Avoid storing pointers to the CS data inside individual ops, so that we can reallocate the queue when appending data to a deferred context, or copy the queue contents to a command list.
Signed-off-by: Zebediah Figura z.figura12@gmail.com --- v3: actually identical to v2, but bumped to avoid the mess I just made.
dlls/wined3d/cs.c | 23 +++++++++++------------ 1 file changed, 11 insertions(+), 12 deletions(-)
diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c index 14076defaa9..8702ac08631 100644 --- a/dlls/wined3d/cs.c +++ b/dlls/wined3d/cs.c @@ -107,7 +107,7 @@ struct wined3d_cs_clear enum wined3d_cs_op opcode; DWORD flags; unsigned int rt_count; - struct wined3d_fb_state *fb; + struct wined3d_fb_state fb; RECT draw_rect; struct wined3d_color color; float depth; @@ -684,19 +684,19 @@ static void wined3d_cs_exec_clear(struct wined3d_cs *cs, const void *data) const struct wined3d_cs_clear *op = data; unsigned int i;
- device->blitter->ops->blitter_clear(device->blitter, device, op->rt_count, op->fb, + device->blitter->ops->blitter_clear(device->blitter, device, op->rt_count, &op->fb, op->rect_count, op->rects, &op->draw_rect, op->flags, &op->color, op->depth, op->stencil);
if (op->flags & WINED3DCLEAR_TARGET) { for (i = 0; i < op->rt_count; ++i) { - if (op->fb->render_targets[i]) - wined3d_resource_release(op->fb->render_targets[i]->resource); + if (op->fb.render_targets[i]) + wined3d_resource_release(op->fb.render_targets[i]->resource); } } if (op->flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL)) - wined3d_resource_release(op->fb->depth_stencil->resource); + wined3d_resource_release(op->fb.depth_stencil->resource); }
void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects, @@ -715,7 +715,7 @@ void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT * op->opcode = WINED3D_CS_OP_CLEAR; op->flags = flags & (WINED3DCLEAR_TARGET | WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL); op->rt_count = rt_count; - op->fb = &cs->state.fb; + op->fb = state->fb; SetRect(&op->draw_rect, vp->x, vp->y, vp->x + vp->width, vp->y + vp->height); if (state->rasterizer_state && state->rasterizer_state->desc.scissor) IntersectRect(&op->draw_rect, &op->draw_rect, &state->scissor_rects[0]); @@ -746,24 +746,23 @@ void wined3d_device_context_emit_clear_rendertarget_view(struct wined3d_device_c struct wined3d_cs_clear *op; size_t size;
- size = FIELD_OFFSET(struct wined3d_cs_clear, rects[1]) + sizeof(struct wined3d_fb_state); + size = FIELD_OFFSET(struct wined3d_cs_clear, rects[1]); op = wined3d_device_context_require_space(context, size, WINED3D_CS_QUEUE_DEFAULT); - op->fb = (void *)&op->rects[1];
op->opcode = WINED3D_CS_OP_CLEAR; op->flags = flags & (WINED3DCLEAR_TARGET | WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL); if (flags & WINED3DCLEAR_TARGET) { op->rt_count = 1; - op->fb->render_targets[0] = view; - op->fb->depth_stencil = NULL; + op->fb.render_targets[0] = view; + op->fb.depth_stencil = NULL; op->color = *color; } else { op->rt_count = 0; - op->fb->render_targets[0] = NULL; - op->fb->depth_stencil = view; + op->fb.render_targets[0] = NULL; + op->fb.depth_stencil = view; op->depth = depth; op->stencil = stencil; }