[PATCH 2/5] wined3d: Synchronise WINED3D_CS_OP_CLEAR resource access.
Henri Verbeet
hverbeet at codeweavers.com
Sun Jul 10 08:09:17 CDT 2016
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/cs.c | 29 ++++++++++++++++++++++++++++-
1 file changed, 28 insertions(+), 1 deletion(-)
diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c
index 21f783a..c456b5b 100644
--- a/dlls/wined3d/cs.c
+++ b/dlls/wined3d/cs.c
@@ -304,20 +304,36 @@ void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *sw
static void wined3d_cs_exec_clear(struct wined3d_cs *cs, const void *data)
{
const struct wined3d_cs_clear *op = data;
+ const struct wined3d_state *state;
struct wined3d_device *device;
+ unsigned int i;
RECT draw_rect;
device = cs->device;
- wined3d_get_draw_rect(&device->state, &draw_rect);
+ state = &device->state;
+ wined3d_get_draw_rect(state, &draw_rect);
device_clear_render_targets(device, device->adapter->gl_info.limits.buffers,
&device->fb, op->rect_count, op->rects, &draw_rect, op->flags,
&op->color, op->depth, op->stencil);
+
+ if (op->flags & WINED3DCLEAR_TARGET)
+ {
+ for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
+ {
+ if (state->fb->render_targets[i])
+ wined3d_resource_release(state->fb->render_targets[i]->resource);
+ }
+ }
+ if (op->flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
+ wined3d_resource_release(state->fb->depth_stencil->resource);
}
void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
{
+ const struct wined3d_state *state = &cs->device->state;
struct wined3d_cs_clear *op;
+ unsigned int i;
op = cs->ops->require_space(cs, FIELD_OFFSET(struct wined3d_cs_clear, rects[rect_count]));
op->opcode = WINED3D_CS_OP_CLEAR;
@@ -328,6 +344,17 @@ void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *
op->rect_count = rect_count;
memcpy(op->rects, rects, sizeof(*rects) * rect_count);
+ if (flags & WINED3DCLEAR_TARGET)
+ {
+ for (i = 0; i < cs->device->adapter->gl_info.limits.buffers; ++i)
+ {
+ if (state->fb->render_targets[i])
+ wined3d_resource_acquire(state->fb->render_targets[i]->resource);
+ }
+ }
+ if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
+ wined3d_resource_acquire(state->fb->depth_stencil->resource);
+
cs->ops->submit(cs);
}
--
2.1.4
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