Commit 368fcab2 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Send vertex shader binding updates through the command stream.

parent 4732b2f4
......@@ -38,6 +38,7 @@ enum wined3d_cs_op
WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ,
WINED3D_CS_OP_SET_INDEX_BUFFER,
WINED3D_CS_OP_SET_TEXTURE,
WINED3D_CS_OP_SET_VERTEX_SHADER,
};
struct wined3d_cs_present
......@@ -134,6 +135,12 @@ struct wined3d_cs_set_texture
struct wined3d_texture *texture;
};
struct wined3d_cs_set_shader
{
enum wined3d_cs_op opcode;
struct wined3d_shader *shader;
};
static void wined3d_cs_exec_present(struct wined3d_cs *cs, const void *data)
{
const struct wined3d_cs_present *op = data;
......@@ -505,6 +512,25 @@ void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined
cs->ops->submit(cs);
}
static void wined3d_cs_exec_set_vertex_shader(struct wined3d_cs *cs, const void *data)
{
const struct wined3d_cs_set_shader *op = data;
cs->state.vertex_shader = op->shader;
device_invalidate_state(cs->device, STATE_VSHADER);
}
void wined3d_cs_emit_set_vertex_shader(struct wined3d_cs *cs, struct wined3d_shader *shader)
{
struct wined3d_cs_set_shader *op;
op = cs->ops->require_space(cs, sizeof(*op));
op->opcode = WINED3D_CS_OP_SET_VERTEX_SHADER;
op->shader = shader;
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,
......@@ -519,6 +545,7 @@ static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void
/* WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ */ wined3d_cs_exec_set_stream_source_freq,
/* WINED3D_CS_OP_SET_INDEX_BUFFER */ wined3d_cs_exec_set_index_buffer,
/* WINED3D_CS_OP_SET_TEXTURE */ wined3d_cs_exec_set_texture,
/* WINED3D_CS_OP_SET_VERTEX_SHADER */ wined3d_cs_exec_set_vertex_shader,
};
static void *wined3d_cs_st_require_space(struct wined3d_cs *cs, size_t size)
......
......@@ -2077,27 +2077,19 @@ void CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struc
TRACE("device %p, shader %p.\n", device, shader);
if (shader)
wined3d_shader_incref(shader);
if (prev)
wined3d_shader_decref(prev);
device->update_state->vertex_shader = shader;
if (device->recording)
{
TRACE("Recording... not performing anything.\n");
device->recording->changed.vertexShader = TRUE;
return;
}
if (shader == prev)
{
TRACE("Application is setting the old shader over, nothing to do.\n");
return;
}
device_invalidate_state(device, STATE_VSHADER);
if (shader)
wined3d_shader_incref(shader);
device->update_state->vertex_shader = shader;
if (!device->recording)
wined3d_cs_emit_set_vertex_shader(device->cs, shader);
if (prev)
wined3d_shader_decref(prev);
}
struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
......
......@@ -2499,6 +2499,7 @@ 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_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;
void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) DECLSPEC_HIDDEN;
/* Direct3D terminology with little modifications. We do not have an issued state
......
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