wined3d: Factor out acquire_shader_resources() function.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2017-02-01 11:26:20 +01:00 committed by Alexandre Julliard
parent 1a190a6381
commit 900e6e1478
1 changed files with 32 additions and 25 deletions

View File

@ -416,6 +416,36 @@ void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *
cs->ops->submit(cs);
}
static void acquire_shader_resources(const struct wined3d_state *state)
{
struct wined3d_shader_sampler_map_entry *entry;
struct wined3d_shader_resource_view *view;
struct wined3d_shader *shader;
unsigned int i, j;
for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
{
if (!(shader = state->shader[i]))
continue;
for (j = 0; j < WINED3D_MAX_CBS; ++j)
{
if (state->cb[i][j])
wined3d_resource_acquire(&state->cb[i][j]->resource);
}
for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
{
entry = &shader->reg_maps.sampler_map.entries[j];
if (!(view = state->shader_resource_view[i][entry->resource_idx]))
continue;
wined3d_resource_acquire(view->resource);
}
}
}
static void wined3d_cs_exec_draw(struct wined3d_cs *cs, const void *data)
{
struct wined3d_state *state = &cs->device->state;
@ -481,11 +511,8 @@ void wined3d_cs_emit_draw(struct wined3d_cs *cs, int base_vertex_idx, unsigned i
unsigned int index_count, unsigned int start_instance, unsigned int instance_count, BOOL indexed)
{
const struct wined3d_state *state = &cs->device->state;
struct wined3d_shader_sampler_map_entry *entry;
struct wined3d_shader_resource_view *view;
struct wined3d_shader *shader;
struct wined3d_cs_draw *op;
unsigned int i, j;
unsigned int i;
op = cs->ops->require_space(cs, sizeof(*op));
op->opcode = WINED3D_CS_OP_DRAW;
@ -515,27 +542,7 @@ void wined3d_cs_emit_draw(struct wined3d_cs *cs, int base_vertex_idx, unsigned i
}
if (state->fb->depth_stencil)
wined3d_resource_acquire(state->fb->depth_stencil->resource);
for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
{
if (!(shader = state->shader[i]))
continue;
for (j = 0; j < WINED3D_MAX_CBS; ++j)
{
if (state->cb[i][j])
wined3d_resource_acquire(&state->cb[i][j]->resource);
}
for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
{
entry = &shader->reg_maps.sampler_map.entries[j];
if (!(view = state->shader_resource_view[i][entry->resource_idx]))
continue;
wined3d_resource_acquire(view->resource);
}
}
acquire_shader_resources(state);
cs->ops->submit(cs);
}