[PATCH 2/4] wined3d: Check for SRV/RTV binding conflicts per wined3d_state.
Zebediah Figura
z.figura12 at gmail.com
Sat May 22 01:12:51 CDT 2021
Signed-off-by: Zebediah Figura <z.figura12 at gmail.com>
---
dlls/wined3d/context.c | 19 ++++-
dlls/wined3d/device.c | 23 ++++--
dlls/wined3d/resource.c | 1 -
dlls/wined3d/wined3d_private.h | 125 +++++++--------------------------
4 files changed, 61 insertions(+), 107 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 2debf50de7f..7f50126204b 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -335,6 +335,23 @@ void context_update_stream_info(struct wined3d_context *context, const struct wi
}
}
+static bool is_resource_rtv_bound(const struct wined3d_state *state,
+ const struct wined3d_resource *resource)
+{
+ unsigned int i;
+
+ if (!resource->rtv_bind_count_device)
+ return false;
+
+ for (i = 0; i < ARRAY_SIZE(state->fb.render_targets); ++i)
+ {
+ if (state->fb.render_targets[i] && state->fb.render_targets[i]->resource == resource)
+ return true;
+ }
+
+ return false;
+}
+
/* Context activation is done by the caller. */
static void context_preload_texture(struct wined3d_context *context,
const struct wined3d_state *state, unsigned int idx)
@@ -344,7 +361,7 @@ static void context_preload_texture(struct wined3d_context *context,
if (!(texture = state->textures[idx]))
return;
- if ((texture->resource.rtv_full_bind_count_device + texture->resource.rtv_partial_bind_count_device)
+ if (is_resource_rtv_bound(state, &texture->resource)
|| (state->fb.depth_stencil && state->fb.depth_stencil->resource == &texture->resource))
context->uses_fbo_attached_resources = 1;
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index dbb5dcf2672..2c8ebba8844 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -1985,7 +1985,7 @@ void CDECL wined3d_device_context_set_shader_resource_view(struct wined3d_device
if (view == prev)
return;
- if (view && (wined3d_is_srv_rtv_bound(view)
+ if (view && (wined3d_is_srv_rtv_bound(state, view)
|| ((dsv = state->fb.depth_stencil)
&& dsv->resource == view->resource && wined3d_dsv_srv_conflict(dsv, view->format))))
{
@@ -2064,22 +2064,31 @@ void CDECL wined3d_device_context_set_unordered_access_view(struct wined3d_devic
static void wined3d_device_context_unbind_srv_for_rtv(struct wined3d_device_context *context,
const struct wined3d_rendertarget_view *view, BOOL dsv)
{
- struct wined3d_state *state = context->state;
+ const struct wined3d_state *state = context->state;
+ const struct wined3d_resource *resource;
- if (view && wined3d_is_rtv_srv_bound(view))
+ if (!view)
+ return;
+ resource = view->resource;
+
+ if (resource->srv_bind_count_device)
{
- const struct wined3d_resource *resource = view->resource;
const struct wined3d_shader_resource_view *srv;
unsigned int i, j;
- WARN("Application sets bound resource as render target.\n");
-
for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
+ {
for (j = 0; j < MAX_SHADER_RESOURCE_VIEWS; ++j)
+ {
if ((srv = state->shader_resource_view[i][j]) && srv->resource == resource
- && ((!dsv && wined3d_is_srv_rtv_bound(srv))
+ && ((!dsv && wined3d_is_srv_rtv_bound(state, srv))
|| (dsv && wined3d_dsv_srv_conflict(view, srv->format))))
+ {
+ WARN("Application sets bound resource as render target.\n");
wined3d_device_context_set_shader_resource_view(context, i, j, NULL);
+ }
+ }
+ }
}
}
diff --git a/dlls/wined3d/resource.c b/dlls/wined3d/resource.c
index 6e34605f547..58e3e5c77fd 100644
--- a/dlls/wined3d/resource.c
+++ b/dlls/wined3d/resource.c
@@ -235,7 +235,6 @@ static void wined3d_resource_destroy_object(void *object)
TRACE("resource %p.\n", resource);
- heap_free(resource->sub_resource_bind_counts_device);
wined3d_resource_free_sysmem(resource);
context_resource_released(resource->device, resource);
wined3d_resource_release(resource);
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 4c308d2ac05..fadad706af4 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -4084,16 +4084,8 @@ struct wined3d_resource
struct list resource_list_entry;
- struct
- {
- uint32_t srv;
- uint32_t rtv;
- }
- *sub_resource_bind_counts_device;
- uint32_t srv_full_bind_count_device;
- uint32_t rtv_full_bind_count_device;
- uint32_t srv_partial_bind_count_device;
- uint32_t rtv_partial_bind_count_device;
+ uint32_t srv_bind_count_device;
+ uint32_t rtv_bind_count_device;
};
static inline ULONG wined3d_resource_incref(struct wined3d_resource *resource)
@@ -6214,120 +6206,57 @@ static inline bool wined3d_rtv_all_subresources(const struct wined3d_rendertarge
return texture->level_count == 1 && rtv->layer_count == wined3d_bind_layer_count(texture);
}
-static inline void wined3d_srv_bind_count_add(struct wined3d_shader_resource_view *srv, int value)
-{
- struct wined3d_resource *resource = srv->resource;
- struct wined3d_texture *texture;
- unsigned int level, layer;
-
- if (wined3d_srv_all_subresources(srv))
- {
- resource->srv_full_bind_count_device += value;
- return;
- }
-
- resource->srv_partial_bind_count_device += value;
-
- texture = texture_from_resource(resource);
-
- if (!resource->sub_resource_bind_counts_device
- && !(resource->sub_resource_bind_counts_device = heap_alloc_zero(texture->level_count
- * wined3d_bind_layer_count(texture) * sizeof(*resource->sub_resource_bind_counts_device))))
- return;
-
- for (layer = 0; layer < srv->desc.u.texture.layer_count; ++layer)
- for (level = 0; level < srv->desc.u.texture.level_count; ++level)
- resource->sub_resource_bind_counts_device[(layer + srv->desc.u.texture.layer_idx)
- * texture->level_count + srv->desc.u.texture.level_idx + level].srv += value;
-}
-
static inline void wined3d_srv_bind_count_inc(struct wined3d_shader_resource_view *srv)
{
- wined3d_srv_bind_count_add(srv, 1);
+ ++srv->resource->srv_bind_count_device;
}
static inline void wined3d_srv_bind_count_dec(struct wined3d_shader_resource_view *srv)
{
- wined3d_srv_bind_count_add(srv, -1);
-}
-
-static inline void wined3d_rtv_bind_count_add(struct wined3d_rendertarget_view *rtv, int value)
-{
- struct wined3d_resource *resource = rtv->resource;
- struct wined3d_texture *texture;
- unsigned int layer;
-
- if (wined3d_rtv_all_subresources(rtv))
- {
- resource->rtv_full_bind_count_device += value;
- return;
- }
-
- resource->rtv_partial_bind_count_device += value;
-
- texture = texture_from_resource(resource);
-
- if (!resource->sub_resource_bind_counts_device
- && !(resource->sub_resource_bind_counts_device = heap_alloc_zero(texture->level_count
- * wined3d_bind_layer_count(texture) * sizeof(*resource->sub_resource_bind_counts_device))))
- return;
-
- for (layer = 0; layer < rtv->layer_count; ++layer)
- resource->sub_resource_bind_counts_device[rtv->sub_resource_idx + layer * texture->level_count].rtv += value;
+ --srv->resource->srv_bind_count_device;
}
static inline void wined3d_rtv_bind_count_inc(struct wined3d_rendertarget_view *rtv)
{
- wined3d_rtv_bind_count_add(rtv, 1);
+ ++rtv->resource->rtv_bind_count_device;
}
static inline void wined3d_rtv_bind_count_dec(struct wined3d_rendertarget_view *rtv)
{
- wined3d_rtv_bind_count_add(rtv, -1);
+ --rtv->resource->rtv_bind_count_device;
}
-static inline bool wined3d_is_srv_rtv_bound(const struct wined3d_shader_resource_view *srv)
+static inline bool wined3d_rtv_overlaps_srv(const struct wined3d_rendertarget_view *rtv,
+ const struct wined3d_shader_resource_view *srv)
{
- struct wined3d_resource *resource = srv->resource;
- struct wined3d_texture *texture;
- unsigned int level, layer;
+ if (rtv->resource != srv->resource)
+ return false;
- if (!(resource->rtv_full_bind_count_device + resource->rtv_partial_bind_count_device))
- return FALSE;
+ if (wined3d_srv_all_subresources(srv) || wined3d_rtv_all_subresources(rtv))
+ return true;
- if (resource->rtv_full_bind_count_device || wined3d_srv_all_subresources(srv))
- return TRUE;
-
- texture = texture_from_resource(resource);
-
- for (layer = 0; layer < srv->desc.u.texture.layer_count; ++layer)
- for (level = 0; level < srv->desc.u.texture.level_count; ++level)
- if (resource->sub_resource_bind_counts_device[(layer + srv->desc.u.texture.layer_idx)
- * texture->level_count + srv->desc.u.texture.level_idx + level].rtv)
- return TRUE;
-
- return FALSE;
+ return rtv->sub_resource_idx >= srv->desc.u.texture.level_idx
+ && rtv->sub_resource_idx < srv->desc.u.texture.level_idx + srv->desc.u.texture.level_count
+ && rtv->layer_count >= srv->desc.u.texture.layer_idx;
}
-static inline bool wined3d_is_rtv_srv_bound(const struct wined3d_rendertarget_view *rtv)
+static inline bool wined3d_is_srv_rtv_bound(const struct wined3d_state *state,
+ const struct wined3d_shader_resource_view *srv)
{
- struct wined3d_resource *resource = rtv->resource;
- struct wined3d_texture *texture;
- unsigned int layer;
+ unsigned int i;
- if (!(resource->srv_full_bind_count_device + resource->srv_partial_bind_count_device))
- return FALSE;
+ if (!srv->resource->rtv_bind_count_device)
+ return false;
- if (resource->srv_full_bind_count_device || wined3d_rtv_all_subresources(rtv))
- return TRUE;
+ for (i = 0; i < ARRAY_SIZE(state->fb.render_targets); ++i)
+ {
+ const struct wined3d_rendertarget_view *rtv;
- texture = texture_from_resource(resource);
+ if ((rtv = state->fb.render_targets[i]) && wined3d_rtv_overlaps_srv(rtv, srv))
+ return true;
+ }
- for (layer = 0; layer < rtv->layer_count; ++layer)
- if (resource->sub_resource_bind_counts_device[rtv->sub_resource_idx + layer * texture->level_count].srv)
- return TRUE;
-
- return FALSE;
+ return false;
}
static inline void wined3d_viewport_get_z_range(const struct wined3d_viewport *vp, float *min_z, float *max_z)
--
2.30.2
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