Revert "wined3d: Acquire references to shaders in deferred contexts.".
This reverts commit 908fb50728
.
Moved to wined3d_cs_packet_{in/de}cref_objects().
Signed-off-by: Jan Sikorski <jsikorski@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
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5d450c0a4b
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87b5d91412
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@ -72,9 +72,6 @@ struct wined3d_command_list
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SIZE_T depth_stencil_state_count;
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SIZE_T depth_stencil_state_count;
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struct wined3d_depth_stencil_state **depth_stencil_states;
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struct wined3d_depth_stencil_state **depth_stencil_states;
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SIZE_T shader_count;
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struct wined3d_shader **shaders;
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};
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};
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static void invalidate_client_address(struct wined3d_resource *resource)
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static void invalidate_client_address(struct wined3d_resource *resource)
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@ -568,12 +565,6 @@ static inline void wined3d_device_context_acquire_depth_stencil_state(struct win
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context->ops->acquire_depth_stencil_state(context, depth_stencil_state);
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context->ops->acquire_depth_stencil_state(context, depth_stencil_state);
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}
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}
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static inline void wined3d_device_context_acquire_shader(struct wined3d_device_context *context,
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struct wined3d_shader *shader)
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{
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context->ops->acquire_shader(context, shader);
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}
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static struct wined3d_cs *wined3d_cs_from_context(struct wined3d_device_context *context)
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static struct wined3d_cs *wined3d_cs_from_context(struct wined3d_device_context *context)
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{
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{
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return CONTAINING_RECORD(context, struct wined3d_cs, c);
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return CONTAINING_RECORD(context, struct wined3d_cs, c);
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@ -1795,8 +1786,6 @@ void wined3d_device_context_emit_set_shader(struct wined3d_device_context *conte
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op->type = type;
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op->type = type;
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op->shader = shader;
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op->shader = shader;
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if (shader)
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wined3d_device_context_acquire_shader(context, shader);
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wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
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}
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}
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@ -2974,11 +2963,6 @@ static void wined3d_cs_acquire_depth_stencil_state(struct wined3d_device_context
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{
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{
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}
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}
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static void wined3d_cs_acquire_shader(struct wined3d_device_context *context,
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struct wined3d_shader *shader)
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{
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}
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static void wined3d_cs_exec_execute_command_list(struct wined3d_cs *cs, const void *data);
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static void wined3d_cs_exec_execute_command_list(struct wined3d_cs *cs, const void *data);
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static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void *data) =
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static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void *data) =
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@ -3219,7 +3203,6 @@ static const struct wined3d_device_context_ops wined3d_cs_st_ops =
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wined3d_cs_acquire_blend_state,
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wined3d_cs_acquire_blend_state,
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wined3d_cs_acquire_rasterizer_state,
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wined3d_cs_acquire_rasterizer_state,
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wined3d_cs_acquire_depth_stencil_state,
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wined3d_cs_acquire_depth_stencil_state,
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wined3d_cs_acquire_shader,
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};
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};
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static BOOL wined3d_cs_queue_is_empty(const struct wined3d_cs *cs, const struct wined3d_cs_queue *queue)
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static BOOL wined3d_cs_queue_is_empty(const struct wined3d_cs *cs, const struct wined3d_cs_queue *queue)
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@ -3350,7 +3333,6 @@ static const struct wined3d_device_context_ops wined3d_cs_mt_ops =
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wined3d_cs_acquire_blend_state,
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wined3d_cs_acquire_blend_state,
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wined3d_cs_acquire_rasterizer_state,
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wined3d_cs_acquire_rasterizer_state,
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wined3d_cs_acquire_depth_stencil_state,
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wined3d_cs_acquire_depth_stencil_state,
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wined3d_cs_acquire_shader,
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};
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};
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static void poll_queries(struct wined3d_cs *cs)
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static void poll_queries(struct wined3d_cs *cs)
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@ -3651,9 +3633,6 @@ struct wined3d_deferred_context
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SIZE_T depth_stencil_state_count, depth_stencil_states_capacity;
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SIZE_T depth_stencil_state_count, depth_stencil_states_capacity;
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struct wined3d_depth_stencil_state **depth_stencil_states;
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struct wined3d_depth_stencil_state **depth_stencil_states;
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SIZE_T shader_count, shaders_capacity;
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struct wined3d_shader **shaders;
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};
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};
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static struct wined3d_deferred_context *wined3d_deferred_context_from_context(struct wined3d_device_context *context)
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static struct wined3d_deferred_context *wined3d_deferred_context_from_context(struct wined3d_device_context *context)
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@ -3890,18 +3869,6 @@ static void wined3d_deferred_context_acquire_depth_stencil_state(struct wined3d_
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wined3d_depth_stencil_state_incref(depth_stencil_state);
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wined3d_depth_stencil_state_incref(depth_stencil_state);
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}
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}
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static void wined3d_deferred_context_acquire_shader(struct wined3d_device_context *context,
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struct wined3d_shader *shader)
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{
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struct wined3d_deferred_context *deferred = wined3d_deferred_context_from_context(context);
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if (!wined3d_array_reserve((void **)&deferred->shaders, &deferred->shaders_capacity,
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deferred->shader_count + 1, sizeof(*deferred->shaders)))
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return;
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deferred->shaders[deferred->shader_count++] = shader;
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wined3d_shader_incref(shader);
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}
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static const struct wined3d_device_context_ops wined3d_deferred_context_ops =
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static const struct wined3d_device_context_ops wined3d_deferred_context_ops =
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{
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{
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wined3d_deferred_context_require_space,
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wined3d_deferred_context_require_space,
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@ -3917,7 +3884,6 @@ static const struct wined3d_device_context_ops wined3d_deferred_context_ops =
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wined3d_deferred_context_acquire_blend_state,
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wined3d_deferred_context_acquire_blend_state,
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wined3d_deferred_context_acquire_rasterizer_state,
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wined3d_deferred_context_acquire_rasterizer_state,
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wined3d_deferred_context_acquire_depth_stencil_state,
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wined3d_deferred_context_acquire_depth_stencil_state,
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wined3d_deferred_context_acquire_shader,
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};
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};
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HRESULT CDECL wined3d_deferred_context_create(struct wined3d_device *device, struct wined3d_device_context **context)
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HRESULT CDECL wined3d_deferred_context_create(struct wined3d_device *device, struct wined3d_device_context **context)
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@ -3988,10 +3954,6 @@ void CDECL wined3d_deferred_context_destroy(struct wined3d_device_context *conte
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wined3d_depth_stencil_state_decref(deferred->depth_stencil_states[i]);
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wined3d_depth_stencil_state_decref(deferred->depth_stencil_states[i]);
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heap_free(deferred->depth_stencil_states);
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heap_free(deferred->depth_stencil_states);
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for (i = 0; i < deferred->shader_count; ++i)
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wined3d_shader_decref(deferred->shaders[i]);
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heap_free(deferred->shaders);
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while (offset < deferred->data_size)
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while (offset < deferred->data_size)
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{
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{
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packet = wined3d_next_cs_packet(deferred->data, &offset);
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packet = wined3d_next_cs_packet(deferred->data, &offset);
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@ -4020,7 +3982,6 @@ HRESULT CDECL wined3d_deferred_context_record_command_list(struct wined3d_device
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+ deferred->blend_state_count * sizeof(*object->blend_states)
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+ deferred->blend_state_count * sizeof(*object->blend_states)
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+ deferred->rasterizer_state_count * sizeof(*object->rasterizer_states)
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+ deferred->rasterizer_state_count * sizeof(*object->rasterizer_states)
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+ deferred->depth_stencil_state_count * sizeof(*object->depth_stencil_states)
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+ deferred->depth_stencil_state_count * sizeof(*object->depth_stencil_states)
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+ deferred->shader_count * sizeof(*object->shaders)
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+ deferred->data_size);
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+ deferred->data_size);
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if (!memory)
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if (!memory)
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@ -4080,12 +4041,6 @@ HRESULT CDECL wined3d_deferred_context_record_command_list(struct wined3d_device
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deferred->depth_stencil_state_count * sizeof(*object->depth_stencil_states));
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deferred->depth_stencil_state_count * sizeof(*object->depth_stencil_states));
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/* Transfer our references to the depth stencil states to the command list. */
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/* Transfer our references to the depth stencil states to the command list. */
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object->shaders = memory;
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memory = &object->shaders[deferred->shader_count];
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object->shader_count = deferred->shader_count;
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memcpy(object->shaders, deferred->shaders, deferred->shader_count * sizeof(*object->shaders));
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/* Transfer our references to the shaders to the command list. */
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object->data = memory;
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object->data = memory;
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object->data_size = deferred->data_size;
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object->data_size = deferred->data_size;
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memcpy(object->data, deferred->data, deferred->data_size);
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memcpy(object->data, deferred->data, deferred->data_size);
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@ -4098,7 +4053,6 @@ HRESULT CDECL wined3d_deferred_context_record_command_list(struct wined3d_device
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deferred->blend_state_count = 0;
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deferred->blend_state_count = 0;
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deferred->rasterizer_state_count = 0;
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deferred->rasterizer_state_count = 0;
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deferred->depth_stencil_state_count = 0;
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deferred->depth_stencil_state_count = 0;
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deferred->shader_count = 0;
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/* This is in fact recorded into a subsequent command list. */
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/* This is in fact recorded into a subsequent command list. */
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if (restore)
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if (restore)
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@ -4160,8 +4114,6 @@ ULONG CDECL wined3d_command_list_decref(struct wined3d_command_list *list)
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wined3d_rasterizer_state_decref(list->rasterizer_states[i]);
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wined3d_rasterizer_state_decref(list->rasterizer_states[i]);
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for (i = 0; i < list->depth_stencil_state_count; ++i)
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for (i = 0; i < list->depth_stencil_state_count; ++i)
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wined3d_depth_stencil_state_decref(list->depth_stencil_states[i]);
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wined3d_depth_stencil_state_decref(list->depth_stencil_states[i]);
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for (i = 0; i < list->shader_count; ++i)
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wined3d_shader_decref(list->shaders[i]);
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offset = 0;
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offset = 0;
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while (offset < list->data_size)
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while (offset < list->data_size)
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@ -4874,7 +4874,6 @@ struct wined3d_device_context_ops
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struct wined3d_rasterizer_state *rasterizer_state);
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struct wined3d_rasterizer_state *rasterizer_state);
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void (*acquire_depth_stencil_state)(struct wined3d_device_context *context,
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void (*acquire_depth_stencil_state)(struct wined3d_device_context *context,
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struct wined3d_depth_stencil_state *depth_stencil_state);
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struct wined3d_depth_stencil_state *depth_stencil_state);
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void (*acquire_shader)(struct wined3d_device_context *context, struct wined3d_shader *shader);
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};
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};
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struct wined3d_device_context
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struct wined3d_device_context
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