#include "device9.h"
#include "basetexture9.h"
+#include "buffer9.h"
#include "indexbuffer9.h"
#include "surface9.h"
#include "vertexdeclaration9.h"
#include "pipe/p_context.h"
#include "pipe/p_state.h"
#include "cso_cache/cso_context.h"
+#include "util/u_upload_mgr.h"
#include "util/u_math.h"
#define DBG_CHANNEL DBG_DEVICE
-static uint32_t
-update_framebuffer(struct NineDevice9 *device)
-{
- struct pipe_context *pipe = device->pipe;
- struct nine_state *state = &device->state;
- struct pipe_framebuffer_state *fb = &device->state.fb;
- unsigned i;
- unsigned w = 0, h = 0; /* no surface can have width or height 0 */
-
- const int sRGB = state->rs[D3DRS_SRGBWRITEENABLE] ? 1 : 0;
-
- DBG("\n");
-
- state->rt_mask = 0x0;
- fb->nr_cbufs = 0;
+/* Check if some states need to be set dirty */
- for (i = 0; i < device->caps.NumSimultaneousRTs; ++i) {
- if (state->rt[i] && state->rt[i]->desc.Format != D3DFMT_NULL) {
- struct NineSurface9 *rt = state->rt[i];
- fb->cbufs[i] = NineSurface9_GetSurface(rt, sRGB);
- state->rt_mask |= 1 << i;
- fb->nr_cbufs = i + 1;
- if (w) {
- w = MIN2(w, rt->desc.Width);
- h = MIN2(h, rt->desc.Height);
- } else {
- w = rt->desc.Width;
- h = rt->desc.Height;
- }
- if (unlikely(rt->desc.Usage & D3DUSAGE_AUTOGENMIPMAP)) {
- assert(rt->texture == D3DRTYPE_TEXTURE ||
- rt->texture == D3DRTYPE_CUBETEXTURE);
- NineBaseTexture9(rt->base.base.container)->dirty_mip = TRUE;
- }
- } else {
- /* Color outputs must match RT slot,
- * drivers will have to handle NULL entries for GL, too.
- */
- fb->cbufs[i] = NULL;
- }
- }
-
- if (state->ds) {
- fb->zsbuf = NineSurface9_GetSurface(state->ds, 0);
- if (w) {
- w = MIN2(w, state->ds->desc.Width);
- h = MIN2(h, state->ds->desc.Height);
- } else {
- w = state->ds->desc.Width;
- h = state->ds->desc.Height;
- }
- } else {
- fb->zsbuf = NULL;
- }
-
- fb->width = w;
- fb->height = h;
-
- pipe->set_framebuffer_state(pipe, fb); /* XXX: cso ? */
-
- if (fb->zsbuf) {
- DWORD scale;
- switch (fb->zsbuf->format) {
- case PIPE_FORMAT_Z32_FLOAT:
- case PIPE_FORMAT_Z32_FLOAT_S8X24_UINT:
- scale = fui(1.0f);
- break;
- case PIPE_FORMAT_Z16_UNORM:
- scale = fui((float)(1 << 16));
- break;
- default:
- scale = fui((float)(1 << 24));
- break;
- }
- if (state->rs[NINED3DRS_ZBIASSCALE] != scale) {
- state->rs[NINED3DRS_ZBIASSCALE] = scale;
- state->changed.group |= NINE_STATE_RASTERIZER;
- }
- }
-
-#ifdef DEBUG
- if (state->rt_mask & (state->ps ? ~state->ps->rt_mask : 0))
- WARN_ONCE("FIXME: writing undefined values to cbufs 0x%x\n",
- state->rt_mask & ~state->ps->rt_mask);
-#endif
-
- return state->changed.group;
-}
-
-static void
-update_viewport(struct NineDevice9 *device)
+static inline DWORD
+check_multisample(struct NineDevice9 *device)
{
- struct pipe_context *pipe = device->pipe;
- const D3DVIEWPORT9 *vport = &device->state.viewport;
- struct pipe_viewport_state pvport;
-
- /* XXX:
- * I hope D3D clip coordinates are still
- * -1 .. +1 for X,Y and
- * 0 .. +1 for Z (use pipe_rasterizer_state.clip_halfz)
- */
- pvport.scale[0] = (float)vport->Width * 0.5f;
- pvport.scale[1] = (float)vport->Height * -0.5f;
- pvport.scale[2] = vport->MaxZ - vport->MinZ;
- pvport.translate[0] = (float)vport->Width * 0.5f + (float)vport->X;
- pvport.translate[1] = (float)vport->Height * 0.5f + (float)vport->Y;
- pvport.translate[2] = vport->MinZ;
-
- pipe->set_viewport_states(pipe, 0, 1, &pvport);
+ DWORD *rs = device->state.rs;
+ DWORD new_value = (rs[D3DRS_ZENABLE] || rs[D3DRS_STENCILENABLE]) &&
+ device->state.rt[0]->desc.MultiSampleType >= 1 &&
+ rs[D3DRS_MULTISAMPLEANTIALIAS];
+ if (rs[NINED3DRS_MULTISAMPLE] != new_value) {
+ rs[NINED3DRS_MULTISAMPLE] = new_value;
+ return NINE_STATE_RASTERIZER;
+ }
+ return 0;
}
-static INLINE void
-update_scissor(struct NineDevice9 *device)
-{
- struct pipe_context *pipe = device->pipe;
-
- pipe->set_scissor_states(pipe, 0, 1, &device->state.scissor);
-}
+/* State preparation only */
-static INLINE void
-update_blend(struct NineDevice9 *device)
+static inline void
+prepare_blend(struct NineDevice9 *device)
{
- nine_convert_blend_state(device->cso, device->state.rs);
+ nine_convert_blend_state(&device->state.pipe.blend, device->state.rs);
+ device->state.commit |= NINE_STATE_COMMIT_BLEND;
}
-static INLINE void
-update_dsa(struct NineDevice9 *device)
+static inline void
+prepare_dsa(struct NineDevice9 *device)
{
- nine_convert_dsa_state(device->cso, device->state.rs);
+ nine_convert_dsa_state(&device->state.pipe.dsa, device->state.rs);
+ device->state.commit |= NINE_STATE_COMMIT_DSA;
}
-static INLINE void
-update_rasterizer(struct NineDevice9 *device)
+static inline void
+prepare_rasterizer(struct NineDevice9 *device)
{
- nine_convert_rasterizer_state(device->cso, device->state.rs);
+ nine_convert_rasterizer_state(device, &device->state.pipe.rast, device->state.rs);
+ device->state.commit |= NINE_STATE_COMMIT_RASTERIZER;
}
-/* Loop through VS inputs and pick the vertex elements with the declared
- * usage from the vertex declaration, then insert the instance divisor from
- * the stream source frequency setting.
- */
static void
-update_vertex_elements(struct NineDevice9 *device)
-{
- struct nine_state *state = &device->state;
- const struct NineVertexDeclaration9 *vdecl = device->state.vdecl;
- const struct NineVertexShader9 *vs;
- unsigned n, b, i;
- int index;
- struct pipe_vertex_element ve[PIPE_MAX_ATTRIBS];
-
- state->stream_usage_mask = 0;
-
- vs = device->state.vs ? device->state.vs : device->ff.vs;
-
- if (!vdecl) /* no inputs */
- return;
- for (n = 0; n < vs->num_inputs; ++n) {
- DBG("looking up input %u (usage %u) from vdecl(%p)\n",
- n, vs->input_map[n].ndecl, vdecl);
-
- index = -1;
- for (i = 0; i < vdecl->nelems; i++) {
- if (vdecl->usage_map[i] == vs->input_map[n].ndecl) {
- index = i;
- break;
- }
- }
-
- if (index >= 0) {
- ve[n] = vdecl->elems[index];
- b = ve[n].vertex_buffer_index;
- state->stream_usage_mask |= 1 << b;
- /* XXX wine just uses 1 here: */
- if (state->stream_freq[b] & D3DSTREAMSOURCE_INSTANCEDATA)
- ve[n].instance_divisor = state->stream_freq[b] & 0x7FFFFF;
- } else {
- /* TODO: msdn doesn't specify what should happen when the vertex
- * declaration doesn't match the vertex shader inputs.
- * Some websites say the code will pass but nothing will get rendered.
- * We should check and implement the correct behaviour. */
- /* Put PIPE_FORMAT_NONE.
- * Some drivers (r300) are very unhappy with that */
- ve[n].src_format = PIPE_FORMAT_NONE;
- ve[n].src_offset = 0;
- ve[n].instance_divisor = 0;
- ve[n].vertex_buffer_index = 0;
- }
- }
- cso_set_vertex_elements(device->cso, vs->num_inputs, ve);
-
- state->changed.stream_freq = 0;
-}
-
-static INLINE uint32_t
-update_shader_variant_keys(struct NineDevice9 *device)
-{
- struct nine_state *state = &device->state;
- uint32_t mask = 0;
- uint32_t vs_key = state->samplers_shadow;
- uint32_t ps_key = state->samplers_shadow;
-
- vs_key = (vs_key & NINE_VS_SAMPLERS_MASK) >> NINE_SAMPLER_VS(0);
- ps_key = (ps_key & NINE_PS_SAMPLERS_MASK) >> NINE_SAMPLER_PS(0);
-
- if (state->vs) vs_key &= state->vs->sampler_mask;
- if (state->ps) {
- if (unlikely(state->ps->byte_code.version < 0x20)) {
- /* no depth textures, but variable targets */
- uint32_t m = state->ps->sampler_mask;
- ps_key = 0;
- while (m) {
- int s = ffs(m) - 1;
- m &= ~(1 << s);
- ps_key |= (state->texture[s] ? state->texture[s]->pstype : 1) << (s * 2);
- }
- } else {
- ps_key &= state->ps->sampler_mask;
- }
- }
-
- if (state->vs && state->vs_key != vs_key) {
- state->vs_key = vs_key;
- mask |= NINE_STATE_VS;
- }
- if (state->ps && state->ps_key != ps_key) {
- state->ps_key = ps_key;
- mask |= NINE_STATE_PS;
- }
- return mask;
-}
-
-static INLINE uint32_t
-update_vs(struct NineDevice9 *device)
-{
- struct nine_state *state = &device->state;
- struct NineVertexShader9 *vs = state->vs;
-
- /* likely because we dislike FF */
- if (likely(vs)) {
- state->cso.vs = NineVertexShader9_GetVariant(vs, state->vs_key);
- } else {
- vs = device->ff.vs;
- state->cso.vs = vs->variant.cso;
- }
- device->pipe->bind_vs_state(device->pipe, state->cso.vs);
-
- if (state->rs[NINED3DRS_VSPOINTSIZE] != vs->point_size) {
- state->rs[NINED3DRS_VSPOINTSIZE] = vs->point_size;
- return NINE_STATE_RASTERIZER;
- }
-#ifdef DEBUG
- {
- unsigned s, mask = vs->sampler_mask;
- for (s = 0; mask; ++s, mask >>= 1)
- if ((mask & 1) && !(device->state.texture[NINE_SAMPLER_VS(s)]))
- WARN_ONCE("FIXME: unbound sampler should return alpha=1\n");
- }
-#endif
- return 0;
-}
-
-static INLINE uint32_t
-update_ps(struct NineDevice9 *device)
-{
- struct nine_state *state = &device->state;
- struct NinePixelShader9 *ps = state->ps;
-
- if (likely(ps)) {
- state->cso.ps = NinePixelShader9_GetVariant(ps, state->ps_key);
- } else {
- ps = device->ff.ps;
- state->cso.ps = ps->variant.cso;
- }
- device->pipe->bind_fs_state(device->pipe, state->cso.ps);
-
-#ifdef DEBUG
- {
- unsigned s, mask = ps->sampler_mask;
- for (s = 0; mask; ++s, mask >>= 1)
- if ((mask & 1) && !(device->state.texture[NINE_SAMPLER_PS(s)]))
- WARN_ONCE("FIXME: unbound sampler should return alpha=1\n");
- if (device->state.rt_mask & ~ps->rt_mask)
- WARN_ONCE("FIXME: writing undefined values to cbufs 0x%x\n",
- device->state.rt_mask & ~ps->rt_mask);
- }
-#endif
- return 0;
-}
+prepare_ps_constants_userbuf(struct NineDevice9 *device);
#define DO_UPLOAD_CONST_F(buf,p,c,d) \
do { \
/* OK, this is a bit ugly ... */
static void
-update_constants(struct NineDevice9 *device, unsigned shader_type)
+upload_constants(struct NineDevice9 *device, unsigned shader_type)
{
struct pipe_context *pipe = device->pipe;
struct pipe_resource *buf;
lconstf_ranges = device->state.vs->lconstf.ranges;
lconstf_data = device->state.vs->lconstf.data;
- device->state.ff.clobber.vs_const = TRUE;
device->state.changed.group &= ~NINE_STATE_VS_CONST;
} else {
DBG("PS\n");
+ /* features only implemented on the userbuf path */
+ if (device->state.ps->bumpenvmat_needed || (
+ device->state.ps->byte_code.version < 0x30 &&
+ device->state.rs[D3DRS_FOGENABLE])) {
+ device->prefer_user_constbuf = TRUE;
+ prepare_ps_constants_userbuf(device);
+ return;
+ }
buf = device->constbuf_ps;
const_f = device->state.ps_const_f;
lconstf_ranges = NULL;
lconstf_data = NULL;
- device->state.ff.clobber.ps_const = TRUE;
device->state.changed.group &= ~NINE_STATE_PS_CONST;
}
}
static void
-update_vs_constants_userbuf(struct NineDevice9 *device)
+prepare_vs_constants_userbuf(struct NineDevice9 *device)
{
struct nine_state *state = &device->state;
- struct pipe_context *pipe = device->pipe;
struct pipe_constant_buffer cb;
cb.buffer = NULL;
cb.buffer_offset = 0;
cb.user_buffer = dst;
}
- pipe->set_constant_buffer(pipe, PIPE_SHADER_VERTEX, 0, &cb);
+ if (!device->driver_caps.user_cbufs) {
+ u_upload_data(device->constbuf_uploader,
+ 0,
+ cb.buffer_size,
+ device->constbuf_alignment,
+ cb.user_buffer,
+ &cb.buffer_offset,
+ &cb.buffer);
+ u_upload_unmap(device->constbuf_uploader);
+ cb.user_buffer = NULL;
+ }
+
+ state->pipe.cb_vs = cb;
if (device->state.changed.vs_const_f) {
struct nine_range *r = device->state.changed.vs_const_f;
device->state.changed.vs_const_f = NULL;
}
state->changed.group &= ~NINE_STATE_VS_CONST;
+ state->commit |= NINE_STATE_COMMIT_CONST_VS;
}
static void
-update_ps_constants_userbuf(struct NineDevice9 *device)
+prepare_ps_constants_userbuf(struct NineDevice9 *device)
{
struct nine_state *state = &device->state;
- struct pipe_context *pipe = device->pipe;
struct pipe_constant_buffer cb;
cb.buffer = NULL;
cb.buffer_offset = 0;
cb.buffer_size = device->state.ps->const_used_size;
cb.user_buffer = device->state.ps_const_f;
- if (!cb.buffer_size)
- return;
-
if (state->changed.ps_const_i) {
int *idst = (int *)&state->ps_const_f[4 * device->max_ps_const_f];
memcpy(idst, state->ps_const_i, sizeof(state->ps_const_i));
state->changed.ps_const_b = 0;
}
- pipe->set_constant_buffer(pipe, PIPE_SHADER_FRAGMENT, 0, &cb);
+ /* Upload special constants needed to implement PS1.x instructions like TEXBEM,TEXBEML and BEM */
+ if (device->state.ps->bumpenvmat_needed) {
+ memcpy(device->state.ps_lconstf_temp, cb.user_buffer, cb.buffer_size);
+ memcpy(&device->state.ps_lconstf_temp[4 * 8], &device->state.bumpmap_vars, sizeof(device->state.bumpmap_vars));
+
+ cb.user_buffer = device->state.ps_lconstf_temp;
+ }
+
+ if (state->ps->byte_code.version < 0x30 &&
+ state->rs[D3DRS_FOGENABLE]) {
+ float *dst = &state->ps_lconstf_temp[4 * 32];
+ if (cb.user_buffer != state->ps_lconstf_temp) {
+ memcpy(state->ps_lconstf_temp, cb.user_buffer, cb.buffer_size);
+ cb.user_buffer = state->ps_lconstf_temp;
+ }
+
+ d3dcolor_to_rgba(dst, state->rs[D3DRS_FOGCOLOR]);
+ if (state->rs[D3DRS_FOGTABLEMODE] == D3DFOG_LINEAR) {
+ dst[4] = asfloat(state->rs[D3DRS_FOGEND]);
+ dst[5] = 1.0f / (asfloat(state->rs[D3DRS_FOGEND]) - asfloat(state->rs[D3DRS_FOGSTART]));
+ } else if (state->rs[D3DRS_FOGTABLEMODE] != D3DFOG_NONE) {
+ dst[4] = asfloat(state->rs[D3DRS_FOGDENSITY]);
+ }
+ cb.buffer_size = 4 * 4 * 34;
+ }
+
+ if (!cb.buffer_size)
+ return;
+
+ if (!device->driver_caps.user_cbufs) {
+ u_upload_data(device->constbuf_uploader,
+ 0,
+ cb.buffer_size,
+ device->constbuf_alignment,
+ cb.user_buffer,
+ &cb.buffer_offset,
+ &cb.buffer);
+ u_upload_unmap(device->constbuf_uploader);
+ cb.user_buffer = NULL;
+ }
+
+ state->pipe.cb_ps = cb;
if (device->state.changed.ps_const_f) {
struct nine_range *r = device->state.changed.ps_const_f;
device->state.changed.ps_const_f = NULL;
}
state->changed.group &= ~NINE_STATE_PS_CONST;
+ state->commit |= NINE_STATE_COMMIT_CONST_PS;
+}
+
+static inline uint32_t
+prepare_vs(struct NineDevice9 *device, uint8_t shader_changed)
+{
+ struct nine_state *state = &device->state;
+ struct NineVertexShader9 *vs = state->vs;
+ uint32_t changed_group = 0;
+ int has_key_changed = 0;
+
+ if (likely(state->programmable_vs))
+ has_key_changed = NineVertexShader9_UpdateKey(vs, state);
+
+ if (!shader_changed && !has_key_changed)
+ return 0;
+
+ /* likely because we dislike FF */
+ if (likely(state->programmable_vs)) {
+ state->cso.vs = NineVertexShader9_GetVariant(vs);
+ } else {
+ vs = device->ff.vs;
+ state->cso.vs = vs->ff_cso;
+ }
+
+ if (state->rs[NINED3DRS_VSPOINTSIZE] != vs->point_size) {
+ state->rs[NINED3DRS_VSPOINTSIZE] = vs->point_size;
+ changed_group |= NINE_STATE_RASTERIZER;
+ }
+
+ if ((state->bound_samplers_mask_vs & vs->sampler_mask) != vs->sampler_mask)
+ /* Bound dummy sampler. */
+ changed_group |= NINE_STATE_SAMPLER;
+
+ state->commit |= NINE_STATE_COMMIT_VS;
+ return changed_group;
}
+static inline uint32_t
+prepare_ps(struct NineDevice9 *device, uint8_t shader_changed)
+{
+ struct nine_state *state = &device->state;
+ struct NinePixelShader9 *ps = state->ps;
+ uint32_t changed_group = 0;
+ int has_key_changed = 0;
+
+ if (likely(ps))
+ has_key_changed = NinePixelShader9_UpdateKey(ps, state);
+
+ if (!shader_changed && !has_key_changed)
+ return 0;
+
+ if (likely(ps)) {
+ state->cso.ps = NinePixelShader9_GetVariant(ps);
+ } else {
+ ps = device->ff.ps;
+ state->cso.ps = ps->ff_cso;
+ }
+
+ if ((state->bound_samplers_mask_ps & ps->sampler_mask) != ps->sampler_mask)
+ /* Bound dummy sampler. */
+ changed_group |= NINE_STATE_SAMPLER;
+
+ state->commit |= NINE_STATE_COMMIT_PS;
+ return changed_group;
+}
+
+/* State preparation incremental */
+
+/* State preparation + State commit */
+
static void
-update_vertex_buffers(struct NineDevice9 *device)
+update_framebuffer(struct NineDevice9 *device, bool is_clear)
{
struct pipe_context *pipe = device->pipe;
struct nine_state *state = &device->state;
- uint32_t mask = state->changed.vtxbuf;
+ struct pipe_framebuffer_state *fb = &device->state.fb;
unsigned i;
- unsigned start;
- unsigned count = 0;
+ struct NineSurface9 *rt0 = state->rt[0];
+ unsigned w = rt0->desc.Width;
+ unsigned h = rt0->desc.Height;
+ D3DMULTISAMPLE_TYPE nr_samples = rt0->desc.MultiSampleType;
+ unsigned ps_mask = state->ps ? state->ps->rt_mask : 1;
+ unsigned mask = is_clear ? 0xf : ps_mask;
+ const int sRGB = state->rs[D3DRS_SRGBWRITEENABLE] ? 1 : 0;
- DBG("mask=%x\n", mask);
+ DBG("\n");
- for (i = 0; mask; mask >>= 1, ++i) {
- if (mask & 1) {
- if (!count)
- start = i;
- ++count;
+ state->rt_mask = 0x0;
+ fb->nr_cbufs = 0;
+
+ /* all render targets must have the same size and the depth buffer must be
+ * bigger. Multisample has to match, according to spec. But some apps do
+ * things wrong there, and no error is returned. The behaviour they get
+ * apparently is that depth buffer is disabled if it doesn't match.
+ * Surely the same for render targets. */
+
+ /* Special case: D3DFMT_NULL is used to bound no real render target,
+ * but render to depth buffer. We have to not take into account the render
+ * target info. TODO: know what should happen when there are several render targers
+ * and the first one is D3DFMT_NULL */
+ if (rt0->desc.Format == D3DFMT_NULL && state->ds) {
+ w = state->ds->desc.Width;
+ h = state->ds->desc.Height;
+ nr_samples = state->ds->desc.MultiSampleType;
+ }
+
+ for (i = 0; i < device->caps.NumSimultaneousRTs; ++i) {
+ struct NineSurface9 *rt = state->rt[i];
+
+ if (rt && rt->desc.Format != D3DFMT_NULL && (mask & (1 << i)) &&
+ rt->desc.Width == w && rt->desc.Height == h &&
+ rt->desc.MultiSampleType == nr_samples) {
+ fb->cbufs[i] = NineSurface9_GetSurface(rt, sRGB);
+ state->rt_mask |= 1 << i;
+ fb->nr_cbufs = i + 1;
+
+ if (unlikely(rt->desc.Usage & D3DUSAGE_AUTOGENMIPMAP)) {
+ assert(rt->texture == D3DRTYPE_TEXTURE ||
+ rt->texture == D3DRTYPE_CUBETEXTURE);
+ NineBaseTexture9(rt->base.base.container)->dirty_mip = TRUE;
+ }
} else {
- if (count)
- pipe->set_vertex_buffers(pipe,
- start, count, &state->vtxbuf[start]);
- count = 0;
+ /* Color outputs must match RT slot,
+ * drivers will have to handle NULL entries for GL, too.
+ */
+ fb->cbufs[i] = NULL;
}
}
- if (count)
- pipe->set_vertex_buffers(pipe, start, count, &state->vtxbuf[start]);
- state->changed.vtxbuf = 0;
+ if (state->ds && state->ds->desc.Width >= w &&
+ state->ds->desc.Height >= h &&
+ state->ds->desc.MultiSampleType == nr_samples) {
+ fb->zsbuf = NineSurface9_GetSurface(state->ds, 0);
+ } else {
+ fb->zsbuf = NULL;
+ }
+
+ fb->width = w;
+ fb->height = h;
+
+ pipe->set_framebuffer_state(pipe, fb); /* XXX: cso ? */
+
+ if (is_clear && state->rt_mask == ps_mask)
+ state->changed.group &= ~NINE_STATE_FB;
}
-static INLINE void
-update_index_buffer(struct NineDevice9 *device)
+static void
+update_viewport(struct NineDevice9 *device)
{
- struct pipe_context *pipe = device->pipe;
- if (device->state.idxbuf)
- pipe->set_index_buffer(pipe, &device->state.idxbuf->buffer);
- else
- pipe->set_index_buffer(pipe, NULL);
+ const D3DVIEWPORT9 *vport = &device->state.viewport;
+ struct pipe_viewport_state pvport;
+
+ /* D3D coordinates are:
+ * -1 .. +1 for X,Y and
+ * 0 .. +1 for Z (we use pipe_rasterizer_state.clip_halfz)
+ */
+ pvport.scale[0] = (float)vport->Width * 0.5f;
+ pvport.scale[1] = (float)vport->Height * -0.5f;
+ pvport.scale[2] = vport->MaxZ - vport->MinZ;
+ pvport.translate[0] = (float)vport->Width * 0.5f + (float)vport->X;
+ pvport.translate[1] = (float)vport->Height * 0.5f + (float)vport->Y;
+ pvport.translate[2] = vport->MinZ;
+
+ /* We found R600 and SI cards have some imprecision
+ * on the barycentric coordinates used for interpolation.
+ * Some shaders rely on having something precise.
+ * We found that the proprietary driver has the imprecision issue,
+ * except when the render target width and height are powers of two.
+ * It is using some sort of workaround for these cases
+ * which covers likely all the cases the applications rely
+ * on something precise.
+ * We haven't found the workaround, but it seems like it's better
+ * for applications if the imprecision is biased towards infinity
+ * instead of -infinity (which is what measured). So shift slightly
+ * the viewport: not enough to change rasterization result (in particular
+ * for multisampling), but enough to make the imprecision biased
+ * towards infinity. We do this shift only if render target width and
+ * height are powers of two.
+ * Solves 'red shadows' bug on UE3 games.
+ */
+ if (device->driver_bugs.buggy_barycentrics &&
+ ((vport->Width & (vport->Width-1)) == 0) &&
+ ((vport->Height & (vport->Height-1)) == 0)) {
+ pvport.translate[0] -= 1.0f / 128.0f;
+ pvport.translate[1] -= 1.0f / 128.0f;
+ }
+
+ cso_set_viewport(device->cso, &pvport);
}
-/* TODO: only go through dirty textures */
+/* Loop through VS inputs and pick the vertex elements with the declared
+ * usage from the vertex declaration, then insert the instance divisor from
+ * the stream source frequency setting.
+ */
static void
-validate_textures(struct NineDevice9 *device)
+update_vertex_elements(struct NineDevice9 *device)
{
- struct NineBaseTexture9 *tex, *ptr;
- LIST_FOR_EACH_ENTRY_SAFE(tex, ptr, &device->update_textures, list) {
- list_delinit(&tex->list);
- NineBaseTexture9_Validate(tex);
+ struct nine_state *state = &device->state;
+ const struct NineVertexDeclaration9 *vdecl = device->state.vdecl;
+ const struct NineVertexShader9 *vs;
+ unsigned n, b, i;
+ int index;
+ char vdecl_index_map[16]; /* vs->num_inputs <= 16 */
+ char used_streams[device->caps.MaxStreams];
+ int dummy_vbo_stream = -1;
+ BOOL need_dummy_vbo = FALSE;
+ struct pipe_vertex_element ve[PIPE_MAX_ATTRIBS];
+
+ state->stream_usage_mask = 0;
+ memset(vdecl_index_map, -1, 16);
+ memset(used_streams, 0, device->caps.MaxStreams);
+ vs = state->programmable_vs ? device->state.vs : device->ff.vs;
+
+ if (vdecl) {
+ for (n = 0; n < vs->num_inputs; ++n) {
+ DBG("looking up input %u (usage %u) from vdecl(%p)\n",
+ n, vs->input_map[n].ndecl, vdecl);
+
+ for (i = 0; i < vdecl->nelems; i++) {
+ if (vdecl->usage_map[i] == vs->input_map[n].ndecl) {
+ vdecl_index_map[n] = i;
+ used_streams[vdecl->elems[i].vertex_buffer_index] = 1;
+ break;
+ }
+ }
+ if (vdecl_index_map[n] < 0)
+ need_dummy_vbo = TRUE;
+ }
+ } else {
+ /* No vertex declaration. Likely will never happen in practice,
+ * but we need not crash on this */
+ need_dummy_vbo = TRUE;
+ }
+
+ if (need_dummy_vbo) {
+ for (i = 0; i < device->caps.MaxStreams; i++ ) {
+ if (!used_streams[i]) {
+ dummy_vbo_stream = i;
+ break;
+ }
+ }
+ }
+ /* there are less vertex shader inputs than stream slots,
+ * so if we need a slot for the dummy vbo, we should have found one */
+ assert (!need_dummy_vbo || dummy_vbo_stream != -1);
+
+ for (n = 0; n < vs->num_inputs; ++n) {
+ index = vdecl_index_map[n];
+ if (index >= 0) {
+ ve[n] = vdecl->elems[index];
+ b = ve[n].vertex_buffer_index;
+ state->stream_usage_mask |= 1 << b;
+ /* XXX wine just uses 1 here: */
+ if (state->stream_freq[b] & D3DSTREAMSOURCE_INSTANCEDATA)
+ ve[n].instance_divisor = state->stream_freq[b] & 0x7FFFFF;
+ } else {
+ /* if the vertex declaration is incomplete compared to what the
+ * vertex shader needs, we bind a dummy vbo with 0 0 0 0.
+ * This is not precised by the spec, but is the behaviour
+ * tested on win */
+ ve[n].vertex_buffer_index = dummy_vbo_stream;
+ ve[n].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
+ ve[n].src_offset = 0;
+ ve[n].instance_divisor = 0;
+ }
+ }
+
+ if (state->dummy_vbo_bound_at != dummy_vbo_stream) {
+ if (state->dummy_vbo_bound_at >= 0)
+ state->changed.vtxbuf |= 1 << state->dummy_vbo_bound_at;
+ if (dummy_vbo_stream >= 0) {
+ state->changed.vtxbuf |= 1 << dummy_vbo_stream;
+ state->vbo_bound_done = FALSE;
+ }
+ state->dummy_vbo_bound_at = dummy_vbo_stream;
}
+
+ cso_set_vertex_elements(device->cso, vs->num_inputs, ve);
+
+ state->changed.stream_freq = 0;
}
-static INLINE boolean
+static void
+update_vertex_buffers(struct NineDevice9 *device)
+{
+ struct pipe_context *pipe = device->pipe;
+ struct nine_state *state = &device->state;
+ struct pipe_vertex_buffer dummy_vtxbuf;
+ uint32_t mask = state->changed.vtxbuf;
+ unsigned i;
+
+ DBG("mask=%x\n", mask);
+
+ if (state->dummy_vbo_bound_at >= 0) {
+ if (!state->vbo_bound_done) {
+ dummy_vtxbuf.buffer = device->dummy_vbo;
+ dummy_vtxbuf.stride = 0;
+ dummy_vtxbuf.user_buffer = NULL;
+ dummy_vtxbuf.buffer_offset = 0;
+ pipe->set_vertex_buffers(pipe, state->dummy_vbo_bound_at,
+ 1, &dummy_vtxbuf);
+ state->vbo_bound_done = TRUE;
+ }
+ mask &= ~(1 << state->dummy_vbo_bound_at);
+ }
+
+ for (i = 0; mask; mask >>= 1, ++i) {
+ if (mask & 1) {
+ if (state->vtxbuf[i].buffer)
+ pipe->set_vertex_buffers(pipe, i, 1, &state->vtxbuf[i]);
+ else
+ pipe->set_vertex_buffers(pipe, i, 1, NULL);
+ }
+ }
+
+ state->changed.vtxbuf = 0;
+}
+
+static inline boolean
update_sampler_derived(struct nine_state *state, unsigned s)
{
boolean changed = FALSE;
}
if (state->samp[s][D3DSAMP_MIPFILTER] != D3DTEXF_NONE) {
- int lod = state->samp[s][D3DSAMP_MAXMIPLEVEL] - state->texture[s]->lod;
+ int lod = state->samp[s][D3DSAMP_MAXMIPLEVEL] - state->texture[s]->managed.lod;
if (lod < 0)
lod = 0;
if (state->samp[s][NINED3DSAMP_MINLOD] != lod) {
static void
update_textures_and_samplers(struct NineDevice9 *device)
{
- struct pipe_context *pipe = device->pipe;
struct nine_state *state = &device->state;
struct pipe_sampler_view *view[NINE_MAX_SAMPLERS];
unsigned num_textures;
unsigned i;
boolean commit_samplers;
+ uint16_t sampler_mask = state->ps ? state->ps->sampler_mask :
+ device->ff.ps->sampler_mask;
/* TODO: Can we reduce iterations here ? */
commit_samplers = FALSE;
+ state->bound_samplers_mask_ps = 0;
for (num_textures = 0, i = 0; i < NINE_MAX_SAMPLERS_PS; ++i) {
const unsigned s = NINE_SAMPLER_PS(i);
int sRGB;
- if (!state->texture[s]) {
+
+ if (!state->texture[s] && !(sampler_mask & (1 << i))) {
view[i] = NULL;
-#ifdef DEBUG
- if (state->ps && state->ps->sampler_mask & (1 << i))
- WARN_ONCE("FIXME: unbound sampler should return alpha=1\n");
-#endif
continue;
}
- sRGB = state->samp[s][D3DSAMP_SRGBTEXTURE] ? 1 : 0;
- view[i] = NineBaseTexture9_GetSamplerView(state->texture[s], sRGB);
- num_textures = i + 1;
+ if (state->texture[s]) {
+ sRGB = state->samp[s][D3DSAMP_SRGBTEXTURE] ? 1 : 0;
+
+ view[i] = NineBaseTexture9_GetSamplerView(state->texture[s], sRGB);
+ num_textures = i + 1;
+
+ if (update_sampler_derived(state, s) || (state->changed.sampler[s] & 0x05fe)) {
+ state->changed.sampler[s] = 0;
+ commit_samplers = TRUE;
+ nine_convert_sampler_state(device->cso, s, state->samp[s]);
+ }
+ } else {
+ /* Bind dummy sampler. We do not bind dummy sampler when
+ * it is not needed because it could add overhead. The
+ * dummy sampler should have r=g=b=0 and a=1. We do not
+ * unbind dummy sampler directly when they are not needed
+ * anymore, but they're going to be removed as long as texture
+ * or sampler states are changed. */
+ view[i] = device->dummy_sampler_view;
+ num_textures = i + 1;
+
+ cso_single_sampler(device->cso, PIPE_SHADER_FRAGMENT,
+ s - NINE_SAMPLER_PS(0), &device->dummy_sampler_state);
- if (update_sampler_derived(state, s) || (state->changed.sampler[s] & 0x05fe)) {
- state->changed.sampler[s] = 0;
commit_samplers = TRUE;
- nine_convert_sampler_state(device->cso, s, state->samp[s]);
+ state->changed.sampler[s] = ~0;
}
+
+ state->bound_samplers_mask_ps |= (1 << s);
}
- if (state->changed.texture & NINE_PS_SAMPLERS_MASK || state->changed.srgb)
- pipe->set_sampler_views(pipe, PIPE_SHADER_FRAGMENT, 0,
- num_textures, view);
+
+ cso_set_sampler_views(device->cso, PIPE_SHADER_FRAGMENT, num_textures, view);
if (commit_samplers)
cso_single_sampler_done(device->cso, PIPE_SHADER_FRAGMENT);
commit_samplers = FALSE;
+ sampler_mask = state->programmable_vs ? state->vs->sampler_mask : 0;
+ state->bound_samplers_mask_vs = 0;
for (num_textures = 0, i = 0; i < NINE_MAX_SAMPLERS_VS; ++i) {
const unsigned s = NINE_SAMPLER_VS(i);
int sRGB;
- if (!state->texture[s]) {
+
+ if (!state->texture[s] && !(sampler_mask & (1 << i))) {
view[i] = NULL;
-#ifdef DEBUG
- if (state->vs && state->vs->sampler_mask & (1 << i))
- WARN_ONCE("FIXME: unbound sampler should return alpha=1\n");
-#endif
continue;
}
- sRGB = state->samp[s][D3DSAMP_SRGBTEXTURE] ? 1 : 0;
- view[i] = NineBaseTexture9_GetSamplerView(state->texture[s], sRGB);
- num_textures = i + 1;
+ if (state->texture[s]) {
+ sRGB = state->samp[s][D3DSAMP_SRGBTEXTURE] ? 1 : 0;
+
+ view[i] = NineBaseTexture9_GetSamplerView(state->texture[s], sRGB);
+ num_textures = i + 1;
+
+ if (update_sampler_derived(state, s) || (state->changed.sampler[s] & 0x05fe)) {
+ state->changed.sampler[s] = 0;
+ commit_samplers = TRUE;
+ nine_convert_sampler_state(device->cso, s, state->samp[s]);
+ }
+ } else {
+ /* Bind dummy sampler. We do not bind dummy sampler when
+ * it is not needed because it could add overhead. The
+ * dummy sampler should have r=g=b=0 and a=1. We do not
+ * unbind dummy sampler directly when they are not needed
+ * anymore, but they're going to be removed as long as texture
+ * or sampler states are changed. */
+ view[i] = device->dummy_sampler_view;
+ num_textures = i + 1;
+
+ cso_single_sampler(device->cso, PIPE_SHADER_VERTEX,
+ s - NINE_SAMPLER_VS(0), &device->dummy_sampler_state);
- if (update_sampler_derived(state, s) || (state->changed.sampler[s] & 0x05fe)) {
- state->changed.sampler[s] = 0;
commit_samplers = TRUE;
- nine_convert_sampler_state(device->cso, s, state->samp[s]);
+ state->changed.sampler[s] = ~0;
}
+
+ state->bound_samplers_mask_vs |= (1 << s);
}
- if (state->changed.texture & NINE_VS_SAMPLERS_MASK || state->changed.srgb)
- pipe->set_sampler_views(pipe, PIPE_SHADER_VERTEX, 0,
- num_textures, view);
+
+ cso_set_sampler_views(device->cso, PIPE_SHADER_VERTEX, num_textures, view);
if (commit_samplers)
cso_single_sampler_done(device->cso, PIPE_SHADER_VERTEX);
- state->changed.srgb = FALSE;
state->changed.texture = 0;
}
+/* State commit only */
+
+static inline void
+commit_blend(struct NineDevice9 *device)
+{
+ cso_set_blend(device->cso, &device->state.pipe.blend);
+}
+
+static inline void
+commit_dsa(struct NineDevice9 *device)
+{
+ cso_set_depth_stencil_alpha(device->cso, &device->state.pipe.dsa);
+}
+
+static inline void
+commit_scissor(struct NineDevice9 *device)
+{
+ struct pipe_context *pipe = device->pipe;
+
+ pipe->set_scissor_states(pipe, 0, 1, &device->state.scissor);
+}
+
+static inline void
+commit_rasterizer(struct NineDevice9 *device)
+{
+ cso_set_rasterizer(device->cso, &device->state.pipe.rast);
+}
+
+static inline void
+commit_index_buffer(struct NineDevice9 *device)
+{
+ struct pipe_context *pipe = device->pipe;
+ if (device->state.idxbuf)
+ pipe->set_index_buffer(pipe, &device->state.idxbuf->buffer);
+ else
+ pipe->set_index_buffer(pipe, NULL);
+}
+
+static inline void
+commit_vs_constants(struct NineDevice9 *device)
+{
+ struct pipe_context *pipe = device->pipe;
-#define NINE_STATE_FREQ_GROUP_0 \
- (NINE_STATE_FB | \
- NINE_STATE_VIEWPORT | \
- NINE_STATE_SCISSOR | \
- NINE_STATE_BLEND | \
- NINE_STATE_DSA | \
- NINE_STATE_RASTERIZER | \
- NINE_STATE_VS | \
- NINE_STATE_PS | \
- NINE_STATE_BLEND_COLOR | \
- NINE_STATE_STENCIL_REF | \
+ if (unlikely(!device->state.programmable_vs))
+ pipe->set_constant_buffer(pipe, PIPE_SHADER_VERTEX, 0, &device->state.pipe.cb_vs_ff);
+ else
+ pipe->set_constant_buffer(pipe, PIPE_SHADER_VERTEX, 0, &device->state.pipe.cb_vs);
+}
+
+static inline void
+commit_ps_constants(struct NineDevice9 *device)
+{
+ struct pipe_context *pipe = device->pipe;
+
+ if (unlikely(!device->state.ps))
+ pipe->set_constant_buffer(pipe, PIPE_SHADER_FRAGMENT, 0, &device->state.pipe.cb_ps_ff);
+ else
+ pipe->set_constant_buffer(pipe, PIPE_SHADER_FRAGMENT, 0, &device->state.pipe.cb_ps);
+}
+
+static inline void
+commit_vs(struct NineDevice9 *device)
+{
+ struct nine_state *state = &device->state;
+
+ device->pipe->bind_vs_state(device->pipe, state->cso.vs);
+}
+
+
+static inline void
+commit_ps(struct NineDevice9 *device)
+{
+ struct nine_state *state = &device->state;
+
+ device->pipe->bind_fs_state(device->pipe, state->cso.ps);
+}
+/* State Update */
+
+#define NINE_STATE_SHADER_CHANGE_VS \
+ (NINE_STATE_VS | \
+ NINE_STATE_TEXTURE | \
+ NINE_STATE_FOG_SHADER | \
+ NINE_STATE_POINTSIZE_SHADER)
+
+#define NINE_STATE_SHADER_CHANGE_PS \
+ (NINE_STATE_PS | \
+ NINE_STATE_TEXTURE | \
+ NINE_STATE_FOG_SHADER | \
+ NINE_STATE_PS1X_SHADER)
+
+#define NINE_STATE_FREQUENT \
+ (NINE_STATE_RASTERIZER | \
+ NINE_STATE_TEXTURE | \
+ NINE_STATE_SAMPLER | \
+ NINE_STATE_VS_CONST | \
+ NINE_STATE_PS_CONST | \
+ NINE_STATE_MULTISAMPLE)
+
+#define NINE_STATE_COMMON \
+ (NINE_STATE_FB | \
+ NINE_STATE_BLEND | \
+ NINE_STATE_DSA | \
+ NINE_STATE_VIEWPORT | \
+ NINE_STATE_VDECL | \
+ NINE_STATE_IDXBUF | \
+ NINE_STATE_STREAMFREQ)
+
+#define NINE_STATE_RARE \
+ (NINE_STATE_SCISSOR | \
+ NINE_STATE_BLEND_COLOR | \
+ NINE_STATE_STENCIL_REF | \
NINE_STATE_SAMPLE_MASK)
-#define NINE_STATE_FREQ_GROUP_1 ~NINE_STATE_FREQ_GROUP_0
-#define NINE_STATE_SHADER_VARIANT_GROUP \
- (NINE_STATE_TEXTURE | \
- NINE_STATE_VS | \
- NINE_STATE_PS)
+/* TODO: only go through dirty textures */
+static void
+validate_textures(struct NineDevice9 *device)
+{
+ struct NineBaseTexture9 *tex, *ptr;
+ LIST_FOR_EACH_ENTRY_SAFE(tex, ptr, &device->update_textures, list) {
+ list_delinit(&tex->list);
+ NineBaseTexture9_Validate(tex);
+ }
+}
+
+static void
+update_managed_buffers(struct NineDevice9 *device)
+{
+ struct NineBuffer9 *buf, *ptr;
+ LIST_FOR_EACH_ENTRY_SAFE(buf, ptr, &device->update_buffers, managed.list) {
+ list_delinit(&buf->managed.list);
+ NineBuffer9_Upload(buf);
+ }
+}
+
+void
+nine_update_state_framebuffer_clear(struct NineDevice9 *device)
+{
+ struct nine_state *state = &device->state;
+
+ validate_textures(device);
+
+ if (state->changed.group & NINE_STATE_FB)
+ update_framebuffer(device, TRUE);
+}
boolean
-nine_update_state(struct NineDevice9 *device, uint32_t mask)
+nine_update_state(struct NineDevice9 *device)
{
struct pipe_context *pipe = device->pipe;
struct nine_state *state = &device->state;
uint32_t group;
- DBG("changed state groups: %x | %x\n",
- state->changed.group & NINE_STATE_FREQ_GROUP_0,
- state->changed.group & NINE_STATE_FREQ_GROUP_1);
+ DBG("changed state groups: %x\n", state->changed.group);
/* NOTE: We may want to use the cso cache for everything, or let
* NineDevice9.RestoreNonCSOState actually set the states, then we wouldn't
* may be dirty anyway, even if no texture bindings changed.
*/
validate_textures(device); /* may clobber state */
+ update_managed_buffers(device);
/* ff_update may change VS/PS dirty bits */
- if ((mask & NINE_STATE_FF) && unlikely(!state->vs || !state->ps))
+ if (unlikely(!state->programmable_vs || !state->ps))
nine_ff_update(device);
- group = state->changed.group & mask;
+ group = state->changed.group;
- if (group & NINE_STATE_SHADER_VARIANT_GROUP)
- group |= update_shader_variant_keys(device);
+ if (group & (NINE_STATE_SHADER_CHANGE_VS | NINE_STATE_SHADER_CHANGE_PS)) {
+ if (group & NINE_STATE_SHADER_CHANGE_VS)
+ group |= prepare_vs(device, (group & NINE_STATE_VS) != 0); /* may set NINE_STATE_RASTERIZER and NINE_STATE_SAMPLER*/
+ if (group & NINE_STATE_SHADER_CHANGE_PS)
+ group |= prepare_ps(device, (group & NINE_STATE_PS) != 0);
+ }
- if (group & NINE_STATE_FREQ_GROUP_0) {
+ if (group & (NINE_STATE_COMMON | NINE_STATE_VS)) {
if (group & NINE_STATE_FB)
- group = update_framebuffer(device) & mask;
+ update_framebuffer(device, FALSE);
+ if (group & NINE_STATE_BLEND)
+ prepare_blend(device);
+ if (group & NINE_STATE_DSA)
+ prepare_dsa(device);
if (group & NINE_STATE_VIEWPORT)
update_viewport(device);
- if (group & NINE_STATE_SCISSOR)
- update_scissor(device);
-
- if (group & NINE_STATE_DSA)
- update_dsa(device);
- if (group & NINE_STATE_BLEND)
- update_blend(device);
-
- if (group & NINE_STATE_VS)
- group |= update_vs(device);
+ if (group & (NINE_STATE_VDECL | NINE_STATE_VS | NINE_STATE_STREAMFREQ))
+ update_vertex_elements(device);
+ if (group & NINE_STATE_IDXBUF)
+ commit_index_buffer(device);
+ }
+ if (likely(group & (NINE_STATE_FREQUENT | NINE_STATE_VS | NINE_STATE_PS))) {
+ if (group & NINE_STATE_MULTISAMPLE)
+ group |= check_multisample(device);
if (group & NINE_STATE_RASTERIZER)
- update_rasterizer(device);
+ prepare_rasterizer(device);
+ if (group & (NINE_STATE_TEXTURE | NINE_STATE_SAMPLER))
+ update_textures_and_samplers(device);
+ if (device->prefer_user_constbuf) {
+ if ((group & (NINE_STATE_VS_CONST | NINE_STATE_VS)) && state->programmable_vs)
+ prepare_vs_constants_userbuf(device);
+ if ((group & (NINE_STATE_PS_CONST | NINE_STATE_PS)) && state->ps)
+ prepare_ps_constants_userbuf(device);
+ } else {
+ if ((group & NINE_STATE_VS_CONST) && state->programmable_vs)
+ upload_constants(device, PIPE_SHADER_VERTEX);
+ if ((group & NINE_STATE_PS_CONST) && state->ps)
+ upload_constants(device, PIPE_SHADER_FRAGMENT);
+ }
+ }
- if (group & NINE_STATE_PS)
- group |= update_ps(device);
+ if (state->changed.vtxbuf)
+ update_vertex_buffers(device);
+
+ if (state->commit & NINE_STATE_COMMIT_BLEND)
+ commit_blend(device);
+ if (state->commit & NINE_STATE_COMMIT_DSA)
+ commit_dsa(device);
+ if (state->commit & NINE_STATE_COMMIT_RASTERIZER)
+ commit_rasterizer(device);
+ if (state->commit & NINE_STATE_COMMIT_CONST_VS)
+ commit_vs_constants(device);
+ if (state->commit & NINE_STATE_COMMIT_CONST_PS)
+ commit_ps_constants(device);
+ if (state->commit & NINE_STATE_COMMIT_VS)
+ commit_vs(device);
+ if (state->commit & NINE_STATE_COMMIT_PS)
+ commit_ps(device);
+
+ state->commit = 0;
+
+ if (unlikely(state->changed.ucp)) {
+ pipe->set_clip_state(pipe, &state->clip);
+ state->changed.ucp = 0;
+ }
+ if (unlikely(group & NINE_STATE_RARE)) {
+ if (group & NINE_STATE_SCISSOR)
+ commit_scissor(device);
if (group & NINE_STATE_BLEND_COLOR) {
struct pipe_blend_color color;
d3dcolor_to_rgba(&color.color[0], state->rs[D3DRS_BLENDFACTOR]);
}
}
- if (state->changed.ucp) {
- pipe->set_clip_state(pipe, &state->clip);
- state->changed.ucp = 0;
- }
-
- if (group & (NINE_STATE_FREQ_GROUP_1 | NINE_STATE_VS)) {
- if (group & (NINE_STATE_TEXTURE | NINE_STATE_SAMPLER))
- update_textures_and_samplers(device);
-
- if (group & NINE_STATE_IDXBUF)
- update_index_buffer(device);
-
- if ((group & (NINE_STATE_VDECL | NINE_STATE_VS)) ||
- state->changed.stream_freq & ~1)
- update_vertex_elements(device);
-
- if (device->prefer_user_constbuf) {
- if ((group & (NINE_STATE_VS_CONST | NINE_STATE_VS)) && state->vs)
- update_vs_constants_userbuf(device);
- if ((group & (NINE_STATE_PS_CONST | NINE_STATE_PS)) && state->ps)
- update_ps_constants_userbuf(device);
- } else {
- if ((group & NINE_STATE_VS_CONST) && state->vs)
- update_constants(device, PIPE_SHADER_VERTEX);
- if ((group & NINE_STATE_PS_CONST) && state->ps)
- update_constants(device, PIPE_SHADER_FRAGMENT);
- }
- }
- if (state->changed.vtxbuf)
- update_vertex_buffers(device);
-
- device->state.changed.group &= ~mask |
+ device->state.changed.group &=
(NINE_STATE_FF | NINE_STATE_VS_CONST | NINE_STATE_PS_CONST);
DBG("finished\n");
return TRUE;
}
+/* State defaults */
static const DWORD nine_render_state_defaults[NINED3DRS_LAST + 1] =
{
[D3DRS_DESTBLENDALPHA] = D3DBLEND_ZERO,
[D3DRS_BLENDOPALPHA] = D3DBLENDOP_ADD,
[NINED3DRS_VSPOINTSIZE] = FALSE,
- [NINED3DRS_RTMASK] = 0xf
+ [NINED3DRS_RTMASK] = 0xf,
+ [NINED3DRS_ALPHACOVERAGE] = FALSE,
+ [NINED3DRS_MULTISAMPLE] = FALSE
};
static const DWORD nine_tex_stage_state_defaults[NINED3DTSS_LAST + 1] =
{
[NINED3DSAMP_MINLOD] = 0,
[NINED3DSAMP_SHADOW] = 0
};
+
+void nine_state_restore_non_cso(struct NineDevice9 *device)
+{
+ struct nine_state *state = &device->state;
+
+ state->changed.group = NINE_STATE_ALL;
+ state->changed.vtxbuf = (1ULL << device->caps.MaxStreams) - 1;
+ state->changed.ucp = (1 << PIPE_MAX_CLIP_PLANES) - 1;
+ state->changed.texture = NINE_PS_SAMPLERS_MASK | NINE_VS_SAMPLERS_MASK;
+ state->commit |= NINE_STATE_COMMIT_CONST_VS | NINE_STATE_COMMIT_CONST_PS;
+}
+
void
nine_state_set_defaults(struct NineDevice9 *device, const D3DCAPS9 *caps,
boolean is_reset)
*/
memcpy(state->rs, nine_render_state_defaults, sizeof(state->rs));
- for (s = 0; s < Elements(state->ff.tex_stage); ++s) {
+ for (s = 0; s < ARRAY_SIZE(state->ff.tex_stage); ++s) {
memcpy(&state->ff.tex_stage[s], nine_tex_stage_state_defaults,
sizeof(state->ff.tex_stage[s]));
state->ff.tex_stage[s][D3DTSS_TEXCOORDINDEX] = s;
}
state->ff.tex_stage[0][D3DTSS_COLOROP] = D3DTOP_MODULATE;
state->ff.tex_stage[0][D3DTSS_ALPHAOP] = D3DTOP_SELECTARG1;
+ memset(&state->bumpmap_vars, 0, sizeof(state->bumpmap_vars));
- for (s = 0; s < Elements(state->samp); ++s) {
+ for (s = 0; s < ARRAY_SIZE(state->samp); ++s) {
memcpy(&state->samp[s], nine_samp_state_defaults,
sizeof(state->samp[s]));
}
*/
state->rs[D3DRS_POINTSIZE_MAX] = fui(caps->MaxPointSize);
+ memcpy(state->rs_advertised, state->rs, sizeof(state->rs));
+
/* Set changed flags to initialize driver.
*/
state->changed.group = NINE_STATE_ALL;
+ state->changed.vtxbuf = (1ULL << device->caps.MaxStreams) - 1;
+ state->changed.ucp = (1 << PIPE_MAX_CLIP_PLANES) - 1;
+ state->changed.texture = NINE_PS_SAMPLERS_MASK | NINE_VS_SAMPLERS_MASK;
state->ff.changed.transform[0] = ~0;
state->ff.changed.transform[D3DTS_WORLD / 32] |= 1 << (D3DTS_WORLD % 32);
state->viewport.MaxZ = 1.0f;
}
- for (s = 0; s < Elements(state->changed.sampler); ++s)
+ for (s = 0; s < ARRAY_SIZE(state->changed.sampler); ++s)
state->changed.sampler[s] = ~0;
+
+ if (!is_reset) {
+ state->dummy_vbo_bound_at = -1;
+ state->vbo_bound_done = FALSE;
+ }
+
+ if (!device->prefer_user_constbuf) {
+ /* fill cb_vs and cb_ps for the non user constbuf path */
+ struct pipe_constant_buffer cb;
+
+ cb.buffer_offset = 0;
+ cb.buffer_size = device->vs_const_size;
+ cb.buffer = device->constbuf_vs;
+ cb.user_buffer = NULL;
+ state->pipe.cb_vs = cb;
+
+ cb.buffer_size = device->ps_const_size;
+ cb.buffer = device->constbuf_ps;
+ state->pipe.cb_ps = cb;
+
+ state->commit |= NINE_STATE_COMMIT_CONST_VS | NINE_STATE_COMMIT_CONST_PS;
+ }
}
void
{
unsigned i;
- for (i = 0; i < Elements(state->rt); ++i)
+ for (i = 0; i < ARRAY_SIZE(state->rt); ++i)
nine_bind(&state->rt[i], NULL);
nine_bind(&state->ds, NULL);
nine_bind(&state->vs, NULL);
nine_bind(&state->ps, NULL);
nine_bind(&state->vdecl, NULL);
- for (i = 0; i < PIPE_MAX_ATTRIBS; ++i)
+ for (i = 0; i < PIPE_MAX_ATTRIBS; ++i) {
nine_bind(&state->stream[i], NULL);
+ pipe_resource_reference(&state->vtxbuf[i].buffer, NULL);
+ }
nine_bind(&state->idxbuf, NULL);
for (i = 0; i < NINE_MAX_SAMPLERS; ++i) {
if (device &&
/* TODO: put in the right values */
const uint32_t nine_render_state_group[NINED3DRS_LAST + 1] =
{
- [D3DRS_ZENABLE] = NINE_STATE_DSA,
+ [D3DRS_ZENABLE] = NINE_STATE_DSA | NINE_STATE_MULTISAMPLE,
[D3DRS_FILLMODE] = NINE_STATE_RASTERIZER,
[D3DRS_SHADEMODE] = NINE_STATE_RASTERIZER,
[D3DRS_ZWRITEENABLE] = NINE_STATE_DSA,
[D3DRS_ZFUNC] = NINE_STATE_DSA,
[D3DRS_ALPHAREF] = NINE_STATE_DSA,
[D3DRS_ALPHAFUNC] = NINE_STATE_DSA,
- [D3DRS_DITHERENABLE] = NINE_STATE_RASTERIZER,
+ [D3DRS_DITHERENABLE] = NINE_STATE_BLEND,
[D3DRS_ALPHABLENDENABLE] = NINE_STATE_BLEND,
- [D3DRS_FOGENABLE] = NINE_STATE_FF_OTHER,
+ [D3DRS_FOGENABLE] = NINE_STATE_FF_OTHER | NINE_STATE_FOG_SHADER | NINE_STATE_PS_CONST,
[D3DRS_SPECULARENABLE] = NINE_STATE_FF_LIGHTING,
- [D3DRS_FOGCOLOR] = NINE_STATE_FF_OTHER,
- [D3DRS_FOGTABLEMODE] = NINE_STATE_FF_OTHER,
- [D3DRS_FOGSTART] = NINE_STATE_FF_OTHER,
- [D3DRS_FOGEND] = NINE_STATE_FF_OTHER,
- [D3DRS_FOGDENSITY] = NINE_STATE_FF_OTHER,
+ [D3DRS_FOGCOLOR] = NINE_STATE_FF_OTHER | NINE_STATE_PS_CONST,
+ [D3DRS_FOGTABLEMODE] = NINE_STATE_FF_OTHER | NINE_STATE_FOG_SHADER | NINE_STATE_PS_CONST,
+ [D3DRS_FOGSTART] = NINE_STATE_FF_OTHER | NINE_STATE_PS_CONST,
+ [D3DRS_FOGEND] = NINE_STATE_FF_OTHER | NINE_STATE_PS_CONST,
+ [D3DRS_FOGDENSITY] = NINE_STATE_FF_OTHER | NINE_STATE_PS_CONST,
[D3DRS_RANGEFOGENABLE] = NINE_STATE_FF_OTHER,
- [D3DRS_STENCILENABLE] = NINE_STATE_DSA,
+ [D3DRS_STENCILENABLE] = NINE_STATE_DSA | NINE_STATE_MULTISAMPLE,
[D3DRS_STENCILFAIL] = NINE_STATE_DSA,
[D3DRS_STENCILZFAIL] = NINE_STATE_DSA,
[D3DRS_STENCILPASS] = NINE_STATE_DSA,
[D3DRS_VERTEXBLEND] = NINE_STATE_FF_OTHER,
[D3DRS_CLIPPLANEENABLE] = NINE_STATE_RASTERIZER,
[D3DRS_POINTSIZE] = NINE_STATE_RASTERIZER,
- [D3DRS_POINTSIZE_MIN] = NINE_STATE_MISC_CONST,
+ [D3DRS_POINTSIZE_MIN] = NINE_STATE_RASTERIZER | NINE_STATE_POINTSIZE_SHADER,
[D3DRS_POINTSPRITEENABLE] = NINE_STATE_RASTERIZER,
[D3DRS_POINTSCALEENABLE] = NINE_STATE_FF_OTHER,
[D3DRS_POINTSCALE_A] = NINE_STATE_FF_OTHER,
[D3DRS_POINTSCALE_B] = NINE_STATE_FF_OTHER,
[D3DRS_POINTSCALE_C] = NINE_STATE_FF_OTHER,
- [D3DRS_MULTISAMPLEANTIALIAS] = NINE_STATE_RASTERIZER,
+ [D3DRS_MULTISAMPLEANTIALIAS] = NINE_STATE_MULTISAMPLE,
[D3DRS_MULTISAMPLEMASK] = NINE_STATE_SAMPLE_MASK,
[D3DRS_PATCHEDGESTYLE] = NINE_STATE_UNHANDLED,
[D3DRS_DEBUGMONITORTOKEN] = NINE_STATE_UNHANDLED,
- [D3DRS_POINTSIZE_MAX] = NINE_STATE_MISC_CONST,
+ [D3DRS_POINTSIZE_MAX] = NINE_STATE_RASTERIZER | NINE_STATE_POINTSIZE_SHADER,
[D3DRS_INDEXEDVERTEXBLENDENABLE] = NINE_STATE_FF_OTHER,
[D3DRS_COLORWRITEENABLE] = NINE_STATE_BLEND,
[D3DRS_TWEENFACTOR] = NINE_STATE_FF_OTHER,
[D3DRS_BLENDOPALPHA] = NINE_STATE_BLEND
};
+/* Misc */
+
D3DMATRIX *
nine_state_access_transform(struct nine_state *state, D3DTRANSFORMSTATETYPE t,
boolean alloc)
return "(invalid)";
}
}
-