[PATCH 1/5] wined3d: Acquire resources through wined3d_device_context_ops.

Zebediah Figura z.figura12 at gmail.com
Wed May 5 22:23:10 CDT 2021


Signed-off-by: Zebediah Figura <z.figura12 at gmail.com>
---
 dlls/wined3d/cs.c              | 80 ++++++++++++++++++++--------------
 dlls/wined3d/wined3d_private.h |  1 +
 2 files changed, 49 insertions(+), 32 deletions(-)

diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c
index b99e3bbac30..d70792084e8 100644
--- a/dlls/wined3d/cs.c
+++ b/dlls/wined3d/cs.c
@@ -480,6 +480,12 @@ static inline void wined3d_device_context_finish(struct wined3d_device_context *
     context->ops->finish(context, queue_id);
 }
 
+static inline void wined3d_device_context_acquire_resource(struct wined3d_device_context *context,
+        struct wined3d_resource *resource)
+{
+    context->ops->acquire_resource(context, resource);
+}
+
 static struct wined3d_cs *wined3d_cs_from_context(struct wined3d_device_context *context)
 {
     return CONTAINING_RECORD(context, struct wined3d_cs, c);
@@ -765,15 +771,16 @@ void wined3d_device_context_emit_clear_rendertarget_view(struct wined3d_device_c
     op->rect_count = 1;
     op->rects[0] = *rect;
 
-    wined3d_resource_acquire(view->resource);
+    wined3d_device_context_acquire_resource(context, view->resource);
 
     wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
     if (flags & WINED3DCLEAR_SYNCHRONOUS)
         wined3d_device_context_finish(context, WINED3D_CS_QUEUE_DEFAULT);
 }
 
-static void acquire_shader_resources(const struct wined3d_state *state, unsigned int shader_mask)
+static void acquire_shader_resources(struct wined3d_device_context *context, unsigned int shader_mask)
 {
+    const struct wined3d_state *state = context->state;
     struct wined3d_shader_sampler_map_entry *entry;
     struct wined3d_shader_resource_view *view;
     struct wined3d_shader *shader;
@@ -790,7 +797,7 @@ static void acquire_shader_resources(const struct wined3d_state *state, unsigned
         for (j = 0; j < WINED3D_MAX_CBS; ++j)
         {
             if (state->cb[i][j])
-                wined3d_resource_acquire(&state->cb[i][j]->resource);
+                wined3d_device_context_acquire_resource(context, &state->cb[i][j]->resource);
         }
 
         for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
@@ -800,7 +807,7 @@ static void acquire_shader_resources(const struct wined3d_state *state, unsigned
             if (!(view = state->shader_resource_view[i][entry->resource_idx]))
                 continue;
 
-            wined3d_resource_acquire(view->resource);
+            wined3d_device_context_acquire_resource(context, view->resource);
         }
     }
 }
@@ -838,8 +845,8 @@ static void release_shader_resources(const struct wined3d_state *state, unsigned
     }
 }
 
-static void acquire_unordered_access_resources(const struct wined3d_shader *shader,
-        struct wined3d_unordered_access_view * const *views)
+static void acquire_unordered_access_resources(struct wined3d_device_context *context,
+        const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
 {
     unsigned int i;
 
@@ -854,7 +861,7 @@ static void acquire_unordered_access_resources(const struct wined3d_shader *shad
         if (!views[i])
             continue;
 
-        wined3d_resource_acquire(views[i]->resource);
+        wined3d_device_context_acquire_resource(context, views[i]->resource);
     }
 }
 
@@ -896,10 +903,12 @@ static void wined3d_cs_exec_dispatch(struct wined3d_cs *cs, const void *data)
             state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
 }
 
-static void acquire_compute_pipeline_resources(const struct wined3d_state *state)
+static void acquire_compute_pipeline_resources(struct wined3d_device_context *context)
 {
-    acquire_shader_resources(state, 1u << WINED3D_SHADER_TYPE_COMPUTE);
-    acquire_unordered_access_resources(state->shader[WINED3D_SHADER_TYPE_COMPUTE],
+    const struct wined3d_state *state = context->state;
+
+    acquire_shader_resources(context, 1u << WINED3D_SHADER_TYPE_COMPUTE);
+    acquire_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_COMPUTE],
             state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
 }
 
@@ -915,7 +924,7 @@ void CDECL wined3d_device_context_dispatch(struct wined3d_device_context *contex
     op->parameters.u.direct.group_count_y = group_count_y;
     op->parameters.u.direct.group_count_z = group_count_z;
 
-    acquire_compute_pipeline_resources(context->state);
+    acquire_compute_pipeline_resources(context);
 
     wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
 }
@@ -931,8 +940,8 @@ void CDECL wined3d_device_context_dispatch_indirect(struct wined3d_device_contex
     op->parameters.u.indirect.buffer = buffer;
     op->parameters.u.indirect.offset = offset;
 
-    acquire_compute_pipeline_resources(context->state);
-    wined3d_resource_acquire(&buffer->resource);
+    acquire_compute_pipeline_resources(context);
+    wined3d_device_context_acquire_resource(context, &buffer->resource);
 
     wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
 }
@@ -1024,37 +1033,38 @@ static void wined3d_cs_exec_draw(struct wined3d_cs *cs, const void *data)
             state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
 }
 
-static void acquire_graphics_pipeline_resources(const struct wined3d_state *state,
+static void acquire_graphics_pipeline_resources(struct wined3d_device_context *context,
         BOOL indexed, const struct wined3d_d3d_info *d3d_info)
 {
+    const struct wined3d_state *state = context->state;
     unsigned int i;
 
     if (indexed)
-        wined3d_resource_acquire(&state->index_buffer->resource);
+        wined3d_device_context_acquire_resource(context, &state->index_buffer->resource);
     for (i = 0; i < ARRAY_SIZE(state->streams); ++i)
     {
         if (state->streams[i].buffer)
-            wined3d_resource_acquire(&state->streams[i].buffer->resource);
+            wined3d_device_context_acquire_resource(context, &state->streams[i].buffer->resource);
     }
     for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
     {
         if (state->stream_output[i].buffer)
-            wined3d_resource_acquire(&state->stream_output[i].buffer->resource);
+            wined3d_device_context_acquire_resource(context, &state->stream_output[i].buffer->resource);
     }
     for (i = 0; i < ARRAY_SIZE(state->textures); ++i)
     {
         if (state->textures[i])
-            wined3d_resource_acquire(&state->textures[i]->resource);
+            wined3d_device_context_acquire_resource(context, &state->textures[i]->resource);
     }
     for (i = 0; i < d3d_info->limits.max_rt_count; ++i)
     {
         if (state->fb.render_targets[i])
-            wined3d_resource_acquire(state->fb.render_targets[i]->resource);
+            wined3d_device_context_acquire_resource(context, state->fb.render_targets[i]->resource);
     }
     if (state->fb.depth_stencil)
-        wined3d_resource_acquire(state->fb.depth_stencil->resource);
-    acquire_shader_resources(state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE));
-    acquire_unordered_access_resources(state->shader[WINED3D_SHADER_TYPE_PIXEL],
+        wined3d_device_context_acquire_resource(context, state->fb.depth_stencil->resource);
+    acquire_shader_resources(context, ~(1u << WINED3D_SHADER_TYPE_COMPUTE));
+    acquire_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_PIXEL],
             state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
 }
 
@@ -1064,7 +1074,6 @@ void wined3d_device_context_emit_draw(struct wined3d_device_context *context,
         bool indexed)
 {
     const struct wined3d_d3d_info *d3d_info = &context->device->adapter->d3d_info;
-    const struct wined3d_state *state = context->state;
     struct wined3d_cs_draw *op;
 
     op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
@@ -1079,7 +1088,7 @@ void wined3d_device_context_emit_draw(struct wined3d_device_context *context,
     op->parameters.u.direct.instance_count = instance_count;
     op->parameters.indexed = indexed;
 
-    acquire_graphics_pipeline_resources(state, indexed, d3d_info);
+    acquire_graphics_pipeline_resources(context, indexed, d3d_info);
 
     wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
 }
@@ -1100,8 +1109,8 @@ void CDECL wined3d_device_context_draw_indirect(struct wined3d_device_context *c
     op->parameters.u.indirect.offset = offset;
     op->parameters.indexed = indexed;
 
-    acquire_graphics_pipeline_resources(state, indexed, d3d_info);
-    wined3d_resource_acquire(&buffer->resource);
+    acquire_graphics_pipeline_resources(context, indexed, d3d_info);
+    wined3d_device_context_acquire_resource(context, &buffer->resource);
 
     wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
 }
@@ -2461,9 +2470,9 @@ void wined3d_device_context_emit_blt_sub_resource(struct wined3d_device_context
         memset(&op->fx, 0, sizeof(op->fx));
     op->filter = filter;
 
-    wined3d_resource_acquire(dst_resource);
+    wined3d_device_context_acquire_resource(context, dst_resource);
     if (src_resource)
-        wined3d_resource_acquire(src_resource);
+        wined3d_device_context_acquire_resource(context, src_resource);
 
     wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
     if (flags & WINED3D_BLT_SYNCHRONOUS)
@@ -2544,7 +2553,7 @@ void wined3d_device_context_emit_update_sub_resource(struct wined3d_device_conte
     op->data.slice_pitch = slice_pitch;
     op->data.data = data;
 
-    wined3d_resource_acquire(resource);
+    wined3d_device_context_acquire_resource(context, resource);
 
     wined3d_device_context_submit(context, WINED3D_CS_QUEUE_MAP);
     /* The data pointer may go away, so we need to wait until it is read.
@@ -2611,7 +2620,7 @@ void wined3d_device_context_emit_clear_uav_uint(struct wined3d_device_context *c
     op->view = view;
     op->clear_value = *clear_value;
 
-    wined3d_resource_acquire(view->resource);
+    wined3d_device_context_acquire_resource(context, view->resource);
 
     wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
 }
@@ -2640,7 +2649,7 @@ void wined3d_device_context_emit_copy_uav_counter(struct wined3d_device_context
     op->offset = offset;
     op->view = uav;
 
-    wined3d_resource_acquire(&dst_buffer->resource);
+    wined3d_device_context_acquire_resource(context, &dst_buffer->resource);
 
     wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
 }
@@ -2667,7 +2676,7 @@ void wined3d_device_context_emit_generate_mipmaps(struct wined3d_device_context
     op->opcode = WINED3D_CS_OP_GENERATE_MIPMAPS;
     op->view = view;
 
-    wined3d_resource_acquire(view->resource);
+    wined3d_device_context_acquire_resource(context, view->resource);
 
     wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
 }
@@ -2683,6 +2692,11 @@ static void wined3d_cs_emit_stop(struct wined3d_cs *cs)
     wined3d_cs_finish(cs, WINED3D_CS_QUEUE_DEFAULT);
 }
 
+static void wined3d_cs_acquire_resource(struct wined3d_device_context *context, struct wined3d_resource *resource)
+{
+    wined3d_resource_acquire(resource);
+}
+
 static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void *data) =
 {
     /* WINED3D_CS_OP_NOP                         */ wined3d_cs_exec_nop,
@@ -2801,6 +2815,7 @@ static const struct wined3d_device_context_ops wined3d_cs_st_ops =
     wined3d_cs_unmap,
     wined3d_cs_issue_query,
     wined3d_cs_flush,
+    wined3d_cs_acquire_resource,
 };
 
 static BOOL wined3d_cs_queue_is_empty(const struct wined3d_cs *cs, const struct wined3d_cs_queue *queue)
@@ -2926,6 +2941,7 @@ static const struct wined3d_device_context_ops wined3d_cs_mt_ops =
     wined3d_cs_unmap,
     wined3d_cs_issue_query,
     wined3d_cs_flush,
+    wined3d_cs_acquire_resource,
 };
 
 static void poll_queries(struct wined3d_cs *cs)
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 0ef6e89f1f1..f4060224de9 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -4696,6 +4696,7 @@ struct wined3d_device_context_ops
         unsigned int sub_resource_idx);
     void (*issue_query)(struct wined3d_device_context *context, struct wined3d_query *query, unsigned int flags);
     void (*flush)(struct wined3d_device_context *context);
+    void (*acquire_resource)(struct wined3d_device_context *context, struct wined3d_resource *resource);
 };
 
 struct wined3d_device_context
-- 
2.30.2




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