[PATCH 04/35] d3d11: Don't grab wined3d lock for reference incrementing functions.
Jan Sikorski
jsikorski at codeweavers.com
Fri Oct 15 07:26:00 CDT 2021
Except wined3d_texture_incref().
Signed-off-by: Jan Sikorski <jsikorski at codeweavers.com>
---
dlls/d3d11/async.c | 2 --
dlls/d3d11/buffer.c | 2 --
dlls/d3d11/inputlayout.c | 2 --
dlls/d3d11/shader.c | 12 ------------
dlls/d3d11/state.c | 8 --------
dlls/d3d11/view.c | 8 --------
6 files changed, 34 deletions(-)
diff --git a/dlls/d3d11/async.c b/dlls/d3d11/async.c
index fd83871220d..4476d56404f 100644
--- a/dlls/d3d11/async.c
+++ b/dlls/d3d11/async.c
@@ -72,9 +72,7 @@ static ULONG STDMETHODCALLTYPE d3d11_query_AddRef(ID3D11Query *iface)
if (refcount == 1)
{
ID3D11Device2_AddRef(query->device);
- wined3d_mutex_lock();
wined3d_query_incref(query->wined3d_query);
- wined3d_mutex_unlock();
}
return refcount;
diff --git a/dlls/d3d11/buffer.c b/dlls/d3d11/buffer.c
index 09d495c3f61..180641caef5 100644
--- a/dlls/d3d11/buffer.c
+++ b/dlls/d3d11/buffer.c
@@ -69,9 +69,7 @@ static ULONG STDMETHODCALLTYPE d3d11_buffer_AddRef(ID3D11Buffer *iface)
if (refcount == 1)
{
ID3D11Device2_AddRef(buffer->device);
- wined3d_mutex_lock();
wined3d_buffer_incref(buffer->wined3d_buffer);
- wined3d_mutex_unlock();
}
return refcount;
diff --git a/dlls/d3d11/inputlayout.c b/dlls/d3d11/inputlayout.c
index 6b59dd994b3..34d273b31c8 100644
--- a/dlls/d3d11/inputlayout.c
+++ b/dlls/d3d11/inputlayout.c
@@ -138,9 +138,7 @@ static ULONG STDMETHODCALLTYPE d3d11_input_layout_AddRef(ID3D11InputLayout *ifac
if (refcount == 1)
{
ID3D11Device2_AddRef(layout->device);
- wined3d_mutex_lock();
wined3d_vertex_declaration_incref(layout->wined3d_decl);
- wined3d_mutex_unlock();
}
return refcount;
diff --git a/dlls/d3d11/shader.c b/dlls/d3d11/shader.c
index 0d19b74ff0b..e474ae692d5 100644
--- a/dlls/d3d11/shader.c
+++ b/dlls/d3d11/shader.c
@@ -69,9 +69,7 @@ static ULONG STDMETHODCALLTYPE d3d11_vertex_shader_AddRef(ID3D11VertexShader *if
if (refcount == 1)
{
ID3D11Device2_AddRef(shader->device);
- wined3d_mutex_lock();
wined3d_shader_incref(shader->wined3d_shader);
- wined3d_mutex_unlock();
}
return refcount;
@@ -365,9 +363,7 @@ static ULONG STDMETHODCALLTYPE d3d11_hull_shader_AddRef(ID3D11HullShader *iface)
if (refcount == 1)
{
ID3D11Device2_AddRef(shader->device);
- wined3d_mutex_lock();
wined3d_shader_incref(shader->wined3d_shader);
- wined3d_mutex_unlock();
}
return refcount;
@@ -558,9 +554,7 @@ static ULONG STDMETHODCALLTYPE d3d11_domain_shader_AddRef(ID3D11DomainShader *if
if (refcount == 1)
{
ID3D11Device2_AddRef(shader->device);
- wined3d_mutex_lock();
wined3d_shader_incref(shader->wined3d_shader);
- wined3d_mutex_unlock();
}
return refcount;
@@ -761,9 +755,7 @@ static ULONG STDMETHODCALLTYPE d3d11_geometry_shader_AddRef(ID3D11GeometryShader
if (refcount == 1)
{
ID3D11Device2_AddRef(shader->device);
- wined3d_mutex_lock();
wined3d_shader_incref(shader->wined3d_shader);
- wined3d_mutex_unlock();
}
return refcount;
@@ -1265,9 +1257,7 @@ static ULONG STDMETHODCALLTYPE d3d11_pixel_shader_AddRef(ID3D11PixelShader *ifac
if (refcount == 1)
{
ID3D11Device2_AddRef(shader->device);
- wined3d_mutex_lock();
wined3d_shader_incref(shader->wined3d_shader);
- wined3d_mutex_unlock();
}
return refcount;
@@ -1560,9 +1550,7 @@ static ULONG STDMETHODCALLTYPE d3d11_compute_shader_AddRef(ID3D11ComputeShader *
if (refcount == 1)
{
ID3D11Device2_AddRef(shader->device);
- wined3d_mutex_lock();
wined3d_shader_incref(shader->wined3d_shader);
- wined3d_mutex_unlock();
}
return refcount;
diff --git a/dlls/d3d11/state.c b/dlls/d3d11/state.c
index d31ea16bbe8..8fa94a12a66 100644
--- a/dlls/d3d11/state.c
+++ b/dlls/d3d11/state.c
@@ -64,9 +64,7 @@ static ULONG STDMETHODCALLTYPE d3d11_blend_state_AddRef(ID3D11BlendState *iface)
if (refcount == 1)
{
ID3D11Device2_AddRef(state->device);
- wined3d_mutex_lock();
wined3d_blend_state_incref(state->wined3d_state);
- wined3d_mutex_unlock();
}
return refcount;
@@ -496,9 +494,7 @@ static ULONG STDMETHODCALLTYPE d3d11_depthstencil_state_AddRef(ID3D11DepthStenci
if (refcount == 1)
{
ID3D11Device2_AddRef(state->device);
- wined3d_mutex_lock();
wined3d_depth_stencil_state_incref(state->wined3d_state);
- wined3d_mutex_unlock();
}
return refcount;
@@ -896,9 +892,7 @@ static ULONG STDMETHODCALLTYPE d3d11_rasterizer_state_AddRef(ID3D11RasterizerSta
if (refcount == 1)
{
ID3D11Device2_AddRef(state->device);
- wined3d_mutex_lock();
wined3d_rasterizer_state_incref(state->wined3d_state);
- wined3d_mutex_unlock();
}
return refcount;
@@ -1284,9 +1278,7 @@ static ULONG STDMETHODCALLTYPE d3d11_sampler_state_AddRef(ID3D11SamplerState *if
if (refcount == 1)
{
ID3D11Device2_AddRef(state->device);
- wined3d_mutex_lock();
wined3d_sampler_incref(state->wined3d_sampler);
- wined3d_mutex_unlock();
}
return refcount;
diff --git a/dlls/d3d11/view.c b/dlls/d3d11/view.c
index 734c9619e5b..1679729e15c 100644
--- a/dlls/d3d11/view.c
+++ b/dlls/d3d11/view.c
@@ -963,9 +963,7 @@ static ULONG STDMETHODCALLTYPE d3d11_depthstencil_view_AddRef(ID3D11DepthStencil
if (refcount == 1)
{
ID3D11Device2_AddRef(view->device);
- wined3d_mutex_lock();
wined3d_rendertarget_view_incref(view->wined3d_view);
- wined3d_mutex_unlock();
}
return refcount;
@@ -1407,9 +1405,7 @@ static ULONG STDMETHODCALLTYPE d3d11_rendertarget_view_AddRef(ID3D11RenderTarget
if (refcount == 1)
{
ID3D11Device2_AddRef(view->device);
- wined3d_mutex_lock();
wined3d_rendertarget_view_incref(view->wined3d_view);
- wined3d_mutex_unlock();
}
return refcount;
@@ -1855,9 +1851,7 @@ static ULONG STDMETHODCALLTYPE d3d11_shader_resource_view_AddRef(ID3D11ShaderRes
if (refcount == 1)
{
ID3D11Device2_AddRef(view->device);
- wined3d_mutex_lock();
wined3d_shader_resource_view_incref(view->wined3d_view);
- wined3d_mutex_unlock();
}
return refcount;
@@ -2340,9 +2334,7 @@ static ULONG STDMETHODCALLTYPE d3d11_unordered_access_view_AddRef(ID3D11Unordere
if (refcount == 1)
{
ID3D11Device2_AddRef(view->device);
- wined3d_mutex_lock();
wined3d_unordered_access_view_incref(view->wined3d_view);
- wined3d_mutex_unlock();
}
return refcount;
--
2.30.2
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