wined3d: Acquire graphics pipeline UAV resources for draws.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2017-02-01 11:26:23 +01:00 committed by Alexandre Julliard
parent 83dadaee02
commit 401fb6e348
1 changed files with 30 additions and 0 deletions

View File

@ -486,6 +486,7 @@ static void wined3d_cs_exec_draw(struct wined3d_cs *cs, const void *data)
{ {
struct wined3d_state *state = &cs->device->state; struct wined3d_state *state = &cs->device->state;
const struct wined3d_cs_draw *op = data; const struct wined3d_cs_draw *op = data;
struct wined3d_shader *shader;
unsigned int i; unsigned int i;
if (!cs->device->adapter->gl_info.supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] if (!cs->device->adapter->gl_info.supported[ARB_DRAW_ELEMENTS_BASE_VERTEX]
@ -518,12 +519,27 @@ static void wined3d_cs_exec_draw(struct wined3d_cs *cs, const void *data)
if (state->fb->depth_stencil) if (state->fb->depth_stencil)
wined3d_resource_release(state->fb->depth_stencil->resource); wined3d_resource_release(state->fb->depth_stencil->resource);
release_shader_resources(state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE)); release_shader_resources(state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE));
if ((shader = state->shader[WINED3D_SHADER_TYPE_PIXEL]))
{
struct wined3d_unordered_access_view *view;
for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
{
if (!shader->reg_maps.uav_resource_info[i].type)
continue;
if (!(view = state->unordered_access_view[i]))
continue;
wined3d_resource_release(view->resource);
}
}
} }
void wined3d_cs_emit_draw(struct wined3d_cs *cs, int base_vertex_idx, unsigned int start_idx, void wined3d_cs_emit_draw(struct wined3d_cs *cs, int base_vertex_idx, unsigned int start_idx,
unsigned int index_count, unsigned int start_instance, unsigned int instance_count, BOOL indexed) unsigned int index_count, unsigned int start_instance, unsigned int instance_count, BOOL indexed)
{ {
const struct wined3d_state *state = &cs->device->state; const struct wined3d_state *state = &cs->device->state;
struct wined3d_shader *shader;
struct wined3d_cs_draw *op; struct wined3d_cs_draw *op;
unsigned int i; unsigned int i;
@ -556,6 +572,20 @@ void wined3d_cs_emit_draw(struct wined3d_cs *cs, int base_vertex_idx, unsigned i
if (state->fb->depth_stencil) if (state->fb->depth_stencil)
wined3d_resource_acquire(state->fb->depth_stencil->resource); wined3d_resource_acquire(state->fb->depth_stencil->resource);
acquire_shader_resources(state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE)); acquire_shader_resources(state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE));
if ((shader = state->shader[WINED3D_SHADER_TYPE_PIXEL]))
{
struct wined3d_unordered_access_view *view;
for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
{
if (!shader->reg_maps.uav_resource_info[i].type)
continue;
if (!(view = state->unordered_access_view[i]))
continue;
wined3d_resource_acquire(view->resource);
}
}
cs->ops->submit(cs); cs->ops->submit(cs);
} }