Signed-off-by: Jan Sikorski jsikorski@codeweavers.com --- This is meant to be followed by more patches that manage references to all the other objects that need to be kept alive for command lists.
That includes: all the ones handled similarly to samplers (i.e. the ones that we put into dedicated arrays); wined3d_resources, which are currently acquired on every draw/dispatch call; and views on these resources, which are not handled at all at this point.
Apart from simplifying the code to some degree, it will fix the size problem of wined3d_resources arrays, which can get pretty large when the application is doing many repeated draw/dispatch calls.
v2: naming & source structure changes --- dlls/wined3d/cs.c | 83 ++++++++++++++++++++++++++++++++++++++++++++--- 1 file changed, 78 insertions(+), 5 deletions(-)
diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c index 2c94b7aed76..03a9cb74ffe 100644 --- a/dlls/wined3d/cs.c +++ b/dlls/wined3d/cs.c @@ -102,6 +102,10 @@ ULONG CDECL wined3d_command_list_incref(struct wined3d_command_list *list) return refcount; }
+struct wined3d_cs_packet; +static void wined3d_cs_packet_decref_objects(const struct wined3d_cs_packet *); +static struct wined3d_cs_packet *wined3d_next_cs_packet(const uint8_t *, SIZE_T *); + ULONG CDECL wined3d_command_list_decref(struct wined3d_command_list *list) { ULONG refcount = InterlockedDecrement(&list->refcount); @@ -111,7 +115,8 @@ ULONG CDECL wined3d_command_list_decref(struct wined3d_command_list *list)
if (!refcount) { - SIZE_T i; + const struct wined3d_cs_packet *packet; + SIZE_T i, start = 0;
for (i = 0; i < list->command_list_count; ++i) wined3d_command_list_decref(list->command_lists[i]); @@ -132,6 +137,12 @@ ULONG CDECL wined3d_command_list_decref(struct wined3d_command_list *list) for (i = 0; i < list->sampler_count; ++i) wined3d_sampler_decref(list->samplers[i]);
+ while (start < list->data_size) + { + packet = wined3d_next_cs_packet(list->data, &start); + wined3d_cs_packet_decref_objects(packet); + } + wined3d_mutex_lock(); wined3d_cs_destroy_object(device->cs, wined3d_command_list_destroy_object, list); wined3d_mutex_unlock(); @@ -207,6 +218,14 @@ struct wined3d_cs_packet BYTE data[1]; };
+static struct wined3d_cs_packet *wined3d_next_cs_packet(const uint8_t *data, SIZE_T *start) +{ + struct wined3d_cs_packet *packet; + packet = (struct wined3d_cs_packet *)&data[*start]; + *start += offsetof(struct wined3d_cs_packet, data[packet->size]); + return packet; +} + struct wined3d_cs_nop { enum wined3d_cs_op opcode; @@ -3626,6 +3645,52 @@ void wined3d_cs_destroy(struct wined3d_cs *cs) heap_free(cs); }
+static void wined3d_cs_packet_decref_objects(const struct wined3d_cs_packet *packet) +{ + enum wined3d_cs_op opcode = *(const enum wined3d_cs_op *)packet->data; + unsigned int i; + + switch (opcode) + { + case WINED3D_CS_OP_SET_SAMPLERS: + { + struct wined3d_cs_set_samplers *op + = (struct wined3d_cs_set_samplers *)packet->data; + for (i = 0; i < op->count; ++i) + { + if (op->samplers[i]) + wined3d_sampler_decref(op->samplers[i]); + } + break; + } + default: + break; + } +} + +static void wined3d_cs_packet_incref_objects(struct wined3d_cs_packet *packet) +{ + enum wined3d_cs_op opcode = *(const enum wined3d_cs_op *)packet->data; + unsigned int i; + + switch (opcode) + { + case WINED3D_CS_OP_SET_SAMPLERS: + { + struct wined3d_cs_set_samplers *op + = (struct wined3d_cs_set_samplers *)packet->data; + for (i = 0; i < op->count; ++i) + { + if (op->samplers[i]) + wined3d_sampler_incref(op->samplers[i]); + } + break; + } + default: + break; + } +} + struct wined3d_deferred_context { struct wined3d_device_context c; @@ -3688,16 +3753,18 @@ static void *wined3d_deferred_context_require_space(struct wined3d_device_contex
packet = (struct wined3d_cs_packet *)((BYTE *)deferred->data + deferred->data_size); TRACE("size was %zu, adding %zu\n", (size_t)deferred->data_size, packet_size); - deferred->data_size += packet_size; packet->size = packet_size - header_size; return &packet->data; }
static void wined3d_deferred_context_submit(struct wined3d_device_context *context, enum wined3d_cs_queue_id queue_id) { - assert(queue_id == WINED3D_CS_QUEUE_DEFAULT); + struct wined3d_deferred_context *deferred = wined3d_deferred_context_from_context(context); + struct wined3d_cs_packet *packet;
- /* Nothing to do. */ + assert(queue_id == WINED3D_CS_QUEUE_DEFAULT); + packet = wined3d_next_cs_packet(deferred->data, &deferred->data_size); + wined3d_cs_packet_incref_objects(packet); }
static void wined3d_deferred_context_finish(struct wined3d_device_context *context, enum wined3d_cs_queue_id queue_id) @@ -3979,7 +4046,7 @@ HRESULT CDECL wined3d_deferred_context_create(struct wined3d_device *device, str void CDECL wined3d_deferred_context_destroy(struct wined3d_device_context *context) { struct wined3d_deferred_context *deferred = wined3d_deferred_context_from_context(context); - SIZE_T i; + SIZE_T i, start = 0;
TRACE("context %p.\n", context);
@@ -4022,6 +4089,12 @@ void CDECL wined3d_deferred_context_destroy(struct wined3d_device_context *conte wined3d_sampler_decref(deferred->samplers[i]); heap_free(deferred->samplers);
+ while (start < deferred->data_size) + { + const struct wined3d_cs_packet *packet = wined3d_next_cs_packet(deferred->data, &start); + wined3d_cs_packet_decref_objects(packet); + } + wined3d_state_destroy(deferred->c.state); heap_free(deferred->data); heap_free(deferred);
This reverts commit 0056ebf91ef3dd6a903e87adbdc1460bc08b4181.
Sampler references in deferred contexts are now managed by inspecting CS packets.
Signed-off-by: Jan Sikorski jsikorski@codeweavers.com --- dlls/wined3d/cs.c | 55 ---------------------------------- dlls/wined3d/wined3d_private.h | 2 -- 2 files changed, 57 deletions(-)
diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c index 03a9cb74ffe..338479825d1 100644 --- a/dlls/wined3d/cs.c +++ b/dlls/wined3d/cs.c @@ -75,9 +75,6 @@ struct wined3d_command_list
SIZE_T shader_count; struct wined3d_shader **shaders; - - SIZE_T sampler_count; - struct wined3d_sampler **samplers; };
static void wined3d_command_list_destroy_object(void *object) @@ -134,8 +131,6 @@ ULONG CDECL wined3d_command_list_decref(struct wined3d_command_list *list) 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]);
while (start < list->data_size) { @@ -656,12 +651,6 @@ static inline void wined3d_device_context_acquire_shader(struct wined3d_device_c context->ops->acquire_shader(context, shader); }
-static inline void wined3d_device_context_acquire_samplers(struct wined3d_device_context *context, - struct wined3d_sampler * const *samplers, unsigned int count) -{ - context->ops->acquire_samplers(context, samplers, count); -} - static struct wined3d_cs *wined3d_cs_from_context(struct wined3d_device_context *context) { return CONTAINING_RECORD(context, struct wined3d_cs, c); @@ -1849,7 +1838,6 @@ void wined3d_device_context_emit_set_samplers(struct wined3d_device_context *con op->count = count; memcpy(op->samplers, samplers, count * sizeof(*samplers));
- wined3d_device_context_acquire_samplers(context, samplers, count); wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT); }
@@ -3059,11 +3047,6 @@ static void wined3d_cs_acquire_shader(struct wined3d_device_context *context, { }
-static void wined3d_cs_acquire_samplers(struct wined3d_device_context *context, - struct wined3d_sampler * const *samplers, unsigned int count) -{ -} - 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) = @@ -3307,7 +3290,6 @@ static const struct wined3d_device_context_ops wined3d_cs_st_ops = wined3d_cs_acquire_rasterizer_state, wined3d_cs_acquire_depth_stencil_state, wined3d_cs_acquire_shader, - wined3d_cs_acquire_samplers, };
static BOOL wined3d_cs_queue_is_empty(const struct wined3d_cs *cs, const struct wined3d_cs_queue *queue) @@ -3439,7 +3421,6 @@ static const struct wined3d_device_context_ops wined3d_cs_mt_ops = wined3d_cs_acquire_rasterizer_state, wined3d_cs_acquire_depth_stencil_state, wined3d_cs_acquire_shader, - wined3d_cs_acquire_samplers, };
static void poll_queries(struct wined3d_cs *cs) @@ -3724,9 +3705,6 @@ struct wined3d_deferred_context
SIZE_T shader_count, shaders_capacity; struct wined3d_shader **shaders; - - SIZE_T sampler_count, samplers_capacity; - struct wined3d_sampler **samplers; };
static struct wined3d_deferred_context *wined3d_deferred_context_from_context(struct wined3d_device_context *context) @@ -3975,26 +3953,6 @@ static void wined3d_deferred_context_acquire_shader(struct wined3d_device_contex wined3d_shader_incref(shader); }
-static void wined3d_deferred_context_acquire_samplers(struct wined3d_device_context *context, - struct wined3d_sampler * const *samplers, unsigned int count) -{ - struct wined3d_deferred_context *deferred = wined3d_deferred_context_from_context(context); - unsigned int i; - - if (!wined3d_array_reserve((void **)&deferred->samplers, &deferred->samplers_capacity, - deferred->sampler_count + count, sizeof(*deferred->samplers))) - return; - - for (i = 0; i < count; ++i) - { - if (samplers[i]) - { - deferred->samplers[deferred->sampler_count++] = samplers[i]; - wined3d_sampler_incref(samplers[i]); - } - } -} - static const struct wined3d_device_context_ops wined3d_deferred_context_ops = { wined3d_deferred_context_require_space, @@ -4011,7 +3969,6 @@ static const struct wined3d_device_context_ops wined3d_deferred_context_ops = wined3d_deferred_context_acquire_rasterizer_state, wined3d_deferred_context_acquire_depth_stencil_state, wined3d_deferred_context_acquire_shader, - wined3d_deferred_context_acquire_samplers, };
HRESULT CDECL wined3d_deferred_context_create(struct wined3d_device *device, struct wined3d_device_context **context) @@ -4085,10 +4042,6 @@ void CDECL wined3d_deferred_context_destroy(struct wined3d_device_context *conte wined3d_shader_decref(deferred->shaders[i]); heap_free(deferred->shaders);
- for (i = 0; i < deferred->sampler_count; ++i) - wined3d_sampler_decref(deferred->samplers[i]); - heap_free(deferred->samplers); - while (start < deferred->data_size) { const struct wined3d_cs_packet *packet = wined3d_next_cs_packet(deferred->data, &start); @@ -4118,7 +4071,6 @@ HRESULT CDECL wined3d_deferred_context_record_command_list(struct wined3d_device + 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->sampler_count * sizeof(*object->samplers) + deferred->data_size);
if (!memory) @@ -4184,12 +4136,6 @@ HRESULT CDECL wined3d_deferred_context_record_command_list(struct wined3d_device memcpy(object->shaders, deferred->shaders, deferred->shader_count * sizeof(*object->shaders)); /* Transfer our references to the shaders to the command list. */
- object->samplers = memory; - memory = &object->samplers[deferred->sampler_count]; - object->sampler_count = deferred->sampler_count; - memcpy(object->samplers, deferred->samplers, deferred->sampler_count * sizeof(*object->samplers)); - /* Transfer our references to the samplers to the command list. */ - object->data = memory; object->data_size = deferred->data_size; memcpy(object->data, deferred->data, deferred->data_size); @@ -4203,7 +4149,6 @@ HRESULT CDECL wined3d_deferred_context_record_command_list(struct wined3d_device deferred->rasterizer_state_count = 0; deferred->depth_stencil_state_count = 0; deferred->shader_count = 0; - deferred->sampler_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 b30a4108b0b..3805fdc48a7 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -4854,8 +4854,6 @@ struct wined3d_device_context_ops 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); - void (*acquire_samplers)(struct wined3d_device_context *context, struct wined3d_sampler * const *samplers, - unsigned int count); };
struct wined3d_device_context
Signed-off-by: Jan Sikorski jsikorski@codeweavers.com --- dlls/wined3d/cs.c | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-)
diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c index 338479825d1..9e102a040b5 100644 --- a/dlls/wined3d/cs.c +++ b/dlls/wined3d/cs.c @@ -3478,7 +3478,7 @@ static DWORD WINAPI wined3d_cs_run(void *ctx) enum wined3d_cs_op opcode; HMODULE wined3d_module; unsigned int poll = 0; - LONG tail; + SIZE_T tail;
TRACE("Started.\n");
@@ -3512,7 +3512,7 @@ static DWORD WINAPI wined3d_cs_run(void *ctx) spin_count = 0;
tail = queue->tail; - packet = (struct wined3d_cs_packet *)&queue->data[tail]; + packet = wined3d_next_cs_packet(queue->data, &tail); if (packet->size) { opcode = *(const enum wined3d_cs_op *)packet->data; @@ -3531,7 +3531,6 @@ static DWORD WINAPI wined3d_cs_run(void *ctx) TRACE("%s executed.\n", debug_cs_op(opcode)); }
- tail += FIELD_OFFSET(struct wined3d_cs_packet, data[packet->size]); tail &= (WINED3D_CS_QUEUE_SIZE - 1); InterlockedExchange(&queue->tail, tail); }
Signed-off-by: Jan Sikorski jsikorski@codeweavers.com --- dlls/wined3d/cs.c | 6 ++---- 1 file changed, 2 insertions(+), 4 deletions(-)
diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c index 9e102a040b5..a651abbfef1 100644 --- a/dlls/wined3d/cs.c +++ b/dlls/wined3d/cs.c @@ -3105,14 +3105,14 @@ static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void static void wined3d_cs_exec_execute_command_list(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_execute_command_list *op = data; - size_t start = 0, end = op->list->data_size; + SIZE_T start = 0, end = op->list->data_size; const BYTE *cs_data = op->list->data;
TRACE("Executing command list %p.\n", op->list);
while (start < end) { - const struct wined3d_cs_packet *packet = (const struct wined3d_cs_packet *)&cs_data[start]; + const struct wined3d_cs_packet *packet = wined3d_next_cs_packet(cs_data, &start); enum wined3d_cs_op opcode = *(const enum wined3d_cs_op *)packet->data;
if (opcode >= WINED3D_CS_OP_STOP) @@ -3120,8 +3120,6 @@ static void wined3d_cs_exec_execute_command_list(struct wined3d_cs *cs, const vo else wined3d_cs_op_handlers[opcode](cs, packet->data); TRACE("%s executed.\n", debug_cs_op(opcode)); - - start += offsetof(struct wined3d_cs_packet, data[packet->size]); } }
Signed-off-by: Jan Sikorski jsikorski@codeweavers.com --- dlls/wined3d/cs.c | 16 ++++++++++++++++ 1 file changed, 16 insertions(+)
diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c index a651abbfef1..786a5db9842 100644 --- a/dlls/wined3d/cs.c +++ b/dlls/wined3d/cs.c @@ -3641,6 +3641,14 @@ static void wined3d_cs_packet_decref_objects(const struct wined3d_cs_packet *pac } break; } + case WINED3D_CS_OP_SET_SHADER: + { + struct wined3d_cs_set_shader *op + = (struct wined3d_cs_set_shader *)packet->data; + if (op->shader) + wined3d_shader_decref(op->shader); + break; + } default: break; } @@ -3664,6 +3672,14 @@ static void wined3d_cs_packet_incref_objects(struct wined3d_cs_packet *packet) } break; } + case WINED3D_CS_OP_SET_SHADER: + { + struct wined3d_cs_set_shader *op + = (struct wined3d_cs_set_shader *)packet->data; + if (op->shader) + wined3d_shader_incref(op->shader); + break; + } default: break; }
This reverts commit 908fb50728a33da6f7238cafcc8163065785ab0a.
Moved to wined3d_cs_packet_{in/de}cref_objects().
Signed-off-by: Jan Sikorski jsikorski@codeweavers.com --- 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 786a5db9842..8638406394f 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 wined3d_command_list_destroy_object(void *object) @@ -129,8 +126,6 @@ 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]);
while (start < list->data_size) { @@ -645,12 +640,6 @@ 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); @@ -1863,8 +1852,6 @@ 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); }
@@ -3042,11 +3029,6 @@ 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) = @@ -3287,7 +3269,6 @@ 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) @@ -3418,7 +3399,6 @@ 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) @@ -3715,9 +3695,6 @@ 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) @@ -3954,18 +3931,6 @@ 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, @@ -3981,7 +3946,6 @@ 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) @@ -4051,10 +4015,6 @@ 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 (start < deferred->data_size) { const struct wined3d_cs_packet *packet = wined3d_next_cs_packet(deferred->data, &start); @@ -4083,7 +4043,6 @@ 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) @@ -4143,12 +4102,6 @@ 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); @@ -4161,7 +4114,6 @@ 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) 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