Signed-off-by: Jan Sikorski jsikorski@codeweavers.com --- dlls/wined3d/cs.c | 48 ++++++++++++++++++++++++++++++++++ dlls/wined3d/wined3d_private.h | 1 + 2 files changed, 49 insertions(+)
diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c index 911b9a2b9c8..2aa9f570d3e 100644 --- a/dlls/wined3d/cs.c +++ b/dlls/wined3d/cs.c @@ -73,6 +73,9 @@ 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 wined3d_command_list_destroy_object(void *object) @@ -122,6 +125,8 @@ 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]);
wined3d_mutex_lock(); wined3d_cs_destroy_object(device->cs, wined3d_command_list_destroy_object, list); @@ -622,6 +627,12 @@ 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); @@ -1834,6 +1845,8 @@ 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); }
@@ -3011,6 +3024,11 @@ 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) = @@ -3253,6 +3271,7 @@ 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) @@ -3383,6 +3402,7 @@ 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) @@ -3618,6 +3638,9 @@ 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) @@ -3852,6 +3875,18 @@ 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, @@ -3867,6 +3902,7 @@ 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) @@ -3936,6 +3972,10 @@ 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); + wined3d_state_destroy(deferred->c.state); heap_free(deferred->data); heap_free(deferred); @@ -3958,6 +3998,7 @@ 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) @@ -4017,6 +4058,12 @@ 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); @@ -4029,6 +4076,7 @@ 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) diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 74c7932220b..94f0f94b1d7 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -4852,6 +4852,7 @@ 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