mirror of
git://source.winehq.org/git/wine.git
synced 2024-09-01 16:03:38 +00:00
d3d11: Implement constant buffer offsetting for OpenGL.
Based on a patch by Kimmo Myllyvirta. Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=45198 Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
befaf4d612
commit
5ce7adaace
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@ -534,8 +534,9 @@ static ULONG STDMETHODCALLTYPE d3d11_device_context_Release(ID3D11DeviceContext1
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return refcount;
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}
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static void d3d11_device_context_get_constant_buffers(ID3D11DeviceContext1 *iface,
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enum wined3d_shader_type type, UINT start_slot, UINT buffer_count, ID3D11Buffer **buffers)
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static void d3d11_device_context_get_constant_buffers(ID3D11DeviceContext1 *iface, enum wined3d_shader_type type,
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unsigned int start_slot, unsigned int buffer_count, ID3D11Buffer **buffers,
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unsigned int *offsets, unsigned int *counts)
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{
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struct d3d11_device_context *context = impl_from_ID3D11DeviceContext1(iface);
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unsigned int i;
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@ -543,17 +544,23 @@ static void d3d11_device_context_get_constant_buffers(ID3D11DeviceContext1 *ifac
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wined3d_mutex_lock();
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for (i = 0; i < buffer_count; ++i)
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{
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struct wined3d_buffer *wined3d_buffer;
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struct wined3d_constant_buffer_state state;
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struct d3d_buffer *buffer_impl;
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if (!(wined3d_buffer = wined3d_device_context_get_constant_buffer(context->wined3d_context,
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type, start_slot + i)))
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wined3d_device_context_get_constant_buffer(context->wined3d_context, type, start_slot + i, &state);
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if (offsets)
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offsets[i] = state.offset / sizeof(struct wined3d_vec4);
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if (counts)
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counts[i] = state.size / sizeof(struct wined3d_vec4);
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if (!state.buffer)
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{
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buffers[i] = NULL;
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continue;
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}
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buffer_impl = wined3d_buffer_get_parent(wined3d_buffer);
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buffer_impl = wined3d_buffer_get_parent(state.buffer);
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buffers[i] = &buffer_impl->ID3D11Buffer_iface;
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ID3D11Buffer_AddRef(buffers[i]);
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}
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@ -561,9 +568,11 @@ static void d3d11_device_context_get_constant_buffers(ID3D11DeviceContext1 *ifac
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}
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static void d3d11_device_context_set_constant_buffers(ID3D11DeviceContext1 *iface, enum wined3d_shader_type type,
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unsigned int start_slot, unsigned int buffer_count, ID3D11Buffer *const *buffers)
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unsigned int start_slot, unsigned int buffer_count, ID3D11Buffer *const *buffers,
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const unsigned int *offsets, const unsigned int *counts)
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{
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struct wined3d_buffer *wined3d_buffers[D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT];
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static const unsigned int alignment = D3D11_COMMONSHADER_CONSTANT_BUFFER_PARTIAL_UPDATE_EXTENTS_BYTE_ALIGNMENT;
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struct wined3d_constant_buffer_state wined3d_buffers[D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT];
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struct d3d11_device_context *context = impl_from_ID3D11DeviceContext1(iface);
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unsigned int i;
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@ -573,11 +582,31 @@ static void d3d11_device_context_set_constant_buffers(ID3D11DeviceContext1 *ifac
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return;
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}
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if (!offsets != !counts)
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{
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WARN("Got offsets pointer %p but counts pointer %p; ignoring call.\n", offsets, counts);
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return;
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}
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for (i = 0; i < buffer_count; ++i)
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{
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struct d3d_buffer *buffer = unsafe_impl_from_ID3D11Buffer(buffers[i]);
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wined3d_buffers[i] = buffer ? buffer->wined3d_buffer : NULL;
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if (offsets && (offsets[i] & (alignment - 1)))
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{
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WARN("Offset %u is not aligned.\n", offsets[i]);
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return;
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}
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if (counts && (counts[i] & (alignment - 1)))
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{
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WARN("Count %u is not aligned.\n", counts[i]);
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return;
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}
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wined3d_buffers[i].buffer = buffer ? buffer->wined3d_buffer : NULL;
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wined3d_buffers[i].offset = (offsets ? offsets[i] : 0) * sizeof(struct wined3d_vec4);
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wined3d_buffers[i].size = (counts ? counts[i] : WINED3D_MAX_CONSTANT_BUFFER_SIZE) * sizeof(struct wined3d_vec4);
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}
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wined3d_mutex_lock();
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@ -684,7 +713,7 @@ static void STDMETHODCALLTYPE d3d11_device_context_VSSetConstantBuffers(ID3D11De
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iface, start_slot, buffer_count, buffers);
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d3d11_device_context_set_constant_buffers(iface, WINED3D_SHADER_TYPE_VERTEX, start_slot,
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buffer_count, buffers);
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buffer_count, buffers, NULL, NULL);
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}
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static void STDMETHODCALLTYPE d3d11_device_context_PSSetShaderResources(ID3D11DeviceContext1 *iface,
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@ -822,7 +851,7 @@ static void STDMETHODCALLTYPE d3d11_device_context_PSSetConstantBuffers(ID3D11De
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iface, start_slot, buffer_count, buffers);
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d3d11_device_context_set_constant_buffers(iface, WINED3D_SHADER_TYPE_PIXEL, start_slot,
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buffer_count, buffers);
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buffer_count, buffers, NULL, NULL);
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}
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static void STDMETHODCALLTYPE d3d11_device_context_IASetInputLayout(ID3D11DeviceContext1 *iface,
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@ -926,7 +955,7 @@ static void STDMETHODCALLTYPE d3d11_device_context_GSSetConstantBuffers(ID3D11De
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iface, start_slot, buffer_count, buffers);
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d3d11_device_context_set_constant_buffers(iface, WINED3D_SHADER_TYPE_GEOMETRY, start_slot,
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buffer_count, buffers);
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buffer_count, buffers, NULL, NULL);
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}
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static void STDMETHODCALLTYPE d3d11_device_context_GSSetShader(ID3D11DeviceContext1 *iface,
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@ -1604,7 +1633,7 @@ static void STDMETHODCALLTYPE d3d11_device_context_HSSetConstantBuffers(ID3D11De
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iface, start_slot, buffer_count, buffers);
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d3d11_device_context_set_constant_buffers(iface, WINED3D_SHADER_TYPE_HULL, start_slot,
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buffer_count, buffers);
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buffer_count, buffers, NULL, NULL);
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}
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static void STDMETHODCALLTYPE d3d11_device_context_DSSetShaderResources(ID3D11DeviceContext1 *iface,
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@ -1650,7 +1679,7 @@ static void STDMETHODCALLTYPE d3d11_device_context_DSSetConstantBuffers(ID3D11De
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iface, start_slot, buffer_count, buffers);
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d3d11_device_context_set_constant_buffers(iface, WINED3D_SHADER_TYPE_DOMAIN, start_slot,
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buffer_count, buffers);
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buffer_count, buffers, NULL, NULL);
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}
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static void STDMETHODCALLTYPE d3d11_device_context_CSSetShaderResources(ID3D11DeviceContext1 *iface,
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@ -1725,7 +1754,7 @@ static void STDMETHODCALLTYPE d3d11_device_context_CSSetConstantBuffers(ID3D11De
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iface, start_slot, buffer_count, buffers);
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d3d11_device_context_set_constant_buffers(iface, WINED3D_SHADER_TYPE_COMPUTE, start_slot,
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buffer_count, buffers);
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buffer_count, buffers, NULL, NULL);
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}
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static void STDMETHODCALLTYPE d3d11_device_context_VSGetConstantBuffers(ID3D11DeviceContext1 *iface,
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@ -1735,7 +1764,7 @@ static void STDMETHODCALLTYPE d3d11_device_context_VSGetConstantBuffers(ID3D11De
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iface, start_slot, buffer_count, buffers);
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d3d11_device_context_get_constant_buffers(iface, WINED3D_SHADER_TYPE_VERTEX, start_slot,
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buffer_count, buffers);
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buffer_count, buffers, NULL, NULL);
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}
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static void STDMETHODCALLTYPE d3d11_device_context_PSGetShaderResources(ID3D11DeviceContext1 *iface,
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@ -1861,7 +1890,7 @@ static void STDMETHODCALLTYPE d3d11_device_context_PSGetConstantBuffers(ID3D11De
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iface, start_slot, buffer_count, buffers);
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d3d11_device_context_get_constant_buffers(iface, WINED3D_SHADER_TYPE_PIXEL, start_slot,
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buffer_count, buffers);
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buffer_count, buffers, NULL, NULL);
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}
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static void STDMETHODCALLTYPE d3d11_device_context_IAGetInputLayout(ID3D11DeviceContext1 *iface,
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@ -1956,7 +1985,7 @@ static void STDMETHODCALLTYPE d3d11_device_context_GSGetConstantBuffers(ID3D11De
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iface, start_slot, buffer_count, buffers);
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d3d11_device_context_get_constant_buffers(iface, WINED3D_SHADER_TYPE_GEOMETRY, start_slot,
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buffer_count, buffers);
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buffer_count, buffers, NULL, NULL);
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}
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static void STDMETHODCALLTYPE d3d11_device_context_GSGetShader(ID3D11DeviceContext1 *iface,
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@ -2476,7 +2505,7 @@ static void STDMETHODCALLTYPE d3d11_device_context_HSGetConstantBuffers(ID3D11De
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iface, start_slot, buffer_count, buffers);
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d3d11_device_context_get_constant_buffers(iface, WINED3D_SHADER_TYPE_HULL, start_slot,
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buffer_count, buffers);
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buffer_count, buffers, NULL, NULL);
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}
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static void STDMETHODCALLTYPE d3d11_device_context_DSGetShaderResources(ID3D11DeviceContext1 *iface,
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@ -2570,7 +2599,7 @@ static void STDMETHODCALLTYPE d3d11_device_context_DSGetConstantBuffers(ID3D11De
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iface, start_slot, buffer_count, buffers);
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d3d11_device_context_get_constant_buffers(iface, WINED3D_SHADER_TYPE_DOMAIN, start_slot,
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buffer_count, buffers);
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buffer_count, buffers, NULL, NULL);
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}
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static void STDMETHODCALLTYPE d3d11_device_context_CSGetShaderResources(ID3D11DeviceContext1 *iface,
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@ -2690,7 +2719,7 @@ static void STDMETHODCALLTYPE d3d11_device_context_CSGetConstantBuffers(ID3D11De
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iface, start_slot, buffer_count, buffers);
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d3d11_device_context_get_constant_buffers(iface, WINED3D_SHADER_TYPE_COMPUTE, start_slot,
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buffer_count, buffers);
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buffer_count, buffers, NULL, NULL);
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}
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static void STDMETHODCALLTYPE d3d11_device_context_ClearState(ID3D11DeviceContext1 *iface)
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@ -2839,90 +2868,126 @@ static void STDMETHODCALLTYPE d3d11_device_context_VSSetConstantBuffers1(ID3D11D
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UINT start_slot, UINT buffer_count, ID3D11Buffer * const *buffers, const UINT *first_constant,
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const UINT *num_constants)
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{
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FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p, first_constant %p, num_constants %p stub!\n",
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TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p, first_constant %p, num_constants %p.\n",
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iface, start_slot, buffer_count, buffers, first_constant, num_constants);
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d3d11_device_context_set_constant_buffers(iface, WINED3D_SHADER_TYPE_VERTEX, start_slot,
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buffer_count, buffers, first_constant, num_constants);
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}
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static void STDMETHODCALLTYPE d3d11_device_context_HSSetConstantBuffers1(ID3D11DeviceContext1 *iface,
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UINT start_slot, UINT buffer_count, ID3D11Buffer * const *buffers, const UINT *first_constant,
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const UINT *num_constants)
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{
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FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p, first_constant %p, num_constants %p stub!\n",
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TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p, first_constant %p, num_constants %p.\n",
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iface, start_slot, buffer_count, buffers, first_constant, num_constants);
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d3d11_device_context_set_constant_buffers(iface, WINED3D_SHADER_TYPE_HULL, start_slot,
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buffer_count, buffers, first_constant, num_constants);
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}
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static void STDMETHODCALLTYPE d3d11_device_context_DSSetConstantBuffers1(ID3D11DeviceContext1 *iface,
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UINT start_slot, UINT buffer_count, ID3D11Buffer * const *buffers, const UINT *first_constant,
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const UINT *num_constants)
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{
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FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p, first_constant %p, num_constants %p stub!\n",
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TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p, first_constant %p, num_constants %p.\n",
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iface, start_slot, buffer_count, buffers, first_constant, num_constants);
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d3d11_device_context_set_constant_buffers(iface, WINED3D_SHADER_TYPE_DOMAIN, start_slot,
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buffer_count, buffers, first_constant, num_constants);
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}
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static void STDMETHODCALLTYPE d3d11_device_context_GSSetConstantBuffers1(ID3D11DeviceContext1 *iface,
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UINT start_slot, UINT buffer_count, ID3D11Buffer * const *buffers, const UINT *first_constant,
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const UINT *num_constants)
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{
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FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p, first_constant %p, num_constants %p stub!\n",
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TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p, first_constant %p, num_constants %p.\n",
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iface, start_slot, buffer_count, buffers, first_constant, num_constants);
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d3d11_device_context_set_constant_buffers(iface, WINED3D_SHADER_TYPE_GEOMETRY, start_slot,
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buffer_count, buffers, first_constant, num_constants);
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}
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static void STDMETHODCALLTYPE d3d11_device_context_PSSetConstantBuffers1(ID3D11DeviceContext1 *iface,
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UINT start_slot, UINT buffer_count, ID3D11Buffer * const *buffers, const UINT *first_constant,
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const UINT *num_constants)
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{
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FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p, first_constant %p, num_constants %p stub!\n",
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TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p, first_constant %p, num_constants %p.\n",
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iface, start_slot, buffer_count, buffers, first_constant, num_constants);
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d3d11_device_context_set_constant_buffers(iface, WINED3D_SHADER_TYPE_PIXEL, start_slot,
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buffer_count, buffers, first_constant, num_constants);
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}
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static void STDMETHODCALLTYPE d3d11_device_context_CSSetConstantBuffers1(ID3D11DeviceContext1 *iface,
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UINT start_slot, UINT buffer_count, ID3D11Buffer * const *buffers, const UINT *first_constant,
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const UINT *num_constants)
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{
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FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p, first_constant %p, num_constants %p stub!\n",
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TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p, first_constant %p, num_constants %p.\n",
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iface, start_slot, buffer_count, buffers, first_constant, num_constants);
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d3d11_device_context_set_constant_buffers(iface, WINED3D_SHADER_TYPE_COMPUTE, start_slot,
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buffer_count, buffers, first_constant, num_constants);
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}
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static void STDMETHODCALLTYPE d3d11_device_context_VSGetConstantBuffers1(ID3D11DeviceContext1 *iface,
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UINT start_slot, UINT buffer_count, ID3D11Buffer **buffers, UINT *first_constant, UINT *num_constants)
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{
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FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p, first_constant %p, num_constants %p stub!\n",
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TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p, first_constant %p, num_constants %p.\n",
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iface, start_slot, buffer_count, buffers, first_constant, num_constants);
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d3d11_device_context_get_constant_buffers(iface, WINED3D_SHADER_TYPE_VERTEX, start_slot,
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buffer_count, buffers, first_constant, num_constants);
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}
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static void STDMETHODCALLTYPE d3d11_device_context_HSGetConstantBuffers1(ID3D11DeviceContext1 *iface,
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UINT start_slot, UINT buffer_count, ID3D11Buffer **buffers, UINT *first_constant, UINT *num_constants)
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{
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FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p, first_constant %p, num_constants %p stub!\n",
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TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p, first_constant %p, num_constants %p.\n",
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iface, start_slot, buffer_count, buffers, first_constant, num_constants);
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d3d11_device_context_get_constant_buffers(iface, WINED3D_SHADER_TYPE_HULL, start_slot,
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buffer_count, buffers, first_constant, num_constants);
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}
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static void STDMETHODCALLTYPE d3d11_device_context_DSGetConstantBuffers1(ID3D11DeviceContext1 *iface,
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UINT start_slot, UINT buffer_count, ID3D11Buffer **buffers, UINT *first_constant, UINT *num_constants)
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{
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FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p, first_constant %p, num_constants %p stub!\n",
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TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p, first_constant %p, num_constants %p.\n",
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iface, start_slot, buffer_count, buffers, first_constant, num_constants);
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d3d11_device_context_get_constant_buffers(iface, WINED3D_SHADER_TYPE_DOMAIN, start_slot,
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buffer_count, buffers, first_constant, num_constants);
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}
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static void STDMETHODCALLTYPE d3d11_device_context_GSGetConstantBuffers1(ID3D11DeviceContext1 *iface,
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UINT start_slot, UINT buffer_count, ID3D11Buffer **buffers, UINT *first_constant, UINT *num_constants)
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{
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FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p, first_constant %p, num_constants %p stub!\n",
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TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p, first_constant %p, num_constants %p.\n",
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iface, start_slot, buffer_count, buffers, first_constant, num_constants);
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d3d11_device_context_get_constant_buffers(iface, WINED3D_SHADER_TYPE_GEOMETRY, start_slot,
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buffer_count, buffers, first_constant, num_constants);
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}
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static void STDMETHODCALLTYPE d3d11_device_context_PSGetConstantBuffers1(ID3D11DeviceContext1 *iface,
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UINT start_slot, UINT buffer_count, ID3D11Buffer **buffers, UINT *first_constant, UINT *num_constants)
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{
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FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p, first_constant %p, num_constants %p stub!\n",
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TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p, first_constant %p, num_constants %p.\n",
|
||||
iface, start_slot, buffer_count, buffers, first_constant, num_constants);
|
||||
|
||||
d3d11_device_context_get_constant_buffers(iface, WINED3D_SHADER_TYPE_PIXEL, start_slot,
|
||||
buffer_count, buffers, first_constant, num_constants);
|
||||
}
|
||||
|
||||
static void STDMETHODCALLTYPE d3d11_device_context_CSGetConstantBuffers1(ID3D11DeviceContext1 *iface,
|
||||
UINT start_slot, UINT buffer_count, ID3D11Buffer **buffers, UINT *first_constant, UINT *num_constants)
|
||||
{
|
||||
FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p, first_constant %p, num_constants %p stub!\n",
|
||||
TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p, first_constant %p, num_constants %p.\n",
|
||||
iface, start_slot, buffer_count, buffers, first_constant, num_constants);
|
||||
|
||||
d3d11_device_context_get_constant_buffers(iface, WINED3D_SHADER_TYPE_COMPUTE, start_slot,
|
||||
buffer_count, buffers, first_constant, num_constants);
|
||||
}
|
||||
|
||||
static void STDMETHODCALLTYPE d3d11_device_context_SwapDeviceContextState(ID3D11DeviceContext1 *iface,
|
||||
|
@ -3995,7 +4060,7 @@ static HRESULT STDMETHODCALLTYPE d3d11_device_CheckFeatureSupport(ID3D11Device2
|
|||
options->ClearView = FALSE;
|
||||
options->CopyWithOverlap = FALSE;
|
||||
options->ConstantBufferPartialUpdate = FALSE;
|
||||
options->ConstantBufferOffsetting = FALSE;
|
||||
options->ConstantBufferOffsetting = TRUE;
|
||||
options->MapNoOverwriteOnDynamicConstantBuffer = FALSE;
|
||||
options->MapNoOverwriteOnDynamicBufferSRV = FALSE;
|
||||
options->MultisampleRTVWithForcedSampleCountOne = FALSE;
|
||||
|
@ -4506,17 +4571,19 @@ static void d3d10_device_get_constant_buffers(ID3D10Device1 *iface,
|
|||
wined3d_mutex_lock();
|
||||
for (i = 0; i < buffer_count; ++i)
|
||||
{
|
||||
struct wined3d_buffer *wined3d_buffer;
|
||||
struct wined3d_constant_buffer_state state;
|
||||
struct d3d_buffer *buffer_impl;
|
||||
|
||||
if (!(wined3d_buffer = wined3d_device_context_get_constant_buffer(device->immediate_context.wined3d_context,
|
||||
type, start_slot + i)))
|
||||
wined3d_device_context_get_constant_buffer(device->immediate_context.wined3d_context,
|
||||
type, start_slot + i, &state);
|
||||
|
||||
if (!state.buffer)
|
||||
{
|
||||
buffers[i] = NULL;
|
||||
continue;
|
||||
}
|
||||
|
||||
buffer_impl = wined3d_buffer_get_parent(wined3d_buffer);
|
||||
buffer_impl = wined3d_buffer_get_parent(state.buffer);
|
||||
buffers[i] = &buffer_impl->ID3D10Buffer_iface;
|
||||
ID3D10Buffer_AddRef(buffers[i]);
|
||||
}
|
||||
|
@ -4526,7 +4593,7 @@ static void d3d10_device_get_constant_buffers(ID3D10Device1 *iface,
|
|||
static void d3d10_device_set_constant_buffers(ID3D10Device1 *iface, enum wined3d_shader_type type,
|
||||
unsigned int start_slot, unsigned int buffer_count, ID3D10Buffer *const *buffers)
|
||||
{
|
||||
struct wined3d_buffer *wined3d_buffers[D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT];
|
||||
struct wined3d_constant_buffer_state wined3d_buffers[D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT];
|
||||
struct d3d_device *device = impl_from_ID3D10Device(iface);
|
||||
unsigned int i;
|
||||
|
||||
|
@ -4540,7 +4607,9 @@ static void d3d10_device_set_constant_buffers(ID3D10Device1 *iface, enum wined3d
|
|||
{
|
||||
struct d3d_buffer *buffer = unsafe_impl_from_ID3D10Buffer(buffers[i]);
|
||||
|
||||
wined3d_buffers[i] = buffer ? buffer->wined3d_buffer : NULL;
|
||||
wined3d_buffers[i].buffer = buffer ? buffer->wined3d_buffer : NULL;
|
||||
wined3d_buffers[i].offset = 0;
|
||||
wined3d_buffers[i].size = WINED3D_MAX_CONSTANT_BUFFER_SIZE * sizeof(struct wined3d_vec4);
|
||||
}
|
||||
|
||||
wined3d_mutex_lock();
|
||||
|
|
|
@ -3759,10 +3759,10 @@ static void context_gl_load_shader_resources(struct wined3d_context_gl *context_
|
|||
|
||||
for (j = 0; j < WINED3D_MAX_CBS; ++j)
|
||||
{
|
||||
if (!state->cb[i][j])
|
||||
if (!state->cb[i][j].buffer)
|
||||
continue;
|
||||
|
||||
buffer_gl = wined3d_buffer_gl(state->cb[i][j]);
|
||||
buffer_gl = wined3d_buffer_gl(state->cb[i][j].buffer);
|
||||
wined3d_buffer_load(&buffer_gl->b, &context_gl->c, state);
|
||||
wined3d_context_gl_reference_bo(context_gl, &buffer_gl->bo);
|
||||
if (!buffer_gl->bo_user.valid)
|
||||
|
|
|
@ -2713,7 +2713,7 @@ static bool wined3d_context_vk_update_descriptors(struct wined3d_context_vk *con
|
|||
switch (binding->shader_descriptor_type)
|
||||
{
|
||||
case WINED3D_SHADER_DESCRIPTOR_TYPE_CBV:
|
||||
if (!(buffer = state->cb[binding->shader_type][binding->resource_idx]))
|
||||
if (!(buffer = state->cb[binding->shader_type][binding->resource_idx].buffer))
|
||||
{
|
||||
if (!wined3d_shader_descriptor_writes_vk_add_write(writes, vk_descriptor_set,
|
||||
binding->binding_idx, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
||||
|
@ -2988,7 +2988,7 @@ static void wined3d_context_vk_load_shader_resources(struct wined3d_context_vk *
|
|||
switch (binding->shader_descriptor_type)
|
||||
{
|
||||
case WINED3D_SHADER_DESCRIPTOR_TYPE_CBV:
|
||||
if (!(buffer = state->cb[binding->shader_type][binding->resource_idx]))
|
||||
if (!(buffer = state->cb[binding->shader_type][binding->resource_idx].buffer))
|
||||
break;
|
||||
|
||||
buffer_vk = wined3d_buffer_vk(buffer);
|
||||
|
|
|
@ -284,7 +284,7 @@ struct wined3d_cs_set_constant_buffers
|
|||
enum wined3d_shader_type type;
|
||||
unsigned int start_idx;
|
||||
unsigned int count;
|
||||
struct wined3d_buffer *buffers[1];
|
||||
struct wined3d_constant_buffer_state buffers[1];
|
||||
};
|
||||
|
||||
struct wined3d_cs_set_texture
|
||||
|
@ -881,8 +881,8 @@ static void acquire_shader_resources(struct wined3d_device_context *context, uns
|
|||
|
||||
for (j = 0; j < WINED3D_MAX_CBS; ++j)
|
||||
{
|
||||
if (state->cb[i][j])
|
||||
wined3d_device_context_acquire_resource(context, &state->cb[i][j]->resource);
|
||||
if (state->cb[i][j].buffer)
|
||||
wined3d_device_context_acquire_resource(context, &state->cb[i][j].buffer->resource);
|
||||
}
|
||||
|
||||
for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
|
||||
|
@ -914,8 +914,8 @@ static void release_shader_resources(const struct wined3d_state *state, unsigned
|
|||
|
||||
for (j = 0; j < WINED3D_MAX_CBS; ++j)
|
||||
{
|
||||
if (state->cb[i][j])
|
||||
wined3d_resource_release(&state->cb[i][j]->resource);
|
||||
if (state->cb[i][j].buffer)
|
||||
wined3d_resource_release(&state->cb[i][j].buffer->resource);
|
||||
}
|
||||
|
||||
for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
|
||||
|
@ -1516,10 +1516,10 @@ static void wined3d_cs_exec_set_constant_buffers(struct wined3d_cs *cs, const vo
|
|||
|
||||
for (i = 0; i < op->count; ++i)
|
||||
{
|
||||
struct wined3d_buffer *prev = cs->state.cb[op->type][op->start_idx + i];
|
||||
struct wined3d_buffer *buffer = op->buffers[i];
|
||||
struct wined3d_buffer *prev = cs->state.cb[op->type][op->start_idx + i].buffer;
|
||||
struct wined3d_buffer *buffer = op->buffers[i].buffer;
|
||||
|
||||
cs->state.cb[op->type][op->start_idx + i] = buffer;
|
||||
cs->state.cb[op->type][op->start_idx + i] = op->buffers[i];
|
||||
|
||||
if (buffer)
|
||||
InterlockedIncrement(&buffer->resource.bind_count);
|
||||
|
@ -1532,7 +1532,7 @@ static void wined3d_cs_exec_set_constant_buffers(struct wined3d_cs *cs, const vo
|
|||
|
||||
void wined3d_device_context_emit_set_constant_buffers(struct wined3d_device_context *context,
|
||||
enum wined3d_shader_type type, unsigned int start_idx, unsigned int count,
|
||||
struct wined3d_buffer *const *buffers)
|
||||
const struct wined3d_constant_buffer_state *buffers)
|
||||
{
|
||||
struct wined3d_cs_set_constant_buffers *op;
|
||||
|
||||
|
|
|
@ -1796,7 +1796,7 @@ struct wined3d_shader * CDECL wined3d_device_context_get_shader(const struct win
|
|||
|
||||
void CDECL wined3d_device_context_set_constant_buffers(struct wined3d_device_context *context,
|
||||
enum wined3d_shader_type type, unsigned int start_idx, unsigned int count,
|
||||
struct wined3d_buffer *const *buffers)
|
||||
const struct wined3d_constant_buffer_state *buffers)
|
||||
{
|
||||
struct wined3d_state *state = context->state;
|
||||
unsigned int i;
|
||||
|
@ -1815,12 +1815,12 @@ void CDECL wined3d_device_context_set_constant_buffers(struct wined3d_device_con
|
|||
wined3d_device_context_emit_set_constant_buffers(context, type, start_idx, count, buffers);
|
||||
for (i = 0; i < count; ++i)
|
||||
{
|
||||
struct wined3d_buffer *prev = state->cb[type][start_idx + i];
|
||||
struct wined3d_buffer *buffer = buffers[i];
|
||||
struct wined3d_buffer *prev = state->cb[type][start_idx + i].buffer;
|
||||
struct wined3d_buffer *buffer = buffers[i].buffer;
|
||||
|
||||
if (buffer)
|
||||
wined3d_buffer_incref(buffer);
|
||||
state->cb[type][start_idx + i] = buffer;
|
||||
state->cb[type][start_idx + i] = buffers[i];
|
||||
if (prev)
|
||||
wined3d_buffer_decref(prev);
|
||||
}
|
||||
|
@ -2361,18 +2361,18 @@ void CDECL wined3d_device_context_draw_indexed(struct wined3d_device_context *co
|
|||
base_vertex_index, start_index, index_count, start_instance, instance_count, true);
|
||||
}
|
||||
|
||||
struct wined3d_buffer * CDECL wined3d_device_context_get_constant_buffer(const struct wined3d_device_context *context,
|
||||
enum wined3d_shader_type shader_type, unsigned int idx)
|
||||
void CDECL wined3d_device_context_get_constant_buffer(const struct wined3d_device_context *context,
|
||||
enum wined3d_shader_type shader_type, unsigned int idx, struct wined3d_constant_buffer_state *state)
|
||||
{
|
||||
TRACE("context %p, shader_type %#x, idx %u.\n", context, shader_type, idx);
|
||||
|
||||
if (idx >= MAX_CONSTANT_BUFFERS)
|
||||
{
|
||||
WARN("Invalid constant buffer index %u.\n", idx);
|
||||
return NULL;
|
||||
return;
|
||||
}
|
||||
|
||||
return context->state->cb[shader_type][idx];
|
||||
*state = context->state->cb[shader_type][idx];
|
||||
}
|
||||
|
||||
struct wined3d_shader_resource_view * CDECL wined3d_device_context_get_shader_resource_view(
|
||||
|
|
|
@ -4558,14 +4558,17 @@ static void state_cb(struct wined3d_context *context, const struct wined3d_state
|
|||
wined3d_gl_limits_get_uniform_block_range(&gl_info->limits, shader_type, &base, &count);
|
||||
for (i = 0; i < count; ++i)
|
||||
{
|
||||
if (!state->cb[shader_type][i])
|
||||
const struct wined3d_constant_buffer_state *buffer_state = &state->cb[shader_type][i];
|
||||
|
||||
if (!buffer_state->buffer)
|
||||
{
|
||||
GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER, base + i, 0));
|
||||
continue;
|
||||
}
|
||||
|
||||
buffer_gl = wined3d_buffer_gl(state->cb[shader_type][i]);
|
||||
GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER, base + i, buffer_gl->bo.id));
|
||||
buffer_gl = wined3d_buffer_gl(buffer_state->buffer);
|
||||
GL_EXTCALL(glBindBufferRange(GL_UNIFORM_BUFFER, base + i, buffer_gl->bo.id,
|
||||
buffer_state->offset, buffer_state->size));
|
||||
buffer_gl->bo_user.valid = true;
|
||||
}
|
||||
checkGLcall("bind constant buffers");
|
||||
|
|
|
@ -431,9 +431,9 @@ void state_unbind_resources(struct wined3d_state *state)
|
|||
|
||||
for (j = 0; j < MAX_CONSTANT_BUFFERS; ++j)
|
||||
{
|
||||
if ((buffer = state->cb[i][j]))
|
||||
if ((buffer = state->cb[i][j].buffer))
|
||||
{
|
||||
state->cb[i][j] = NULL;
|
||||
state->cb[i][j].buffer = NULL;
|
||||
wined3d_buffer_decref(buffer);
|
||||
}
|
||||
}
|
||||
|
@ -1829,8 +1829,8 @@ static void init_default_sampler_states(DWORD states[WINED3D_MAX_COMBINED_SAMPLE
|
|||
|
||||
static void state_init_default(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info)
|
||||
{
|
||||
unsigned int i;
|
||||
struct wined3d_matrix identity;
|
||||
unsigned int i, j;
|
||||
|
||||
TRACE("state %p, d3d_info %p.\n", state, d3d_info);
|
||||
|
||||
|
@ -1867,6 +1867,12 @@ static void state_init_default(struct wined3d_state *state, const struct wined3d
|
|||
|
||||
for (i = 0; i < WINED3D_MAX_STREAMS; ++i)
|
||||
state->streams[i].frequency = 1;
|
||||
|
||||
for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
|
||||
{
|
||||
for (j = 0; j < MAX_CONSTANT_BUFFERS; ++j)
|
||||
state->cb[i][j].size = WINED3D_MAX_CONSTANT_BUFFER_SIZE * 16;
|
||||
}
|
||||
}
|
||||
|
||||
void state_init(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info,
|
||||
|
|
|
@ -101,7 +101,7 @@
|
|||
@ cdecl wined3d_device_context_flush(ptr)
|
||||
@ cdecl wined3d_device_context_generate_mipmaps(ptr ptr)
|
||||
@ cdecl wined3d_device_context_get_blend_state(ptr ptr ptr)
|
||||
@ cdecl wined3d_device_context_get_constant_buffer(ptr long long)
|
||||
@ cdecl wined3d_device_context_get_constant_buffer(ptr long long ptr)
|
||||
@ cdecl wined3d_device_context_get_depth_stencil_state(ptr ptr)
|
||||
@ cdecl wined3d_device_context_get_depth_stencil_view(ptr)
|
||||
@ cdecl wined3d_device_context_get_index_buffer(ptr ptr ptr)
|
||||
|
|
|
@ -3693,7 +3693,7 @@ struct wined3d_state
|
|||
BOOL predicate_value;
|
||||
|
||||
struct wined3d_shader *shader[WINED3D_SHADER_TYPE_COUNT];
|
||||
struct wined3d_buffer *cb[WINED3D_SHADER_TYPE_COUNT][MAX_CONSTANT_BUFFERS];
|
||||
struct wined3d_constant_buffer_state cb[WINED3D_SHADER_TYPE_COUNT][MAX_CONSTANT_BUFFERS];
|
||||
struct wined3d_sampler *sampler[WINED3D_SHADER_TYPE_COUNT][MAX_SAMPLER_OBJECTS];
|
||||
struct wined3d_shader_resource_view *shader_resource_view[WINED3D_SHADER_TYPE_COUNT][MAX_SHADER_RESOURCE_VIEWS];
|
||||
struct wined3d_unordered_access_view *unordered_access_view[WINED3D_PIPELINE_COUNT][MAX_UNORDERED_ACCESS_VIEWS];
|
||||
|
@ -4805,7 +4805,7 @@ void wined3d_device_context_emit_set_clip_plane(struct wined3d_device_context *c
|
|||
const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN;
|
||||
void wined3d_device_context_emit_set_constant_buffers(struct wined3d_device_context *context,
|
||||
enum wined3d_shader_type type, unsigned int start_idx, unsigned int count,
|
||||
struct wined3d_buffer *const *buffers) DECLSPEC_HIDDEN;
|
||||
const struct wined3d_constant_buffer_state *buffers) DECLSPEC_HIDDEN;
|
||||
void wined3d_device_context_emit_set_depth_stencil_state(struct wined3d_device_context *context,
|
||||
struct wined3d_depth_stencil_state *state, unsigned int stencil_ref) DECLSPEC_HIDDEN;
|
||||
void wined3d_device_context_emit_set_depth_stencil_view(struct wined3d_device_context *context,
|
||||
|
|
|
@ -1611,6 +1611,7 @@ enum wined3d_pipeline
|
|||
#define WINED3D_MAX_VS_CONSTS_F 256
|
||||
#define WINED3D_MAX_PS_CONSTS_F 224
|
||||
#define WINED3D_MAX_RENDER_TARGETS 8
|
||||
#define WINED3D_MAX_CONSTANT_BUFFER_SIZE 4096
|
||||
|
||||
struct wined3d_display_mode
|
||||
{
|
||||
|
@ -2218,6 +2219,13 @@ struct wined3d_stream_output
|
|||
unsigned int offset;
|
||||
};
|
||||
|
||||
struct wined3d_constant_buffer_state
|
||||
{
|
||||
struct wined3d_buffer *buffer;
|
||||
unsigned int offset;
|
||||
unsigned int size;
|
||||
};
|
||||
|
||||
struct wined3d_parent_ops
|
||||
{
|
||||
void (__stdcall *wined3d_object_destroyed)(void *parent);
|
||||
|
@ -2457,8 +2465,8 @@ void __cdecl wined3d_device_context_generate_mipmaps(struct wined3d_device_conte
|
|||
struct wined3d_shader_resource_view *view);
|
||||
struct wined3d_blend_state * __cdecl wined3d_device_context_get_blend_state(
|
||||
const struct wined3d_device_context *context, struct wined3d_color *blend_factor, unsigned int *sample_mask);
|
||||
struct wined3d_buffer * __cdecl wined3d_device_context_get_constant_buffer(const struct wined3d_device_context *context,
|
||||
enum wined3d_shader_type shader_type, unsigned int idx);
|
||||
void __cdecl wined3d_device_context_get_constant_buffer(const struct wined3d_device_context *context,
|
||||
enum wined3d_shader_type shader_type, unsigned int idx, struct wined3d_constant_buffer_state *state);
|
||||
struct wined3d_depth_stencil_state * __cdecl wined3d_device_context_get_depth_stencil_state(
|
||||
const struct wined3d_device_context *context, unsigned int *stencil_ref);
|
||||
struct wined3d_rendertarget_view * __cdecl wined3d_device_context_get_depth_stencil_view(
|
||||
|
@ -2504,7 +2512,7 @@ void __cdecl wined3d_device_context_set_blend_state(struct wined3d_device_contex
|
|||
struct wined3d_blend_state *state, const struct wined3d_color *blend_factor, unsigned int sample_mask);
|
||||
void __cdecl wined3d_device_context_set_constant_buffers(struct wined3d_device_context *context,
|
||||
enum wined3d_shader_type type, unsigned int start_idx, unsigned int count,
|
||||
struct wined3d_buffer *const *buffers);
|
||||
const struct wined3d_constant_buffer_state *buffers);
|
||||
void __cdecl wined3d_device_context_set_depth_stencil_state(struct wined3d_device_context *context,
|
||||
struct wined3d_depth_stencil_state *depth_stencil_state, unsigned int stencil_ref);
|
||||
HRESULT __cdecl wined3d_device_context_set_depth_stencil_view(struct wined3d_device_context *context,
|
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