[PATCH 8/8] d3d11: Implement ID3D11DeviceContext::ExecuteCommandList().
Zebediah Figura (she/her)
zfigura at codeweavers.com
Wed May 26 15:27:59 CDT 2021
On 5/26/21 11:36 AM, Henri Verbeet wrote:
> 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?
I had to think through that for a minute, but I believe you're right.
>
>> +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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