From: Jan Sikorski jsikorski@codeweavers.com
This reverts commit 908fb50728a33da6f7238cafcc8163065785ab0a.
Moved to wined3d_cs_packet_{in/de}cref_objects().
Signed-off-by: Jan Sikorski jsikorski@codeweavers.com Signed-off-by: Henri Verbeet hverbeet@codeweavers.com --- v2: Rebase.
dlls/wined3d/cs.c | 48 ---------------------------------- dlls/wined3d/wined3d_private.h | 1 - 2 files changed, 49 deletions(-)
diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c index 0bfe5e28822..2edaff01446 100644 --- a/dlls/wined3d/cs.c +++ b/dlls/wined3d/cs.c @@ -72,9 +72,6 @@ struct wined3d_command_list
SIZE_T depth_stencil_state_count; struct wined3d_depth_stencil_state **depth_stencil_states; - - SIZE_T shader_count; - struct wined3d_shader **shaders; };
static void invalidate_client_address(struct wined3d_resource *resource) @@ -568,12 +565,6 @@ static inline void wined3d_device_context_acquire_depth_stencil_state(struct win context->ops->acquire_depth_stencil_state(context, depth_stencil_state); }
-static inline void wined3d_device_context_acquire_shader(struct wined3d_device_context *context, - struct wined3d_shader *shader) -{ - context->ops->acquire_shader(context, shader); -} - static struct wined3d_cs *wined3d_cs_from_context(struct wined3d_device_context *context) { return CONTAINING_RECORD(context, struct wined3d_cs, c); @@ -1795,8 +1786,6 @@ void wined3d_device_context_emit_set_shader(struct wined3d_device_context *conte op->type = type; op->shader = shader;
- if (shader) - wined3d_device_context_acquire_shader(context, shader); wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT); }
@@ -2974,11 +2963,6 @@ static void wined3d_cs_acquire_depth_stencil_state(struct wined3d_device_context { }
-static void wined3d_cs_acquire_shader(struct wined3d_device_context *context, - struct wined3d_shader *shader) -{ -} - 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) = @@ -3219,7 +3203,6 @@ static const struct wined3d_device_context_ops wined3d_cs_st_ops = wined3d_cs_acquire_blend_state, wined3d_cs_acquire_rasterizer_state, wined3d_cs_acquire_depth_stencil_state, - wined3d_cs_acquire_shader, };
static BOOL wined3d_cs_queue_is_empty(const struct wined3d_cs *cs, const struct wined3d_cs_queue *queue) @@ -3350,7 +3333,6 @@ static const struct wined3d_device_context_ops wined3d_cs_mt_ops = wined3d_cs_acquire_blend_state, wined3d_cs_acquire_rasterizer_state, wined3d_cs_acquire_depth_stencil_state, - wined3d_cs_acquire_shader, };
static void poll_queries(struct wined3d_cs *cs) @@ -3651,9 +3633,6 @@ struct wined3d_deferred_context
SIZE_T depth_stencil_state_count, depth_stencil_states_capacity; struct wined3d_depth_stencil_state **depth_stencil_states; - - SIZE_T shader_count, shaders_capacity; - struct wined3d_shader **shaders; };
static struct wined3d_deferred_context *wined3d_deferred_context_from_context(struct wined3d_device_context *context) @@ -3890,18 +3869,6 @@ static void wined3d_deferred_context_acquire_depth_stencil_state(struct wined3d_ wined3d_depth_stencil_state_incref(depth_stencil_state); }
-static void wined3d_deferred_context_acquire_shader(struct wined3d_device_context *context, - struct wined3d_shader *shader) -{ - struct wined3d_deferred_context *deferred = wined3d_deferred_context_from_context(context); - if (!wined3d_array_reserve((void **)&deferred->shaders, &deferred->shaders_capacity, - deferred->shader_count + 1, sizeof(*deferred->shaders))) - return; - - deferred->shaders[deferred->shader_count++] = shader; - wined3d_shader_incref(shader); -} - static const struct wined3d_device_context_ops wined3d_deferred_context_ops = { wined3d_deferred_context_require_space, @@ -3917,7 +3884,6 @@ static const struct wined3d_device_context_ops wined3d_deferred_context_ops = wined3d_deferred_context_acquire_blend_state, wined3d_deferred_context_acquire_rasterizer_state, wined3d_deferred_context_acquire_depth_stencil_state, - wined3d_deferred_context_acquire_shader, };
HRESULT CDECL wined3d_deferred_context_create(struct wined3d_device *device, struct wined3d_device_context **context) @@ -3988,10 +3954,6 @@ void CDECL wined3d_deferred_context_destroy(struct wined3d_device_context *conte wined3d_depth_stencil_state_decref(deferred->depth_stencil_states[i]); heap_free(deferred->depth_stencil_states);
- for (i = 0; i < deferred->shader_count; ++i) - wined3d_shader_decref(deferred->shaders[i]); - heap_free(deferred->shaders); - while (offset < deferred->data_size) { packet = wined3d_next_cs_packet(deferred->data, &offset); @@ -4020,7 +3982,6 @@ HRESULT CDECL wined3d_deferred_context_record_command_list(struct wined3d_device + deferred->blend_state_count * sizeof(*object->blend_states) + 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->data_size);
if (!memory) @@ -4080,12 +4041,6 @@ HRESULT CDECL wined3d_deferred_context_record_command_list(struct wined3d_device deferred->depth_stencil_state_count * sizeof(*object->depth_stencil_states)); /* Transfer our references to the depth stencil states to the command list. */
- object->shaders = memory; - memory = &object->shaders[deferred->shader_count]; - object->shader_count = deferred->shader_count; - memcpy(object->shaders, deferred->shaders, deferred->shader_count * sizeof(*object->shaders)); - /* Transfer our references to the shaders to the command list. */ - object->data = memory; object->data_size = deferred->data_size; memcpy(object->data, deferred->data, deferred->data_size); @@ -4098,7 +4053,6 @@ HRESULT CDECL wined3d_deferred_context_record_command_list(struct wined3d_device deferred->blend_state_count = 0; deferred->rasterizer_state_count = 0; deferred->depth_stencil_state_count = 0; - deferred->shader_count = 0;
/* This is in fact recorded into a subsequent command list. */ if (restore) @@ -4160,8 +4114,6 @@ ULONG CDECL wined3d_command_list_decref(struct wined3d_command_list *list) wined3d_rasterizer_state_decref(list->rasterizer_states[i]); for (i = 0; i < list->depth_stencil_state_count; ++i) wined3d_depth_stencil_state_decref(list->depth_stencil_states[i]); - for (i = 0; i < list->shader_count; ++i) - wined3d_shader_decref(list->shaders[i]);
offset = 0; while (offset < list->data_size) diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 3805fdc48a7..71481a8c9c8 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -4853,7 +4853,6 @@ struct wined3d_device_context_ops struct wined3d_rasterizer_state *rasterizer_state); 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); };
struct wined3d_device_context