wined3d: Synchronise WINED3D_CS_OP_DRAW resource access.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -361,7 +361,11 @@ void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *
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static void wined3d_cs_exec_draw(struct wined3d_cs *cs, const void *data)
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{
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struct wined3d_state *state = &cs->device->state;
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struct wined3d_shader_sampler_map_entry *entry;
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struct wined3d_shader_resource_view *view;
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const struct wined3d_cs_draw *op = data;
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struct wined3d_shader *shader;
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unsigned int i, j;
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if (!cs->device->adapter->gl_info.supported[ARB_DRAW_ELEMENTS_BASE_VERTEX]
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&& state->load_base_vertex_index != op->base_vertex_idx)
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@ -372,12 +376,58 @@ static void wined3d_cs_exec_draw(struct wined3d_cs *cs, const void *data)
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draw_primitive(cs->device, state, op->base_vertex_idx, op->start_idx,
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op->index_count, op->start_instance, op->instance_count, op->indexed);
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if (op->indexed)
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wined3d_resource_release(&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_resource_release(&state->streams[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_resource_release(&state->textures[i]->resource);
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}
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for (i = 0; i < cs->device->adapter->gl_info.limits.buffers; ++i)
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{
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if (state->fb->render_targets[i])
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wined3d_resource_release(state->fb->render_targets[i]->resource);
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}
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if (state->fb->depth_stencil)
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wined3d_resource_release(state->fb->depth_stencil->resource);
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for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
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{
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if (!(shader = state->shader[i]))
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continue;
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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])
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wined3d_resource_release(&state->cb[i][j]->resource);
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}
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for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
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{
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entry = &shader->reg_maps.sampler_map.entries[j];
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if (!(view = state->shader_resource_view[i][entry->resource_idx]))
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continue;
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wined3d_resource_release(view->resource);
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}
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}
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}
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void wined3d_cs_emit_draw(struct wined3d_cs *cs, int base_vertex_idx, unsigned int start_idx,
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unsigned int index_count, unsigned int start_instance, unsigned int instance_count, BOOL indexed)
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{
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const struct wined3d_state *state = &cs->device->state;
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struct wined3d_shader_sampler_map_entry *entry;
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struct wined3d_shader_resource_view *view;
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struct wined3d_shader *shader;
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struct wined3d_cs_draw *op;
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unsigned int i, j;
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op = cs->ops->require_space(cs, sizeof(*op));
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op->opcode = WINED3D_CS_OP_DRAW;
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@ -388,6 +438,47 @@ void wined3d_cs_emit_draw(struct wined3d_cs *cs, int base_vertex_idx, unsigned i
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op->instance_count = instance_count;
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op->indexed = indexed;
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if (indexed)
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wined3d_resource_acquire(&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_resource_acquire(&state->streams[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_resource_acquire(&state->textures[i]->resource);
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}
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for (i = 0; i < cs->device->adapter->gl_info.limits.buffers; ++i)
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{
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if (state->fb->render_targets[i])
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wined3d_resource_acquire(state->fb->render_targets[i]->resource);
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}
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if (state->fb->depth_stencil)
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wined3d_resource_acquire(state->fb->depth_stencil->resource);
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for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
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{
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if (!(shader = state->shader[i]))
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continue;
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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])
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wined3d_resource_acquire(&state->cb[i][j]->resource);
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}
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for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
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{
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entry = &shader->reg_maps.sampler_map.entries[j];
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if (!(view = state->shader_resource_view[i][entry->resource_idx]))
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continue;
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wined3d_resource_acquire(view->resource);
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}
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}
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cs->ops->submit(cs);
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}
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