[PATCH 3/8] wined3d: Move the command list reference counting functions to the end of cs.c.
Henri Verbeet
hverbeet at codeweavers.com
Thu Dec 9 14:17:28 CST 2021
These are part of the public API, so there's not need for them to be at
the start of the file.
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
And in fact, it's somewhat counter-productive when we need to call local
functions, as in the next patch in this series.
dlls/wined3d/cs.c | 120 +++++++++++++++++++++++-----------------------
1 file changed, 60 insertions(+), 60 deletions(-)
diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c
index da32e1c2804..2889b3ec38c 100644
--- a/dlls/wined3d/cs.c
+++ b/dlls/wined3d/cs.c
@@ -80,66 +80,6 @@ struct wined3d_command_list
struct wined3d_sampler **samplers;
};
-static void wined3d_command_list_destroy_object(void *object)
-{
- struct wined3d_command_list *list = object;
- SIZE_T i;
-
- TRACE("list %p.\n", list);
-
- for (i = 0; i < list->upload_count; ++i)
- heap_free(list->uploads[i].sysmem);
-
- heap_free(list);
-}
-
-ULONG CDECL wined3d_command_list_incref(struct wined3d_command_list *list)
-{
- ULONG refcount = InterlockedIncrement(&list->refcount);
-
- TRACE("%p increasing refcount to %u.\n", list, refcount);
-
- return refcount;
-}
-
-ULONG CDECL wined3d_command_list_decref(struct wined3d_command_list *list)
-{
- ULONG refcount = InterlockedDecrement(&list->refcount);
- struct wined3d_device *device = list->device;
-
- TRACE("%p decreasing refcount to %u.\n", list, refcount);
-
- if (!refcount)
- {
- SIZE_T i;
-
- for (i = 0; i < list->command_list_count; ++i)
- wined3d_command_list_decref(list->command_lists[i]);
- for (i = 0; i < list->resource_count; ++i)
- wined3d_resource_decref(list->resources[i]);
- for (i = 0; i < list->upload_count; ++i)
- wined3d_resource_decref(list->uploads[i].resource);
- for (i = 0; i < list->query_count; ++i)
- wined3d_query_decref(list->queries[i].query);
- for (i = 0; i < list->blend_state_count; ++i)
- wined3d_blend_state_decref(list->blend_states[i]);
- for (i = 0; i < list->rasterizer_state_count; ++i)
- 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]);
- for (i = 0; i < list->sampler_count; ++i)
- wined3d_sampler_decref(list->samplers[i]);
-
- wined3d_mutex_lock();
- wined3d_cs_destroy_object(device->cs, wined3d_command_list_destroy_object, list);
- wined3d_mutex_unlock();
- }
-
- return refcount;
-}
-
static void invalidate_client_address(struct wined3d_resource *resource)
{
struct wined3d_client_resource *client = &resource->client;
@@ -4150,3 +4090,63 @@ HRESULT CDECL wined3d_deferred_context_record_command_list(struct wined3d_device
return S_OK;
}
+
+static void wined3d_command_list_destroy_object(void *object)
+{
+ struct wined3d_command_list *list = object;
+ SIZE_T i;
+
+ TRACE("list %p.\n", list);
+
+ for (i = 0; i < list->upload_count; ++i)
+ heap_free(list->uploads[i].sysmem);
+
+ heap_free(list);
+}
+
+ULONG CDECL wined3d_command_list_incref(struct wined3d_command_list *list)
+{
+ ULONG refcount = InterlockedIncrement(&list->refcount);
+
+ TRACE("%p increasing refcount to %u.\n", list, refcount);
+
+ return refcount;
+}
+
+ULONG CDECL wined3d_command_list_decref(struct wined3d_command_list *list)
+{
+ ULONG refcount = InterlockedDecrement(&list->refcount);
+ struct wined3d_device *device = list->device;
+
+ TRACE("%p decreasing refcount to %u.\n", list, refcount);
+
+ if (!refcount)
+ {
+ SIZE_T i;
+
+ for (i = 0; i < list->command_list_count; ++i)
+ wined3d_command_list_decref(list->command_lists[i]);
+ for (i = 0; i < list->resource_count; ++i)
+ wined3d_resource_decref(list->resources[i]);
+ for (i = 0; i < list->upload_count; ++i)
+ wined3d_resource_decref(list->uploads[i].resource);
+ for (i = 0; i < list->query_count; ++i)
+ wined3d_query_decref(list->queries[i].query);
+ for (i = 0; i < list->blend_state_count; ++i)
+ wined3d_blend_state_decref(list->blend_states[i]);
+ for (i = 0; i < list->rasterizer_state_count; ++i)
+ 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]);
+ for (i = 0; i < list->sampler_count; ++i)
+ wined3d_sampler_decref(list->samplers[i]);
+
+ wined3d_mutex_lock();
+ wined3d_cs_destroy_object(device->cs, wined3d_command_list_destroy_object, list);
+ wined3d_mutex_unlock();
+ }
+
+ return refcount;
+}
--
2.30.2
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