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