wined3d: Clean up buffer_sync_apple().
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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0edb71a35f
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@ -812,7 +812,7 @@ void * CDECL wined3d_buffer_get_parent(const struct wined3d_buffer *buffer)
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}
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/* The caller provides a context and binds the buffer */
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static void buffer_sync_apple(struct wined3d_buffer *This, DWORD flags, const struct wined3d_gl_info *gl_info)
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static void buffer_sync_apple(struct wined3d_buffer *buffer, DWORD flags, const struct wined3d_gl_info *gl_info)
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{
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enum wined3d_event_query_result ret;
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struct wined3d_query *query;
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@ -825,16 +825,16 @@ static void buffer_sync_apple(struct wined3d_buffer *This, DWORD flags, const st
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if (flags & WINED3D_MAP_DISCARD)
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{
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GL_EXTCALL(glBufferData(This->buffer_type_hint, This->resource.size, NULL, This->buffer_object_usage));
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GL_EXTCALL(glBufferData(buffer->buffer_type_hint, buffer->resource.size, NULL, buffer->buffer_object_usage));
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checkGLcall("glBufferData");
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return;
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}
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if (!This->query)
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if (!buffer->query)
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{
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TRACE("Creating event query for buffer %p.\n", This);
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TRACE("Creating event query for buffer %p.\n", buffer);
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hr = wined3d_query_create(This->resource.device, WINED3D_QUERY_TYPE_EVENT,
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hr = wined3d_query_create(buffer->resource.device, WINED3D_QUERY_TYPE_EVENT,
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NULL, &wined3d_null_parent_ops, &query);
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if (hr == WINED3DERR_NOTAVAILABLE)
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{
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@ -846,14 +846,15 @@ static void buffer_sync_apple(struct wined3d_buffer *This, DWORD flags, const st
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ERR("Failed to create event query, hr %#x.\n", hr);
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goto drop_query;
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}
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This->query = CONTAINING_RECORD(query, struct wined3d_event_query, query);
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buffer->query = CONTAINING_RECORD(query, struct wined3d_event_query, query);
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/* Since we don't know about old draws a glFinish is needed once */
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gl_info->gl_ops.gl.p_glFinish();
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return;
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}
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TRACE("Synchronizing buffer %p\n", This);
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ret = wined3d_event_query_finish(This->query, This->resource.device);
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TRACE("Synchronizing buffer %p.\n", buffer);
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ret = wined3d_event_query_finish(buffer->query, buffer->resource.device);
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switch (ret)
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{
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case WINED3D_EVENT_QUERY_NOT_STARTED:
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@ -862,26 +863,26 @@ static void buffer_sync_apple(struct wined3d_buffer *This, DWORD flags, const st
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return;
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case WINED3D_EVENT_QUERY_WRONG_THREAD:
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WARN("Cannot synchronize buffer lock due to a thread conflict\n");
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WARN("Cannot synchronize buffer lock due to a thread conflict.\n");
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goto drop_query;
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default:
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ERR("wined3d_event_query_finish returned %u, dropping async buffer locks\n", ret);
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ERR("wined3d_event_query_finish returned %u, dropping async buffer locks.\n", ret);
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goto drop_query;
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}
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drop_query:
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if (This->query)
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if (buffer->query)
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{
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struct wined3d_query *query = &This->query->query;
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struct wined3d_query *query = &buffer->query->query;
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query->query_ops->query_destroy(query);
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This->query = NULL;
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buffer->query = NULL;
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}
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gl_info->gl_ops.gl.p_glFinish();
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GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE));
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checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
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This->flags &= ~WINED3D_BUFFER_APPLESYNC;
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GL_EXTCALL(glBufferParameteriAPPLE(buffer->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE));
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checkGLcall("glBufferParameteriAPPLE(buffer->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
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buffer->flags &= ~WINED3D_BUFFER_APPLESYNC;
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}
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static void buffer_mark_used(struct wined3d_buffer *buffer)
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