[PATCH 8/8] d3d11: Implement ID3D11DeviceContext::ExecuteCommandList().

Henri Verbeet hverbeet at gmail.com
Wed May 26 11:36:10 CDT 2021


On Wed, 26 May 2021 at 07:23, Zebediah Figura <z.figura12 at gmail.com> wrote:
> +static void wined3d_deferred_context_execute_command_list(struct wined3d_device_context *context,
> +        struct wined3d_command_list *list, BOOL restore_state)
> +{
> +    struct wined3d_deferred_context *deferred = wined3d_deferred_context_from_context(context);
> +    struct wined3d_cs_execute_command_list *op;
> +    SIZE_T i;
> +
> +    op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
> +    op->opcode = WINED3D_CS_OP_EXECUTE_COMMAND_LIST;
> +    op->list = list;
> +
> +    if (restore_state)
> +        wined3d_device_context_set_state(context, context->state);
> +    else
> +        wined3d_device_context_reset_state(context);
> +
> +    /* Grab a reference to each command list queued on this command list, as
> +     * well as the command list itself. */
> +    if (!wined3d_array_reserve((void **)&deferred->command_lists, &deferred->command_lists_capacity,
> +            deferred->command_list_count + list->command_list_count + 1, sizeof(*deferred->command_lists)))
> +        return;
> +
> +    for (i = 0; i < list->command_list_count; ++i)
> +        wined3d_command_list_incref(deferred->command_lists[deferred->command_list_count++] = list->command_lists[i]);
> +    wined3d_command_list_incref(deferred->command_lists[deferred->command_list_count++] = list);
> +
Is that really needed? Wouldn't the reference we keep to "list"
already prevent anything referenced by "list" from being released?

> +void CDECL wined3d_device_context_execute_command_list(struct wined3d_device_context *context,
> +        struct wined3d_command_list *list, BOOL restore_state)
> +{
bool, probably.



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