#define NINE_STATE_VDECL (1 << 12)
#define NINE_STATE_IDXBUF (1 << 13)
#define NINE_STATE_STREAMFREQ (1 << 14)
-#define NINE_STATE_PRIM (1 << 15)
-#define NINE_STATE_MATERIAL (1 << 16)
#define NINE_STATE_BLEND_COLOR (1 << 17)
#define NINE_STATE_STENCIL_REF (1 << 18)
#define NINE_STATE_SAMPLE_MASK (1 << 19)
#define NINE_STATE_FF (0x1f << 20)
#define NINE_STATE_FF_VS (0x17 << 20)
-#define NINE_STATE_FF_PS (0x18 << 20)
+#define NINE_STATE_FF_PS (0x08 << 20)
#define NINE_STATE_FF_LIGHTING (1 << 20)
#define NINE_STATE_FF_MATERIAL (1 << 21)
#define NINE_STATE_FF_VSTRANSF (1 << 22)
-#define NINE_STATE_FF_PSSTAGES (1 << 23)
-#define NINE_STATE_FF_OTHER (1 << 24)
-#define NINE_STATE_FOG_SHADER (1 << 25)
-#define NINE_STATE_PS1X_SHADER (1 << 26)
-#define NINE_STATE_POINTSIZE_SHADER (1 << 27)
-#define NINE_STATE_MULTISAMPLE (1 << 28)
-#define NINE_STATE_SWVP (1 << 29)
-#define NINE_STATE_ALL 0x3fffffff
-#define NINE_STATE_UNHANDLED (1 << 30)
+#define NINE_STATE_FF_PS_CONSTS (1 << 23)
+#define NINE_STATE_FF_VS_OTHER (1 << 24)
+#define NINE_STATE_VS_PARAMS_MISC (1 << 25)
+#define NINE_STATE_PS_PARAMS_MISC (1 << 26)
+#define NINE_STATE_MULTISAMPLE (1 << 27)
+#define NINE_STATE_SWVP (1 << 28)
+#define NINE_STATE_ALL 0x1fffffff
+#define NINE_STATE_UNHANDLED (1 << 29)
+
+/* These states affect the ff shader key,
+ * which we recompute everytime. */
+#define NINE_STATE_FF_SHADER 0
#define NINE_STATE_COMMIT_DSA (1 << 0)
#define NINE_STATE_COMMIT_RASTERIZER (1 << 1)
#define NINE_PS_SAMPLERS_MASK 0x00ffff
#define NINE_VS_SAMPLERS_MASK 0x1e0000
+struct nine_ff_state {
+ struct {
+ uint32_t tex_stage[NINE_MAX_TEXTURE_STAGES][(NINED3DTSS_COUNT + 31) / 32]; /* stateblocks only */
+ uint32_t transform[(NINED3DTS_COUNT + 31) / 32];
+ } changed;
+
+ D3DMATRIX *transform; /* access only via nine_state_access_transform */
+ unsigned num_transforms;
+
+ /* XXX: Do state blocks just change the set of active lights or do we
+ * have to store which lights have been disabled, too ?
+ */
+ D3DLIGHT9 *light;
+ uint16_t active_light[NINE_MAX_LIGHTS_ACTIVE]; /* 8 */
+ unsigned num_lights;
+ unsigned num_lights_active;
+
+ D3DMATERIAL9 material;
+
+ DWORD tex_stage[NINE_MAX_TEXTURE_STAGES][NINED3DTSS_COUNT];
+};
+
struct nine_state
{
struct {
uint32_t group;
- uint32_t rs[(NINED3DRS_COUNT + 31) / 32]; /* stateblocks only */
- uint32_t vtxbuf; /* stateblocks only */
- uint32_t stream_freq; /* stateblocks only */
- uint32_t texture; /* stateblocks only */
- uint16_t sampler[NINE_MAX_SAMPLERS]; /* stateblocks only */
- struct nine_range *vs_const_f; /* stateblocks only */
- struct nine_range *ps_const_f; /* stateblocks only */
- struct nine_range *vs_const_i; /* stateblocks only */
+ uint32_t rs[(NINED3DRS_COUNT + 31) / 32];
+ uint32_t vtxbuf;
+ uint32_t stream_freq;
+ uint32_t texture;
+ uint16_t sampler[NINE_MAX_SAMPLERS];
+ struct nine_range *vs_const_f;
+ struct nine_range *ps_const_f;
+ struct nine_range *vs_const_i;
uint16_t ps_const_i; /* NINE_MAX_CONST_I == 16 */
- struct nine_range *vs_const_b; /* stateblocks only */
+ struct nine_range *vs_const_b;
uint16_t ps_const_b; /* NINE_MAX_CONST_B == 16 */
uint8_t ucp;
- } changed;
+ } changed; /* stateblocks only */
struct NineSurface9 *rt[NINE_MAX_SIMULTANEOUS_RENDERTARGETS];
struct NineSurface9 *ds;
DWORD samp_advertised[NINE_MAX_SAMPLERS][D3DSAMP_COUNT];
- struct {
- struct {
- uint32_t tex_stage[NINE_MAX_TEXTURE_STAGES][(NINED3DTSS_COUNT + 31) / 32];
- uint32_t transform[(NINED3DTS_COUNT + 31) / 32];
- } changed;
-
- D3DMATRIX *transform; /* access only via nine_state_access_transform */
- unsigned num_transforms;
-
- /* XXX: Do state blocks just change the set of active lights or do we
- * have to store which lights have been disabled, too ?
- */
- D3DLIGHT9 *light;
- uint16_t active_light[NINE_MAX_LIGHTS_ACTIVE]; /* 8 */
- unsigned num_lights;
- unsigned num_lights_active;
-
- D3DMATERIAL9 material;
-
- DWORD tex_stage[NINE_MAX_TEXTURE_STAGES][NINED3DTSS_COUNT];
- } ff;
+ struct nine_ff_state ff;
};
struct nine_context {
struct {
+ uint32_t group;
uint16_t sampler[NINE_MAX_SAMPLERS];
uint32_t vtxbuf;
BOOL vs_const_f;
BOOL ps_const_f;
BOOL ps_const_i;
BOOL ps_const_b;
+ BOOL ucp;
} changed;
uint32_t bumpmap_vars[6 * NINE_MAX_TEXTURE_STAGES];
struct NineSurface9 *rt[NINE_MAX_SIMULTANEOUS_RENDERTARGETS];
+ struct NineSurface9 *ds;
struct {
void *vs;
void *ps;
- } cso;
+ } cso_shader;
+
+ struct pipe_context *pipe;
+ struct cso_context *cso;
uint8_t rt_mask;
+ D3DVIEWPORT9 viewport;
+
+ struct pipe_scissor_state scissor;
+
struct NineVertexShader9 *vs;
BOOL programmable_vs;
float *vs_const_f;
BOOL *vs_const_b;
float *vs_lconstf_temp;
+ struct NinePixelShader9 *ps;
float *ps_const_f;
int ps_const_i[NINE_MAX_CONST_I][4];
BOOL ps_const_b[NINE_MAX_CONST_B];
uint32_t stream_instancedata_mask; /* derived from stream_freq */
uint32_t stream_usage_mask; /* derived from VS and vdecl */
- struct pipe_index_buffer idxbuf;
+ struct pipe_resource *idxbuf;
+ unsigned index_offset;
+ unsigned index_size;
+
+ struct pipe_clip_state clip;
DWORD rs[NINED3DRS_COUNT];
- struct NineBaseTexture9 *texture[NINE_MAX_SAMPLERS];
+ struct {
+ BOOL enabled;
+ BOOL shadow;
+ DWORD lod;
+ D3DRESOURCETYPE type;
+ struct pipe_resource *resource;
+ struct pipe_sampler_view *view[2];
+ uint8_t pstype;
+ } texture[NINE_MAX_SAMPLERS];
DWORD samp[NINE_MAX_SAMPLERS][NINED3DSAMP_COUNT];
int dummy_vbo_bound_at; /* -1 = not bound , >= 0 = bound index */
boolean vbo_bound_done;
+ struct nine_ff_state ff;
+
+ /* software vertex processing */
+ boolean swvp;
+
uint32_t commit;
struct {
struct pipe_framebuffer_state fb;
struct pipe_constant_buffer cb_ps;
struct pipe_constant_buffer cb_vs_ff;
struct pipe_constant_buffer cb_ps_ff;
- } pipe;
+ } pipe_data;
};
struct nine_state_sw_internal {
struct pipe_transfer *transfers_so[4];
};
+struct nine_clipplane {
+ float plane[4];
+};
/* map D3DRS -> NINE_STATE_x
*/
extern const uint32_t nine_render_state_group[NINED3DRS_COUNT];
struct NineDevice9;
+/* Internal multithreading: When enabled, the nine_context functions
+ * will append work to a worker thread when possible. Only the worker
+ * thread can access struct nine_context. */
+
void
nine_context_set_render_state(struct NineDevice9 *device,
D3DRENDERSTATETYPE State,
nine_context_set_vertex_shader_constant_f(struct NineDevice9 *device,
UINT StartRegister,
const float *pConstantData,
+ const unsigned pConstantData_size,
UINT Vector4fCount);
void
nine_context_set_vertex_shader_constant_i(struct NineDevice9 *device,
UINT StartRegister,
const int *pConstantData,
+ const unsigned pConstantData_size,
UINT Vector4iCount);
void
nine_context_set_vertex_shader_constant_b(struct NineDevice9 *device,
UINT StartRegister,
const BOOL *pConstantData,
+ const unsigned pConstantData_size,
UINT BoolCount);
+void
+nine_context_set_pixel_shader(struct NineDevice9 *device,
+ struct NinePixelShader9* ps);
+
void
nine_context_set_pixel_shader_constant_f(struct NineDevice9 *device,
UINT StartRegister,
const float *pConstantData,
+ const unsigned pConstantData_size,
UINT Vector4fCount);
void
nine_context_set_pixel_shader_constant_i(struct NineDevice9 *device,
UINT StartRegister,
const int *pConstantData,
+ const unsigned pConstantData_size,
UINT Vector4iCount);
void
nine_context_set_pixel_shader_constant_b(struct NineDevice9 *device,
UINT StartRegister,
const BOOL *pConstantData,
+ const unsigned pConstantData_size,
UINT BoolCount);
+void
+nine_context_set_viewport(struct NineDevice9 *device,
+ const D3DVIEWPORT9 *viewport);
+
+void
+nine_context_set_scissor(struct NineDevice9 *device,
+ const struct pipe_scissor_state *scissor);
+
+void
+nine_context_set_transform(struct NineDevice9 *device,
+ D3DTRANSFORMSTATETYPE State,
+ const D3DMATRIX *pMatrix);
+
+void
+nine_context_set_material(struct NineDevice9 *device,
+ const D3DMATERIAL9 *pMaterial);
+
+void
+nine_context_set_light(struct NineDevice9 *device,
+ DWORD Index,
+ const D3DLIGHT9 *pLight);
+
+void
+nine_context_light_enable(struct NineDevice9 *device,
+ DWORD Index,
+ BOOL Enable);
+
+void
+nine_context_set_texture_stage_state(struct NineDevice9 *device,
+ DWORD Stage,
+ D3DTEXTURESTAGESTATETYPE Type,
+ DWORD Value);
+
void
nine_context_set_render_target(struct NineDevice9 *device,
DWORD RenderTargetIndex,
struct NineSurface9 *rt);
+void
+nine_context_set_depth_stencil(struct NineDevice9 *device,
+ struct NineSurface9 *ds);
+
+void
+nine_context_set_clip_plane(struct NineDevice9 *device,
+ DWORD Index,
+ const struct nine_clipplane *pPlane);
+
+void
+nine_context_set_swvp(struct NineDevice9 *device,
+ boolean swvp);
+
void
nine_context_apply_stateblock(struct NineDevice9 *device,
const struct nine_state *src);
UINT NumVertices,
UINT PrimitiveCount,
struct pipe_vertex_buffer *vbuf,
- struct pipe_index_buffer *ibuf);
+ struct pipe_resource *ibuf,
+ void *user_ibuf,
+ unsigned index_offset,
+ unsigned index_size);
+
+void
+nine_context_resource_copy_region(struct NineDevice9 *device,
+ struct NineUnknown *dst,
+ struct NineUnknown *src,
+ struct pipe_resource* dst_res,
+ unsigned dst_level,
+ const struct pipe_box *dst_box,
+ struct pipe_resource* src_res,
+ unsigned src_level,
+ const struct pipe_box *src_box);
+
+void
+nine_context_blit(struct NineDevice9 *device,
+ struct NineUnknown *dst,
+ struct NineUnknown *src,
+ struct pipe_blit_info *blit);
+
+void
+nine_context_clear_render_target(struct NineDevice9 *device,
+ struct NineSurface9 *surface,
+ D3DCOLOR color,
+ UINT x,
+ UINT y,
+ UINT width,
+ UINT height);
+
+void
+nine_context_gen_mipmap(struct NineDevice9 *device,
+ struct NineUnknown *dst,
+ struct pipe_resource *res,
+ UINT base_level, UINT last_level,
+ UINT first_layer, UINT last_layer,
+ UINT filter);
+
+void
+nine_context_range_upload(struct NineDevice9 *device,
+ unsigned *counter,
+ struct pipe_resource *res,
+ unsigned offset,
+ unsigned size,
+ const void *data);
+
+void
+nine_context_box_upload(struct NineDevice9 *device,
+ unsigned *counter,
+ struct NineUnknown *dst,
+ struct pipe_resource *res,
+ unsigned level,
+ const struct pipe_box *dst_box,
+ enum pipe_format src_format,
+ const void *src, unsigned src_stride,
+ unsigned src_layer_stride,
+ const struct pipe_box *src_box);
+
+struct pipe_query *
+nine_context_create_query(struct NineDevice9 *device, unsigned query_type);
+
+void
+nine_context_destroy_query(struct NineDevice9 *device, struct pipe_query *query);
+
+void
+nine_context_begin_query(struct NineDevice9 *device, unsigned *counter, struct pipe_query *query);
+
+void
+nine_context_end_query(struct NineDevice9 *device, unsigned *counter, struct pipe_query *query);
+
+boolean
+nine_context_get_query_result(struct NineDevice9 *device, struct pipe_query *query,
+ unsigned *counter, boolean flush, boolean wait,
+ union pipe_query_result *result);
void nine_state_restore_non_cso(struct NineDevice9 *device);
void nine_state_set_defaults(struct NineDevice9 *, const D3DCAPS9 *,
boolean is_reset);
void nine_state_clear(struct nine_state *, const boolean device);
-void nine_context_clear(struct nine_context *);
+void nine_context_clear(struct NineDevice9 *);
void nine_state_init_sw(struct NineDevice9 *device);
void nine_state_prepare_draw_sw(struct NineDevice9 *device,
void nine_state_after_draw_sw(struct NineDevice9 *device);
void nine_state_destroy_sw(struct NineDevice9 *device);
+void
+nine_state_resize_transform(struct nine_ff_state *ff_state, unsigned N);
+
/* If @alloc is FALSE, the return value may be a const identity matrix.
* Therefore, do not modify if you set alloc to FALSE !
*/
D3DMATRIX *
-nine_state_access_transform(struct nine_state *, D3DTRANSFORMSTATETYPE,
+nine_state_access_transform(struct nine_ff_state *, D3DTRANSFORMSTATETYPE,
boolean alloc);
+HRESULT
+nine_state_set_light(struct nine_ff_state *, DWORD, const D3DLIGHT9 *);
+
+HRESULT
+nine_state_light_enable(struct nine_ff_state *,
+ DWORD, BOOL);
+
const char *nine_d3drs_to_string(DWORD State);
+/* CSMT functions */
+struct csmt_context;
+
+struct csmt_context *
+nine_csmt_create( struct NineDevice9 *This );
+
+void
+nine_csmt_destroy( struct NineDevice9 *This, struct csmt_context *ctx );
+
+void
+nine_csmt_process( struct NineDevice9 *This );
+
+
+/* Get the pipe_context (should not be called from the worker thread).
+ * All the work in the worker thread is finished before returning. */
+struct pipe_context *
+nine_context_get_pipe( struct NineDevice9 *device );
+
+/* Can be called from all threads */
+struct pipe_context *
+nine_context_get_pipe_multithread( struct NineDevice9 *device );
+
+
+/* Get the pipe_context (should not be called from the worker thread).
+ * All the work in the worker thread is paused before returning.
+ * It is neccessary to release in order to restart the thread.
+ * This is intended for use of the nine_context pipe_context that don't
+ * need the worker thread to finish all queued job. */
+struct pipe_context *
+nine_context_get_pipe_acquire( struct NineDevice9 *device );
+
+void
+nine_context_get_pipe_release( struct NineDevice9 *device );
+
#endif /* _NINE_STATE_H_ */