[PATCH 6/6] Revert "wined3d: Acquire references to shaders in deferred contexts."

Jan Sikorski jsikorski at codeweavers.com
Thu Dec 2 04:29:52 CST 2021


This reverts commit 908fb50728a33da6f7238cafcc8163065785ab0a.

Moved to wined3d_cs_packet_{in/de}cref_objects().

Signed-off-by: Jan Sikorski <jsikorski at codeweavers.com>
---
 dlls/wined3d/cs.c              | 48 ----------------------------------
 dlls/wined3d/wined3d_private.h |  1 -
 2 files changed, 49 deletions(-)

diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c
index 786a5db9842..8638406394f 100644
--- a/dlls/wined3d/cs.c
+++ b/dlls/wined3d/cs.c
@@ -72,9 +72,6 @@ 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)
@@ -129,8 +126,6 @@ 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]);
 
         while (start < list->data_size)
         {
@@ -645,12 +640,6 @@ 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);
@@ -1863,8 +1852,6 @@ 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);
 }
 
@@ -3042,11 +3029,6 @@ 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) =
@@ -3287,7 +3269,6 @@ 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)
@@ -3418,7 +3399,6 @@ 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)
@@ -3715,9 +3695,6 @@ 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)
@@ -3954,18 +3931,6 @@ 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,
@@ -3981,7 +3946,6 @@ 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)
@@ -4051,10 +4015,6 @@ 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);
-
     while (start < deferred->data_size)
     {
         const struct wined3d_cs_packet *packet = wined3d_next_cs_packet(deferred->data, &start);
@@ -4083,7 +4043,6 @@ 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)
@@ -4143,12 +4102,6 @@ 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);
@@ -4161,7 +4114,6 @@ 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 3805fdc48a7..71481a8c9c8 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -4853,7 +4853,6 @@ 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
-- 
2.32.0




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