Commit bff2bbc9 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Rename resource_acquire to resource_reference.

parent 081ba0ee
...@@ -550,10 +550,10 @@ static inline void wined3d_device_context_finish(struct wined3d_device_context * ...@@ -550,10 +550,10 @@ static inline void wined3d_device_context_finish(struct wined3d_device_context *
context->ops->finish(context, queue_id); context->ops->finish(context, queue_id);
} }
static inline void wined3d_device_context_acquire_resource(struct wined3d_device_context *context, static inline void wined3d_device_context_reference_resource(struct wined3d_device_context *context,
struct wined3d_resource *resource) struct wined3d_resource *resource)
{ {
context->ops->acquire_resource(context, resource); context->ops->reference_resource(context, resource);
} }
static struct wined3d_cs *wined3d_cs_from_context(struct wined3d_device_context *context) static struct wined3d_cs *wined3d_cs_from_context(struct wined3d_device_context *context)
...@@ -734,10 +734,10 @@ void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *sw ...@@ -734,10 +734,10 @@ void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *sw
pending = InterlockedIncrement(&cs->pending_presents); pending = InterlockedIncrement(&cs->pending_presents);
wined3d_resource_acquire(&swapchain->front_buffer->resource); wined3d_resource_reference(&swapchain->front_buffer->resource);
for (i = 0; i < swapchain->state.desc.backbuffer_count; ++i) for (i = 0; i < swapchain->state.desc.backbuffer_count; ++i)
{ {
wined3d_resource_acquire(&swapchain->back_buffers[i]->resource); wined3d_resource_reference(&swapchain->back_buffers[i]->resource);
} }
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT); wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
...@@ -789,12 +789,12 @@ void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT * ...@@ -789,12 +789,12 @@ void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *
for (i = 0; i < rt_count; ++i) for (i = 0; i < rt_count; ++i)
{ {
if ((view = state->fb.render_targets[i])) if ((view = state->fb.render_targets[i]))
wined3d_resource_acquire(view->resource); wined3d_resource_reference(view->resource);
} }
if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL)) if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
{ {
view = state->fb.depth_stencil; view = state->fb.depth_stencil;
wined3d_resource_acquire(view->resource); wined3d_resource_reference(view->resource);
} }
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT); wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
...@@ -831,14 +831,14 @@ void wined3d_device_context_emit_clear_rendertarget_view(struct wined3d_device_c ...@@ -831,14 +831,14 @@ void wined3d_device_context_emit_clear_rendertarget_view(struct wined3d_device_c
op->rect_count = 1; op->rect_count = 1;
op->rects[0] = *rect; op->rects[0] = *rect;
wined3d_device_context_acquire_resource(context, view->resource); wined3d_device_context_reference_resource(context, view->resource);
wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT); wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
if (flags & WINED3DCLEAR_SYNCHRONOUS) if (flags & WINED3DCLEAR_SYNCHRONOUS)
wined3d_device_context_finish(context, WINED3D_CS_QUEUE_DEFAULT); wined3d_device_context_finish(context, WINED3D_CS_QUEUE_DEFAULT);
} }
static void acquire_shader_resources(struct wined3d_device_context *context, unsigned int shader_mask) static void reference_shader_resources(struct wined3d_device_context *context, unsigned int shader_mask)
{ {
const struct wined3d_state *state = context->state; const struct wined3d_state *state = context->state;
struct wined3d_shader_sampler_map_entry *entry; struct wined3d_shader_sampler_map_entry *entry;
...@@ -857,7 +857,7 @@ static void acquire_shader_resources(struct wined3d_device_context *context, uns ...@@ -857,7 +857,7 @@ static void acquire_shader_resources(struct wined3d_device_context *context, uns
for (j = 0; j < WINED3D_MAX_CBS; ++j) for (j = 0; j < WINED3D_MAX_CBS; ++j)
{ {
if (state->cb[i][j].buffer) if (state->cb[i][j].buffer)
wined3d_device_context_acquire_resource(context, &state->cb[i][j].buffer->resource); wined3d_device_context_reference_resource(context, &state->cb[i][j].buffer->resource);
} }
for (j = 0; j < shader->reg_maps.sampler_map.count; ++j) for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
...@@ -867,12 +867,12 @@ static void acquire_shader_resources(struct wined3d_device_context *context, uns ...@@ -867,12 +867,12 @@ static void acquire_shader_resources(struct wined3d_device_context *context, uns
if (!(view = state->shader_resource_view[i][entry->resource_idx])) if (!(view = state->shader_resource_view[i][entry->resource_idx]))
continue; continue;
wined3d_device_context_acquire_resource(context, view->resource); wined3d_device_context_reference_resource(context, view->resource);
} }
} }
} }
static void acquire_unordered_access_resources(struct wined3d_device_context *context, static void reference_unordered_access_resources(struct wined3d_device_context *context,
const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views) const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
{ {
unsigned int i; unsigned int i;
...@@ -888,7 +888,7 @@ static void acquire_unordered_access_resources(struct wined3d_device_context *co ...@@ -888,7 +888,7 @@ static void acquire_unordered_access_resources(struct wined3d_device_context *co
if (!views[i]) if (!views[i])
continue; continue;
wined3d_device_context_acquire_resource(context, views[i]->resource); wined3d_device_context_reference_resource(context, views[i]->resource);
} }
} }
...@@ -903,12 +903,12 @@ static void wined3d_cs_exec_dispatch(struct wined3d_cs *cs, const void *data) ...@@ -903,12 +903,12 @@ static void wined3d_cs_exec_dispatch(struct wined3d_cs *cs, const void *data)
cs->c.device->adapter->adapter_ops->adapter_dispatch_compute(cs->c.device, state, &op->parameters); cs->c.device->adapter->adapter_ops->adapter_dispatch_compute(cs->c.device, state, &op->parameters);
} }
static void acquire_compute_pipeline_resources(struct wined3d_device_context *context) static void reference_compute_pipeline_resources(struct wined3d_device_context *context)
{ {
const struct wined3d_state *state = context->state; const struct wined3d_state *state = context->state;
acquire_shader_resources(context, 1u << WINED3D_SHADER_TYPE_COMPUTE); reference_shader_resources(context, 1u << WINED3D_SHADER_TYPE_COMPUTE);
acquire_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_COMPUTE], reference_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_COMPUTE],
state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]); state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
} }
...@@ -925,7 +925,7 @@ void CDECL wined3d_device_context_dispatch(struct wined3d_device_context *contex ...@@ -925,7 +925,7 @@ void CDECL wined3d_device_context_dispatch(struct wined3d_device_context *contex
op->parameters.u.direct.group_count_y = group_count_y; op->parameters.u.direct.group_count_y = group_count_y;
op->parameters.u.direct.group_count_z = group_count_z; op->parameters.u.direct.group_count_z = group_count_z;
acquire_compute_pipeline_resources(context); reference_compute_pipeline_resources(context);
wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT); wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_unlock(context); wined3d_device_context_unlock(context);
...@@ -943,8 +943,8 @@ void CDECL wined3d_device_context_dispatch_indirect(struct wined3d_device_contex ...@@ -943,8 +943,8 @@ void CDECL wined3d_device_context_dispatch_indirect(struct wined3d_device_contex
op->parameters.u.indirect.buffer = buffer; op->parameters.u.indirect.buffer = buffer;
op->parameters.u.indirect.offset = offset; op->parameters.u.indirect.offset = offset;
acquire_compute_pipeline_resources(context); reference_compute_pipeline_resources(context);
wined3d_device_context_acquire_resource(context, &buffer->resource); wined3d_device_context_reference_resource(context, &buffer->resource);
wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT); wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_unlock(context); wined3d_device_context_unlock(context);
...@@ -1003,38 +1003,38 @@ static void wined3d_cs_exec_draw(struct wined3d_cs *cs, const void *data) ...@@ -1003,38 +1003,38 @@ static void wined3d_cs_exec_draw(struct wined3d_cs *cs, const void *data)
cs->c.device->adapter->adapter_ops->adapter_draw_primitive(cs->c.device, state, &op->parameters); cs->c.device->adapter->adapter_ops->adapter_draw_primitive(cs->c.device, state, &op->parameters);
} }
static void acquire_graphics_pipeline_resources(struct wined3d_device_context *context, static void reference_graphics_pipeline_resources(struct wined3d_device_context *context,
BOOL indexed, const struct wined3d_d3d_info *d3d_info) BOOL indexed, const struct wined3d_d3d_info *d3d_info)
{ {
const struct wined3d_state *state = context->state; const struct wined3d_state *state = context->state;
unsigned int i; unsigned int i;
if (indexed) if (indexed)
wined3d_device_context_acquire_resource(context, &state->index_buffer->resource); wined3d_device_context_reference_resource(context, &state->index_buffer->resource);
for (i = 0; i < ARRAY_SIZE(state->streams); ++i) for (i = 0; i < ARRAY_SIZE(state->streams); ++i)
{ {
if (state->streams[i].buffer) if (state->streams[i].buffer)
wined3d_device_context_acquire_resource(context, &state->streams[i].buffer->resource); wined3d_device_context_reference_resource(context, &state->streams[i].buffer->resource);
} }
for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i) for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
{ {
if (state->stream_output[i].buffer) if (state->stream_output[i].buffer)
wined3d_device_context_acquire_resource(context, &state->stream_output[i].buffer->resource); wined3d_device_context_reference_resource(context, &state->stream_output[i].buffer->resource);
} }
for (i = 0; i < ARRAY_SIZE(state->textures); ++i) for (i = 0; i < ARRAY_SIZE(state->textures); ++i)
{ {
if (state->textures[i]) if (state->textures[i])
wined3d_device_context_acquire_resource(context, &state->textures[i]->resource); wined3d_device_context_reference_resource(context, &state->textures[i]->resource);
} }
for (i = 0; i < d3d_info->limits.max_rt_count; ++i) for (i = 0; i < d3d_info->limits.max_rt_count; ++i)
{ {
if (state->fb.render_targets[i]) if (state->fb.render_targets[i])
wined3d_device_context_acquire_resource(context, state->fb.render_targets[i]->resource); wined3d_device_context_reference_resource(context, state->fb.render_targets[i]->resource);
} }
if (state->fb.depth_stencil) if (state->fb.depth_stencil)
wined3d_device_context_acquire_resource(context, state->fb.depth_stencil->resource); wined3d_device_context_reference_resource(context, state->fb.depth_stencil->resource);
acquire_shader_resources(context, ~(1u << WINED3D_SHADER_TYPE_COMPUTE)); reference_shader_resources(context, ~(1u << WINED3D_SHADER_TYPE_COMPUTE));
acquire_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_PIXEL], reference_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_PIXEL],
state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]); state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
} }
...@@ -1058,7 +1058,7 @@ void wined3d_device_context_emit_draw(struct wined3d_device_context *context, ...@@ -1058,7 +1058,7 @@ void wined3d_device_context_emit_draw(struct wined3d_device_context *context,
op->parameters.u.direct.instance_count = instance_count; op->parameters.u.direct.instance_count = instance_count;
op->parameters.indexed = indexed; op->parameters.indexed = indexed;
acquire_graphics_pipeline_resources(context, indexed, d3d_info); reference_graphics_pipeline_resources(context, indexed, d3d_info);
wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT); wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
} }
...@@ -1080,8 +1080,8 @@ void CDECL wined3d_device_context_draw_indirect(struct wined3d_device_context *c ...@@ -1080,8 +1080,8 @@ void CDECL wined3d_device_context_draw_indirect(struct wined3d_device_context *c
op->parameters.u.indirect.offset = offset; op->parameters.u.indirect.offset = offset;
op->parameters.indexed = indexed; op->parameters.indexed = indexed;
acquire_graphics_pipeline_resources(context, indexed, d3d_info); reference_graphics_pipeline_resources(context, indexed, d3d_info);
wined3d_device_context_acquire_resource(context, &buffer->resource); wined3d_device_context_reference_resource(context, &buffer->resource);
wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT); wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_unlock(context); wined3d_device_context_unlock(context);
...@@ -2260,7 +2260,7 @@ static void wined3d_cs_issue_query(struct wined3d_device_context *context, ...@@ -2260,7 +2260,7 @@ static void wined3d_cs_issue_query(struct wined3d_device_context *context,
query->state = QUERY_SIGNALLED; query->state = QUERY_SIGNALLED;
} }
static void wined3d_cs_acquire_command_list(struct wined3d_device_context *context, struct wined3d_command_list *list) static void wined3d_cs_reference_command_list(struct wined3d_device_context *context, struct wined3d_command_list *list)
{ {
struct wined3d_cs *cs = wined3d_cs_from_context(context); struct wined3d_cs *cs = wined3d_cs_from_context(context);
SIZE_T i; SIZE_T i;
...@@ -2284,10 +2284,10 @@ static void wined3d_cs_acquire_command_list(struct wined3d_device_context *conte ...@@ -2284,10 +2284,10 @@ static void wined3d_cs_acquire_command_list(struct wined3d_device_context *conte
} }
for (i = 0; i < list->resource_count; ++i) for (i = 0; i < list->resource_count; ++i)
wined3d_resource_acquire(list->resources[i]); wined3d_resource_reference(list->resources[i]);
for (i = 0; i < list->command_list_count; ++i) for (i = 0; i < list->command_list_count; ++i)
wined3d_cs_acquire_command_list(context, list->command_lists[i]); wined3d_cs_reference_command_list(context, list->command_lists[i]);
for (i = 0; i < list->upload_count; ++i) for (i = 0; i < list->upload_count; ++i)
invalidate_client_address(list->uploads[i].resource); invalidate_client_address(list->uploads[i].resource);
...@@ -2309,7 +2309,7 @@ void wined3d_cs_emit_preload_resource(struct wined3d_cs *cs, struct wined3d_reso ...@@ -2309,7 +2309,7 @@ void wined3d_cs_emit_preload_resource(struct wined3d_cs *cs, struct wined3d_reso
op->opcode = WINED3D_CS_OP_PRELOAD_RESOURCE; op->opcode = WINED3D_CS_OP_PRELOAD_RESOURCE;
op->resource = resource; op->resource = resource;
wined3d_resource_acquire(resource); wined3d_resource_reference(resource);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT); wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
} }
...@@ -2332,7 +2332,7 @@ void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resou ...@@ -2332,7 +2332,7 @@ void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resou
op->opcode = WINED3D_CS_OP_UNLOAD_RESOURCE; op->opcode = WINED3D_CS_OP_UNLOAD_RESOURCE;
op->resource = resource; op->resource = resource;
wined3d_resource_acquire(resource); wined3d_resource_reference(resource);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT); wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
} }
...@@ -2356,7 +2356,7 @@ static void wined3d_device_context_upload_bo(struct wined3d_device_context *cont ...@@ -2356,7 +2356,7 @@ static void wined3d_device_context_upload_bo(struct wined3d_device_context *cont
op->row_pitch = row_pitch; op->row_pitch = row_pitch;
op->slice_pitch = slice_pitch; op->slice_pitch = slice_pitch;
wined3d_device_context_acquire_resource(context, resource); wined3d_device_context_reference_resource(context, resource);
wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT); wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
} }
...@@ -2608,9 +2608,9 @@ void wined3d_device_context_emit_blt_sub_resource(struct wined3d_device_context ...@@ -2608,9 +2608,9 @@ void wined3d_device_context_emit_blt_sub_resource(struct wined3d_device_context
memset(&op->fx, 0, sizeof(op->fx)); memset(&op->fx, 0, sizeof(op->fx));
op->filter = filter; op->filter = filter;
wined3d_device_context_acquire_resource(context, dst_resource); wined3d_device_context_reference_resource(context, dst_resource);
if (src_resource) if (src_resource)
wined3d_device_context_acquire_resource(context, src_resource); wined3d_device_context_reference_resource(context, src_resource);
wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT); wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
if (flags & WINED3D_BLT_SYNCHRONOUS) if (flags & WINED3D_BLT_SYNCHRONOUS)
...@@ -2716,7 +2716,7 @@ void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs *cs, ...@@ -2716,7 +2716,7 @@ void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs *cs,
op->texture = texture; op->texture = texture;
op->layer = layer; op->layer = layer;
wined3d_resource_acquire(&texture->resource); wined3d_resource_reference(&texture->resource);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT); wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
} }
...@@ -2743,7 +2743,7 @@ void wined3d_device_context_emit_clear_uav(struct wined3d_device_context *contex ...@@ -2743,7 +2743,7 @@ void wined3d_device_context_emit_clear_uav(struct wined3d_device_context *contex
op->clear_value = *clear_value; op->clear_value = *clear_value;
op->fp = fp; op->fp = fp;
wined3d_device_context_acquire_resource(context, view->resource); wined3d_device_context_reference_resource(context, view->resource);
wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT); wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
} }
...@@ -2770,7 +2770,7 @@ void wined3d_device_context_emit_copy_uav_counter(struct wined3d_device_context ...@@ -2770,7 +2770,7 @@ void wined3d_device_context_emit_copy_uav_counter(struct wined3d_device_context
op->offset = offset; op->offset = offset;
op->view = uav; op->view = uav;
wined3d_device_context_acquire_resource(context, &dst_buffer->resource); wined3d_device_context_reference_resource(context, &dst_buffer->resource);
wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT); wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
} }
...@@ -2795,7 +2795,7 @@ void wined3d_device_context_emit_generate_mipmaps(struct wined3d_device_context ...@@ -2795,7 +2795,7 @@ void wined3d_device_context_emit_generate_mipmaps(struct wined3d_device_context
op->opcode = WINED3D_CS_OP_GENERATE_MIPMAPS; op->opcode = WINED3D_CS_OP_GENERATE_MIPMAPS;
op->view = view; op->view = view;
wined3d_device_context_acquire_resource(context, view->resource); wined3d_device_context_reference_resource(context, view->resource);
wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT); wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
} }
...@@ -2811,9 +2811,9 @@ static void wined3d_cs_emit_stop(struct wined3d_cs *cs) ...@@ -2811,9 +2811,9 @@ static void wined3d_cs_emit_stop(struct wined3d_cs *cs)
wined3d_cs_finish(cs, WINED3D_CS_QUEUE_DEFAULT); wined3d_cs_finish(cs, WINED3D_CS_QUEUE_DEFAULT);
} }
static void wined3d_cs_acquire_resource(struct wined3d_device_context *context, struct wined3d_resource *resource) static void wined3d_cs_reference_resource(struct wined3d_device_context *context, struct wined3d_resource *resource)
{ {
wined3d_resource_acquire(resource); wined3d_resource_reference(resource);
} }
static void wined3d_cs_exec_execute_command_list(struct wined3d_cs *cs, const void *data); static void wined3d_cs_exec_execute_command_list(struct wined3d_cs *cs, const void *data);
...@@ -2902,7 +2902,7 @@ void wined3d_device_context_emit_execute_command_list(struct wined3d_device_cont ...@@ -2902,7 +2902,7 @@ void wined3d_device_context_emit_execute_command_list(struct wined3d_device_cont
op->opcode = WINED3D_CS_OP_EXECUTE_COMMAND_LIST; op->opcode = WINED3D_CS_OP_EXECUTE_COMMAND_LIST;
op->list = list; op->list = list;
context->ops->acquire_command_list(context, list); context->ops->reference_command_list(context, list);
wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT); wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
...@@ -3124,8 +3124,8 @@ static const struct wined3d_device_context_ops wined3d_cs_st_ops = ...@@ -3124,8 +3124,8 @@ static const struct wined3d_device_context_ops wined3d_cs_st_ops =
wined3d_cs_unmap_upload_bo, wined3d_cs_unmap_upload_bo,
wined3d_cs_issue_query, wined3d_cs_issue_query,
wined3d_cs_flush, wined3d_cs_flush,
wined3d_cs_acquire_resource, wined3d_cs_reference_resource,
wined3d_cs_acquire_command_list, wined3d_cs_reference_command_list,
}; };
static BOOL wined3d_cs_queue_is_empty(const struct wined3d_cs *cs, const struct wined3d_cs_queue *queue) static BOOL wined3d_cs_queue_is_empty(const struct wined3d_cs *cs, const struct wined3d_cs_queue *queue)
...@@ -3253,8 +3253,8 @@ static const struct wined3d_device_context_ops wined3d_cs_mt_ops = ...@@ -3253,8 +3253,8 @@ static const struct wined3d_device_context_ops wined3d_cs_mt_ops =
wined3d_cs_unmap_upload_bo, wined3d_cs_unmap_upload_bo,
wined3d_cs_issue_query, wined3d_cs_issue_query,
wined3d_cs_flush, wined3d_cs_flush,
wined3d_cs_acquire_resource, wined3d_cs_reference_resource,
wined3d_cs_acquire_command_list, wined3d_cs_reference_command_list,
}; };
static void poll_queries(struct wined3d_cs *cs) static void poll_queries(struct wined3d_cs *cs)
...@@ -4143,7 +4143,7 @@ static void wined3d_deferred_context_flush(struct wined3d_device_context *contex ...@@ -4143,7 +4143,7 @@ static void wined3d_deferred_context_flush(struct wined3d_device_context *contex
FIXME("context %p, stub!\n", context); FIXME("context %p, stub!\n", context);
} }
static void wined3d_deferred_context_acquire_resource(struct wined3d_device_context *context, static void wined3d_deferred_context_reference_resource(struct wined3d_device_context *context,
struct wined3d_resource *resource) struct wined3d_resource *resource)
{ {
struct wined3d_deferred_context *deferred = wined3d_deferred_context_from_context(context); struct wined3d_deferred_context *deferred = wined3d_deferred_context_from_context(context);
...@@ -4156,7 +4156,7 @@ static void wined3d_deferred_context_acquire_resource(struct wined3d_device_cont ...@@ -4156,7 +4156,7 @@ static void wined3d_deferred_context_acquire_resource(struct wined3d_device_cont
wined3d_resource_incref(resource); wined3d_resource_incref(resource);
} }
static void wined3d_deferred_context_acquire_command_list(struct wined3d_device_context *context, static void wined3d_deferred_context_reference_command_list(struct wined3d_device_context *context,
struct wined3d_command_list *list) struct wined3d_command_list *list)
{ {
struct wined3d_deferred_context *deferred = wined3d_deferred_context_from_context(context); struct wined3d_deferred_context *deferred = wined3d_deferred_context_from_context(context);
...@@ -4180,8 +4180,8 @@ static const struct wined3d_device_context_ops wined3d_deferred_context_ops = ...@@ -4180,8 +4180,8 @@ static const struct wined3d_device_context_ops wined3d_deferred_context_ops =
wined3d_deferred_context_unmap_upload_bo, wined3d_deferred_context_unmap_upload_bo,
wined3d_deferred_context_issue_query, wined3d_deferred_context_issue_query,
wined3d_deferred_context_flush, wined3d_deferred_context_flush,
wined3d_deferred_context_acquire_resource, wined3d_deferred_context_reference_resource,
wined3d_deferred_context_acquire_command_list, wined3d_deferred_context_reference_command_list,
}; };
HRESULT CDECL wined3d_deferred_context_create(struct wined3d_device *device, struct wined3d_device_context **context) HRESULT CDECL wined3d_deferred_context_create(struct wined3d_device *device, struct wined3d_device_context **context)
......
...@@ -253,7 +253,7 @@ void resource_cleanup(struct wined3d_resource *resource) ...@@ -253,7 +253,7 @@ void resource_cleanup(struct wined3d_resource *resource)
device_resource_released(resource->device, resource); device_resource_released(resource->device, resource);
} }
wined3d_resource_acquire(resource); wined3d_resource_reference(resource);
wined3d_cs_destroy_object(resource->device->cs, wined3d_resource_destroy_object, resource); wined3d_cs_destroy_object(resource->device->cs, wined3d_resource_destroy_object, resource);
} }
......
...@@ -4916,8 +4916,8 @@ struct wined3d_device_context_ops ...@@ -4916,8 +4916,8 @@ struct wined3d_device_context_ops
unsigned int sub_resource_idx, struct wined3d_box *box, struct upload_bo *upload_bo); unsigned int sub_resource_idx, struct wined3d_box *box, struct upload_bo *upload_bo);
void (*issue_query)(struct wined3d_device_context *context, struct wined3d_query *query, unsigned int flags); void (*issue_query)(struct wined3d_device_context *context, struct wined3d_query *query, unsigned int flags);
void (*flush)(struct wined3d_device_context *context); void (*flush)(struct wined3d_device_context *context);
void (*acquire_resource)(struct wined3d_device_context *context, struct wined3d_resource *resource); void (*reference_resource)(struct wined3d_device_context *context, struct wined3d_resource *resource);
void (*acquire_command_list)(struct wined3d_device_context *context, struct wined3d_command_list *list); void (*reference_command_list)(struct wined3d_device_context *context, struct wined3d_command_list *list);
}; };
struct wined3d_device_context struct wined3d_device_context
...@@ -5081,7 +5081,7 @@ void wined3d_device_context_emit_update_sub_resource(struct wined3d_device_conte ...@@ -5081,7 +5081,7 @@ void wined3d_device_context_emit_update_sub_resource(struct wined3d_device_conte
HRESULT wined3d_device_context_emit_unmap(struct wined3d_device_context *context, HRESULT wined3d_device_context_emit_unmap(struct wined3d_device_context *context,
struct wined3d_resource *resource, unsigned int sub_resource_idx) DECLSPEC_HIDDEN; struct wined3d_resource *resource, unsigned int sub_resource_idx) DECLSPEC_HIDDEN;
static inline void wined3d_resource_acquire(struct wined3d_resource *resource) static inline void wined3d_resource_reference(struct wined3d_resource *resource)
{ {
const struct wined3d_cs *cs = resource->device->cs; const struct wined3d_cs *cs = resource->device->cs;
resource->access_time = cs->queue[WINED3D_CS_QUEUE_DEFAULT].head; resource->access_time = cs->queue[WINED3D_CS_QUEUE_DEFAULT].head;
......
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