/*
 * Copyright 2013 Henri Verbeet for CodeWeavers
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation; either
 * version 2.1 of the License, or (at your option) any later version.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Lesser General Public License for more details.
 *
 * You should have received a copy of the GNU Lesser General Public
 * License along with this library; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
 */

#include "config.h"
#include "wine/port.h"
#include "wined3d_private.h"

WINE_DEFAULT_DEBUG_CHANNEL(d3d);

#define WINED3D_INITIAL_CS_SIZE 4096

enum wined3d_cs_op
{
    WINED3D_CS_OP_PRESENT,
    WINED3D_CS_OP_CLEAR,
    WINED3D_CS_OP_DISPATCH,
    WINED3D_CS_OP_DRAW,
    WINED3D_CS_OP_SET_PREDICATION,
    WINED3D_CS_OP_SET_VIEWPORT,
    WINED3D_CS_OP_SET_SCISSOR_RECT,
    WINED3D_CS_OP_SET_RENDERTARGET_VIEW,
    WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW,
    WINED3D_CS_OP_SET_VERTEX_DECLARATION,
    WINED3D_CS_OP_SET_STREAM_SOURCE,
    WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ,
    WINED3D_CS_OP_SET_STREAM_OUTPUT,
    WINED3D_CS_OP_SET_INDEX_BUFFER,
    WINED3D_CS_OP_SET_CONSTANT_BUFFER,
    WINED3D_CS_OP_SET_TEXTURE,
    WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW,
    WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW,
    WINED3D_CS_OP_SET_SAMPLER,
    WINED3D_CS_OP_SET_SHADER,
    WINED3D_CS_OP_SET_RASTERIZER_STATE,
    WINED3D_CS_OP_SET_RENDER_STATE,
    WINED3D_CS_OP_SET_TEXTURE_STATE,
    WINED3D_CS_OP_SET_SAMPLER_STATE,
    WINED3D_CS_OP_SET_TRANSFORM,
    WINED3D_CS_OP_SET_CLIP_PLANE,
    WINED3D_CS_OP_SET_COLOR_KEY,
    WINED3D_CS_OP_SET_MATERIAL,
    WINED3D_CS_OP_SET_LIGHT,
    WINED3D_CS_OP_SET_LIGHT_ENABLE,
    WINED3D_CS_OP_RESET_STATE,
    WINED3D_CS_OP_CALLBACK,
    WINED3D_CS_OP_QUERY_ISSUE,
    WINED3D_CS_OP_PRELOAD_RESOURCE,
    WINED3D_CS_OP_UNLOAD_RESOURCE,
    WINED3D_CS_OP_MAP,
    WINED3D_CS_OP_UNMAP,
};

struct wined3d_cs_present
{
    enum wined3d_cs_op opcode;
    HWND dst_window_override;
    struct wined3d_swapchain *swapchain;
    RECT src_rect;
    RECT dst_rect;
    DWORD flags;
};

struct wined3d_cs_clear
{
    enum wined3d_cs_op opcode;
    DWORD flags;
    struct wined3d_color color;
    float depth;
    DWORD stencil;
    unsigned int rect_count;
    RECT rects[1];
};

struct wined3d_cs_dispatch
{
    enum wined3d_cs_op opcode;
    unsigned int group_count_x;
    unsigned int group_count_y;
    unsigned int group_count_z;
};

struct wined3d_cs_draw
{
    enum wined3d_cs_op opcode;
    GLenum primitive_type;
    int base_vertex_idx;
    unsigned int start_idx;
    unsigned int index_count;
    unsigned int start_instance;
    unsigned int instance_count;
    BOOL indexed;
};

struct wined3d_cs_set_predication
{
    enum wined3d_cs_op opcode;
    struct wined3d_query *predicate;
    BOOL value;
};

struct wined3d_cs_set_viewport
{
    enum wined3d_cs_op opcode;
    struct wined3d_viewport viewport;
};

struct wined3d_cs_set_scissor_rect
{
    enum wined3d_cs_op opcode;
    RECT rect;
};

struct wined3d_cs_set_rendertarget_view
{
    enum wined3d_cs_op opcode;
    unsigned int view_idx;
    struct wined3d_rendertarget_view *view;
};

struct wined3d_cs_set_depth_stencil_view
{
    enum wined3d_cs_op opcode;
    struct wined3d_rendertarget_view *view;
};

struct wined3d_cs_set_vertex_declaration
{
    enum wined3d_cs_op opcode;
    struct wined3d_vertex_declaration *declaration;
};

struct wined3d_cs_set_stream_source
{
    enum wined3d_cs_op opcode;
    UINT stream_idx;
    struct wined3d_buffer *buffer;
    UINT offset;
    UINT stride;
};

struct wined3d_cs_set_stream_source_freq
{
    enum wined3d_cs_op opcode;
    UINT stream_idx;
    UINT frequency;
    UINT flags;
};

struct wined3d_cs_set_stream_output
{
    enum wined3d_cs_op opcode;
    UINT stream_idx;
    struct wined3d_buffer *buffer;
    UINT offset;
};

struct wined3d_cs_set_index_buffer
{
    enum wined3d_cs_op opcode;
    struct wined3d_buffer *buffer;
    enum wined3d_format_id format_id;
    unsigned int offset;
};

struct wined3d_cs_set_constant_buffer
{
    enum wined3d_cs_op opcode;
    enum wined3d_shader_type type;
    UINT cb_idx;
    struct wined3d_buffer *buffer;
};

struct wined3d_cs_set_texture
{
    enum wined3d_cs_op opcode;
    UINT stage;
    struct wined3d_texture *texture;
};

struct wined3d_cs_set_color_key
{
    enum wined3d_cs_op opcode;
    struct wined3d_texture *texture;
    WORD flags;
    WORD set;
    struct wined3d_color_key color_key;
};

struct wined3d_cs_set_shader_resource_view
{
    enum wined3d_cs_op opcode;
    enum wined3d_shader_type type;
    UINT view_idx;
    struct wined3d_shader_resource_view *view;
};

struct wined3d_cs_set_unordered_access_view
{
    enum wined3d_cs_op opcode;
    enum wined3d_pipeline pipeline;
    unsigned int view_idx;
    struct wined3d_unordered_access_view *view;
};

struct wined3d_cs_set_sampler
{
    enum wined3d_cs_op opcode;
    enum wined3d_shader_type type;
    UINT sampler_idx;
    struct wined3d_sampler *sampler;
};

struct wined3d_cs_set_shader
{
    enum wined3d_cs_op opcode;
    enum wined3d_shader_type type;
    struct wined3d_shader *shader;
};

struct wined3d_cs_set_rasterizer_state
{
    enum wined3d_cs_op opcode;
    struct wined3d_rasterizer_state *state;
};

struct wined3d_cs_set_render_state
{
    enum wined3d_cs_op opcode;
    enum wined3d_render_state state;
    DWORD value;
};

struct wined3d_cs_set_texture_state
{
    enum wined3d_cs_op opcode;
    UINT stage;
    enum wined3d_texture_stage_state state;
    DWORD value;
};

struct wined3d_cs_set_sampler_state
{
    enum wined3d_cs_op opcode;
    UINT sampler_idx;
    enum wined3d_sampler_state state;
    DWORD value;
};

struct wined3d_cs_set_transform
{
    enum wined3d_cs_op opcode;
    enum wined3d_transform_state state;
    struct wined3d_matrix matrix;
};

struct wined3d_cs_set_clip_plane
{
    enum wined3d_cs_op opcode;
    UINT plane_idx;
    struct wined3d_vec4 plane;
};

struct wined3d_cs_set_material
{
    enum wined3d_cs_op opcode;
    struct wined3d_material material;
};

struct wined3d_cs_set_light
{
    enum wined3d_cs_op opcode;
    struct wined3d_light_info light;
};

struct wined3d_cs_set_light_enable
{
    enum wined3d_cs_op opcode;
    unsigned int idx;
    BOOL enable;
};

struct wined3d_cs_reset_state
{
    enum wined3d_cs_op opcode;
};

struct wined3d_cs_callback
{
    enum wined3d_cs_op opcode;
    void (*callback)(void *object);
    void *object;
};

struct wined3d_cs_query_issue
{
    enum wined3d_cs_op opcode;
    struct wined3d_query *query;
    DWORD flags;
};

struct wined3d_cs_preload_resource
{
    enum wined3d_cs_op opcode;
    struct wined3d_resource *resource;
};

struct wined3d_cs_unload_resource
{
    enum wined3d_cs_op opcode;
    struct wined3d_resource *resource;
};

struct wined3d_cs_map
{
    enum wined3d_cs_op opcode;
    struct wined3d_resource *resource;
    unsigned int sub_resource_idx;
    struct wined3d_map_desc *map_desc;
    const struct wined3d_box *box;
    DWORD flags;
    HRESULT *hr;
};

struct wined3d_cs_unmap
{
    enum wined3d_cs_op opcode;
    struct wined3d_resource *resource;
    unsigned int sub_resource_idx;
    HRESULT *hr;
};

static void wined3d_cs_exec_present(struct wined3d_cs *cs, const void *data)
{
    const struct wined3d_cs_present *op = data;
    struct wined3d_swapchain *swapchain;
    unsigned int i;

    swapchain = op->swapchain;
    wined3d_swapchain_set_window(swapchain, op->dst_window_override);

    swapchain->swapchain_ops->swapchain_present(swapchain, &op->src_rect, &op->dst_rect, op->flags);

    wined3d_resource_release(&swapchain->front_buffer->resource);
    for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
    {
        wined3d_resource_release(&swapchain->back_buffers[i]->resource);
    }
}

void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain,
        const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override, DWORD flags)
{
    struct wined3d_cs_present *op;
    unsigned int i;

    op = cs->ops->require_space(cs, sizeof(*op));
    op->opcode = WINED3D_CS_OP_PRESENT;
    op->dst_window_override = dst_window_override;
    op->swapchain = swapchain;
    op->src_rect = *src_rect;
    op->dst_rect = *dst_rect;
    op->flags = flags;

    wined3d_resource_acquire(&swapchain->front_buffer->resource);
    for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
    {
        wined3d_resource_acquire(&swapchain->back_buffers[i]->resource);
    }

    cs->ops->submit(cs);
}

static void wined3d_cs_exec_clear(struct wined3d_cs *cs, const void *data)
{
    const struct wined3d_state *state = &cs->state;
    const struct wined3d_cs_clear *op = data;
    struct wined3d_device *device;
    unsigned int i;
    RECT draw_rect;

    device = cs->device;
    wined3d_get_draw_rect(state, &draw_rect);
    device_clear_render_targets(device, device->adapter->gl_info.limits.buffers,
            state->fb, op->rect_count, op->rects, &draw_rect, op->flags,
            &op->color, op->depth, op->stencil);

    if (op->flags & WINED3DCLEAR_TARGET)
    {
        for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
        {
            if (state->fb->render_targets[i])
                wined3d_resource_release(state->fb->render_targets[i]->resource);
        }
    }
    if (op->flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
        wined3d_resource_release(state->fb->depth_stencil->resource);
}

void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
        DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
{
    const struct wined3d_state *state = &cs->device->state;
    struct wined3d_cs_clear *op;
    unsigned int i;

    op = cs->ops->require_space(cs, FIELD_OFFSET(struct wined3d_cs_clear, rects[rect_count]));
    op->opcode = WINED3D_CS_OP_CLEAR;
    op->flags = flags;
    op->color = *color;
    op->depth = depth;
    op->stencil = stencil;
    op->rect_count = rect_count;
    memcpy(op->rects, rects, sizeof(*rects) * rect_count);

    if (flags & WINED3DCLEAR_TARGET)
    {
        for (i = 0; i < cs->device->adapter->gl_info.limits.buffers; ++i)
        {
            if (state->fb->render_targets[i])
                wined3d_resource_acquire(state->fb->render_targets[i]->resource);
        }
    }
    if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
        wined3d_resource_acquire(state->fb->depth_stencil->resource);

    cs->ops->submit(cs);
}

static void acquire_shader_resources(const struct wined3d_state *state, unsigned int shader_mask)
{
    struct wined3d_shader_sampler_map_entry *entry;
    struct wined3d_shader_resource_view *view;
    struct wined3d_shader *shader;
    unsigned int i, j;

    for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
    {
        if (!(shader_mask & (1u << i)))
            continue;

        if (!(shader = state->shader[i]))
            continue;

        for (j = 0; j < WINED3D_MAX_CBS; ++j)
        {
            if (state->cb[i][j])
                wined3d_resource_acquire(&state->cb[i][j]->resource);
        }

        for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
        {
            entry = &shader->reg_maps.sampler_map.entries[j];

            if (!(view = state->shader_resource_view[i][entry->resource_idx]))
                continue;

            wined3d_resource_acquire(view->resource);
        }
    }
}

static void release_shader_resources(const struct wined3d_state *state, unsigned int shader_mask)
{
    struct wined3d_shader_sampler_map_entry *entry;
    struct wined3d_shader_resource_view *view;
    struct wined3d_shader *shader;
    unsigned int i, j;

    for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
    {
        if (!(shader_mask & (1u << i)))
            continue;

        if (!(shader = state->shader[i]))
            continue;

        for (j = 0; j < WINED3D_MAX_CBS; ++j)
        {
            if (state->cb[i][j])
                wined3d_resource_release(&state->cb[i][j]->resource);
        }

        for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
        {
            entry = &shader->reg_maps.sampler_map.entries[j];

            if (!(view = state->shader_resource_view[i][entry->resource_idx]))
                continue;

            wined3d_resource_release(view->resource);
        }
    }
}

static void acquire_unordered_access_resources(const struct wined3d_shader *shader,
        struct wined3d_unordered_access_view * const *views)
{
    unsigned int i;

    if (!shader)
        return;

    for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
    {
        if (!shader->reg_maps.uav_resource_info[i].type)
            continue;

        if (!views[i])
            continue;

        wined3d_resource_acquire(views[i]->resource);
    }
}

static void release_unordered_access_resources(const struct wined3d_shader *shader,
        struct wined3d_unordered_access_view * const *views)
{
    unsigned int i;

    if (!shader)
        return;

    for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
    {
        if (!shader->reg_maps.uav_resource_info[i].type)
            continue;

        if (!views[i])
            continue;

        wined3d_resource_release(views[i]->resource);
    }
}

static void wined3d_cs_exec_dispatch(struct wined3d_cs *cs, const void *data)
{
    const struct wined3d_cs_dispatch *op = data;
    struct wined3d_state *state = &cs->state;

    dispatch_compute(cs->device, state,
            op->group_count_x, op->group_count_y, op->group_count_z);

    release_shader_resources(state, 1u << WINED3D_SHADER_TYPE_COMPUTE);
    release_unordered_access_resources(state->shader[WINED3D_SHADER_TYPE_COMPUTE],
            state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
}

void wined3d_cs_emit_dispatch(struct wined3d_cs *cs,
        unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z)
{
    const struct wined3d_state *state = &cs->device->state;
    struct wined3d_cs_dispatch *op;

    op = cs->ops->require_space(cs, sizeof(*op));
    op->opcode = WINED3D_CS_OP_DISPATCH;
    op->group_count_x = group_count_x;
    op->group_count_y = group_count_y;
    op->group_count_z = group_count_z;

    acquire_shader_resources(state, 1u << WINED3D_SHADER_TYPE_COMPUTE);
    acquire_unordered_access_resources(state->shader[WINED3D_SHADER_TYPE_COMPUTE],
            state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);

    cs->ops->submit(cs);
}

static void wined3d_cs_exec_draw(struct wined3d_cs *cs, const void *data)
{
    struct wined3d_state *state = &cs->state;
    const struct wined3d_cs_draw *op = data;
    unsigned int i;

    if (!cs->device->adapter->gl_info.supported[ARB_DRAW_ELEMENTS_BASE_VERTEX]
            && state->load_base_vertex_index != op->base_vertex_idx)
    {
        state->load_base_vertex_index = op->base_vertex_idx;
        device_invalidate_state(cs->device, STATE_BASEVERTEXINDEX);
    }

    if (state->gl_primitive_type != op->primitive_type)
    {
        if (state->gl_primitive_type == GL_POINTS || op->primitive_type == GL_POINTS)
            device_invalidate_state(cs->device, STATE_POINT_ENABLE);
        state->gl_primitive_type = op->primitive_type;
    }

    draw_primitive(cs->device, state, op->base_vertex_idx, op->start_idx,
            op->index_count, op->start_instance, op->instance_count, op->indexed);

    if (op->indexed)
        wined3d_resource_release(&state->index_buffer->resource);
    for (i = 0; i < ARRAY_SIZE(state->streams); ++i)
    {
        if (state->streams[i].buffer)
            wined3d_resource_release(&state->streams[i].buffer->resource);
    }
    for (i = 0; i < ARRAY_SIZE(state->textures); ++i)
    {
        if (state->textures[i])
            wined3d_resource_release(&state->textures[i]->resource);
    }
    for (i = 0; i < cs->device->adapter->gl_info.limits.buffers; ++i)
    {
        if (state->fb->render_targets[i])
            wined3d_resource_release(state->fb->render_targets[i]->resource);
    }
    if (state->fb->depth_stencil)
        wined3d_resource_release(state->fb->depth_stencil->resource);
    release_shader_resources(state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE));
    release_unordered_access_resources(state->shader[WINED3D_SHADER_TYPE_PIXEL],
            state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
}

void wined3d_cs_emit_draw(struct wined3d_cs *cs, GLenum primitive_type, int base_vertex_idx, unsigned int start_idx,
        unsigned int index_count, unsigned int start_instance, unsigned int instance_count, BOOL indexed)
{
    const struct wined3d_state *state = &cs->device->state;
    struct wined3d_cs_draw *op;
    unsigned int i;

    op = cs->ops->require_space(cs, sizeof(*op));
    op->opcode = WINED3D_CS_OP_DRAW;
    op->primitive_type = primitive_type;
    op->base_vertex_idx = base_vertex_idx;
    op->start_idx = start_idx;
    op->index_count = index_count;
    op->start_instance = start_instance;
    op->instance_count = instance_count;
    op->indexed = indexed;

    if (indexed)
        wined3d_resource_acquire(&state->index_buffer->resource);
    for (i = 0; i < ARRAY_SIZE(state->streams); ++i)
    {
        if (state->streams[i].buffer)
            wined3d_resource_acquire(&state->streams[i].buffer->resource);
    }
    for (i = 0; i < ARRAY_SIZE(state->textures); ++i)
    {
        if (state->textures[i])
            wined3d_resource_acquire(&state->textures[i]->resource);
    }
    for (i = 0; i < cs->device->adapter->gl_info.limits.buffers; ++i)
    {
        if (state->fb->render_targets[i])
            wined3d_resource_acquire(state->fb->render_targets[i]->resource);
    }
    if (state->fb->depth_stencil)
        wined3d_resource_acquire(state->fb->depth_stencil->resource);
    acquire_shader_resources(state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE));
    acquire_unordered_access_resources(state->shader[WINED3D_SHADER_TYPE_PIXEL],
            state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);

    cs->ops->submit(cs);
}

static void wined3d_cs_exec_set_predication(struct wined3d_cs *cs, const void *data)
{
    const struct wined3d_cs_set_predication *op = data;

    cs->state.predicate = op->predicate;
    cs->state.predicate_value = op->value;
}

void wined3d_cs_emit_set_predication(struct wined3d_cs *cs, struct wined3d_query *predicate, BOOL value)
{
    struct wined3d_cs_set_predication *op;

    op = cs->ops->require_space(cs, sizeof(*op));
    op->opcode = WINED3D_CS_OP_SET_PREDICATION;
    op->predicate = predicate;
    op->value = value;

    cs->ops->submit(cs);
}

static void wined3d_cs_exec_set_viewport(struct wined3d_cs *cs, const void *data)
{
    const struct wined3d_cs_set_viewport *op = data;

    cs->state.viewport = op->viewport;
    device_invalidate_state(cs->device, STATE_VIEWPORT);
}

void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport)
{
    struct wined3d_cs_set_viewport *op;

    op = cs->ops->require_space(cs, sizeof(*op));
    op->opcode = WINED3D_CS_OP_SET_VIEWPORT;
    op->viewport = *viewport;

    cs->ops->submit(cs);
}

static void wined3d_cs_exec_set_scissor_rect(struct wined3d_cs *cs, const void *data)
{
    const struct wined3d_cs_set_scissor_rect *op = data;

    cs->state.scissor_rect = op->rect;
    device_invalidate_state(cs->device, STATE_SCISSORRECT);
}

void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect)
{
    struct wined3d_cs_set_scissor_rect *op;

    op = cs->ops->require_space(cs, sizeof(*op));
    op->opcode = WINED3D_CS_OP_SET_SCISSOR_RECT;
    op->rect = *rect;

    cs->ops->submit(cs);
}

static void wined3d_cs_exec_set_rendertarget_view(struct wined3d_cs *cs, const void *data)
{
    const struct wined3d_cs_set_rendertarget_view *op = data;

    cs->state.fb->render_targets[op->view_idx] = op->view;
    device_invalidate_state(cs->device, STATE_FRAMEBUFFER);
}

void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx,
        struct wined3d_rendertarget_view *view)
{
    struct wined3d_cs_set_rendertarget_view *op;

    op = cs->ops->require_space(cs, sizeof(*op));
    op->opcode = WINED3D_CS_OP_SET_RENDERTARGET_VIEW;
    op->view_idx = view_idx;
    op->view = view;

    cs->ops->submit(cs);
}

static void wined3d_cs_exec_set_depth_stencil_view(struct wined3d_cs *cs, const void *data)
{
    const struct wined3d_cs_set_depth_stencil_view *op = data;
    struct wined3d_device *device = cs->device;
    struct wined3d_rendertarget_view *prev;

    if ((prev = cs->state.fb->depth_stencil))
    {
        struct wined3d_surface *prev_surface = wined3d_rendertarget_view_get_surface(prev);

        if (prev_surface && (device->swapchains[0]->desc.flags & WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL
                || prev_surface->container->flags & WINED3D_TEXTURE_DISCARD))
        {
            wined3d_texture_validate_location(prev_surface->container,
                    prev->sub_resource_idx, WINED3D_LOCATION_DISCARDED);
        }
    }

    cs->fb.depth_stencil = op->view;

    if (!prev != !op->view)
    {
        /* Swapping NULL / non NULL depth stencil affects the depth and tests */
        device_invalidate_state(device, STATE_RENDER(WINED3D_RS_ZENABLE));
        device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILENABLE));
        device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
        device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
    }
    else if (prev && (prev->format_flags & WINED3DFMT_FLAG_FLOAT)
            != (op->view->format_flags & WINED3DFMT_FLAG_FLOAT))
    {
        device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
    }

    device_invalidate_state(device, STATE_FRAMEBUFFER);
}

void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs, struct wined3d_rendertarget_view *view)
{
    struct wined3d_cs_set_depth_stencil_view *op;

    op = cs->ops->require_space(cs, sizeof(*op));
    op->opcode = WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW;
    op->view = view;

    cs->ops->submit(cs);
}

static void wined3d_cs_exec_set_vertex_declaration(struct wined3d_cs *cs, const void *data)
{
    const struct wined3d_cs_set_vertex_declaration *op = data;

    cs->state.vertex_declaration = op->declaration;
    device_invalidate_state(cs->device, STATE_VDECL);
}

void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs, struct wined3d_vertex_declaration *declaration)
{
    struct wined3d_cs_set_vertex_declaration *op;

    op = cs->ops->require_space(cs, sizeof(*op));
    op->opcode = WINED3D_CS_OP_SET_VERTEX_DECLARATION;
    op->declaration = declaration;

    cs->ops->submit(cs);
}

static void wined3d_cs_exec_set_stream_source(struct wined3d_cs *cs, const void *data)
{
    const struct wined3d_cs_set_stream_source *op = data;
    struct wined3d_stream_state *stream;
    struct wined3d_buffer *prev;

    stream = &cs->state.streams[op->stream_idx];
    prev = stream->buffer;
    stream->buffer = op->buffer;
    stream->offset = op->offset;
    stream->stride = op->stride;

    if (op->buffer)
        InterlockedIncrement(&op->buffer->resource.bind_count);
    if (prev)
        InterlockedDecrement(&prev->resource.bind_count);

    device_invalidate_state(cs->device, STATE_STREAMSRC);
}

void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
        struct wined3d_buffer *buffer, UINT offset, UINT stride)
{
    struct wined3d_cs_set_stream_source *op;

    op = cs->ops->require_space(cs, sizeof(*op));
    op->opcode = WINED3D_CS_OP_SET_STREAM_SOURCE;
    op->stream_idx = stream_idx;
    op->buffer = buffer;
    op->offset = offset;
    op->stride = stride;

    cs->ops->submit(cs);
}

static void wined3d_cs_exec_set_stream_source_freq(struct wined3d_cs *cs, const void *data)
{
    const struct wined3d_cs_set_stream_source_freq *op = data;
    struct wined3d_stream_state *stream;

    stream = &cs->state.streams[op->stream_idx];
    stream->frequency = op->frequency;
    stream->flags = op->flags;

    device_invalidate_state(cs->device, STATE_STREAMSRC);
}

void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx, UINT frequency, UINT flags)
{
    struct wined3d_cs_set_stream_source_freq *op;

    op = cs->ops->require_space(cs, sizeof(*op));
    op->opcode = WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ;
    op->stream_idx = stream_idx;
    op->frequency = frequency;
    op->flags = flags;

    cs->ops->submit(cs);
}

static void wined3d_cs_exec_set_stream_output(struct wined3d_cs *cs, const void *data)
{
    const struct wined3d_cs_set_stream_output *op = data;
    struct wined3d_stream_output *stream;
    struct wined3d_buffer *prev;

    stream = &cs->state.stream_output[op->stream_idx];
    prev = stream->buffer;
    stream->buffer = op->buffer;
    stream->offset = op->offset;

    if (op->buffer)
        InterlockedIncrement(&op->buffer->resource.bind_count);
    if (prev)
        InterlockedDecrement(&prev->resource.bind_count);
}

void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
        struct wined3d_buffer *buffer, UINT offset)
{
    struct wined3d_cs_set_stream_output *op;

    op = cs->ops->require_space(cs, sizeof(*op));
    op->opcode = WINED3D_CS_OP_SET_STREAM_OUTPUT;
    op->stream_idx = stream_idx;
    op->buffer = buffer;
    op->offset = offset;

    cs->ops->submit(cs);
}

static void wined3d_cs_exec_set_index_buffer(struct wined3d_cs *cs, const void *data)
{
    const struct wined3d_cs_set_index_buffer *op = data;
    struct wined3d_buffer *prev;

    prev = cs->state.index_buffer;
    cs->state.index_buffer = op->buffer;
    cs->state.index_format = op->format_id;
    cs->state.index_offset = op->offset;

    if (op->buffer)
        InterlockedIncrement(&op->buffer->resource.bind_count);
    if (prev)
        InterlockedDecrement(&prev->resource.bind_count);

    device_invalidate_state(cs->device, STATE_INDEXBUFFER);
}

void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
        enum wined3d_format_id format_id, unsigned int offset)
{
    struct wined3d_cs_set_index_buffer *op;

    op = cs->ops->require_space(cs, sizeof(*op));
    op->opcode = WINED3D_CS_OP_SET_INDEX_BUFFER;
    op->buffer = buffer;
    op->format_id = format_id;
    op->offset = offset;

    cs->ops->submit(cs);
}

static void wined3d_cs_exec_set_constant_buffer(struct wined3d_cs *cs, const void *data)
{
    const struct wined3d_cs_set_constant_buffer *op = data;
    struct wined3d_buffer *prev;

    prev = cs->state.cb[op->type][op->cb_idx];
    cs->state.cb[op->type][op->cb_idx] = op->buffer;

    if (op->buffer)
        InterlockedIncrement(&op->buffer->resource.bind_count);
    if (prev)
        InterlockedDecrement(&prev->resource.bind_count);

    device_invalidate_state(cs->device, STATE_CONSTANT_BUFFER(op->type));
}

void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type,
        UINT cb_idx, struct wined3d_buffer *buffer)
{
    struct wined3d_cs_set_constant_buffer *op;

    op = cs->ops->require_space(cs, sizeof(*op));
    op->opcode = WINED3D_CS_OP_SET_CONSTANT_BUFFER;
    op->type = type;
    op->cb_idx = cb_idx;
    op->buffer = buffer;

    cs->ops->submit(cs);
}

static void wined3d_cs_exec_set_texture(struct wined3d_cs *cs, const void *data)
{
    const struct wined3d_gl_info *gl_info = &cs->device->adapter->gl_info;
    const struct wined3d_d3d_info *d3d_info = &cs->device->adapter->d3d_info;
    const struct wined3d_cs_set_texture *op = data;
    struct wined3d_texture *prev;
    BOOL old_use_color_key = FALSE, new_use_color_key = FALSE;

    prev = cs->state.textures[op->stage];
    cs->state.textures[op->stage] = op->texture;

    if (op->texture)
    {
        const struct wined3d_format *new_format = op->texture->resource.format;
        const struct wined3d_format *old_format = prev ? prev->resource.format : NULL;
        unsigned int old_fmt_flags = prev ? prev->resource.format_flags : 0;
        unsigned int new_fmt_flags = op->texture->resource.format_flags;

        if (InterlockedIncrement(&op->texture->resource.bind_count) == 1)
            op->texture->sampler = op->stage;

        if (!prev || op->texture->target != prev->target
                || (!is_same_fixup(new_format->color_fixup, old_format->color_fixup)
                && !(can_use_texture_swizzle(gl_info, new_format) && can_use_texture_swizzle(gl_info, old_format)))
                || (new_fmt_flags & WINED3DFMT_FLAG_SHADOW) != (old_fmt_flags & WINED3DFMT_FLAG_SHADOW))
            device_invalidate_state(cs->device, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL));

        if (!prev && op->stage < d3d_info->limits.ffp_blend_stages)
        {
            /* The source arguments for color and alpha ops have different
             * meanings when a NULL texture is bound, so the COLOR_OP and
             * ALPHA_OP have to be dirtified. */
            device_invalidate_state(cs->device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_COLOR_OP));
            device_invalidate_state(cs->device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_ALPHA_OP));
        }

        if (!op->stage && op->texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
            new_use_color_key = TRUE;
    }

    if (prev)
    {
        if (InterlockedDecrement(&prev->resource.bind_count) && prev->sampler == op->stage)
        {
            unsigned int i;

            /* Search for other stages the texture is bound to. Shouldn't
             * happen if applications bind textures to a single stage only. */
            TRACE("Searching for other stages the texture is bound to.\n");
            for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
            {
                if (cs->state.textures[i] == prev)
                {
                    TRACE("Texture is also bound to stage %u.\n", i);
                    prev->sampler = i;
                    break;
                }
            }
        }

        if (!op->texture && op->stage < d3d_info->limits.ffp_blend_stages)
        {
            device_invalidate_state(cs->device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_COLOR_OP));
            device_invalidate_state(cs->device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_ALPHA_OP));
        }

        if (!op->stage && prev->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
            old_use_color_key = TRUE;
    }

    device_invalidate_state(cs->device, STATE_SAMPLER(op->stage));

    if (new_use_color_key != old_use_color_key)
        device_invalidate_state(cs->device, STATE_RENDER(WINED3D_RS_COLORKEYENABLE));

    if (new_use_color_key)
        device_invalidate_state(cs->device, STATE_COLOR_KEY);
}

void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture)
{
    struct wined3d_cs_set_texture *op;

    op = cs->ops->require_space(cs, sizeof(*op));
    op->opcode = WINED3D_CS_OP_SET_TEXTURE;
    op->stage = stage;
    op->texture = texture;

    cs->ops->submit(cs);
}

static void wined3d_cs_exec_set_shader_resource_view(struct wined3d_cs *cs, const void *data)
{
    const struct wined3d_cs_set_shader_resource_view *op = data;
    struct wined3d_shader_resource_view *prev;

    prev = cs->state.shader_resource_view[op->type][op->view_idx];
    cs->state.shader_resource_view[op->type][op->view_idx] = op->view;

    if (op->view)
        InterlockedIncrement(&op->view->resource->bind_count);
    if (prev)
        InterlockedDecrement(&prev->resource->bind_count);

    if (op->type != WINED3D_SHADER_TYPE_COMPUTE)
        device_invalidate_state(cs->device, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
    else
        device_invalidate_state(cs->device, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
}

void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type,
        UINT view_idx, struct wined3d_shader_resource_view *view)
{
    struct wined3d_cs_set_shader_resource_view *op;

    op = cs->ops->require_space(cs, sizeof(*op));
    op->opcode = WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW;
    op->type = type;
    op->view_idx = view_idx;
    op->view = view;

    cs->ops->submit(cs);
}

static void wined3d_cs_exec_set_unordered_access_view(struct wined3d_cs *cs, const void *data)
{
    const struct wined3d_cs_set_unordered_access_view *op = data;
    struct wined3d_unordered_access_view *prev;

    prev = cs->state.unordered_access_view[op->pipeline][op->view_idx];
    cs->state.unordered_access_view[op->pipeline][op->view_idx] = op->view;

    if (op->view)
        InterlockedIncrement(&op->view->resource->bind_count);
    if (prev)
        InterlockedDecrement(&prev->resource->bind_count);

    device_invalidate_state(cs->device, STATE_UNORDERED_ACCESS_VIEW_BINDING(op->pipeline));
}

void wined3d_cs_emit_set_unordered_access_view(struct wined3d_cs *cs, enum wined3d_pipeline pipeline,
        unsigned int view_idx, struct wined3d_unordered_access_view *view)
{
    struct wined3d_cs_set_unordered_access_view *op;

    op = cs->ops->require_space(cs, sizeof(*op));
    op->opcode = WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW;
    op->pipeline = pipeline;
    op->view_idx = view_idx;
    op->view = view;

    cs->ops->submit(cs);
}

static void wined3d_cs_exec_set_sampler(struct wined3d_cs *cs, const void *data)
{
    const struct wined3d_cs_set_sampler *op = data;

    cs->state.sampler[op->type][op->sampler_idx] = op->sampler;
    if (op->type != WINED3D_SHADER_TYPE_COMPUTE)
        device_invalidate_state(cs->device, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
    else
        device_invalidate_state(cs->device, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
}

void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type,
        UINT sampler_idx, struct wined3d_sampler *sampler)
{
    struct wined3d_cs_set_sampler *op;

    op = cs->ops->require_space(cs, sizeof(*op));
    op->opcode = WINED3D_CS_OP_SET_SAMPLER;
    op->type = type;
    op->sampler_idx = sampler_idx;
    op->sampler = sampler;

    cs->ops->submit(cs);
}

static void wined3d_cs_exec_set_shader(struct wined3d_cs *cs, const void *data)
{
    const struct wined3d_cs_set_shader *op = data;

    cs->state.shader[op->type] = op->shader;
    device_invalidate_state(cs->device, STATE_SHADER(op->type));
    if (op->type != WINED3D_SHADER_TYPE_COMPUTE)
        device_invalidate_state(cs->device, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
    else
        device_invalidate_state(cs->device, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
}

void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type, struct wined3d_shader *shader)
{
    struct wined3d_cs_set_shader *op;

    op = cs->ops->require_space(cs, sizeof(*op));
    op->opcode = WINED3D_CS_OP_SET_SHADER;
    op->type = type;
    op->shader = shader;

    cs->ops->submit(cs);
}

static void wined3d_cs_exec_set_rasterizer_state(struct wined3d_cs *cs, const void *data)
{
    const struct wined3d_cs_set_rasterizer_state *op = data;

    cs->state.rasterizer_state = op->state;
    device_invalidate_state(cs->device, STATE_FRONTFACE);
}

void wined3d_cs_emit_set_rasterizer_state(struct wined3d_cs *cs,
        struct wined3d_rasterizer_state *rasterizer_state)
{
    struct wined3d_cs_set_rasterizer_state *op;

    op = cs->ops->require_space(cs, sizeof(*op));
    op->opcode = WINED3D_CS_OP_SET_RASTERIZER_STATE;
    op->state = rasterizer_state;

    cs->ops->submit(cs);
}

static void wined3d_cs_exec_set_render_state(struct wined3d_cs *cs, const void *data)
{
    const struct wined3d_cs_set_render_state *op = data;

    cs->state.render_states[op->state] = op->value;
    device_invalidate_state(cs->device, STATE_RENDER(op->state));
}

void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs, enum wined3d_render_state state, DWORD value)
{
    struct wined3d_cs_set_render_state *op;

    op = cs->ops->require_space(cs, sizeof(*op));
    op->opcode = WINED3D_CS_OP_SET_RENDER_STATE;
    op->state = state;
    op->value = value;

    cs->ops->submit(cs);
}

static void wined3d_cs_exec_set_texture_state(struct wined3d_cs *cs, const void *data)
{
    const struct wined3d_cs_set_texture_state *op = data;

    cs->state.texture_states[op->stage][op->state] = op->value;
    device_invalidate_state(cs->device, STATE_TEXTURESTAGE(op->stage, op->state));
}

void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
        enum wined3d_texture_stage_state state, DWORD value)
{
    struct wined3d_cs_set_texture_state *op;

    op = cs->ops->require_space(cs, sizeof(*op));
    op->opcode = WINED3D_CS_OP_SET_TEXTURE_STATE;
    op->stage = stage;
    op->state = state;
    op->value = value;

    cs->ops->submit(cs);
}

static void wined3d_cs_exec_set_sampler_state(struct wined3d_cs *cs, const void *data)
{
    const struct wined3d_cs_set_sampler_state *op = data;

    cs->state.sampler_states[op->sampler_idx][op->state] = op->value;
    device_invalidate_state(cs->device, STATE_SAMPLER(op->sampler_idx));
}

void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
        enum wined3d_sampler_state state, DWORD value)
{
    struct wined3d_cs_set_sampler_state *op;

    op = cs->ops->require_space(cs, sizeof(*op));
    op->opcode = WINED3D_CS_OP_SET_SAMPLER_STATE;
    op->sampler_idx = sampler_idx;
    op->state = state;
    op->value = value;

    cs->ops->submit(cs);
}

static void wined3d_cs_exec_set_transform(struct wined3d_cs *cs, const void *data)
{
    const struct wined3d_cs_set_transform *op = data;

    cs->state.transforms[op->state] = op->matrix;
    if (op->state < WINED3D_TS_WORLD_MATRIX(cs->device->adapter->d3d_info.limits.ffp_vertex_blend_matrices))
        device_invalidate_state(cs->device, STATE_TRANSFORM(op->state));
}

void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
        const struct wined3d_matrix *matrix)
{
    struct wined3d_cs_set_transform *op;

    op = cs->ops->require_space(cs, sizeof(*op));
    op->opcode = WINED3D_CS_OP_SET_TRANSFORM;
    op->state = state;
    op->matrix = *matrix;

    cs->ops->submit(cs);
}

static void wined3d_cs_exec_set_clip_plane(struct wined3d_cs *cs, const void *data)
{
    const struct wined3d_cs_set_clip_plane *op = data;

    cs->state.clip_planes[op->plane_idx] = op->plane;
    device_invalidate_state(cs->device, STATE_CLIPPLANE(op->plane_idx));
}

void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx, const struct wined3d_vec4 *plane)
{
    struct wined3d_cs_set_clip_plane *op;

    op = cs->ops->require_space(cs, sizeof(*op));
    op->opcode = WINED3D_CS_OP_SET_CLIP_PLANE;
    op->plane_idx = plane_idx;
    op->plane = *plane;

    cs->ops->submit(cs);
}

static void wined3d_cs_exec_set_color_key(struct wined3d_cs *cs, const void *data)
{
    const struct wined3d_cs_set_color_key *op = data;
    struct wined3d_texture *texture = op->texture;

    if (op->set)
    {
        switch (op->flags)
        {
            case WINED3D_CKEY_DST_BLT:
                texture->async.dst_blt_color_key = op->color_key;
                texture->async.color_key_flags |= WINED3D_CKEY_DST_BLT;
                break;

            case WINED3D_CKEY_DST_OVERLAY:
                texture->async.dst_overlay_color_key = op->color_key;
                texture->async.color_key_flags |= WINED3D_CKEY_DST_OVERLAY;
                break;

            case WINED3D_CKEY_SRC_BLT:
                if (texture == cs->state.textures[0])
                {
                    device_invalidate_state(cs->device, STATE_COLOR_KEY);
                    if (!(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT))
                        device_invalidate_state(cs->device, STATE_RENDER(WINED3D_RS_COLORKEYENABLE));
                }

                texture->async.src_blt_color_key = op->color_key;
                texture->async.color_key_flags |= WINED3D_CKEY_SRC_BLT;
                break;

            case WINED3D_CKEY_SRC_OVERLAY:
                texture->async.src_overlay_color_key = op->color_key;
                texture->async.color_key_flags |= WINED3D_CKEY_SRC_OVERLAY;
                break;
        }
    }
    else
    {
        switch (op->flags)
        {
            case WINED3D_CKEY_DST_BLT:
                texture->async.color_key_flags &= ~WINED3D_CKEY_DST_BLT;
                break;

            case WINED3D_CKEY_DST_OVERLAY:
                texture->async.color_key_flags &= ~WINED3D_CKEY_DST_OVERLAY;
                break;

            case WINED3D_CKEY_SRC_BLT:
                if (texture == cs->state.textures[0] && texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
                    device_invalidate_state(cs->device, STATE_RENDER(WINED3D_RS_COLORKEYENABLE));

                texture->async.color_key_flags &= ~WINED3D_CKEY_SRC_BLT;
                break;

            case WINED3D_CKEY_SRC_OVERLAY:
                texture->async.color_key_flags &= ~WINED3D_CKEY_SRC_OVERLAY;
                break;
        }
    }
}

void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture *texture,
        WORD flags, const struct wined3d_color_key *color_key)
{
    struct wined3d_cs_set_color_key *op;

    op = cs->ops->require_space(cs, sizeof(*op));
    op->opcode = WINED3D_CS_OP_SET_COLOR_KEY;
    op->texture = texture;
    op->flags = flags;
    if (color_key)
    {
        op->color_key = *color_key;
        op->set = 1;
    }
    else
        op->set = 0;

    cs->ops->submit(cs);
}

static void wined3d_cs_exec_set_material(struct wined3d_cs *cs, const void *data)
{
    const struct wined3d_cs_set_material *op = data;

    cs->state.material = op->material;
    device_invalidate_state(cs->device, STATE_MATERIAL);
}

void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material)
{
    struct wined3d_cs_set_material *op;

    op = cs->ops->require_space(cs, sizeof(*op));
    op->opcode = WINED3D_CS_OP_SET_MATERIAL;
    op->material = *material;

    cs->ops->submit(cs);
}

static void wined3d_cs_exec_set_light(struct wined3d_cs *cs, const void *data)
{
    const struct wined3d_cs_set_light *op = data;
    struct wined3d_light_info *light_info;
    unsigned int light_idx, hash_idx;

    light_idx = op->light.OriginalIndex;

    if (!(light_info = wined3d_state_get_light(&cs->state, light_idx)))
    {
        TRACE("Adding new light.\n");
        if (!(light_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*light_info))))
        {
            ERR("Failed to allocate light info.\n");
            return;
        }

        hash_idx = LIGHTMAP_HASHFUNC(light_idx);
        list_add_head(&cs->state.light_map[hash_idx], &light_info->entry);
        light_info->glIndex = -1;
        light_info->OriginalIndex = light_idx;
    }

    if (light_info->glIndex != -1)
    {
        if (light_info->OriginalParms.type != op->light.OriginalParms.type)
            device_invalidate_state(cs->device, STATE_LIGHT_TYPE);
        device_invalidate_state(cs->device, STATE_ACTIVELIGHT(light_info->glIndex));
    }

    light_info->OriginalParms = op->light.OriginalParms;
    light_info->position = op->light.position;
    light_info->direction = op->light.direction;
    light_info->exponent = op->light.exponent;
    light_info->cutoff = op->light.cutoff;
}

void wined3d_cs_emit_set_light(struct wined3d_cs *cs, const struct wined3d_light_info *light)
{
    struct wined3d_cs_set_light *op;

    op = cs->ops->require_space(cs, sizeof(*op));
    op->opcode = WINED3D_CS_OP_SET_LIGHT;
    op->light = *light;

    cs->ops->submit(cs);
}

static void wined3d_cs_exec_set_light_enable(struct wined3d_cs *cs, const void *data)
{
    const struct wined3d_cs_set_light_enable *op = data;
    struct wined3d_device *device = cs->device;
    struct wined3d_light_info *light_info;
    int prev_idx;

    if (!(light_info = wined3d_state_get_light(&cs->state, op->idx)))
    {
        ERR("Light doesn't exist.\n");
        return;
    }

    prev_idx = light_info->glIndex;
    wined3d_state_enable_light(&cs->state, &device->adapter->d3d_info, light_info, op->enable);
    if (light_info->glIndex != prev_idx)
    {
        device_invalidate_state(device, STATE_LIGHT_TYPE);
        device_invalidate_state(device, STATE_ACTIVELIGHT(op->enable ? light_info->glIndex : prev_idx));
    }
}

void wined3d_cs_emit_set_light_enable(struct wined3d_cs *cs, unsigned int idx, BOOL enable)
{
    struct wined3d_cs_set_light_enable *op;

    op = cs->ops->require_space(cs, sizeof(*op));
    op->opcode = WINED3D_CS_OP_SET_LIGHT_ENABLE;
    op->idx = idx;
    op->enable = enable;

    cs->ops->submit(cs);
}

static void wined3d_cs_exec_reset_state(struct wined3d_cs *cs, const void *data)
{
    struct wined3d_adapter *adapter = cs->device->adapter;

    state_cleanup(&cs->state);
    memset(&cs->state, 0, sizeof(cs->state));
    state_init(&cs->state, &cs->fb, &adapter->gl_info, &adapter->d3d_info,
            WINED3D_STATE_NO_REF | WINED3D_STATE_INIT_DEFAULT);
}

void wined3d_cs_emit_reset_state(struct wined3d_cs *cs)
{
    struct wined3d_cs_reset_state *op;

    op = cs->ops->require_space(cs, sizeof(*op));
    op->opcode = WINED3D_CS_OP_RESET_STATE;

    cs->ops->submit(cs);
}

static void wined3d_cs_exec_callback(struct wined3d_cs *cs, const void *data)
{
    const struct wined3d_cs_callback *op = data;

    op->callback(op->object);
}

static void wined3d_cs_emit_callback(struct wined3d_cs *cs, void (*callback)(void *object), void *object)
{
    struct wined3d_cs_callback *op;

    op = cs->ops->require_space(cs, sizeof(*op));
    op->opcode = WINED3D_CS_OP_CALLBACK;
    op->callback = callback;
    op->object = object;

    cs->ops->submit(cs);
}

void wined3d_cs_destroy_object(struct wined3d_cs *cs, void (*callback)(void *object), void *object)
{
    wined3d_cs_emit_callback(cs, callback, object);
}

void wined3d_cs_init_object(struct wined3d_cs *cs, void (*callback)(void *object), void *object)
{
    wined3d_cs_emit_callback(cs, callback, object);
}

static void wined3d_cs_exec_query_issue(struct wined3d_cs *cs, const void *data)
{
    const struct wined3d_cs_query_issue *op = data;
    struct wined3d_query *query = op->query;

    query->query_ops->query_issue(query, op->flags);
}

void wined3d_cs_emit_query_issue(struct wined3d_cs *cs, struct wined3d_query *query, DWORD flags)
{
    struct wined3d_cs_query_issue *op;

    op = cs->ops->require_space(cs, sizeof(*op));
    op->opcode = WINED3D_CS_OP_QUERY_ISSUE;
    op->query = query;
    op->flags = flags;

    cs->ops->submit(cs);
}

static void wined3d_cs_exec_preload_resource(struct wined3d_cs *cs, const void *data)
{
    const struct wined3d_cs_preload_resource *op = data;
    struct wined3d_resource *resource = op->resource;

    resource->resource_ops->resource_preload(resource);
    wined3d_resource_release(resource);
}

void wined3d_cs_emit_preload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource)
{
    struct wined3d_cs_preload_resource *op;

    op = cs->ops->require_space(cs, sizeof(*op));
    op->opcode = WINED3D_CS_OP_PRELOAD_RESOURCE;
    op->resource = resource;

    wined3d_resource_acquire(resource);

    cs->ops->submit(cs);
}

static void wined3d_cs_exec_unload_resource(struct wined3d_cs *cs, const void *data)
{
    const struct wined3d_cs_unload_resource *op = data;
    struct wined3d_resource *resource = op->resource;

    resource->resource_ops->resource_unload(resource);
    wined3d_resource_release(resource);
}

void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource)
{
    struct wined3d_cs_unload_resource *op;

    op = cs->ops->require_space(cs, sizeof(*op));
    op->opcode = WINED3D_CS_OP_UNLOAD_RESOURCE;
    op->resource = resource;

    wined3d_resource_acquire(resource);

    cs->ops->submit(cs);
}

static void wined3d_cs_exec_map(struct wined3d_cs *cs, const void *data)
{
    const struct wined3d_cs_map *op = data;
    struct wined3d_resource *resource = op->resource;

    *op->hr = resource->resource_ops->resource_sub_resource_map(resource,
            op->sub_resource_idx, op->map_desc, op->box, op->flags);
}

HRESULT wined3d_cs_map(struct wined3d_cs *cs, struct wined3d_resource *resource, unsigned int sub_resource_idx,
        struct wined3d_map_desc *map_desc, const struct wined3d_box *box, unsigned int flags)
{
    struct wined3d_cs_map *op;
    HRESULT hr;

    op = cs->ops->require_space(cs, sizeof(*op));
    op->opcode = WINED3D_CS_OP_MAP;
    op->resource = resource;
    op->sub_resource_idx = sub_resource_idx;
    op->map_desc = map_desc;
    op->box = box;
    op->flags = flags;
    op->hr = &hr;

    cs->ops->submit(cs);

    return hr;
}

static void wined3d_cs_exec_unmap(struct wined3d_cs *cs, const void *data)
{
    const struct wined3d_cs_unmap *op = data;
    struct wined3d_resource *resource = op->resource;

    *op->hr = resource->resource_ops->resource_sub_resource_unmap(resource, op->sub_resource_idx);
}

HRESULT wined3d_cs_unmap(struct wined3d_cs *cs, struct wined3d_resource *resource, unsigned int sub_resource_idx)
{
    struct wined3d_cs_unmap *op;
    HRESULT hr;

    op = cs->ops->require_space(cs, sizeof(*op));
    op->opcode = WINED3D_CS_OP_UNMAP;
    op->resource = resource;
    op->sub_resource_idx = sub_resource_idx;
    op->hr = &hr;

    cs->ops->submit(cs);

    return hr;
}

static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void *data) =
{
    /* 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_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_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,
};

static void *wined3d_cs_st_require_space(struct wined3d_cs *cs, size_t size)
{
    if (size > (cs->data_size - cs->end))
    {
        size_t new_size;
        void *new_data;

        new_size = max(size, cs->data_size * 2);
        if (!cs->end)
            new_data = HeapReAlloc(GetProcessHeap(), 0, cs->data, new_size);
        else
            new_data = HeapAlloc(GetProcessHeap(), 0, new_size);
        if (!new_data)
            return NULL;

        cs->data_size = new_size;
        cs->start = cs->end = 0;
        cs->data = new_data;
    }

    cs->end += size;

    return (BYTE *)cs->data + cs->start;
}

static void wined3d_cs_st_submit(struct wined3d_cs *cs)
{
    enum wined3d_cs_op opcode;
    size_t start;
    BYTE *data;

    data = cs->data;
    start = cs->start;
    cs->start = cs->end;

    opcode = *(const enum wined3d_cs_op *)&data[start];
    wined3d_cs_op_handlers[opcode](cs, &data[start]);

    if (cs->data == data)
        cs->start = cs->end = start;
    else if (!start)
        HeapFree(GetProcessHeap(), 0, data);
}

static void wined3d_cs_st_push_constants(struct wined3d_cs *cs, enum wined3d_push_constants p,
        unsigned int start_idx, unsigned int count, const void *constants)
{
    struct wined3d_device *device = cs->device;
    unsigned int context_count;
    unsigned int i;
    size_t offset;

    static const struct
    {
        size_t offset;
        size_t size;
        DWORD mask;
    }
    push_constant_info[] =
    {
        /* WINED3D_PUSH_CONSTANTS_VS_F */
        {FIELD_OFFSET(struct wined3d_state, vs_consts_f), sizeof(struct wined3d_vec4),  WINED3D_SHADER_CONST_VS_F},
        /* WINED3D_PUSH_CONSTANTS_PS_F */
        {FIELD_OFFSET(struct wined3d_state, ps_consts_f), sizeof(struct wined3d_vec4),  WINED3D_SHADER_CONST_PS_F},
        /* WINED3D_PUSH_CONSTANTS_VS_I */
        {FIELD_OFFSET(struct wined3d_state, vs_consts_i), sizeof(struct wined3d_ivec4), WINED3D_SHADER_CONST_VS_I},
        /* WINED3D_PUSH_CONSTANTS_PS_I */
        {FIELD_OFFSET(struct wined3d_state, ps_consts_i), sizeof(struct wined3d_ivec4), WINED3D_SHADER_CONST_PS_I},
        /* WINED3D_PUSH_CONSTANTS_VS_B */
        {FIELD_OFFSET(struct wined3d_state, vs_consts_b), sizeof(BOOL),                 WINED3D_SHADER_CONST_VS_B},
        /* WINED3D_PUSH_CONSTANTS_PS_B */
        {FIELD_OFFSET(struct wined3d_state, ps_consts_b), sizeof(BOOL),                 WINED3D_SHADER_CONST_PS_B},
    };

    if (p == WINED3D_PUSH_CONSTANTS_VS_F)
        device->shader_backend->shader_update_float_vertex_constants(device, start_idx, count);
    else if (p == WINED3D_PUSH_CONSTANTS_PS_F)
        device->shader_backend->shader_update_float_pixel_constants(device, start_idx, count);

    offset = push_constant_info[p].offset + start_idx * push_constant_info[p].size;
    memcpy((BYTE *)&cs->state + offset, constants, count * push_constant_info[p].size);
    for (i = 0, context_count = device->context_count; i < context_count; ++i)
    {
        device->contexts[i]->constant_update_mask |= push_constant_info[p].mask;
    }
}

static const struct wined3d_cs_ops wined3d_cs_st_ops =
{
    wined3d_cs_st_require_space,
    wined3d_cs_st_submit,
    wined3d_cs_st_push_constants,
};

struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device)
{
    const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
    struct wined3d_cs *cs;

    if (!(cs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*cs))))
        return NULL;

    if (!(cs->fb.render_targets = wined3d_calloc(gl_info->limits.buffers, sizeof(*cs->fb.render_targets))))
    {
        HeapFree(GetProcessHeap(), 0, cs);
        return NULL;
    }

    state_init(&cs->state, &cs->fb, gl_info, &device->adapter->d3d_info,
            WINED3D_STATE_NO_REF | WINED3D_STATE_INIT_DEFAULT);

    cs->ops = &wined3d_cs_st_ops;
    cs->device = device;

    cs->data_size = WINED3D_INITIAL_CS_SIZE;
    if (!(cs->data = HeapAlloc(GetProcessHeap(), 0, cs->data_size)))
    {
        state_cleanup(&cs->state);
        HeapFree(GetProcessHeap(), 0, cs->fb.render_targets);
        HeapFree(GetProcessHeap(), 0, cs);
        return NULL;
    }

    return cs;
}

void wined3d_cs_destroy(struct wined3d_cs *cs)
{
    state_cleanup(&cs->state);
    HeapFree(GetProcessHeap(), 0, cs->fb.render_targets);
    HeapFree(GetProcessHeap(), 0, cs->data);
    HeapFree(GetProcessHeap(), 0, cs);
}
