Signed-off-by: Stefan Dösinger stefan@codeweavers.com --- dlls/wined3d/wined3d_private.h | 19 +++++++++++-------- 1 file changed, 11 insertions(+), 8 deletions(-)
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 088a1fe7188..eafe8456ae9 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -5086,6 +5086,12 @@ static inline void wined3d_resource_reference(struct wined3d_resource *resource) resource->access_time = cs->queue[WINED3D_CS_QUEUE_DEFAULT].head; }
+static inline BOOL wined3d_ge_wrap(ULONG x, ULONG y) +{ + return (x - y) < UINT_MAX / 2; +} +C_ASSERT(WINED3D_CS_QUEUE_SIZE < UINT_MAX / 4); + static inline void wined3d_resource_wait_idle(const struct wined3d_resource *resource) { const struct wined3d_cs *cs = resource->device->cs; @@ -5099,11 +5105,11 @@ static inline void wined3d_resource_wait_idle(const struct wined3d_resource *res
/* The basic idea is that a resource is busy if tail < access_time <= head. * But we have to be careful about wrap-around of the head and tail. The - * GE_WRAP macro below considers x >= y if x - y is smaller than half the + * wined3d_ge_wrap function considers x >= y if x - y is smaller than half the * UINT range. Head is at most WINED3D_CS_QUEUE_SIZE ahead of tail, because * otherwise the queue memory is considered full and queue_require_space - * stalls. Thus GE_WRAP(head, tail) is always true. The C_ASSERT below ensures - * this in case we decide to grow the queue size in the future. + * stalls. Thus wined3d_ge_wrap(head, tail) is always true. The C_ASSERT above + * ensures this in case we decide to grow the queue size in the future. * * It is possible that a resource has not been used for a long time and is idle, but the head and * tail wrapped around in such a way that the previously set access time falls between head and tail. @@ -5116,8 +5122,7 @@ static inline void wined3d_resource_wait_idle(const struct wined3d_resource *res * Note that the access time is set before the command is submitted, so we have to wait until the * tail is bigger than access_time, not equal. */
-#define GE_WRAP(x, y) (((x)-(y)) < (UINT_MAX / 2)) - if (!GE_WRAP(head, access_time)) + if (!wined3d_ge_wrap(head, access_time)) return;
while (1) @@ -5126,14 +5131,12 @@ static inline void wined3d_resource_wait_idle(const struct wined3d_resource *res if (head == tail) /* Queue empty. */ break;
- if (!GE_WRAP(access_time, tail) && access_time != tail) + if (!wined3d_ge_wrap(access_time, tail) && access_time != tail) break;
YieldProcessor(); } -#undef GE_WRAP } -C_ASSERT(WINED3D_CS_QUEUE_SIZE < UINT_MAX / 4);
/* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other * fixed function semantics as D3DCOLOR or FLOAT16 */