[PATCH 2/5] wined3d: Destroy GPU resources from the CS thread in adapter_vk_uninit_3d().
Henri Verbeet
hverbeet at codeweavers.com
Thu Dec 12 11:33:02 CST 2019
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/adapter_vk.c | 25 ++++++++++++++++++++-----
1 file changed, 20 insertions(+), 5 deletions(-)
diff --git a/dlls/wined3d/adapter_vk.c b/dlls/wined3d/adapter_vk.c
index 4a501292824..94eb1382c56 100644
--- a/dlls/wined3d/adapter_vk.c
+++ b/dlls/wined3d/adapter_vk.c
@@ -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);
}
+ 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);
+}
- device->blitter->ops->blitter_destroy(device->blitter, NULL);
+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);
}
--
2.11.0
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