wined3d: Implement clearing buffer unordered access views.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2017-05-12 15:09:20 +02:00 committed by Alexandre Julliard
parent cc8fbe7887
commit f4a34acf17
7 changed files with 162 additions and 54 deletions

View file

@ -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)

View file

@ -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)
{

View file

@ -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)

View file

@ -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 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)
{
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;
}
else
{
*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;
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;
}
else
{
offset = desc->u.buffer.start_idx * view_format->byte_count;
size = desc->u.buffer.count * view_format->byte_count;
}
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;

View file

@ -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)

View file

@ -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;

View file

@ -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,