Jan Sikorski : wined3d: Acquire references to shaders in deferred contexts.
Alexandre Julliard
julliard at winehq.org
Mon Nov 15 16:01:28 CST 2021
Module: wine
Branch: master
Commit: 908fb50728a33da6f7238cafcc8163065785ab0a
URL: https://source.winehq.org/git/wine.git/?a=commit;h=908fb50728a33da6f7238cafcc8163065785ab0a
Author: Jan Sikorski <jsikorski at codeweavers.com>
Date: Fri Nov 12 14:56:34 2021 +0100
wined3d: Acquire references to shaders in deferred contexts.
Signed-off-by: Jan Sikorski <jsikorski at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/wined3d/cs.c | 48 ++++++++++++++++++++++++++++++++++++++++++
dlls/wined3d/wined3d_private.h | 1 +
2 files changed, 49 insertions(+)
diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c
index 911b9a2b9c8..2aa9f570d3e 100644
--- a/dlls/wined3d/cs.c
+++ b/dlls/wined3d/cs.c
@@ -73,6 +73,9 @@ struct wined3d_command_list
SIZE_T depth_stencil_state_count;
struct wined3d_depth_stencil_state **depth_stencil_states;
+
+ SIZE_T shader_count;
+ struct wined3d_shader **shaders;
};
static void wined3d_command_list_destroy_object(void *object)
@@ -122,6 +125,8 @@ ULONG CDECL wined3d_command_list_decref(struct wined3d_command_list *list)
wined3d_rasterizer_state_decref(list->rasterizer_states[i]);
for (i = 0; i < list->depth_stencil_state_count; ++i)
wined3d_depth_stencil_state_decref(list->depth_stencil_states[i]);
+ for (i = 0; i < list->shader_count; ++i)
+ wined3d_shader_decref(list->shaders[i]);
wined3d_mutex_lock();
wined3d_cs_destroy_object(device->cs, wined3d_command_list_destroy_object, list);
@@ -622,6 +627,12 @@ static inline void wined3d_device_context_acquire_depth_stencil_state(struct win
context->ops->acquire_depth_stencil_state(context, depth_stencil_state);
}
+static inline void wined3d_device_context_acquire_shader(struct wined3d_device_context *context,
+ struct wined3d_shader *shader)
+{
+ context->ops->acquire_shader(context, shader);
+}
+
static struct wined3d_cs *wined3d_cs_from_context(struct wined3d_device_context *context)
{
return CONTAINING_RECORD(context, struct wined3d_cs, c);
@@ -1834,6 +1845,8 @@ void wined3d_device_context_emit_set_shader(struct wined3d_device_context *conte
op->type = type;
op->shader = shader;
+ if (shader)
+ wined3d_device_context_acquire_shader(context, shader);
wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
}
@@ -3011,6 +3024,11 @@ static void wined3d_cs_acquire_depth_stencil_state(struct wined3d_device_context
{
}
+static void wined3d_cs_acquire_shader(struct wined3d_device_context *context,
+ struct wined3d_shader *shader)
+{
+}
+
static void wined3d_cs_exec_execute_command_list(struct wined3d_cs *cs, const void *data);
static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void *data) =
@@ -3253,6 +3271,7 @@ static const struct wined3d_device_context_ops wined3d_cs_st_ops =
wined3d_cs_acquire_blend_state,
wined3d_cs_acquire_rasterizer_state,
wined3d_cs_acquire_depth_stencil_state,
+ wined3d_cs_acquire_shader,
};
static BOOL wined3d_cs_queue_is_empty(const struct wined3d_cs *cs, const struct wined3d_cs_queue *queue)
@@ -3383,6 +3402,7 @@ static const struct wined3d_device_context_ops wined3d_cs_mt_ops =
wined3d_cs_acquire_blend_state,
wined3d_cs_acquire_rasterizer_state,
wined3d_cs_acquire_depth_stencil_state,
+ wined3d_cs_acquire_shader,
};
static void poll_queries(struct wined3d_cs *cs)
@@ -3618,6 +3638,9 @@ struct wined3d_deferred_context
SIZE_T depth_stencil_state_count, depth_stencil_states_capacity;
struct wined3d_depth_stencil_state **depth_stencil_states;
+
+ SIZE_T shader_count, shaders_capacity;
+ struct wined3d_shader **shaders;
};
static struct wined3d_deferred_context *wined3d_deferred_context_from_context(struct wined3d_device_context *context)
@@ -3852,6 +3875,18 @@ static void wined3d_deferred_context_acquire_depth_stencil_state(struct wined3d_
wined3d_depth_stencil_state_incref(depth_stencil_state);
}
+static void wined3d_deferred_context_acquire_shader(struct wined3d_device_context *context,
+ struct wined3d_shader *shader)
+{
+ struct wined3d_deferred_context *deferred = wined3d_deferred_context_from_context(context);
+ if (!wined3d_array_reserve((void **)&deferred->shaders, &deferred->shaders_capacity,
+ deferred->shader_count + 1, sizeof(*deferred->shaders)))
+ return;
+
+ deferred->shaders[deferred->shader_count++] = shader;
+ wined3d_shader_incref(shader);
+}
+
static const struct wined3d_device_context_ops wined3d_deferred_context_ops =
{
wined3d_deferred_context_require_space,
@@ -3867,6 +3902,7 @@ static const struct wined3d_device_context_ops wined3d_deferred_context_ops =
wined3d_deferred_context_acquire_blend_state,
wined3d_deferred_context_acquire_rasterizer_state,
wined3d_deferred_context_acquire_depth_stencil_state,
+ wined3d_deferred_context_acquire_shader,
};
HRESULT CDECL wined3d_deferred_context_create(struct wined3d_device *device, struct wined3d_device_context **context)
@@ -3936,6 +3972,10 @@ void CDECL wined3d_deferred_context_destroy(struct wined3d_device_context *conte
wined3d_depth_stencil_state_decref(deferred->depth_stencil_states[i]);
heap_free(deferred->depth_stencil_states);
+ for (i = 0; i < deferred->shader_count; ++i)
+ wined3d_shader_decref(deferred->shaders[i]);
+ heap_free(deferred->shaders);
+
wined3d_state_destroy(deferred->c.state);
heap_free(deferred->data);
heap_free(deferred);
@@ -3958,6 +3998,7 @@ HRESULT CDECL wined3d_deferred_context_record_command_list(struct wined3d_device
+ deferred->blend_state_count * sizeof(*object->blend_states)
+ deferred->rasterizer_state_count * sizeof(*object->rasterizer_states)
+ deferred->depth_stencil_state_count * sizeof(*object->depth_stencil_states)
+ + deferred->shader_count * sizeof(*object->shaders)
+ deferred->data_size);
if (!memory)
@@ -4017,6 +4058,12 @@ HRESULT CDECL wined3d_deferred_context_record_command_list(struct wined3d_device
deferred->depth_stencil_state_count * sizeof(*object->depth_stencil_states));
/* Transfer our references to the depth stencil states to the command list. */
+ object->shaders = memory;
+ memory = &object->shaders[deferred->shader_count];
+ object->shader_count = deferred->shader_count;
+ memcpy(object->shaders, deferred->shaders, deferred->shader_count * sizeof(*object->shaders));
+ /* Transfer our references to the shaders to the command list. */
+
object->data = memory;
object->data_size = deferred->data_size;
memcpy(object->data, deferred->data, deferred->data_size);
@@ -4029,6 +4076,7 @@ HRESULT CDECL wined3d_deferred_context_record_command_list(struct wined3d_device
deferred->blend_state_count = 0;
deferred->rasterizer_state_count = 0;
deferred->depth_stencil_state_count = 0;
+ deferred->shader_count = 0;
/* This is in fact recorded into a subsequent command list. */
if (restore)
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 74c7932220b..94f0f94b1d7 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -4852,6 +4852,7 @@ struct wined3d_device_context_ops
struct wined3d_rasterizer_state *rasterizer_state);
void (*acquire_depth_stencil_state)(struct wined3d_device_context *context,
struct wined3d_depth_stencil_state *depth_stencil_state);
+ void (*acquire_shader)(struct wined3d_device_context *context, struct wined3d_shader *shader);
};
struct wined3d_device_context
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