[PATCH 5/5] wined3d: Acquire references to samplers in deferred contexts.

Jan Sikorski jsikorski at codeweavers.com
Fri Nov 12 07:56:35 CST 2021


Signed-off-by: Jan Sikorski <jsikorski at codeweavers.com>
---
 dlls/wined3d/cs.c              | 55 ++++++++++++++++++++++++++++++++++
 dlls/wined3d/wined3d_private.h |  2 ++
 2 files changed, 57 insertions(+)

diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c
index 2aa9f570d3e..caeb4edbc1a 100644
--- a/dlls/wined3d/cs.c
+++ b/dlls/wined3d/cs.c
@@ -76,6 +76,9 @@ struct wined3d_command_list
 
     SIZE_T shader_count;
     struct wined3d_shader **shaders;
+
+    SIZE_T sampler_count;
+    struct wined3d_sampler **samplers;
 };
 
 static void wined3d_command_list_destroy_object(void *object)
@@ -127,6 +130,8 @@ ULONG CDECL wined3d_command_list_decref(struct wined3d_command_list *list)
             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);
@@ -633,6 +638,12 @@ static inline void wined3d_device_context_acquire_shader(struct wined3d_device_c
     context->ops->acquire_shader(context, shader);
 }
 
+static inline void wined3d_device_context_acquire_samplers(struct wined3d_device_context *context,
+        struct wined3d_sampler * const *samplers, unsigned int count)
+{
+    context->ops->acquire_samplers(context, samplers, count);
+}
+
 static struct wined3d_cs *wined3d_cs_from_context(struct wined3d_device_context *context)
 {
     return CONTAINING_RECORD(context, struct wined3d_cs, c);
@@ -1820,6 +1831,7 @@ void wined3d_device_context_emit_set_samplers(struct wined3d_device_context *con
     op->count = count;
     memcpy(op->samplers, samplers, count * sizeof(*samplers));
 
+    wined3d_device_context_acquire_samplers(context, samplers, count);
     wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
 }
 
@@ -3029,6 +3041,11 @@ static void wined3d_cs_acquire_shader(struct wined3d_device_context *context,
 {
 }
 
+static void wined3d_cs_acquire_samplers(struct wined3d_device_context *context,
+        struct wined3d_sampler * const *samplers, unsigned int count)
+{
+}
+
 static void wined3d_cs_exec_execute_command_list(struct wined3d_cs *cs, const void *data);
 
 static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void *data) =
@@ -3272,6 +3289,7 @@ static const struct wined3d_device_context_ops wined3d_cs_st_ops =
     wined3d_cs_acquire_rasterizer_state,
     wined3d_cs_acquire_depth_stencil_state,
     wined3d_cs_acquire_shader,
+    wined3d_cs_acquire_samplers,
 };
 
 static BOOL wined3d_cs_queue_is_empty(const struct wined3d_cs *cs, const struct wined3d_cs_queue *queue)
@@ -3403,6 +3421,7 @@ static const struct wined3d_device_context_ops wined3d_cs_mt_ops =
     wined3d_cs_acquire_rasterizer_state,
     wined3d_cs_acquire_depth_stencil_state,
     wined3d_cs_acquire_shader,
+    wined3d_cs_acquire_samplers,
 };
 
 static void poll_queries(struct wined3d_cs *cs)
@@ -3641,6 +3660,9 @@ struct wined3d_deferred_context
 
     SIZE_T shader_count, shaders_capacity;
     struct wined3d_shader **shaders;
+
+    SIZE_T sampler_count, samplers_capacity;
+    struct wined3d_sampler **samplers;
 };
 
 static struct wined3d_deferred_context *wined3d_deferred_context_from_context(struct wined3d_device_context *context)
@@ -3887,6 +3909,26 @@ static void wined3d_deferred_context_acquire_shader(struct wined3d_device_contex
     wined3d_shader_incref(shader);
 }
 
+static void wined3d_deferred_context_acquire_samplers(struct wined3d_device_context *context,
+        struct wined3d_sampler * const *samplers, unsigned int count)
+{
+    struct wined3d_deferred_context *deferred = wined3d_deferred_context_from_context(context);
+    unsigned int i;
+
+    if (!wined3d_array_reserve((void **)&deferred->samplers, &deferred->samplers_capacity,
+            deferred->sampler_count + count, sizeof(*deferred->samplers)))
+        return;
+
+    for (i = 0; i < count; ++i)
+    {
+        if (samplers[i])
+        {
+            deferred->samplers[deferred->sampler_count++] = samplers[i];
+            wined3d_sampler_incref(samplers[i]);
+        }
+    }
+}
+
 static const struct wined3d_device_context_ops wined3d_deferred_context_ops =
 {
     wined3d_deferred_context_require_space,
@@ -3903,6 +3945,7 @@ static const struct wined3d_device_context_ops wined3d_deferred_context_ops =
     wined3d_deferred_context_acquire_rasterizer_state,
     wined3d_deferred_context_acquire_depth_stencil_state,
     wined3d_deferred_context_acquire_shader,
+    wined3d_deferred_context_acquire_samplers,
 };
 
 HRESULT CDECL wined3d_deferred_context_create(struct wined3d_device *device, struct wined3d_device_context **context)
@@ -3976,6 +4019,10 @@ void CDECL wined3d_deferred_context_destroy(struct wined3d_device_context *conte
         wined3d_shader_decref(deferred->shaders[i]);
     heap_free(deferred->shaders);
 
+    for (i = 0; i < deferred->sampler_count; ++i)
+        wined3d_sampler_decref(deferred->samplers[i]);
+    heap_free(deferred->samplers);
+
     wined3d_state_destroy(deferred->c.state);
     heap_free(deferred->data);
     heap_free(deferred);
@@ -3999,6 +4046,7 @@ HRESULT CDECL wined3d_deferred_context_record_command_list(struct wined3d_device
             + deferred->rasterizer_state_count * sizeof(*object->rasterizer_states)
             + deferred->depth_stencil_state_count * sizeof(*object->depth_stencil_states)
             + deferred->shader_count * sizeof(*object->shaders)
+            + deferred->sampler_count * sizeof(*object->samplers)
             + deferred->data_size);
 
     if (!memory)
@@ -4064,6 +4112,12 @@ HRESULT CDECL wined3d_deferred_context_record_command_list(struct wined3d_device
     memcpy(object->shaders, deferred->shaders, deferred->shader_count * sizeof(*object->shaders));
     /* Transfer our references to the shaders to the command list. */
 
+    object->samplers = memory;
+    memory = &object->samplers[deferred->sampler_count];
+    object->sampler_count = deferred->sampler_count;
+    memcpy(object->samplers, deferred->samplers, deferred->sampler_count * sizeof(*object->samplers));
+    /* Transfer our references to the samplers to the command list. */
+
     object->data = memory;
     object->data_size = deferred->data_size;
     memcpy(object->data, deferred->data, deferred->data_size);
@@ -4077,6 +4131,7 @@ HRESULT CDECL wined3d_deferred_context_record_command_list(struct wined3d_device
     deferred->rasterizer_state_count = 0;
     deferred->depth_stencil_state_count = 0;
     deferred->shader_count = 0;
+    deferred->sampler_count = 0;
 
     /* This is in fact recorded into a subsequent command list. */
     if (restore)
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 94f0f94b1d7..7838d45425a 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -4853,6 +4853,8 @@ struct wined3d_device_context_ops
     void (*acquire_depth_stencil_state)(struct wined3d_device_context *context,
             struct wined3d_depth_stencil_state *depth_stencil_state);
     void (*acquire_shader)(struct wined3d_device_context *context, struct wined3d_shader *shader);
+    void (*acquire_samplers)(struct wined3d_device_context *context, struct wined3d_sampler * const *samplers,
+            unsigned int count);
 };
 
 struct wined3d_device_context
-- 
2.32.0




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