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>
This commit is contained in:
Henri Verbeet 2019-12-12 21:03:02 +03:30 committed by Alexandre Julliard
parent 5d4d5c593d
commit c447029d15
1 changed files with 21 additions and 6 deletions

View File

@ -448,27 +448,42 @@ static HRESULT adapter_vk_init_3d(struct wined3d_device *device)
return WINED3D_OK;
}
static void adapter_vk_uninit_3d(struct wined3d_device *device)
static void adapter_vk_uninit_3d_cs(void *object)
{
struct wined3d_device_vk *device_vk = object;
struct wined3d_context_vk *context_vk;
struct wined3d_device *device;
struct wined3d_shader *shader;
TRACE("device %p.\n", device);
TRACE("device_vk %p.\n", device_vk);
context_vk = &wined3d_device_vk(device)->context_vk;
context_vk = &device_vk->context_vk;
device = &device_vk->d;
LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
{
device->shader_backend->shader_destroy(shader);
}
wined3d_device_destroy_default_samplers(device, &context_vk->c);
device->blitter->ops->blitter_destroy(device->blitter, NULL);
device->shader_backend->shader_free_private(device, &context_vk->c);
wined3d_device_destroy_default_samplers(device, &context_vk->c);
}
static void adapter_vk_uninit_3d(struct wined3d_device *device)
{
struct wined3d_context_vk *context_vk;
struct wined3d_device_vk *device_vk;
TRACE("device %p.\n", device);
device_vk = wined3d_device_vk(device);
context_vk = &device_vk->context_vk;
wined3d_cs_destroy_object(device->cs, adapter_vk_uninit_3d_cs, device_vk);
wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
device_context_remove(device, &context_vk->c);
device->shader_backend->shader_free_private(device, NULL);
wined3d_context_vk_cleanup(context_vk);
}