wined3d: Send shader resource view destruction through the command stream.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -52,6 +52,7 @@ enum wined3d_cs_op
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WINED3D_CS_OP_SET_COLOR_KEY,
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WINED3D_CS_OP_SET_MATERIAL,
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WINED3D_CS_OP_RESET_STATE,
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WINED3D_CS_OP_DESTROY_OBJECT,
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};
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struct wined3d_cs_present
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@ -252,6 +253,13 @@ struct wined3d_cs_reset_state
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enum wined3d_cs_op opcode;
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};
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struct wined3d_cs_destroy_object
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{
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enum wined3d_cs_op opcode;
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void (*callback)(void *object);
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void *object;
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};
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static void wined3d_cs_exec_present(struct wined3d_cs *cs, const void *data)
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{
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const struct wined3d_cs_present *op = data;
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@ -1029,6 +1037,25 @@ void wined3d_cs_emit_reset_state(struct wined3d_cs *cs)
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cs->ops->submit(cs);
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}
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static void wined3d_cs_exec_destroy_object(struct wined3d_cs *cs, const void *data)
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{
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const struct wined3d_cs_destroy_object *op = data;
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op->callback(op->object);
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}
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void wined3d_cs_emit_destroy_object(struct wined3d_cs *cs, void (*callback)(void *object), void *object)
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{
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struct wined3d_cs_destroy_object *op;
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op = cs->ops->require_space(cs, sizeof(*op));
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op->opcode = WINED3D_CS_OP_DESTROY_OBJECT;
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op->callback = callback;
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op->object = object;
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cs->ops->submit(cs);
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}
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static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void *data) =
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{
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/* WINED3D_CS_OP_PRESENT */ wined3d_cs_exec_present,
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@ -1057,6 +1084,7 @@ static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void
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/* WINED3D_CS_OP_SET_COLOR_KEY */ wined3d_cs_exec_set_color_key,
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/* WINED3D_CS_OP_SET_MATERIAL */ wined3d_cs_exec_set_material,
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/* WINED3D_CS_OP_RESET_STATE */ wined3d_cs_exec_reset_state,
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/* WINED3D_CS_OP_DESTROY_OBJECT */ wined3d_cs_exec_destroy_object,
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};
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static void *wined3d_cs_st_require_space(struct wined3d_cs *cs, size_t size)
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@ -194,6 +194,25 @@ ULONG CDECL wined3d_shader_resource_view_incref(struct wined3d_shader_resource_v
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return refcount;
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}
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static void wined3d_shader_resource_view_destroy_object(void *object)
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{
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struct wined3d_shader_resource_view *view = object;
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if (view->object)
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{
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const struct wined3d_gl_info *gl_info;
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struct wined3d_context *context;
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context = context_acquire(view->resource->device, NULL);
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gl_info = context->gl_info;
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gl_info->gl_ops.gl.p_glDeleteTextures(1, &view->object);
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checkGLcall("glDeleteTextures");
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context_release(context);
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}
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HeapFree(GetProcessHeap(), 0, view);
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}
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ULONG CDECL wined3d_shader_resource_view_decref(struct wined3d_shader_resource_view *view)
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{
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ULONG refcount = InterlockedDecrement(&view->refcount);
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@ -202,22 +221,13 @@ ULONG CDECL wined3d_shader_resource_view_decref(struct wined3d_shader_resource_v
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if (!refcount)
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{
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if (view->object)
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{
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const struct wined3d_gl_info *gl_info;
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struct wined3d_context *context;
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struct wined3d_device *device = view->resource->device;
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context = context_acquire(view->resource->device, NULL);
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gl_info = context->gl_info;
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gl_info->gl_ops.gl.p_glDeleteTextures(1, &view->object);
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checkGLcall("glDeleteTextures");
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context_release(context);
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}
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/* Call wined3d_object_destroyed() before releasing the resource,
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* since releasing the resource may end up destroying the parent. */
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view->parent_ops->wined3d_object_destroyed(view->parent);
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wined3d_resource_decref(view->resource);
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HeapFree(GetProcessHeap(), 0, view);
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wined3d_cs_emit_destroy_object(device->cs, wined3d_shader_resource_view_destroy_object, view);
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}
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return refcount;
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@ -2916,6 +2916,8 @@ void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
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DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_destroy_object(struct wined3d_cs *cs,
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void (*callback)(void *object), void *object) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_draw(struct wined3d_cs *cs, int base_vertex_idx, unsigned int start_idx, unsigned int index_count,
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unsigned int start_instance, unsigned int instance_count, BOOL indexed) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain,
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