push_constants)(struct wined3d_cs *cs, enum wined3d_push_constants p,
unsigned int start_idx, unsigned int count, const void *constants);
};
......@@ -3285,7 +3292,7 @@ struct wined3d_cs
HANDLE thread;
DWORD thread_id;
struct wined3d_cs_queue queue;
struct wined3d_cs_queue queue[WINED3D_CS_QUEUE_COUNT];
size_t data_size, start, end;
void *data;
struct list query_poll_list;
......
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