These are part of the public API, so there's not need for them to be at the start of the file.
Signed-off-by: Henri Verbeet hverbeet@codeweavers.com --- And in fact, it's somewhat counter-productive when we need to call local functions, as in the next patch in this series.
dlls/wined3d/cs.c | 120 +++++++++++++++++++++++----------------------- 1 file changed, 60 insertions(+), 60 deletions(-)
diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c index da32e1c2804..2889b3ec38c 100644 --- a/dlls/wined3d/cs.c +++ b/dlls/wined3d/cs.c @@ -80,66 +80,6 @@ struct wined3d_command_list struct wined3d_sampler **samplers; };
-static void wined3d_command_list_destroy_object(void *object) -{ - struct wined3d_command_list *list = object; - SIZE_T i; - - TRACE("list %p.\n", list); - - for (i = 0; i < list->upload_count; ++i) - heap_free(list->uploads[i].sysmem); - - heap_free(list); -} - -ULONG CDECL wined3d_command_list_incref(struct wined3d_command_list *list) -{ - ULONG refcount = InterlockedIncrement(&list->refcount); - - TRACE("%p increasing refcount to %u.\n", list, refcount); - - return refcount; -} - -ULONG CDECL wined3d_command_list_decref(struct wined3d_command_list *list) -{ - ULONG refcount = InterlockedDecrement(&list->refcount); - struct wined3d_device *device = list->device; - - TRACE("%p decreasing refcount to %u.\n", list, refcount); - - if (!refcount) - { - SIZE_T i; - - for (i = 0; i < list->command_list_count; ++i) - wined3d_command_list_decref(list->command_lists[i]); - for (i = 0; i < list->resource_count; ++i) - wined3d_resource_decref(list->resources[i]); - for (i = 0; i < list->upload_count; ++i) - wined3d_resource_decref(list->uploads[i].resource); - for (i = 0; i < list->query_count; ++i) - wined3d_query_decref(list->queries[i].query); - for (i = 0; i < list->blend_state_count; ++i) - wined3d_blend_state_decref(list->blend_states[i]); - for (i = 0; i < list->rasterizer_state_count; ++i) - 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]); - for (i = 0; i < list->sampler_count; ++i) - wined3d_sampler_decref(list->samplers[i]); - - wined3d_mutex_lock(); - wined3d_cs_destroy_object(device->cs, wined3d_command_list_destroy_object, list); - wined3d_mutex_unlock(); - } - - return refcount; -} - static void invalidate_client_address(struct wined3d_resource *resource) { struct wined3d_client_resource *client = &resource->client; @@ -4150,3 +4090,63 @@ HRESULT CDECL wined3d_deferred_context_record_command_list(struct wined3d_device
return S_OK; } + +static void wined3d_command_list_destroy_object(void *object) +{ + struct wined3d_command_list *list = object; + SIZE_T i; + + TRACE("list %p.\n", list); + + for (i = 0; i < list->upload_count; ++i) + heap_free(list->uploads[i].sysmem); + + heap_free(list); +} + +ULONG CDECL wined3d_command_list_incref(struct wined3d_command_list *list) +{ + ULONG refcount = InterlockedIncrement(&list->refcount); + + TRACE("%p increasing refcount to %u.\n", list, refcount); + + return refcount; +} + +ULONG CDECL wined3d_command_list_decref(struct wined3d_command_list *list) +{ + ULONG refcount = InterlockedDecrement(&list->refcount); + struct wined3d_device *device = list->device; + + TRACE("%p decreasing refcount to %u.\n", list, refcount); + + if (!refcount) + { + SIZE_T i; + + for (i = 0; i < list->command_list_count; ++i) + wined3d_command_list_decref(list->command_lists[i]); + for (i = 0; i < list->resource_count; ++i) + wined3d_resource_decref(list->resources[i]); + for (i = 0; i < list->upload_count; ++i) + wined3d_resource_decref(list->uploads[i].resource); + for (i = 0; i < list->query_count; ++i) + wined3d_query_decref(list->queries[i].query); + for (i = 0; i < list->blend_state_count; ++i) + wined3d_blend_state_decref(list->blend_states[i]); + for (i = 0; i < list->rasterizer_state_count; ++i) + 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]); + for (i = 0; i < list->sampler_count; ++i) + wined3d_sampler_decref(list->samplers[i]); + + wined3d_mutex_lock(); + wined3d_cs_destroy_object(device->cs, wined3d_command_list_destroy_object, list); + wined3d_mutex_unlock(); + } + + return refcount; +}