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wine
wine-winehq
Commits
368fcab2
Commit
368fcab2
authored
Oct 03, 2013
by
Henri Verbeet
Committed by
Alexandre Julliard
Oct 04, 2013
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Plain Diff
wined3d: Send vertex shader binding updates through the command stream.
parent
4732b2f4
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Side-by-side
Showing
3 changed files
with
35 additions
and
15 deletions
+35
-15
cs.c
dlls/wined3d/cs.c
+27
-0
device.c
dlls/wined3d/device.c
+7
-15
wined3d_private.h
dlls/wined3d/wined3d_private.h
+1
-0
No files found.
dlls/wined3d/cs.c
View file @
368fcab2
...
...
@@ -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
)
...
...
dlls/wined3d/device.c
View file @
368fcab2
...
...
@@ -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
)
...
...
dlls/wined3d/wined3d_private.h
View file @
368fcab2
...
...
@@ -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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