From 1ecc334df87c28524d3c10fd131459ef633bc45e Mon Sep 17 00:00:00 2001 From: Zebediah Figura Date: Wed, 5 May 2021 22:23:10 -0500 Subject: [PATCH] wined3d: Acquire resources through wined3d_device_context_ops. Signed-off-by: Zebediah Figura Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/wined3d/cs.c | 80 ++++++++++++++++++++-------------- dlls/wined3d/wined3d_private.h | 1 + 2 files changed, 49 insertions(+), 32 deletions(-) diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c index b99e3bbac30..d70792084e8 100644 --- a/dlls/wined3d/cs.c +++ b/dlls/wined3d/cs.c @@ -480,6 +480,12 @@ static inline void wined3d_device_context_finish(struct wined3d_device_context * context->ops->finish(context, queue_id); } +static inline void wined3d_device_context_acquire_resource(struct wined3d_device_context *context, + struct wined3d_resource *resource) +{ + context->ops->acquire_resource(context, resource); +} + static struct wined3d_cs *wined3d_cs_from_context(struct wined3d_device_context *context) { return CONTAINING_RECORD(context, struct wined3d_cs, c); @@ -765,15 +771,16 @@ void wined3d_device_context_emit_clear_rendertarget_view(struct wined3d_device_c op->rect_count = 1; op->rects[0] = *rect; - wined3d_resource_acquire(view->resource); + wined3d_device_context_acquire_resource(context, view->resource); wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT); if (flags & WINED3DCLEAR_SYNCHRONOUS) wined3d_device_context_finish(context, WINED3D_CS_QUEUE_DEFAULT); } -static void acquire_shader_resources(const struct wined3d_state *state, unsigned int shader_mask) +static void acquire_shader_resources(struct wined3d_device_context *context, unsigned int shader_mask) { + const struct wined3d_state *state = context->state; struct wined3d_shader_sampler_map_entry *entry; struct wined3d_shader_resource_view *view; struct wined3d_shader *shader; @@ -790,7 +797,7 @@ static void acquire_shader_resources(const struct wined3d_state *state, unsigned for (j = 0; j < WINED3D_MAX_CBS; ++j) { if (state->cb[i][j]) - wined3d_resource_acquire(&state->cb[i][j]->resource); + wined3d_device_context_acquire_resource(context, &state->cb[i][j]->resource); } for (j = 0; j < shader->reg_maps.sampler_map.count; ++j) @@ -800,7 +807,7 @@ static void acquire_shader_resources(const struct wined3d_state *state, unsigned if (!(view = state->shader_resource_view[i][entry->resource_idx])) continue; - wined3d_resource_acquire(view->resource); + wined3d_device_context_acquire_resource(context, view->resource); } } } @@ -838,8 +845,8 @@ static void release_shader_resources(const struct wined3d_state *state, unsigned } } -static void acquire_unordered_access_resources(const struct wined3d_shader *shader, - struct wined3d_unordered_access_view * const *views) +static void acquire_unordered_access_resources(struct wined3d_device_context *context, + const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views) { unsigned int i; @@ -854,7 +861,7 @@ static void acquire_unordered_access_resources(const struct wined3d_shader *shad if (!views[i]) continue; - wined3d_resource_acquire(views[i]->resource); + wined3d_device_context_acquire_resource(context, views[i]->resource); } } @@ -896,10 +903,12 @@ static void wined3d_cs_exec_dispatch(struct wined3d_cs *cs, const void *data) state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]); } -static void acquire_compute_pipeline_resources(const struct wined3d_state *state) +static void acquire_compute_pipeline_resources(struct wined3d_device_context *context) { - acquire_shader_resources(state, 1u << WINED3D_SHADER_TYPE_COMPUTE); - acquire_unordered_access_resources(state->shader[WINED3D_SHADER_TYPE_COMPUTE], + const struct wined3d_state *state = context->state; + + acquire_shader_resources(context, 1u << WINED3D_SHADER_TYPE_COMPUTE); + acquire_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_COMPUTE], state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]); } @@ -915,7 +924,7 @@ void CDECL wined3d_device_context_dispatch(struct wined3d_device_context *contex op->parameters.u.direct.group_count_y = group_count_y; op->parameters.u.direct.group_count_z = group_count_z; - acquire_compute_pipeline_resources(context->state); + acquire_compute_pipeline_resources(context); wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT); } @@ -931,8 +940,8 @@ void CDECL wined3d_device_context_dispatch_indirect(struct wined3d_device_contex op->parameters.u.indirect.buffer = buffer; op->parameters.u.indirect.offset = offset; - acquire_compute_pipeline_resources(context->state); - wined3d_resource_acquire(&buffer->resource); + acquire_compute_pipeline_resources(context); + wined3d_device_context_acquire_resource(context, &buffer->resource); wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT); } @@ -1024,37 +1033,38 @@ static void wined3d_cs_exec_draw(struct wined3d_cs *cs, const void *data) state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]); } -static void acquire_graphics_pipeline_resources(const struct wined3d_state *state, +static void acquire_graphics_pipeline_resources(struct wined3d_device_context *context, BOOL indexed, const struct wined3d_d3d_info *d3d_info) { + const struct wined3d_state *state = context->state; unsigned int i; if (indexed) - wined3d_resource_acquire(&state->index_buffer->resource); + wined3d_device_context_acquire_resource(context, &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); + wined3d_device_context_acquire_resource(context, &state->streams[i].buffer->resource); } for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i) { if (state->stream_output[i].buffer) - wined3d_resource_acquire(&state->stream_output[i].buffer->resource); + wined3d_device_context_acquire_resource(context, &state->stream_output[i].buffer->resource); } for (i = 0; i < ARRAY_SIZE(state->textures); ++i) { if (state->textures[i]) - wined3d_resource_acquire(&state->textures[i]->resource); + wined3d_device_context_acquire_resource(context, &state->textures[i]->resource); } for (i = 0; i < d3d_info->limits.max_rt_count; ++i) { if (state->fb.render_targets[i]) - wined3d_resource_acquire(state->fb.render_targets[i]->resource); + wined3d_device_context_acquire_resource(context, 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], + wined3d_device_context_acquire_resource(context, state->fb.depth_stencil->resource); + acquire_shader_resources(context, ~(1u << WINED3D_SHADER_TYPE_COMPUTE)); + acquire_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_PIXEL], state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]); } @@ -1064,7 +1074,6 @@ void wined3d_device_context_emit_draw(struct wined3d_device_context *context, bool indexed) { const struct wined3d_d3d_info *d3d_info = &context->device->adapter->d3d_info; - const struct wined3d_state *state = context->state; struct wined3d_cs_draw *op; op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); @@ -1079,7 +1088,7 @@ void wined3d_device_context_emit_draw(struct wined3d_device_context *context, op->parameters.u.direct.instance_count = instance_count; op->parameters.indexed = indexed; - acquire_graphics_pipeline_resources(state, indexed, d3d_info); + acquire_graphics_pipeline_resources(context, indexed, d3d_info); wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT); } @@ -1100,8 +1109,8 @@ void CDECL wined3d_device_context_draw_indirect(struct wined3d_device_context *c op->parameters.u.indirect.offset = offset; op->parameters.indexed = indexed; - acquire_graphics_pipeline_resources(state, indexed, d3d_info); - wined3d_resource_acquire(&buffer->resource); + acquire_graphics_pipeline_resources(context, indexed, d3d_info); + wined3d_device_context_acquire_resource(context, &buffer->resource); wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT); } @@ -2461,9 +2470,9 @@ void wined3d_device_context_emit_blt_sub_resource(struct wined3d_device_context memset(&op->fx, 0, sizeof(op->fx)); op->filter = filter; - wined3d_resource_acquire(dst_resource); + wined3d_device_context_acquire_resource(context, dst_resource); if (src_resource) - wined3d_resource_acquire(src_resource); + wined3d_device_context_acquire_resource(context, src_resource); wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT); if (flags & WINED3D_BLT_SYNCHRONOUS) @@ -2544,7 +2553,7 @@ void wined3d_device_context_emit_update_sub_resource(struct wined3d_device_conte op->data.slice_pitch = slice_pitch; op->data.data = data; - wined3d_resource_acquire(resource); + wined3d_device_context_acquire_resource(context, resource); wined3d_device_context_submit(context, WINED3D_CS_QUEUE_MAP); /* The data pointer may go away, so we need to wait until it is read. @@ -2611,7 +2620,7 @@ void wined3d_device_context_emit_clear_uav_uint(struct wined3d_device_context *c op->view = view; op->clear_value = *clear_value; - wined3d_resource_acquire(view->resource); + wined3d_device_context_acquire_resource(context, view->resource); wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT); } @@ -2640,7 +2649,7 @@ void wined3d_device_context_emit_copy_uav_counter(struct wined3d_device_context op->offset = offset; op->view = uav; - wined3d_resource_acquire(&dst_buffer->resource); + wined3d_device_context_acquire_resource(context, &dst_buffer->resource); wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT); } @@ -2667,7 +2676,7 @@ void wined3d_device_context_emit_generate_mipmaps(struct wined3d_device_context op->opcode = WINED3D_CS_OP_GENERATE_MIPMAPS; op->view = view; - wined3d_resource_acquire(view->resource); + wined3d_device_context_acquire_resource(context, view->resource); wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT); } @@ -2683,6 +2692,11 @@ static void wined3d_cs_emit_stop(struct wined3d_cs *cs) wined3d_cs_finish(cs, WINED3D_CS_QUEUE_DEFAULT); } +static void wined3d_cs_acquire_resource(struct wined3d_device_context *context, struct wined3d_resource *resource) +{ + wined3d_resource_acquire(resource); +} + static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void *data) = { /* WINED3D_CS_OP_NOP */ wined3d_cs_exec_nop, @@ -2801,6 +2815,7 @@ static const struct wined3d_device_context_ops wined3d_cs_st_ops = wined3d_cs_unmap, wined3d_cs_issue_query, wined3d_cs_flush, + wined3d_cs_acquire_resource, }; static BOOL wined3d_cs_queue_is_empty(const struct wined3d_cs *cs, const struct wined3d_cs_queue *queue) @@ -2926,6 +2941,7 @@ static const struct wined3d_device_context_ops wined3d_cs_mt_ops = wined3d_cs_unmap, wined3d_cs_issue_query, wined3d_cs_flush, + wined3d_cs_acquire_resource, }; static void poll_queries(struct wined3d_cs *cs) diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index f58841fec73..30dee39835f 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -4697,6 +4697,7 @@ struct wined3d_device_context_ops unsigned int sub_resource_idx); void (*issue_query)(struct wined3d_device_context *context, struct wined3d_query *query, unsigned int flags); void (*flush)(struct wined3d_device_context *context); + void (*acquire_resource)(struct wined3d_device_context *context, struct wined3d_resource *resource); }; struct wined3d_device_context