diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c index c030d35fe14..e9d04f44dc4 100644 --- a/dlls/wined3d/cs.c +++ b/dlls/wined3d/cs.c @@ -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); }