Commit 9340ed60 authored by Jan Sikorski's avatar Jan Sikorski Committed by Alexandre Julliard

Revert "wined3d: Acquire references to samplers in deferred contexts.".

This reverts commit 0056ebf9. Sampler references in deferred contexts are now managed by inspecting CS packets. Signed-off-by: 's avatarJan Sikorski <jsikorski@codeweavers.com> Signed-off-by: 's avatarHenri Verbeet <hverbeet@codeweavers.com> Signed-off-by: 's avatarAlexandre Julliard <julliard@winehq.org>
parent ffa37997
......@@ -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 invalidate_client_address(struct wined3d_resource *resource)
......@@ -577,12 +574,6 @@ 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);
......@@ -1779,7 +1770,6 @@ 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);
}
......@@ -2989,11 +2979,6 @@ 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) =
......@@ -3235,7 +3220,6 @@ 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)
......@@ -3367,7 +3351,6 @@ 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)
......@@ -3653,9 +3636,6 @@ 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)
......@@ -3904,26 +3884,6 @@ 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,
......@@ -3940,7 +3900,6 @@ 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)
......@@ -4015,10 +3974,6 @@ 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 (offset < deferred->data_size)
{
packet = wined3d_next_cs_packet(deferred->data, &offset);
......@@ -4048,7 +4003,6 @@ 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)
......@@ -4114,12 +4068,6 @@ 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);
......@@ -4133,7 +4081,6 @@ 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)
......@@ -4197,8 +4144,6 @@ 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]);
offset = 0;
while (offset < list->data_size)
......
......@@ -4875,8 +4875,6 @@ 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
......
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