wined3d: Introduce wined3d_cs_submit() helper.
Mainly for consistency. 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:
parent
4eb4a7bc31
commit
4eed2416d6
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@ -444,6 +444,11 @@ struct wined3d_cs_stop
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enum wined3d_cs_op opcode;
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};
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static inline void wined3d_cs_submit(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id)
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{
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cs->ops->submit(cs, queue_id);
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}
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static const char *debug_cs_op(enum wined3d_cs_op op)
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{
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switch (op)
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@ -553,7 +558,7 @@ void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *sw
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wined3d_resource_acquire(&swapchain->back_buffers[i]->resource);
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}
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cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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/* Limit input latency by limiting the number of presents that we can get
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* ahead of the worker thread. */
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@ -635,7 +640,7 @@ void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *
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wined3d_resource_acquire(view->resource);
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}
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cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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}
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void wined3d_cs_emit_clear_rendertarget_view(struct wined3d_cs *cs, struct wined3d_rendertarget_view *view,
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@ -671,7 +676,7 @@ void wined3d_cs_emit_clear_rendertarget_view(struct wined3d_cs *cs, struct wined
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wined3d_resource_acquire(view->resource);
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cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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if (flags & WINED3DCLEAR_SYNCHRONOUS)
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wined3d_cs_finish(cs, WINED3D_CS_QUEUE_DEFAULT);
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}
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@ -819,7 +824,7 @@ void wined3d_cs_emit_dispatch(struct wined3d_cs *cs,
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acquire_compute_pipeline_resources(state);
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cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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}
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void wined3d_cs_emit_dispatch_indirect(struct wined3d_cs *cs,
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@ -837,7 +842,7 @@ void wined3d_cs_emit_dispatch_indirect(struct wined3d_cs *cs,
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acquire_compute_pipeline_resources(state);
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wined3d_resource_acquire(&buffer->resource);
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cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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}
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static void wined3d_cs_exec_draw(struct wined3d_cs *cs, const void *data)
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@ -984,7 +989,7 @@ void wined3d_cs_emit_draw(struct wined3d_cs *cs, GLenum primitive_type, unsigned
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acquire_graphics_pipeline_resources(state, indexed, d3d_info);
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cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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}
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void wined3d_cs_emit_draw_indirect(struct wined3d_cs *cs, GLenum primitive_type, unsigned int patch_vertex_count,
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@ -1006,7 +1011,7 @@ void wined3d_cs_emit_draw_indirect(struct wined3d_cs *cs, GLenum primitive_type,
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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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cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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}
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static void wined3d_cs_exec_flush(struct wined3d_cs *cs, const void *data)
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@ -1026,7 +1031,7 @@ void wined3d_cs_emit_flush(struct wined3d_cs *cs)
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op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
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op->opcode = WINED3D_CS_OP_FLUSH;
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cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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cs->queries_flushed = TRUE;
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}
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@ -1047,7 +1052,7 @@ void wined3d_cs_emit_set_predication(struct wined3d_cs *cs, struct wined3d_query
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op->predicate = predicate;
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op->value = value;
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cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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}
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static void wined3d_cs_exec_set_viewports(struct wined3d_cs *cs, const void *data)
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@ -1073,7 +1078,7 @@ void wined3d_cs_emit_set_viewports(struct wined3d_cs *cs, unsigned int viewport_
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memcpy(op->viewports, viewports, viewport_count * sizeof(*viewports));
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op->viewport_count = viewport_count;
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cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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}
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static void wined3d_cs_exec_set_scissor_rects(struct wined3d_cs *cs, const void *data)
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@ -1098,7 +1103,7 @@ void wined3d_cs_emit_set_scissor_rects(struct wined3d_cs *cs, unsigned int rect_
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memcpy(op->rects, rects, rect_count * sizeof(*rects));
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op->rect_count = rect_count;
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cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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}
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static void wined3d_cs_exec_set_rendertarget_view(struct wined3d_cs *cs, const void *data)
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@ -1127,7 +1132,7 @@ void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int v
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op->view_idx = view_idx;
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op->view = view;
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cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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}
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static void wined3d_cs_exec_set_depth_stencil_view(struct wined3d_cs *cs, const void *data)
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@ -1172,7 +1177,7 @@ void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs, struct wined3
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op->opcode = WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW;
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op->view = view;
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cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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}
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static void wined3d_cs_exec_set_vertex_declaration(struct wined3d_cs *cs, const void *data)
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@ -1191,7 +1196,7 @@ void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs, struct wined3
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op->opcode = WINED3D_CS_OP_SET_VERTEX_DECLARATION;
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op->declaration = declaration;
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cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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}
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static void wined3d_cs_exec_set_stream_source(struct wined3d_cs *cs, const void *data)
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@ -1226,7 +1231,7 @@ void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
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op->offset = offset;
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op->stride = stride;
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cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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}
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static void wined3d_cs_exec_set_stream_source_freq(struct wined3d_cs *cs, const void *data)
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@ -1251,7 +1256,7 @@ void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_i
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op->frequency = frequency;
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op->flags = flags;
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cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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}
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static void wined3d_cs_exec_set_stream_output(struct wined3d_cs *cs, const void *data)
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@ -1284,7 +1289,7 @@ void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
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op->buffer = buffer;
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op->offset = offset;
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cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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}
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static void wined3d_cs_exec_set_index_buffer(struct wined3d_cs *cs, const void *data)
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@ -1316,7 +1321,7 @@ void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buff
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op->format_id = format_id;
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op->offset = offset;
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cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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}
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static void wined3d_cs_exec_set_constant_buffer(struct wined3d_cs *cs, const void *data)
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@ -1346,7 +1351,7 @@ void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_sha
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op->cb_idx = cb_idx;
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op->buffer = buffer;
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cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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}
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static void wined3d_cs_exec_set_texture(struct wined3d_cs *cs, const void *data)
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@ -1437,7 +1442,7 @@ void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined
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op->stage = stage;
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op->texture = texture;
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cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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}
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static void wined3d_cs_exec_set_shader_resource_view(struct wined3d_cs *cs, const void *data)
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@ -1470,7 +1475,7 @@ void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3
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op->view_idx = view_idx;
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op->view = view;
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cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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}
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static void wined3d_cs_exec_set_unordered_access_view(struct wined3d_cs *cs, const void *data)
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@ -1504,7 +1509,7 @@ void wined3d_cs_emit_set_unordered_access_view(struct wined3d_cs *cs, enum wined
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op->view = view;
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op->initial_count = initial_count;
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cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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}
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static void wined3d_cs_exec_set_sampler(struct wined3d_cs *cs, const void *data)
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@ -1529,7 +1534,7 @@ void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type
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op->sampler_idx = sampler_idx;
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op->sampler = sampler;
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cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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}
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static void wined3d_cs_exec_set_shader(struct wined3d_cs *cs, const void *data)
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@ -1553,7 +1558,7 @@ void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type
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op->type = type;
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op->shader = shader;
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cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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}
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static void wined3d_cs_exec_set_blend_state(struct wined3d_cs *cs, const void *data)
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@ -1580,7 +1585,7 @@ void wined3d_cs_emit_set_blend_state(struct wined3d_cs *cs, struct wined3d_blend
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op->state = state;
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op->factor = *blend_factor;
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cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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}
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static void wined3d_cs_exec_set_rasterizer_state(struct wined3d_cs *cs, const void *data)
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@ -1600,7 +1605,7 @@ void wined3d_cs_emit_set_rasterizer_state(struct wined3d_cs *cs,
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op->opcode = WINED3D_CS_OP_SET_RASTERIZER_STATE;
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op->state = rasterizer_state;
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cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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}
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static void wined3d_cs_exec_set_render_state(struct wined3d_cs *cs, const void *data)
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@ -1620,7 +1625,7 @@ void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs, enum wined3d_render
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op->state = state;
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op->value = value;
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cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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}
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static void wined3d_cs_exec_set_texture_state(struct wined3d_cs *cs, const void *data)
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op->state = state;
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op->value = value;
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cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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}
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static void wined3d_cs_exec_set_sampler_state(struct wined3d_cs *cs, const void *data)
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@ -1664,7 +1669,7 @@ void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
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op->state = state;
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op->value = value;
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cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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}
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static void wined3d_cs_exec_set_transform(struct wined3d_cs *cs, const void *data)
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@ -1686,7 +1691,7 @@ void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform
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op->state = state;
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op->matrix = *matrix;
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cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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}
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static void wined3d_cs_exec_set_clip_plane(struct wined3d_cs *cs, const void *data)
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@ -1706,7 +1711,7 @@ void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx, const
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op->plane_idx = plane_idx;
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op->plane = *plane;
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cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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}
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static void wined3d_cs_exec_set_color_key(struct wined3d_cs *cs, const void *data)
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@ -1789,7 +1794,7 @@ void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture
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else
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op->set = 0;
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cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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}
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static void wined3d_cs_exec_set_material(struct wined3d_cs *cs, const void *data)
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@ -1808,7 +1813,7 @@ void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_ma
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op->opcode = WINED3D_CS_OP_SET_MATERIAL;
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op->material = *material;
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cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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}
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static void wined3d_cs_exec_set_light(struct wined3d_cs *cs, const void *data)
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@ -1856,7 +1861,7 @@ void wined3d_cs_emit_set_light(struct wined3d_cs *cs, const struct wined3d_light
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op->opcode = WINED3D_CS_OP_SET_LIGHT;
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op->light = *light;
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cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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}
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static void wined3d_cs_exec_set_light_enable(struct wined3d_cs *cs, const void *data)
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@ -1890,7 +1895,7 @@ void wined3d_cs_emit_set_light_enable(struct wined3d_cs *cs, unsigned int idx, B
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op->idx = idx;
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op->enable = enable;
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cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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}
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static const struct
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@ -1958,7 +1963,7 @@ static void wined3d_cs_mt_push_constants(struct wined3d_cs *cs, enum wined3d_pus
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op->count = count;
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memcpy(op->constants, constants, size);
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cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
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}
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static void wined3d_cs_exec_reset_state(struct wined3d_cs *cs, const void *data)
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@ -1977,7 +1982,7 @@ void wined3d_cs_emit_reset_state(struct wined3d_cs *cs)
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op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
|
||||
op->opcode = WINED3D_CS_OP_RESET_STATE;
|
||||
|
||||
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
|
||||
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
|
||||
}
|
||||
|
||||
static void wined3d_cs_exec_callback(struct wined3d_cs *cs, const void *data)
|
||||
|
@ -1996,7 +2001,7 @@ static void wined3d_cs_emit_callback(struct wined3d_cs *cs, void (*callback)(voi
|
|||
op->callback = callback;
|
||||
op->object = object;
|
||||
|
||||
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
|
||||
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
|
||||
}
|
||||
|
||||
void wined3d_cs_destroy_object(struct wined3d_cs *cs, void (*callback)(void *object), void *object)
|
||||
|
@ -2060,7 +2065,7 @@ void wined3d_cs_emit_query_issue(struct wined3d_cs *cs, struct wined3d_query *qu
|
|||
op->query = query;
|
||||
op->flags = flags;
|
||||
|
||||
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
|
||||
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
|
||||
cs->queries_flushed = FALSE;
|
||||
}
|
||||
|
||||
|
@ -2083,7 +2088,7 @@ void wined3d_cs_emit_preload_resource(struct wined3d_cs *cs, struct wined3d_reso
|
|||
|
||||
wined3d_resource_acquire(resource);
|
||||
|
||||
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
|
||||
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
|
||||
}
|
||||
|
||||
static void wined3d_cs_exec_unload_resource(struct wined3d_cs *cs, const void *data)
|
||||
|
@ -2105,7 +2110,7 @@ void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resou
|
|||
|
||||
wined3d_resource_acquire(resource);
|
||||
|
||||
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
|
||||
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
|
||||
}
|
||||
|
||||
static void wined3d_cs_exec_map(struct wined3d_cs *cs, const void *data)
|
||||
|
@ -2136,7 +2141,7 @@ HRESULT wined3d_cs_map(struct wined3d_cs *cs, struct wined3d_resource *resource,
|
|||
op->flags = flags;
|
||||
op->hr = &hr;
|
||||
|
||||
cs->ops->submit(cs, WINED3D_CS_QUEUE_MAP);
|
||||
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_MAP);
|
||||
wined3d_cs_finish(cs, WINED3D_CS_QUEUE_MAP);
|
||||
|
||||
return hr;
|
||||
|
@ -2163,7 +2168,7 @@ HRESULT wined3d_cs_unmap(struct wined3d_cs *cs, struct wined3d_resource *resourc
|
|||
op->sub_resource_idx = sub_resource_idx;
|
||||
op->hr = &hr;
|
||||
|
||||
cs->ops->submit(cs, WINED3D_CS_QUEUE_MAP);
|
||||
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_MAP);
|
||||
wined3d_cs_finish(cs, WINED3D_CS_QUEUE_MAP);
|
||||
|
||||
return hr;
|
||||
|
@ -2295,7 +2300,7 @@ void wined3d_cs_emit_blt_sub_resource(struct wined3d_cs *cs, struct wined3d_reso
|
|||
if (src_resource)
|
||||
wined3d_resource_acquire(src_resource);
|
||||
|
||||
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
|
||||
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
|
||||
if (flags & WINED3D_BLT_SYNCHRONOUS)
|
||||
wined3d_cs_finish(cs, WINED3D_CS_QUEUE_DEFAULT);
|
||||
}
|
||||
|
@ -2376,7 +2381,7 @@ void wined3d_cs_emit_update_sub_resource(struct wined3d_cs *cs, struct wined3d_r
|
|||
|
||||
wined3d_resource_acquire(resource);
|
||||
|
||||
cs->ops->submit(cs, WINED3D_CS_QUEUE_MAP);
|
||||
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_MAP);
|
||||
/* The data pointer may go away, so we need to wait until it is read.
|
||||
* Copying the data may be faster if it's small. */
|
||||
wined3d_cs_finish(cs, WINED3D_CS_QUEUE_MAP);
|
||||
|
@ -2415,7 +2420,7 @@ void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs *cs,
|
|||
|
||||
wined3d_resource_acquire(&texture->resource);
|
||||
|
||||
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
|
||||
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
|
||||
}
|
||||
|
||||
static void wined3d_cs_exec_clear_unordered_access_view(struct wined3d_cs *cs, const void *data)
|
||||
|
@ -2443,7 +2448,7 @@ void wined3d_cs_emit_clear_unordered_access_view_uint(struct wined3d_cs *cs,
|
|||
|
||||
wined3d_resource_acquire(view->resource);
|
||||
|
||||
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
|
||||
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
|
||||
}
|
||||
|
||||
static void wined3d_cs_exec_copy_uav_counter(struct wined3d_cs *cs, const void *data)
|
||||
|
@ -2472,7 +2477,7 @@ void wined3d_cs_emit_copy_uav_counter(struct wined3d_cs *cs, struct wined3d_buff
|
|||
|
||||
wined3d_resource_acquire(&dst_buffer->resource);
|
||||
|
||||
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
|
||||
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
|
||||
}
|
||||
|
||||
static void wined3d_cs_exec_generate_mipmaps(struct wined3d_cs *cs, const void *data)
|
||||
|
@ -2494,7 +2499,7 @@ void wined3d_cs_emit_generate_mipmaps(struct wined3d_cs *cs, struct wined3d_shad
|
|||
|
||||
wined3d_resource_acquire(view->resource);
|
||||
|
||||
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
|
||||
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
|
||||
}
|
||||
|
||||
static void wined3d_cs_emit_stop(struct wined3d_cs *cs)
|
||||
|
@ -2504,7 +2509,7 @@ static void wined3d_cs_emit_stop(struct wined3d_cs *cs)
|
|||
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
|
||||
op->opcode = WINED3D_CS_OP_STOP;
|
||||
|
||||
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
|
||||
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
|
||||
wined3d_cs_finish(cs, WINED3D_CS_QUEUE_DEFAULT);
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue