diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c index 44a8285d7df070a0b1af1e0218fd0939fdf0bd5c..e49ce3a1c033dbc15229cb665a2e59a8232c54f0 100644 --- a/dlls/wined3d/cs.c +++ b/dlls/wined3d/cs.c @@ -39,6 +39,7 @@ enum wined3d_cs_op WINED3D_CS_OP_SET_INDEX_BUFFER, WINED3D_CS_OP_SET_TEXTURE, WINED3D_CS_OP_SET_VERTEX_SHADER, + WINED3D_CS_OP_SET_GEOMETRY_SHADER, }; struct wined3d_cs_present @@ -531,6 +532,25 @@ void wined3d_cs_emit_set_vertex_shader(struct wined3d_cs *cs, struct wined3d_sha cs->ops->submit(cs); } +static void wined3d_cs_exec_set_geometry_shader(struct wined3d_cs *cs, const void *data) +{ + const struct wined3d_cs_set_shader *op = data; + + cs->state.geometry_shader = op->shader; + device_invalidate_state(cs->device, STATE_GEOMETRY_SHADER); +} + +void wined3d_cs_emit_set_geometry_shader(struct wined3d_cs *cs, struct wined3d_shader *shader) +{ + struct wined3d_cs_set_shader *op; + + op = cs->ops->require_space(cs, sizeof(*op)); + op->opcode = WINED3D_CS_OP_SET_GEOMETRY_SHADER; + op->shader = shader; + + cs->ops->submit(cs); +} + static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void *data) = { /* WINED3D_CS_OP_PRESENT */ wined3d_cs_exec_present, @@ -546,6 +566,7 @@ static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void /* WINED3D_CS_OP_SET_INDEX_BUFFER */ wined3d_cs_exec_set_index_buffer, /* WINED3D_CS_OP_SET_TEXTURE */ wined3d_cs_exec_set_texture, /* WINED3D_CS_OP_SET_VERTEX_SHADER */ wined3d_cs_exec_set_vertex_shader, + /* WINED3D_CS_OP_SET_GEOMETRY_SHADER */ wined3d_cs_exec_set_geometry_shader, }; static void *wined3d_cs_st_require_space(struct wined3d_cs *cs, size_t size) diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index 77bd45246c47c1b1d9c4a0f2e9d8e8de64405391..b2f10cf70a6c2ee7acbebaf32c6806bd11fb6411 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -2611,17 +2611,14 @@ void CDECL wined3d_device_set_geometry_shader(struct wined3d_device *device, str TRACE("device %p, shader %p.\n", device, shader); + if (device->recording || shader == prev) + return; if (shader) wined3d_shader_incref(shader); + device->update_state->geometry_shader = shader; + wined3d_cs_emit_set_geometry_shader(device->cs, shader); if (prev) wined3d_shader_decref(prev); - - device->update_state->geometry_shader = shader; - - if (device->recording || shader == prev) - return; - - device_invalidate_state(device, STATE_GEOMETRY_SHADER); } struct wined3d_shader * CDECL wined3d_device_get_geometry_shader(const struct wined3d_device *device) diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 13a3aa2eb265a003a4397721a09784c033ba7bf7..545c8d3daedd80798a8f9314e03d4f45ff398e6c 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -2487,6 +2487,7 @@ void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *sw const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region, DWORD flags) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_depth_stencil(struct wined3d_cs *cs, struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN; +void wined3d_cs_emit_set_geometry_shader(struct wined3d_cs *cs, struct wined3d_shader *shader) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer, enum wined3d_format_id format_id) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_render_target(struct wined3d_cs *cs, UINT render_target_idx,