From 864a9f3e322f652564852da1683dd85a6adcaa6e Mon Sep 17 00:00:00 2001 From: Zebediah Figura Date: Thu, 4 Mar 2021 21:29:45 -0600 Subject: [PATCH] wined3d: Pass a wined3d_device_context to wined3d_cs_submit(). Signed-off-by: Zebediah Figura Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/wined3d/cs.c | 107 +++++++++++++++++++++++----------------------- 1 file changed, 54 insertions(+), 53 deletions(-) diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c index 12a0230b361..49433471d00 100644 --- a/dlls/wined3d/cs.c +++ b/dlls/wined3d/cs.c @@ -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); }