d3d11: Don't grab wined3d lock for view clears.
Signed-off-by: Jan Sikorski <jsikorski@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1412,11 +1412,9 @@ static void STDMETHODCALLTYPE d3d11_device_context_ClearRenderTargetView(ID3D11D
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if (!view)
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return;
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wined3d_mutex_lock();
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if (FAILED(hr = wined3d_device_context_clear_rendertarget_view(context->wined3d_context, view->wined3d_view, NULL,
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WINED3DCLEAR_TARGET, &color, 0.0f, 0)))
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ERR("Failed to clear view, hr %#x.\n", hr);
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wined3d_mutex_unlock();
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}
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static void STDMETHODCALLTYPE d3d11_device_context_ClearUnorderedAccessViewUint(ID3D11DeviceContext1 *iface,
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@ -1429,10 +1427,8 @@ static void STDMETHODCALLTYPE d3d11_device_context_ClearUnorderedAccessViewUint(
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iface, unordered_access_view, values[0], values[1], values[2], values[3]);
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view = unsafe_impl_from_ID3D11UnorderedAccessView(unordered_access_view);
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wined3d_mutex_lock();
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wined3d_device_context_clear_uav_uint(context->wined3d_context,
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view->wined3d_view, (const struct wined3d_uvec4 *)values);
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wined3d_mutex_unlock();
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}
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static void STDMETHODCALLTYPE d3d11_device_context_ClearUnorderedAccessViewFloat(ID3D11DeviceContext1 *iface,
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@ -1445,10 +1441,8 @@ static void STDMETHODCALLTYPE d3d11_device_context_ClearUnorderedAccessViewFloat
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iface, unordered_access_view, debug_float4(values));
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view = unsafe_impl_from_ID3D11UnorderedAccessView(unordered_access_view);
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wined3d_mutex_lock();
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wined3d_device_context_clear_uav_float(context->wined3d_context,
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view->wined3d_view, (const struct wined3d_vec4 *)values);
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wined3d_mutex_unlock();
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}
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static void STDMETHODCALLTYPE d3d11_device_context_ClearDepthStencilView(ID3D11DeviceContext1 *iface,
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@ -1467,11 +1461,9 @@ static void STDMETHODCALLTYPE d3d11_device_context_ClearDepthStencilView(ID3D11D
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wined3d_flags = wined3d_clear_flags_from_d3d11_clear_flags(flags);
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wined3d_mutex_lock();
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if (FAILED(hr = wined3d_device_context_clear_rendertarget_view(context->wined3d_context, view->wined3d_view, NULL,
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wined3d_flags, NULL, depth, stencil)))
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ERR("Failed to clear view, hr %#x.\n", hr);
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wined3d_mutex_unlock();
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}
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static void STDMETHODCALLTYPE d3d11_device_context_GenerateMips(ID3D11DeviceContext1 *iface,
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@ -5053,11 +5045,9 @@ static void STDMETHODCALLTYPE d3d10_device_ClearRenderTargetView(ID3D10Device1 *
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if (!view)
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return;
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wined3d_mutex_lock();
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if (FAILED(hr = wined3d_device_context_clear_rendertarget_view(device->immediate_context.wined3d_context,
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view->wined3d_view, NULL, WINED3DCLEAR_TARGET, &color, 0.0f, 0)))
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ERR("Failed to clear view, hr %#x.\n", hr);
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wined3d_mutex_unlock();
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}
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static void STDMETHODCALLTYPE d3d10_device_ClearDepthStencilView(ID3D10Device1 *iface,
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@ -5076,11 +5066,9 @@ static void STDMETHODCALLTYPE d3d10_device_ClearDepthStencilView(ID3D10Device1 *
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wined3d_flags = wined3d_clear_flags_from_d3d11_clear_flags(flags);
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wined3d_mutex_lock();
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if (FAILED(hr = wined3d_device_context_clear_rendertarget_view(device->immediate_context.wined3d_context,
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view->wined3d_view, NULL, wined3d_flags, NULL, depth, stencil)))
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ERR("Failed to clear view, hr %#x.\n", hr);
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wined3d_mutex_unlock();
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}
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static void STDMETHODCALLTYPE d3d10_device_GenerateMips(ID3D10Device1 *iface,
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