wined3d: Acquire resources through wined3d_device_context_ops.
Signed-off-by: Zebediah Figura <z.figura12@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -480,6 +480,12 @@ static inline void wined3d_device_context_finish(struct wined3d_device_context *
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context->ops->finish(context, queue_id);
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}
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static inline void wined3d_device_context_acquire_resource(struct wined3d_device_context *context,
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struct wined3d_resource *resource)
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{
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context->ops->acquire_resource(context, resource);
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}
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static struct wined3d_cs *wined3d_cs_from_context(struct wined3d_device_context *context)
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{
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return CONTAINING_RECORD(context, struct wined3d_cs, c);
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@ -765,15 +771,16 @@ void wined3d_device_context_emit_clear_rendertarget_view(struct wined3d_device_c
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op->rect_count = 1;
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op->rects[0] = *rect;
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wined3d_resource_acquire(view->resource);
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wined3d_device_context_acquire_resource(context, view->resource);
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wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
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if (flags & WINED3DCLEAR_SYNCHRONOUS)
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wined3d_device_context_finish(context, WINED3D_CS_QUEUE_DEFAULT);
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}
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static void acquire_shader_resources(const struct wined3d_state *state, unsigned int shader_mask)
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static void acquire_shader_resources(struct wined3d_device_context *context, unsigned int shader_mask)
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{
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const struct wined3d_state *state = context->state;
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struct wined3d_shader_sampler_map_entry *entry;
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struct wined3d_shader_resource_view *view;
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struct wined3d_shader *shader;
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@ -790,7 +797,7 @@ static void acquire_shader_resources(const struct wined3d_state *state, unsigned
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for (j = 0; j < WINED3D_MAX_CBS; ++j)
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{
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if (state->cb[i][j])
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wined3d_resource_acquire(&state->cb[i][j]->resource);
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wined3d_device_context_acquire_resource(context, &state->cb[i][j]->resource);
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}
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for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
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@ -800,7 +807,7 @@ static void acquire_shader_resources(const struct wined3d_state *state, unsigned
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if (!(view = state->shader_resource_view[i][entry->resource_idx]))
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continue;
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wined3d_resource_acquire(view->resource);
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wined3d_device_context_acquire_resource(context, view->resource);
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}
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}
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}
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@ -838,8 +845,8 @@ static void release_shader_resources(const struct wined3d_state *state, unsigned
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}
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}
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static void acquire_unordered_access_resources(const struct wined3d_shader *shader,
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struct wined3d_unordered_access_view * const *views)
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static void acquire_unordered_access_resources(struct wined3d_device_context *context,
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const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
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{
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unsigned int i;
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@ -854,7 +861,7 @@ static void acquire_unordered_access_resources(const struct wined3d_shader *shad
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if (!views[i])
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continue;
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wined3d_resource_acquire(views[i]->resource);
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wined3d_device_context_acquire_resource(context, views[i]->resource);
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}
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}
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@ -896,10 +903,12 @@ static void wined3d_cs_exec_dispatch(struct wined3d_cs *cs, const void *data)
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state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
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}
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static void acquire_compute_pipeline_resources(const struct wined3d_state *state)
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static void acquire_compute_pipeline_resources(struct wined3d_device_context *context)
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{
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acquire_shader_resources(state, 1u << WINED3D_SHADER_TYPE_COMPUTE);
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acquire_unordered_access_resources(state->shader[WINED3D_SHADER_TYPE_COMPUTE],
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const struct wined3d_state *state = context->state;
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acquire_shader_resources(context, 1u << WINED3D_SHADER_TYPE_COMPUTE);
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acquire_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_COMPUTE],
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state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
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}
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@ -915,7 +924,7 @@ void CDECL wined3d_device_context_dispatch(struct wined3d_device_context *contex
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op->parameters.u.direct.group_count_y = group_count_y;
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op->parameters.u.direct.group_count_z = group_count_z;
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acquire_compute_pipeline_resources(context->state);
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acquire_compute_pipeline_resources(context);
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wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
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}
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@ -931,8 +940,8 @@ void CDECL wined3d_device_context_dispatch_indirect(struct wined3d_device_contex
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op->parameters.u.indirect.buffer = buffer;
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op->parameters.u.indirect.offset = offset;
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acquire_compute_pipeline_resources(context->state);
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wined3d_resource_acquire(&buffer->resource);
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acquire_compute_pipeline_resources(context);
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wined3d_device_context_acquire_resource(context, &buffer->resource);
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wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
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}
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@ -1024,37 +1033,38 @@ static void wined3d_cs_exec_draw(struct wined3d_cs *cs, const void *data)
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state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
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}
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static void acquire_graphics_pipeline_resources(const struct wined3d_state *state,
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static void acquire_graphics_pipeline_resources(struct wined3d_device_context *context,
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BOOL indexed, const struct wined3d_d3d_info *d3d_info)
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{
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const struct wined3d_state *state = context->state;
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unsigned int i;
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if (indexed)
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wined3d_resource_acquire(&state->index_buffer->resource);
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wined3d_device_context_acquire_resource(context, &state->index_buffer->resource);
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for (i = 0; i < ARRAY_SIZE(state->streams); ++i)
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{
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if (state->streams[i].buffer)
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wined3d_resource_acquire(&state->streams[i].buffer->resource);
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wined3d_device_context_acquire_resource(context, &state->streams[i].buffer->resource);
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}
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for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
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{
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if (state->stream_output[i].buffer)
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wined3d_resource_acquire(&state->stream_output[i].buffer->resource);
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wined3d_device_context_acquire_resource(context, &state->stream_output[i].buffer->resource);
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}
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for (i = 0; i < ARRAY_SIZE(state->textures); ++i)
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{
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if (state->textures[i])
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wined3d_resource_acquire(&state->textures[i]->resource);
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wined3d_device_context_acquire_resource(context, &state->textures[i]->resource);
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}
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for (i = 0; i < d3d_info->limits.max_rt_count; ++i)
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{
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if (state->fb.render_targets[i])
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wined3d_resource_acquire(state->fb.render_targets[i]->resource);
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wined3d_device_context_acquire_resource(context, state->fb.render_targets[i]->resource);
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}
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if (state->fb.depth_stencil)
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wined3d_resource_acquire(state->fb.depth_stencil->resource);
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acquire_shader_resources(state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE));
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acquire_unordered_access_resources(state->shader[WINED3D_SHADER_TYPE_PIXEL],
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wined3d_device_context_acquire_resource(context, state->fb.depth_stencil->resource);
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acquire_shader_resources(context, ~(1u << WINED3D_SHADER_TYPE_COMPUTE));
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acquire_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_PIXEL],
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state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
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}
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@ -1064,7 +1074,6 @@ void wined3d_device_context_emit_draw(struct wined3d_device_context *context,
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bool indexed)
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{
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const struct wined3d_d3d_info *d3d_info = &context->device->adapter->d3d_info;
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const struct wined3d_state *state = context->state;
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struct wined3d_cs_draw *op;
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op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
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@ -1079,7 +1088,7 @@ void wined3d_device_context_emit_draw(struct wined3d_device_context *context,
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op->parameters.u.direct.instance_count = instance_count;
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op->parameters.indexed = indexed;
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acquire_graphics_pipeline_resources(state, indexed, d3d_info);
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acquire_graphics_pipeline_resources(context, indexed, d3d_info);
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wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
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}
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@ -1100,8 +1109,8 @@ void CDECL wined3d_device_context_draw_indirect(struct wined3d_device_context *c
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op->parameters.u.indirect.offset = offset;
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op->parameters.indexed = indexed;
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acquire_graphics_pipeline_resources(state, indexed, d3d_info);
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wined3d_resource_acquire(&buffer->resource);
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acquire_graphics_pipeline_resources(context, indexed, d3d_info);
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wined3d_device_context_acquire_resource(context, &buffer->resource);
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wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
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}
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@ -2461,9 +2470,9 @@ void wined3d_device_context_emit_blt_sub_resource(struct wined3d_device_context
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memset(&op->fx, 0, sizeof(op->fx));
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op->filter = filter;
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wined3d_resource_acquire(dst_resource);
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wined3d_device_context_acquire_resource(context, dst_resource);
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if (src_resource)
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wined3d_resource_acquire(src_resource);
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wined3d_device_context_acquire_resource(context, src_resource);
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wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
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if (flags & WINED3D_BLT_SYNCHRONOUS)
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@ -2544,7 +2553,7 @@ void wined3d_device_context_emit_update_sub_resource(struct wined3d_device_conte
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op->data.slice_pitch = slice_pitch;
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op->data.data = data;
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wined3d_resource_acquire(resource);
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wined3d_device_context_acquire_resource(context, resource);
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wined3d_device_context_submit(context, WINED3D_CS_QUEUE_MAP);
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/* The data pointer may go away, so we need to wait until it is read.
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@ -2611,7 +2620,7 @@ void wined3d_device_context_emit_clear_uav_uint(struct wined3d_device_context *c
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op->view = view;
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op->clear_value = *clear_value;
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wined3d_resource_acquire(view->resource);
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wined3d_device_context_acquire_resource(context, view->resource);
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wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
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}
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@ -2640,7 +2649,7 @@ void wined3d_device_context_emit_copy_uav_counter(struct wined3d_device_context
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op->offset = offset;
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op->view = uav;
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wined3d_resource_acquire(&dst_buffer->resource);
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wined3d_device_context_acquire_resource(context, &dst_buffer->resource);
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wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
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}
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@ -2667,7 +2676,7 @@ void wined3d_device_context_emit_generate_mipmaps(struct wined3d_device_context
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op->opcode = WINED3D_CS_OP_GENERATE_MIPMAPS;
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op->view = view;
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wined3d_resource_acquire(view->resource);
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wined3d_device_context_acquire_resource(context, view->resource);
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wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
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}
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@ -2683,6 +2692,11 @@ static void wined3d_cs_emit_stop(struct wined3d_cs *cs)
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wined3d_cs_finish(cs, WINED3D_CS_QUEUE_DEFAULT);
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}
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static void wined3d_cs_acquire_resource(struct wined3d_device_context *context, struct wined3d_resource *resource)
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{
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wined3d_resource_acquire(resource);
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}
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static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void *data) =
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{
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/* WINED3D_CS_OP_NOP */ wined3d_cs_exec_nop,
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@ -2801,6 +2815,7 @@ static const struct wined3d_device_context_ops wined3d_cs_st_ops =
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wined3d_cs_unmap,
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wined3d_cs_issue_query,
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wined3d_cs_flush,
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wined3d_cs_acquire_resource,
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};
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static BOOL wined3d_cs_queue_is_empty(const struct wined3d_cs *cs, const struct wined3d_cs_queue *queue)
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@ -2926,6 +2941,7 @@ static const struct wined3d_device_context_ops wined3d_cs_mt_ops =
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wined3d_cs_unmap,
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wined3d_cs_issue_query,
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wined3d_cs_flush,
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wined3d_cs_acquire_resource,
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};
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static void poll_queries(struct wined3d_cs *cs)
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@ -4697,6 +4697,7 @@ struct wined3d_device_context_ops
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unsigned int sub_resource_idx);
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void (*issue_query)(struct wined3d_device_context *context, struct wined3d_query *query, unsigned int flags);
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void (*flush)(struct wined3d_device_context *context);
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void (*acquire_resource)(struct wined3d_device_context *context, struct wined3d_resource *resource);
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};
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struct wined3d_device_context
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