wined3d: Rename resource_acquire to resource_reference.
Signed-off-by: Stefan Dösinger <stefan@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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081ba0ee2f
commit
bff2bbc904
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@ -550,10 +550,10 @@ static inline void wined3d_device_context_finish(struct wined3d_device_context *
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context->ops->finish(context, queue_id);
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}
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static inline void wined3d_device_context_acquire_resource(struct wined3d_device_context *context,
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static inline void wined3d_device_context_reference_resource(struct wined3d_device_context *context,
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struct wined3d_resource *resource)
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{
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context->ops->acquire_resource(context, resource);
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context->ops->reference_resource(context, resource);
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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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@ -734,10 +734,10 @@ void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *sw
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pending = InterlockedIncrement(&cs->pending_presents);
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wined3d_resource_acquire(&swapchain->front_buffer->resource);
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wined3d_resource_reference(&swapchain->front_buffer->resource);
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for (i = 0; i < swapchain->state.desc.backbuffer_count; ++i)
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{
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wined3d_resource_acquire(&swapchain->back_buffers[i]->resource);
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wined3d_resource_reference(&swapchain->back_buffers[i]->resource);
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}
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wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
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@ -789,12 +789,12 @@ void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *
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for (i = 0; i < rt_count; ++i)
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{
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if ((view = state->fb.render_targets[i]))
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wined3d_resource_acquire(view->resource);
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wined3d_resource_reference(view->resource);
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}
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if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
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{
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view = state->fb.depth_stencil;
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wined3d_resource_acquire(view->resource);
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wined3d_resource_reference(view->resource);
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}
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wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
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@ -831,14 +831,14 @@ void wined3d_device_context_emit_clear_rendertarget_view(struct wined3d_device_c
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op->rect_count = 1;
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op->rects[0] = *rect;
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wined3d_device_context_acquire_resource(context, view->resource);
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wined3d_device_context_reference_resource(context, view->resource);
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wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
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if (flags & WINED3DCLEAR_SYNCHRONOUS)
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wined3d_device_context_finish(context, WINED3D_CS_QUEUE_DEFAULT);
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}
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static void acquire_shader_resources(struct wined3d_device_context *context, unsigned int shader_mask)
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static void reference_shader_resources(struct wined3d_device_context *context, unsigned int shader_mask)
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{
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const struct wined3d_state *state = context->state;
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struct wined3d_shader_sampler_map_entry *entry;
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@ -857,7 +857,7 @@ static void acquire_shader_resources(struct wined3d_device_context *context, uns
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for (j = 0; j < WINED3D_MAX_CBS; ++j)
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{
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if (state->cb[i][j].buffer)
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wined3d_device_context_acquire_resource(context, &state->cb[i][j].buffer->resource);
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wined3d_device_context_reference_resource(context, &state->cb[i][j].buffer->resource);
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}
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for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
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@ -867,12 +867,12 @@ static void acquire_shader_resources(struct wined3d_device_context *context, uns
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if (!(view = state->shader_resource_view[i][entry->resource_idx]))
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continue;
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wined3d_device_context_acquire_resource(context, view->resource);
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wined3d_device_context_reference_resource(context, view->resource);
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}
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}
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}
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static void acquire_unordered_access_resources(struct wined3d_device_context *context,
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static void reference_unordered_access_resources(struct wined3d_device_context *context,
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const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
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{
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unsigned int i;
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@ -888,7 +888,7 @@ static void acquire_unordered_access_resources(struct wined3d_device_context *co
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if (!views[i])
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continue;
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wined3d_device_context_acquire_resource(context, views[i]->resource);
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wined3d_device_context_reference_resource(context, views[i]->resource);
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}
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}
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@ -903,12 +903,12 @@ static void wined3d_cs_exec_dispatch(struct wined3d_cs *cs, const void *data)
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cs->c.device->adapter->adapter_ops->adapter_dispatch_compute(cs->c.device, state, &op->parameters);
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}
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static void acquire_compute_pipeline_resources(struct wined3d_device_context *context)
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static void reference_compute_pipeline_resources(struct wined3d_device_context *context)
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{
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const struct wined3d_state *state = context->state;
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acquire_shader_resources(context, 1u << WINED3D_SHADER_TYPE_COMPUTE);
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acquire_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_COMPUTE],
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reference_shader_resources(context, 1u << WINED3D_SHADER_TYPE_COMPUTE);
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reference_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_COMPUTE],
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state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
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}
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@ -925,7 +925,7 @@ void CDECL wined3d_device_context_dispatch(struct wined3d_device_context *contex
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op->parameters.u.direct.group_count_y = group_count_y;
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op->parameters.u.direct.group_count_z = group_count_z;
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acquire_compute_pipeline_resources(context);
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reference_compute_pipeline_resources(context);
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wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_device_context_unlock(context);
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@ -943,8 +943,8 @@ void CDECL wined3d_device_context_dispatch_indirect(struct wined3d_device_contex
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op->parameters.u.indirect.buffer = buffer;
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op->parameters.u.indirect.offset = offset;
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acquire_compute_pipeline_resources(context);
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wined3d_device_context_acquire_resource(context, &buffer->resource);
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reference_compute_pipeline_resources(context);
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wined3d_device_context_reference_resource(context, &buffer->resource);
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wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_device_context_unlock(context);
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@ -1003,38 +1003,38 @@ static void wined3d_cs_exec_draw(struct wined3d_cs *cs, const void *data)
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cs->c.device->adapter->adapter_ops->adapter_draw_primitive(cs->c.device, state, &op->parameters);
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}
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static void acquire_graphics_pipeline_resources(struct wined3d_device_context *context,
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static void reference_graphics_pipeline_resources(struct wined3d_device_context *context,
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BOOL indexed, const struct wined3d_d3d_info *d3d_info)
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{
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const struct wined3d_state *state = context->state;
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unsigned int i;
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if (indexed)
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wined3d_device_context_acquire_resource(context, &state->index_buffer->resource);
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wined3d_device_context_reference_resource(context, &state->index_buffer->resource);
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for (i = 0; i < ARRAY_SIZE(state->streams); ++i)
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{
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if (state->streams[i].buffer)
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wined3d_device_context_acquire_resource(context, &state->streams[i].buffer->resource);
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wined3d_device_context_reference_resource(context, &state->streams[i].buffer->resource);
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}
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for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
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{
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if (state->stream_output[i].buffer)
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wined3d_device_context_acquire_resource(context, &state->stream_output[i].buffer->resource);
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wined3d_device_context_reference_resource(context, &state->stream_output[i].buffer->resource);
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}
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for (i = 0; i < ARRAY_SIZE(state->textures); ++i)
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{
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if (state->textures[i])
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wined3d_device_context_acquire_resource(context, &state->textures[i]->resource);
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wined3d_device_context_reference_resource(context, &state->textures[i]->resource);
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}
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for (i = 0; i < d3d_info->limits.max_rt_count; ++i)
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{
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if (state->fb.render_targets[i])
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wined3d_device_context_acquire_resource(context, state->fb.render_targets[i]->resource);
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wined3d_device_context_reference_resource(context, state->fb.render_targets[i]->resource);
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}
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if (state->fb.depth_stencil)
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wined3d_device_context_acquire_resource(context, state->fb.depth_stencil->resource);
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acquire_shader_resources(context, ~(1u << WINED3D_SHADER_TYPE_COMPUTE));
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acquire_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_PIXEL],
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wined3d_device_context_reference_resource(context, state->fb.depth_stencil->resource);
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reference_shader_resources(context, ~(1u << WINED3D_SHADER_TYPE_COMPUTE));
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reference_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_PIXEL],
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state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
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}
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@ -1058,7 +1058,7 @@ void wined3d_device_context_emit_draw(struct wined3d_device_context *context,
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op->parameters.u.direct.instance_count = instance_count;
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op->parameters.indexed = indexed;
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acquire_graphics_pipeline_resources(context, indexed, d3d_info);
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reference_graphics_pipeline_resources(context, indexed, d3d_info);
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wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
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}
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@ -1080,8 +1080,8 @@ void CDECL wined3d_device_context_draw_indirect(struct wined3d_device_context *c
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op->parameters.u.indirect.offset = offset;
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op->parameters.indexed = indexed;
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acquire_graphics_pipeline_resources(context, indexed, d3d_info);
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wined3d_device_context_acquire_resource(context, &buffer->resource);
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reference_graphics_pipeline_resources(context, indexed, d3d_info);
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wined3d_device_context_reference_resource(context, &buffer->resource);
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wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_device_context_unlock(context);
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@ -2260,7 +2260,7 @@ static void wined3d_cs_issue_query(struct wined3d_device_context *context,
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query->state = QUERY_SIGNALLED;
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}
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static void wined3d_cs_acquire_command_list(struct wined3d_device_context *context, struct wined3d_command_list *list)
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static void wined3d_cs_reference_command_list(struct wined3d_device_context *context, struct wined3d_command_list *list)
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{
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struct wined3d_cs *cs = wined3d_cs_from_context(context);
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SIZE_T i;
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@ -2284,10 +2284,10 @@ static void wined3d_cs_acquire_command_list(struct wined3d_device_context *conte
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}
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for (i = 0; i < list->resource_count; ++i)
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wined3d_resource_acquire(list->resources[i]);
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wined3d_resource_reference(list->resources[i]);
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for (i = 0; i < list->command_list_count; ++i)
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wined3d_cs_acquire_command_list(context, list->command_lists[i]);
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wined3d_cs_reference_command_list(context, list->command_lists[i]);
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for (i = 0; i < list->upload_count; ++i)
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invalidate_client_address(list->uploads[i].resource);
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@ -2309,7 +2309,7 @@ void wined3d_cs_emit_preload_resource(struct wined3d_cs *cs, struct wined3d_reso
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op->opcode = WINED3D_CS_OP_PRELOAD_RESOURCE;
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op->resource = resource;
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wined3d_resource_acquire(resource);
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wined3d_resource_reference(resource);
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wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
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}
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@ -2332,7 +2332,7 @@ void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resou
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op->opcode = WINED3D_CS_OP_UNLOAD_RESOURCE;
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op->resource = resource;
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wined3d_resource_acquire(resource);
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wined3d_resource_reference(resource);
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wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
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}
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@ -2356,7 +2356,7 @@ static void wined3d_device_context_upload_bo(struct wined3d_device_context *cont
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op->row_pitch = row_pitch;
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op->slice_pitch = slice_pitch;
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wined3d_device_context_acquire_resource(context, resource);
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wined3d_device_context_reference_resource(context, resource);
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wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
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}
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@ -2608,9 +2608,9 @@ void wined3d_device_context_emit_blt_sub_resource(struct wined3d_device_context
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memset(&op->fx, 0, sizeof(op->fx));
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op->filter = filter;
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wined3d_device_context_acquire_resource(context, dst_resource);
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wined3d_device_context_reference_resource(context, dst_resource);
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if (src_resource)
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wined3d_device_context_acquire_resource(context, src_resource);
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wined3d_device_context_reference_resource(context, src_resource);
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wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
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if (flags & WINED3D_BLT_SYNCHRONOUS)
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@ -2716,7 +2716,7 @@ void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs *cs,
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op->texture = texture;
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op->layer = layer;
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wined3d_resource_acquire(&texture->resource);
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wined3d_resource_reference(&texture->resource);
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wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
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}
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@ -2743,7 +2743,7 @@ void wined3d_device_context_emit_clear_uav(struct wined3d_device_context *contex
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op->clear_value = *clear_value;
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op->fp = fp;
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wined3d_device_context_acquire_resource(context, view->resource);
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wined3d_device_context_reference_resource(context, view->resource);
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wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
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}
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@ -2770,7 +2770,7 @@ void wined3d_device_context_emit_copy_uav_counter(struct wined3d_device_context
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op->offset = offset;
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op->view = uav;
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wined3d_device_context_acquire_resource(context, &dst_buffer->resource);
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wined3d_device_context_reference_resource(context, &dst_buffer->resource);
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wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
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}
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@ -2795,7 +2795,7 @@ void wined3d_device_context_emit_generate_mipmaps(struct wined3d_device_context
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op->opcode = WINED3D_CS_OP_GENERATE_MIPMAPS;
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op->view = view;
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wined3d_device_context_acquire_resource(context, view->resource);
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wined3d_device_context_reference_resource(context, view->resource);
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wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
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}
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@ -2811,9 +2811,9 @@ static void wined3d_cs_emit_stop(struct wined3d_cs *cs)
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wined3d_cs_finish(cs, WINED3D_CS_QUEUE_DEFAULT);
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}
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static void wined3d_cs_acquire_resource(struct wined3d_device_context *context, struct wined3d_resource *resource)
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static void wined3d_cs_reference_resource(struct wined3d_device_context *context, struct wined3d_resource *resource)
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{
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wined3d_resource_acquire(resource);
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wined3d_resource_reference(resource);
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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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@ -2902,7 +2902,7 @@ void wined3d_device_context_emit_execute_command_list(struct wined3d_device_cont
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op->opcode = WINED3D_CS_OP_EXECUTE_COMMAND_LIST;
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op->list = list;
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context->ops->acquire_command_list(context, list);
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context->ops->reference_command_list(context, list);
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wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
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@ -3124,8 +3124,8 @@ static const struct wined3d_device_context_ops wined3d_cs_st_ops =
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wined3d_cs_unmap_upload_bo,
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wined3d_cs_issue_query,
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wined3d_cs_flush,
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wined3d_cs_acquire_resource,
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wined3d_cs_acquire_command_list,
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wined3d_cs_reference_resource,
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wined3d_cs_reference_command_list,
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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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@ -3253,8 +3253,8 @@ static const struct wined3d_device_context_ops wined3d_cs_mt_ops =
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wined3d_cs_unmap_upload_bo,
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wined3d_cs_issue_query,
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wined3d_cs_flush,
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wined3d_cs_acquire_resource,
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wined3d_cs_acquire_command_list,
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wined3d_cs_reference_resource,
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wined3d_cs_reference_command_list,
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};
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static void poll_queries(struct wined3d_cs *cs)
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@ -4143,7 +4143,7 @@ static void wined3d_deferred_context_flush(struct wined3d_device_context *contex
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FIXME("context %p, stub!\n", context);
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}
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static void wined3d_deferred_context_acquire_resource(struct wined3d_device_context *context,
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static void wined3d_deferred_context_reference_resource(struct wined3d_device_context *context,
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struct wined3d_resource *resource)
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{
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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)
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
|
Loading…
Reference in New Issue