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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