From bff2bbc904966d284591bcd1564964316c6f8acc Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Stefan=20D=C3=B6singer?= Date: Fri, 11 Mar 2022 15:02:53 +0300 Subject: [PATCH] wined3d: Rename resource_acquire to resource_reference. MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Stefan Dösinger Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/wined3d/cs.c | 106 ++++++++++++++++----------------- dlls/wined3d/resource.c | 2 +- dlls/wined3d/wined3d_private.h | 6 +- 3 files changed, 57 insertions(+), 57 deletions(-) diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c index 5b8c7275693..d0ca29eaedf 100644 --- a/dlls/wined3d/cs.c +++ b/dlls/wined3d/cs.c @@ -550,10 +550,10 @@ static inline void wined3d_device_context_finish(struct wined3d_device_context * context->ops->finish(context, queue_id); } -static inline void wined3d_device_context_acquire_resource(struct wined3d_device_context *context, +static inline void wined3d_device_context_reference_resource(struct wined3d_device_context *context, struct wined3d_resource *resource) { - context->ops->acquire_resource(context, resource); + context->ops->reference_resource(context, resource); } static struct wined3d_cs *wined3d_cs_from_context(struct wined3d_device_context *context) @@ -734,10 +734,10 @@ void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *sw pending = InterlockedIncrement(&cs->pending_presents); - wined3d_resource_acquire(&swapchain->front_buffer->resource); + wined3d_resource_reference(&swapchain->front_buffer->resource); for (i = 0; i < swapchain->state.desc.backbuffer_count; ++i) { - wined3d_resource_acquire(&swapchain->back_buffers[i]->resource); + wined3d_resource_reference(&swapchain->back_buffers[i]->resource); } wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT); @@ -789,12 +789,12 @@ void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT * for (i = 0; i < rt_count; ++i) { if ((view = state->fb.render_targets[i])) - wined3d_resource_acquire(view->resource); + wined3d_resource_reference(view->resource); } if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL)) { view = state->fb.depth_stencil; - wined3d_resource_acquire(view->resource); + wined3d_resource_reference(view->resource); } wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT); @@ -831,14 +831,14 @@ void wined3d_device_context_emit_clear_rendertarget_view(struct wined3d_device_c op->rect_count = 1; op->rects[0] = *rect; - wined3d_device_context_acquire_resource(context, view->resource); + wined3d_device_context_reference_resource(context, view->resource); wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT); if (flags & WINED3DCLEAR_SYNCHRONOUS) wined3d_device_context_finish(context, WINED3D_CS_QUEUE_DEFAULT); } -static void acquire_shader_resources(struct wined3d_device_context *context, unsigned int shader_mask) +static void reference_shader_resources(struct wined3d_device_context *context, unsigned int shader_mask) { const struct wined3d_state *state = context->state; struct wined3d_shader_sampler_map_entry *entry; @@ -857,7 +857,7 @@ static void acquire_shader_resources(struct wined3d_device_context *context, uns for (j = 0; j < WINED3D_MAX_CBS; ++j) { if (state->cb[i][j].buffer) - wined3d_device_context_acquire_resource(context, &state->cb[i][j].buffer->resource); + wined3d_device_context_reference_resource(context, &state->cb[i][j].buffer->resource); } for (j = 0; j < shader->reg_maps.sampler_map.count; ++j) @@ -867,12 +867,12 @@ static void acquire_shader_resources(struct wined3d_device_context *context, uns if (!(view = state->shader_resource_view[i][entry->resource_idx])) continue; - wined3d_device_context_acquire_resource(context, view->resource); + wined3d_device_context_reference_resource(context, view->resource); } } } -static void acquire_unordered_access_resources(struct wined3d_device_context *context, +static void reference_unordered_access_resources(struct wined3d_device_context *context, const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views) { unsigned int i; @@ -888,7 +888,7 @@ static void acquire_unordered_access_resources(struct wined3d_device_context *co if (!views[i]) continue; - wined3d_device_context_acquire_resource(context, views[i]->resource); + wined3d_device_context_reference_resource(context, views[i]->resource); } } @@ -903,12 +903,12 @@ static void wined3d_cs_exec_dispatch(struct wined3d_cs *cs, const void *data) cs->c.device->adapter->adapter_ops->adapter_dispatch_compute(cs->c.device, state, &op->parameters); } -static void acquire_compute_pipeline_resources(struct wined3d_device_context *context) +static void reference_compute_pipeline_resources(struct wined3d_device_context *context) { const struct wined3d_state *state = context->state; - acquire_shader_resources(context, 1u << WINED3D_SHADER_TYPE_COMPUTE); - acquire_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_COMPUTE], + reference_shader_resources(context, 1u << WINED3D_SHADER_TYPE_COMPUTE); + reference_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_COMPUTE], state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]); } @@ -925,7 +925,7 @@ void CDECL wined3d_device_context_dispatch(struct wined3d_device_context *contex op->parameters.u.direct.group_count_y = group_count_y; op->parameters.u.direct.group_count_z = group_count_z; - acquire_compute_pipeline_resources(context); + reference_compute_pipeline_resources(context); wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT); wined3d_device_context_unlock(context); @@ -943,8 +943,8 @@ void CDECL wined3d_device_context_dispatch_indirect(struct wined3d_device_contex op->parameters.u.indirect.buffer = buffer; op->parameters.u.indirect.offset = offset; - acquire_compute_pipeline_resources(context); - wined3d_device_context_acquire_resource(context, &buffer->resource); + reference_compute_pipeline_resources(context); + wined3d_device_context_reference_resource(context, &buffer->resource); wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT); wined3d_device_context_unlock(context); @@ -1003,38 +1003,38 @@ static void wined3d_cs_exec_draw(struct wined3d_cs *cs, const void *data) cs->c.device->adapter->adapter_ops->adapter_draw_primitive(cs->c.device, state, &op->parameters); } -static void acquire_graphics_pipeline_resources(struct wined3d_device_context *context, +static void reference_graphics_pipeline_resources(struct wined3d_device_context *context, BOOL indexed, const struct wined3d_d3d_info *d3d_info) { const struct wined3d_state *state = context->state; unsigned int i; if (indexed) - wined3d_device_context_acquire_resource(context, &state->index_buffer->resource); + wined3d_device_context_reference_resource(context, &state->index_buffer->resource); for (i = 0; i < ARRAY_SIZE(state->streams); ++i) { if (state->streams[i].buffer) - wined3d_device_context_acquire_resource(context, &state->streams[i].buffer->resource); + wined3d_device_context_reference_resource(context, &state->streams[i].buffer->resource); } for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i) { if (state->stream_output[i].buffer) - wined3d_device_context_acquire_resource(context, &state->stream_output[i].buffer->resource); + wined3d_device_context_reference_resource(context, &state->stream_output[i].buffer->resource); } for (i = 0; i < ARRAY_SIZE(state->textures); ++i) { if (state->textures[i]) - wined3d_device_context_acquire_resource(context, &state->textures[i]->resource); + wined3d_device_context_reference_resource(context, &state->textures[i]->resource); } for (i = 0; i < d3d_info->limits.max_rt_count; ++i) { if (state->fb.render_targets[i]) - wined3d_device_context_acquire_resource(context, state->fb.render_targets[i]->resource); + wined3d_device_context_reference_resource(context, state->fb.render_targets[i]->resource); } if (state->fb.depth_stencil) - wined3d_device_context_acquire_resource(context, state->fb.depth_stencil->resource); - acquire_shader_resources(context, ~(1u << WINED3D_SHADER_TYPE_COMPUTE)); - acquire_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_PIXEL], + wined3d_device_context_reference_resource(context, state->fb.depth_stencil->resource); + reference_shader_resources(context, ~(1u << WINED3D_SHADER_TYPE_COMPUTE)); + reference_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_PIXEL], state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]); } @@ -1058,7 +1058,7 @@ void wined3d_device_context_emit_draw(struct wined3d_device_context *context, op->parameters.u.direct.instance_count = instance_count; op->parameters.indexed = indexed; - acquire_graphics_pipeline_resources(context, indexed, d3d_info); + reference_graphics_pipeline_resources(context, indexed, d3d_info); wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT); } @@ -1080,8 +1080,8 @@ void CDECL wined3d_device_context_draw_indirect(struct wined3d_device_context *c op->parameters.u.indirect.offset = offset; op->parameters.indexed = indexed; - acquire_graphics_pipeline_resources(context, indexed, d3d_info); - wined3d_device_context_acquire_resource(context, &buffer->resource); + reference_graphics_pipeline_resources(context, indexed, d3d_info); + wined3d_device_context_reference_resource(context, &buffer->resource); wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT); wined3d_device_context_unlock(context); @@ -2260,7 +2260,7 @@ static void wined3d_cs_issue_query(struct wined3d_device_context *context, query->state = QUERY_SIGNALLED; } -static void wined3d_cs_acquire_command_list(struct wined3d_device_context *context, struct wined3d_command_list *list) +static void wined3d_cs_reference_command_list(struct wined3d_device_context *context, struct wined3d_command_list *list) { struct wined3d_cs *cs = wined3d_cs_from_context(context); SIZE_T i; @@ -2284,10 +2284,10 @@ static void wined3d_cs_acquire_command_list(struct wined3d_device_context *conte } for (i = 0; i < list->resource_count; ++i) - wined3d_resource_acquire(list->resources[i]); + wined3d_resource_reference(list->resources[i]); for (i = 0; i < list->command_list_count; ++i) - wined3d_cs_acquire_command_list(context, list->command_lists[i]); + wined3d_cs_reference_command_list(context, list->command_lists[i]); for (i = 0; i < list->upload_count; ++i) invalidate_client_address(list->uploads[i].resource); @@ -2309,7 +2309,7 @@ void wined3d_cs_emit_preload_resource(struct wined3d_cs *cs, struct wined3d_reso op->opcode = WINED3D_CS_OP_PRELOAD_RESOURCE; op->resource = resource; - wined3d_resource_acquire(resource); + wined3d_resource_reference(resource); wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT); } @@ -2332,7 +2332,7 @@ void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resou op->opcode = WINED3D_CS_OP_UNLOAD_RESOURCE; op->resource = resource; - wined3d_resource_acquire(resource); + wined3d_resource_reference(resource); wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT); } @@ -2356,7 +2356,7 @@ static void wined3d_device_context_upload_bo(struct wined3d_device_context *cont op->row_pitch = row_pitch; op->slice_pitch = slice_pitch; - wined3d_device_context_acquire_resource(context, resource); + wined3d_device_context_reference_resource(context, resource); wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT); } @@ -2608,9 +2608,9 @@ void wined3d_device_context_emit_blt_sub_resource(struct wined3d_device_context memset(&op->fx, 0, sizeof(op->fx)); op->filter = filter; - wined3d_device_context_acquire_resource(context, dst_resource); + wined3d_device_context_reference_resource(context, dst_resource); if (src_resource) - wined3d_device_context_acquire_resource(context, src_resource); + wined3d_device_context_reference_resource(context, src_resource); wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT); if (flags & WINED3D_BLT_SYNCHRONOUS) @@ -2716,7 +2716,7 @@ void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs *cs, op->texture = texture; op->layer = layer; - wined3d_resource_acquire(&texture->resource); + wined3d_resource_reference(&texture->resource); wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT); } @@ -2743,7 +2743,7 @@ void wined3d_device_context_emit_clear_uav(struct wined3d_device_context *contex op->clear_value = *clear_value; op->fp = fp; - wined3d_device_context_acquire_resource(context, view->resource); + wined3d_device_context_reference_resource(context, view->resource); wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT); } @@ -2770,7 +2770,7 @@ void wined3d_device_context_emit_copy_uav_counter(struct wined3d_device_context op->offset = offset; op->view = uav; - wined3d_device_context_acquire_resource(context, &dst_buffer->resource); + wined3d_device_context_reference_resource(context, &dst_buffer->resource); wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT); } @@ -2795,7 +2795,7 @@ void wined3d_device_context_emit_generate_mipmaps(struct wined3d_device_context op->opcode = WINED3D_CS_OP_GENERATE_MIPMAPS; op->view = view; - wined3d_device_context_acquire_resource(context, view->resource); + wined3d_device_context_reference_resource(context, view->resource); wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT); } @@ -2811,9 +2811,9 @@ static void wined3d_cs_emit_stop(struct wined3d_cs *cs) wined3d_cs_finish(cs, WINED3D_CS_QUEUE_DEFAULT); } -static void wined3d_cs_acquire_resource(struct wined3d_device_context *context, struct wined3d_resource *resource) +static void wined3d_cs_reference_resource(struct wined3d_device_context *context, struct wined3d_resource *resource) { - wined3d_resource_acquire(resource); + wined3d_resource_reference(resource); } static void wined3d_cs_exec_execute_command_list(struct wined3d_cs *cs, const void *data); @@ -2902,7 +2902,7 @@ void wined3d_device_context_emit_execute_command_list(struct wined3d_device_cont op->opcode = WINED3D_CS_OP_EXECUTE_COMMAND_LIST; op->list = list; - context->ops->acquire_command_list(context, list); + context->ops->reference_command_list(context, list); wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT); @@ -3124,8 +3124,8 @@ static const struct wined3d_device_context_ops wined3d_cs_st_ops = wined3d_cs_unmap_upload_bo, wined3d_cs_issue_query, wined3d_cs_flush, - wined3d_cs_acquire_resource, - wined3d_cs_acquire_command_list, + wined3d_cs_reference_resource, + wined3d_cs_reference_command_list, }; static BOOL wined3d_cs_queue_is_empty(const struct wined3d_cs *cs, const struct wined3d_cs_queue *queue) @@ -3253,8 +3253,8 @@ static const struct wined3d_device_context_ops wined3d_cs_mt_ops = wined3d_cs_unmap_upload_bo, wined3d_cs_issue_query, wined3d_cs_flush, - wined3d_cs_acquire_resource, - wined3d_cs_acquire_command_list, + wined3d_cs_reference_resource, + wined3d_cs_reference_command_list, }; static void poll_queries(struct wined3d_cs *cs) @@ -4143,7 +4143,7 @@ static void wined3d_deferred_context_flush(struct wined3d_device_context *contex FIXME("context %p, stub!\n", context); } -static void wined3d_deferred_context_acquire_resource(struct wined3d_device_context *context, +static void wined3d_deferred_context_reference_resource(struct wined3d_device_context *context, struct wined3d_resource *resource) { struct wined3d_deferred_context *deferred = wined3d_deferred_context_from_context(context); @@ -4156,7 +4156,7 @@ static void wined3d_deferred_context_acquire_resource(struct wined3d_device_cont wined3d_resource_incref(resource); } -static void wined3d_deferred_context_acquire_command_list(struct wined3d_device_context *context, +static void wined3d_deferred_context_reference_command_list(struct wined3d_device_context *context, struct wined3d_command_list *list) { struct wined3d_deferred_context *deferred = wined3d_deferred_context_from_context(context); @@ -4180,8 +4180,8 @@ static const struct wined3d_device_context_ops wined3d_deferred_context_ops = wined3d_deferred_context_unmap_upload_bo, wined3d_deferred_context_issue_query, wined3d_deferred_context_flush, - wined3d_deferred_context_acquire_resource, - wined3d_deferred_context_acquire_command_list, + wined3d_deferred_context_reference_resource, + wined3d_deferred_context_reference_command_list, }; HRESULT CDECL wined3d_deferred_context_create(struct wined3d_device *device, struct wined3d_device_context **context) diff --git a/dlls/wined3d/resource.c b/dlls/wined3d/resource.c index 62f9604ebcc..437f9c9da69 100644 --- a/dlls/wined3d/resource.c +++ b/dlls/wined3d/resource.c @@ -253,7 +253,7 @@ void resource_cleanup(struct wined3d_resource *resource) device_resource_released(resource->device, resource); } - wined3d_resource_acquire(resource); + wined3d_resource_reference(resource); wined3d_cs_destroy_object(resource->device->cs, wined3d_resource_destroy_object, resource); } diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index e0a60a5807d..4492ce6ef42 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -4916,8 +4916,8 @@ struct wined3d_device_context_ops unsigned int sub_resource_idx, struct wined3d_box *box, struct upload_bo *upload_bo); void (*issue_query)(struct wined3d_device_context *context, struct wined3d_query *query, unsigned int flags); void (*flush)(struct wined3d_device_context *context); - void (*acquire_resource)(struct wined3d_device_context *context, struct wined3d_resource *resource); - void (*acquire_command_list)(struct wined3d_device_context *context, struct wined3d_command_list *list); + void (*reference_resource)(struct wined3d_device_context *context, struct wined3d_resource *resource); + void (*reference_command_list)(struct wined3d_device_context *context, struct wined3d_command_list *list); }; struct wined3d_device_context @@ -5081,7 +5081,7 @@ void wined3d_device_context_emit_update_sub_resource(struct wined3d_device_conte HRESULT wined3d_device_context_emit_unmap(struct wined3d_device_context *context, struct wined3d_resource *resource, unsigned int sub_resource_idx) DECLSPEC_HIDDEN; -static inline void wined3d_resource_acquire(struct wined3d_resource *resource) +static inline void wined3d_resource_reference(struct wined3d_resource *resource) { const struct wined3d_cs *cs = resource->device->cs; resource->access_time = cs->queue[WINED3D_CS_QUEUE_DEFAULT].head;