wined3d: Pass a wined3d_device_context to wined3d_cs_submit().

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>
This commit is contained in:
Zebediah Figura 2021-03-04 21:29:45 -06:00 committed by Alexandre Julliard
parent fc3919c4ab
commit 864a9f3e32
1 changed files with 54 additions and 53 deletions

View File

@ -461,9 +461,10 @@ static inline void *wined3d_cs_require_space(struct wined3d_cs *cs,
return cs->c.ops->require_space(&cs->c, size, queue_id);
}
static inline void wined3d_cs_submit(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id)
static inline void wined3d_device_context_submit(struct wined3d_device_context *context,
enum wined3d_cs_queue_id queue_id)
{
cs->c.ops->submit(&cs->c, queue_id);
context->ops->submit(context, queue_id);
}
static const char *debug_cs_op(enum wined3d_cs_op op)
@ -641,7 +642,7 @@ void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *sw
wined3d_resource_acquire(&swapchain->back_buffers[i]->resource);
}
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
/* Limit input latency by limiting the number of presents that we can get
* ahead of the worker thread. */
@ -711,7 +712,7 @@ void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *
wined3d_resource_acquire(view->resource);
}
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
void wined3d_cs_emit_clear_rendertarget_view(struct wined3d_cs *cs, struct wined3d_rendertarget_view *view,
@ -747,7 +748,7 @@ void wined3d_cs_emit_clear_rendertarget_view(struct wined3d_cs *cs, struct wined
wined3d_resource_acquire(view->resource);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
if (flags & WINED3DCLEAR_SYNCHRONOUS)
wined3d_cs_finish(cs, WINED3D_CS_QUEUE_DEFAULT);
}
@ -898,7 +899,7 @@ void wined3d_cs_emit_dispatch(struct wined3d_cs *cs,
acquire_compute_pipeline_resources(state);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
void wined3d_cs_emit_dispatch_indirect(struct wined3d_cs *cs,
@ -916,7 +917,7 @@ void wined3d_cs_emit_dispatch_indirect(struct wined3d_cs *cs,
acquire_compute_pipeline_resources(state);
wined3d_resource_acquire(&buffer->resource);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_draw(struct wined3d_cs *cs, const void *data)
@ -1062,7 +1063,7 @@ void wined3d_cs_emit_draw(struct wined3d_cs *cs, enum wined3d_primitive_type pri
acquire_graphics_pipeline_resources(state, indexed, d3d_info);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
void wined3d_cs_emit_draw_indirect(struct wined3d_cs *cs, enum wined3d_primitive_type primitive_type,
@ -1084,7 +1085,7 @@ void wined3d_cs_emit_draw_indirect(struct wined3d_cs *cs, enum wined3d_primitive
acquire_graphics_pipeline_resources(state, indexed, d3d_info);
wined3d_resource_acquire(&buffer->resource);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_flush(struct wined3d_cs *cs, const void *data)
@ -1103,7 +1104,7 @@ void wined3d_cs_emit_flush(struct wined3d_cs *cs)
op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_FLUSH;
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
cs->queries_flushed = TRUE;
}
@ -1124,7 +1125,7 @@ void wined3d_cs_emit_set_predication(struct wined3d_cs *cs, struct wined3d_query
op->predicate = predicate;
op->value = value;
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_viewports(struct wined3d_cs *cs, const void *data)
@ -1150,7 +1151,7 @@ void wined3d_cs_emit_set_viewports(struct wined3d_cs *cs, unsigned int viewport_
memcpy(op->viewports, viewports, viewport_count * sizeof(*viewports));
op->viewport_count = viewport_count;
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_scissor_rects(struct wined3d_cs *cs, const void *data)
@ -1175,7 +1176,7 @@ void wined3d_cs_emit_set_scissor_rects(struct wined3d_cs *cs, unsigned int rect_
memcpy(op->rects, rects, rect_count * sizeof(*rects));
op->rect_count = rect_count;
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_rendertarget_view(struct wined3d_cs *cs, const void *data)
@ -1204,7 +1205,7 @@ void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int v
op->view_idx = view_idx;
op->view = view;
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_depth_stencil_view(struct wined3d_cs *cs, const void *data)
@ -1251,7 +1252,7 @@ void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs, struct wined3
op->opcode = WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW;
op->view = view;
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_vertex_declaration(struct wined3d_cs *cs, const void *data)
@ -1270,7 +1271,7 @@ void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs, struct wined3
op->opcode = WINED3D_CS_OP_SET_VERTEX_DECLARATION;
op->declaration = declaration;
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_stream_source(struct wined3d_cs *cs, const void *data)
@ -1305,7 +1306,7 @@ void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
op->offset = offset;
op->stride = stride;
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_stream_source_freq(struct wined3d_cs *cs, const void *data)
@ -1330,7 +1331,7 @@ void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_i
op->frequency = frequency;
op->flags = flags;
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_stream_output(struct wined3d_cs *cs, const void *data)
@ -1363,7 +1364,7 @@ void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
op->buffer = buffer;
op->offset = offset;
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_index_buffer(struct wined3d_cs *cs, const void *data)
@ -1395,7 +1396,7 @@ void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buff
op->format_id = format_id;
op->offset = offset;
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_constant_buffer(struct wined3d_cs *cs, const void *data)
@ -1425,7 +1426,7 @@ void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_sha
op->cb_idx = cb_idx;
op->buffer = buffer;
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_texture(struct wined3d_cs *cs, const void *data)
@ -1515,7 +1516,7 @@ void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined
op->stage = stage;
op->texture = texture;
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_shader_resource_view(struct wined3d_cs *cs, const void *data)
@ -1548,7 +1549,7 @@ void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3
op->view_idx = view_idx;
op->view = view;
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_unordered_access_view(struct wined3d_cs *cs, const void *data)
@ -1582,7 +1583,7 @@ void wined3d_cs_emit_set_unordered_access_view(struct wined3d_cs *cs, enum wined
op->view = view;
op->initial_count = initial_count;
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_sampler(struct wined3d_cs *cs, const void *data)
@ -1607,7 +1608,7 @@ void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type
op->sampler_idx = sampler_idx;
op->sampler = sampler;
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_shader(struct wined3d_cs *cs, const void *data)
@ -1631,7 +1632,7 @@ void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type
op->type = type;
op->shader = shader;
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_blend_state(struct wined3d_cs *cs, const void *data)
@ -1661,7 +1662,7 @@ void wined3d_cs_emit_set_blend_state(struct wined3d_cs *cs, struct wined3d_blend
op->factor = *blend_factor;
op->sample_mask = sample_mask;
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_depth_stencil_state(struct wined3d_cs *cs, const void *data)
@ -1688,7 +1689,7 @@ void wined3d_cs_emit_set_depth_stencil_state(struct wined3d_cs *cs,
op->state = state;
op->stencil_ref = stencil_ref;
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_rasterizer_state(struct wined3d_cs *cs, const void *data)
@ -1708,7 +1709,7 @@ void wined3d_cs_emit_set_rasterizer_state(struct wined3d_cs *cs,
op->opcode = WINED3D_CS_OP_SET_RASTERIZER_STATE;
op->state = rasterizer_state;
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_render_state(struct wined3d_cs *cs, const void *data)
@ -1728,7 +1729,7 @@ void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs, enum wined3d_render
op->state = state;
op->value = value;
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_texture_state(struct wined3d_cs *cs, const void *data)
@ -1750,7 +1751,7 @@ void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
op->state = state;
op->value = value;
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_sampler_state(struct wined3d_cs *cs, const void *data)
@ -1772,7 +1773,7 @@ void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
op->state = state;
op->value = value;
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_transform(struct wined3d_cs *cs, const void *data)
@ -1794,7 +1795,7 @@ void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform
op->state = state;
op->matrix = *matrix;
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_clip_plane(struct wined3d_cs *cs, const void *data)
@ -1814,7 +1815,7 @@ void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx, const
op->plane_idx = plane_idx;
op->plane = *plane;
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_color_key(struct wined3d_cs *cs, const void *data)
@ -1897,7 +1898,7 @@ void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture
else
op->set = 0;
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_material(struct wined3d_cs *cs, const void *data)
@ -1916,7 +1917,7 @@ void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_ma
op->opcode = WINED3D_CS_OP_SET_MATERIAL;
op->material = *material;
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_light(struct wined3d_cs *cs, const void *data)
@ -1964,7 +1965,7 @@ void wined3d_cs_emit_set_light(struct wined3d_cs *cs, const struct wined3d_light
op->opcode = WINED3D_CS_OP_SET_LIGHT;
op->light = *light;
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_light_enable(struct wined3d_cs *cs, const void *data)
@ -1998,7 +1999,7 @@ void wined3d_cs_emit_set_light_enable(struct wined3d_cs *cs, unsigned int idx, B
op->idx = idx;
op->enable = enable;
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
static const struct
@ -2073,7 +2074,7 @@ static void wined3d_cs_mt_push_constants(struct wined3d_device_context *context,
op->count = count;
memcpy(op->constants, constants, size);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_reset_state(struct wined3d_cs *cs, const void *data)
@ -2092,7 +2093,7 @@ void wined3d_cs_emit_reset_state(struct wined3d_cs *cs)
op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_RESET_STATE;
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_callback(struct wined3d_cs *cs, const void *data)
@ -2111,7 +2112,7 @@ static void wined3d_cs_emit_callback(struct wined3d_cs *cs, void (*callback)(voi
op->callback = callback;
op->object = object;
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
void wined3d_cs_destroy_object(struct wined3d_cs *cs, void (*callback)(void *object), void *object)
@ -2175,7 +2176,7 @@ void wined3d_cs_emit_query_issue(struct wined3d_cs *cs, struct wined3d_query *qu
op->query = query;
op->flags = flags;
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
cs->queries_flushed = FALSE;
}
@ -2198,7 +2199,7 @@ void wined3d_cs_emit_preload_resource(struct wined3d_cs *cs, struct wined3d_reso
wined3d_resource_acquire(resource);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_unload_resource(struct wined3d_cs *cs, const void *data)
@ -2220,7 +2221,7 @@ void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resou
wined3d_resource_acquire(resource);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_map(struct wined3d_cs *cs, const void *data)
@ -2251,7 +2252,7 @@ HRESULT wined3d_cs_map(struct wined3d_cs *cs, struct wined3d_resource *resource,
op->flags = flags;
op->hr = &hr;
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_MAP);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_MAP);
wined3d_cs_finish(cs, WINED3D_CS_QUEUE_MAP);
return hr;
@ -2278,7 +2279,7 @@ HRESULT wined3d_cs_unmap(struct wined3d_cs *cs, struct wined3d_resource *resourc
op->sub_resource_idx = sub_resource_idx;
op->hr = &hr;
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_MAP);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_MAP);
wined3d_cs_finish(cs, WINED3D_CS_QUEUE_MAP);
return hr;
@ -2411,7 +2412,7 @@ void wined3d_cs_emit_blt_sub_resource(struct wined3d_cs *cs, struct wined3d_reso
if (src_resource)
wined3d_resource_acquire(src_resource);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
if (flags & WINED3D_BLT_SYNCHRONOUS)
wined3d_cs_finish(cs, WINED3D_CS_QUEUE_DEFAULT);
}
@ -2492,7 +2493,7 @@ void wined3d_cs_emit_update_sub_resource(struct wined3d_cs *cs, struct wined3d_r
wined3d_resource_acquire(resource);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_MAP);
wined3d_device_context_submit(&cs->c, 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);
@ -2531,7 +2532,7 @@ void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs *cs,
wined3d_resource_acquire(&texture->resource);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_clear_unordered_access_view(struct wined3d_cs *cs, const void *data)
@ -2559,7 +2560,7 @@ void wined3d_cs_emit_clear_unordered_access_view_uint(struct wined3d_cs *cs,
wined3d_resource_acquire(view->resource);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_copy_uav_counter(struct wined3d_cs *cs, const void *data)
@ -2588,7 +2589,7 @@ void wined3d_cs_emit_copy_uav_counter(struct wined3d_cs *cs, struct wined3d_buff
wined3d_resource_acquire(&dst_buffer->resource);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_generate_mipmaps(struct wined3d_cs *cs, const void *data)
@ -2610,7 +2611,7 @@ void wined3d_cs_emit_generate_mipmaps(struct wined3d_cs *cs, struct wined3d_shad
wined3d_resource_acquire(view->resource);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_emit_stop(struct wined3d_cs *cs)
@ -2620,7 +2621,7 @@ static void wined3d_cs_emit_stop(struct wined3d_cs *cs)
op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_STOP;
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_finish(cs, WINED3D_CS_QUEUE_DEFAULT);
}