wined3d: Destroy GPU resources from the CS thread in adapter_vk_uninit_3d().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -448,27 +448,42 @@ static HRESULT adapter_vk_init_3d(struct wined3d_device *device)
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return WINED3D_OK;
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}
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static void adapter_vk_uninit_3d(struct wined3d_device *device)
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static void adapter_vk_uninit_3d_cs(void *object)
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{
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struct wined3d_device_vk *device_vk = object;
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struct wined3d_context_vk *context_vk;
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struct wined3d_device *device;
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struct wined3d_shader *shader;
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TRACE("device %p.\n", device);
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TRACE("device_vk %p.\n", device_vk);
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context_vk = &wined3d_device_vk(device)->context_vk;
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context_vk = &device_vk->context_vk;
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device = &device_vk->d;
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LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
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{
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device->shader_backend->shader_destroy(shader);
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}
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wined3d_device_destroy_default_samplers(device, &context_vk->c);
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device->blitter->ops->blitter_destroy(device->blitter, NULL);
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device->shader_backend->shader_free_private(device, &context_vk->c);
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wined3d_device_destroy_default_samplers(device, &context_vk->c);
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}
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static void adapter_vk_uninit_3d(struct wined3d_device *device)
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{
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struct wined3d_context_vk *context_vk;
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struct wined3d_device_vk *device_vk;
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TRACE("device %p.\n", device);
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device_vk = wined3d_device_vk(device);
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context_vk = &device_vk->context_vk;
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wined3d_cs_destroy_object(device->cs, adapter_vk_uninit_3d_cs, device_vk);
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wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
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device_context_remove(device, &context_vk->c);
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device->shader_backend->shader_free_private(device, NULL);
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wined3d_context_vk_cleanup(context_vk);
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}
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