[PATCH 3/5] wined3d: Synchronise WINED3D_CS_OP_DRAW resource access.
Henri Verbeet
hverbeet at codeweavers.com
Sun Jul 10 08:09:18 CDT 2016
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/cs.c | 91 +++++++++++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 91 insertions(+)
diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c
index c456b5b..8ed049e 100644
--- a/dlls/wined3d/cs.c
+++ b/dlls/wined3d/cs.c
@@ -361,7 +361,11 @@ void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *
static void wined3d_cs_exec_draw(struct wined3d_cs *cs, const void *data)
{
struct wined3d_state *state = &cs->device->state;
+ struct wined3d_shader_sampler_map_entry *entry;
+ struct wined3d_shader_resource_view *view;
const struct wined3d_cs_draw *op = data;
+ struct wined3d_shader *shader;
+ unsigned int i, j;
if (!cs->device->adapter->gl_info.supported[ARB_DRAW_ELEMENTS_BASE_VERTEX]
&& state->load_base_vertex_index != op->base_vertex_idx)
@@ -372,12 +376,58 @@ static void wined3d_cs_exec_draw(struct wined3d_cs *cs, const void *data)
draw_primitive(cs->device, state, op->base_vertex_idx, op->start_idx,
op->index_count, op->start_instance, op->instance_count, op->indexed);
+
+ if (op->indexed)
+ wined3d_resource_release(&state->index_buffer->resource);
+ for (i = 0; i < ARRAY_SIZE(state->streams); ++i)
+ {
+ if (state->streams[i].buffer)
+ wined3d_resource_release(&state->streams[i].buffer->resource);
+ }
+ for (i = 0; i < ARRAY_SIZE(state->textures); ++i)
+ {
+ if (state->textures[i])
+ wined3d_resource_release(&state->textures[i]->resource);
+ }
+ for (i = 0; i < cs->device->adapter->gl_info.limits.buffers; ++i)
+ {
+ if (state->fb->render_targets[i])
+ wined3d_resource_release(state->fb->render_targets[i]->resource);
+ }
+ if (state->fb->depth_stencil)
+ wined3d_resource_release(state->fb->depth_stencil->resource);
+ for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
+ {
+ if (!(shader = state->shader[i]))
+ continue;
+
+ for (j = 0; j < WINED3D_MAX_CBS; ++j)
+ {
+ if (state->cb[i][j])
+ wined3d_resource_release(&state->cb[i][j]->resource);
+ }
+
+ for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
+ {
+ entry = &shader->reg_maps.sampler_map.entries[j];
+
+ if (!(view = state->shader_resource_view[i][entry->resource_idx]))
+ continue;
+
+ wined3d_resource_release(view->resource);
+ }
+ }
}
void wined3d_cs_emit_draw(struct wined3d_cs *cs, int base_vertex_idx, unsigned int start_idx,
unsigned int index_count, unsigned int start_instance, unsigned int instance_count, BOOL indexed)
{
+ const struct wined3d_state *state = &cs->device->state;
+ struct wined3d_shader_sampler_map_entry *entry;
+ struct wined3d_shader_resource_view *view;
+ struct wined3d_shader *shader;
struct wined3d_cs_draw *op;
+ unsigned int i, j;
op = cs->ops->require_space(cs, sizeof(*op));
op->opcode = WINED3D_CS_OP_DRAW;
@@ -388,6 +438,47 @@ void wined3d_cs_emit_draw(struct wined3d_cs *cs, int base_vertex_idx, unsigned i
op->instance_count = instance_count;
op->indexed = indexed;
+ if (indexed)
+ wined3d_resource_acquire(&state->index_buffer->resource);
+ for (i = 0; i < ARRAY_SIZE(state->streams); ++i)
+ {
+ if (state->streams[i].buffer)
+ wined3d_resource_acquire(&state->streams[i].buffer->resource);
+ }
+ for (i = 0; i < ARRAY_SIZE(state->textures); ++i)
+ {
+ if (state->textures[i])
+ wined3d_resource_acquire(&state->textures[i]->resource);
+ }
+ for (i = 0; i < cs->device->adapter->gl_info.limits.buffers; ++i)
+ {
+ if (state->fb->render_targets[i])
+ wined3d_resource_acquire(state->fb->render_targets[i]->resource);
+ }
+ if (state->fb->depth_stencil)
+ wined3d_resource_acquire(state->fb->depth_stencil->resource);
+ for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
+ {
+ if (!(shader = state->shader[i]))
+ continue;
+
+ for (j = 0; j < WINED3D_MAX_CBS; ++j)
+ {
+ if (state->cb[i][j])
+ wined3d_resource_acquire(&state->cb[i][j]->resource);
+ }
+
+ for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
+ {
+ entry = &shader->reg_maps.sampler_map.entries[j];
+
+ if (!(view = state->shader_resource_view[i][entry->resource_idx]))
+ continue;
+
+ wined3d_resource_acquire(view->resource);
+ }
+ }
+
cs->ops->submit(cs);
}
--
2.1.4
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