Commit c4ccdb24 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Synchronise WINED3D_CS_OP_DRAW resource access.

parent ff584b98
......@@ -361,7 +361,11 @@ void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *
static void wined3d_cs_exec_draw(struct wined3d_cs *cs, const void *data)
{
struct wined3d_state *state = &cs->device->state;
struct wined3d_shader_sampler_map_entry *entry;
struct wined3d_shader_resource_view *view;
const struct wined3d_cs_draw *op = data;
struct wined3d_shader *shader;
unsigned int i, j;
if (!cs->device->adapter->gl_info.supported[ARB_DRAW_ELEMENTS_BASE_VERTEX]
&& state->load_base_vertex_index != op->base_vertex_idx)
......@@ -372,12 +376,58 @@ static void wined3d_cs_exec_draw(struct wined3d_cs *cs, const void *data)
draw_primitive(cs->device, state, op->base_vertex_idx, op->start_idx,
op->index_count, op->start_instance, op->instance_count, op->indexed);
if (op->indexed)
wined3d_resource_release(&state->index_buffer->resource);
for (i = 0; i < ARRAY_SIZE(state->streams); ++i)
{
if (state->streams[i].buffer)
wined3d_resource_release(&state->streams[i].buffer->resource);
}
for (i = 0; i < ARRAY_SIZE(state->textures); ++i)
{
if (state->textures[i])
wined3d_resource_release(&state->textures[i]->resource);
}
for (i = 0; i < cs->device->adapter->gl_info.limits.buffers; ++i)
{
if (state->fb->render_targets[i])
wined3d_resource_release(state->fb->render_targets[i]->resource);
}
if (state->fb->depth_stencil)
wined3d_resource_release(state->fb->depth_stencil->resource);
for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
{
if (!(shader = state->shader[i]))
continue;
for (j = 0; j < WINED3D_MAX_CBS; ++j)
{
if (state->cb[i][j])
wined3d_resource_release(&state->cb[i][j]->resource);
}
for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
{
entry = &shader->reg_maps.sampler_map.entries[j];
if (!(view = state->shader_resource_view[i][entry->resource_idx]))
continue;
wined3d_resource_release(view->resource);
}
}
}
void wined3d_cs_emit_draw(struct wined3d_cs *cs, int base_vertex_idx, unsigned int start_idx,
unsigned int index_count, unsigned int start_instance, unsigned int instance_count, BOOL indexed)
{
const struct wined3d_state *state = &cs->device->state;
struct wined3d_shader_sampler_map_entry *entry;
struct wined3d_shader_resource_view *view;
struct wined3d_shader *shader;
struct wined3d_cs_draw *op;
unsigned int i, j;
op = cs->ops->require_space(cs, sizeof(*op));
op->opcode = WINED3D_CS_OP_DRAW;
......@@ -388,6 +438,47 @@ void wined3d_cs_emit_draw(struct wined3d_cs *cs, int base_vertex_idx, unsigned i
op->instance_count = instance_count;
op->indexed = indexed;
if (indexed)
wined3d_resource_acquire(&state->index_buffer->resource);
for (i = 0; i < ARRAY_SIZE(state->streams); ++i)
{
if (state->streams[i].buffer)
wined3d_resource_acquire(&state->streams[i].buffer->resource);
}
for (i = 0; i < ARRAY_SIZE(state->textures); ++i)
{
if (state->textures[i])
wined3d_resource_acquire(&state->textures[i]->resource);
}
for (i = 0; i < cs->device->adapter->gl_info.limits.buffers; ++i)
{
if (state->fb->render_targets[i])
wined3d_resource_acquire(state->fb->render_targets[i]->resource);
}
if (state->fb->depth_stencil)
wined3d_resource_acquire(state->fb->depth_stencil->resource);
for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
{
if (!(shader = state->shader[i]))
continue;
for (j = 0; j < WINED3D_MAX_CBS; ++j)
{
if (state->cb[i][j])
wined3d_resource_acquire(&state->cb[i][j]->resource);
}
for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
{
entry = &shader->reg_maps.sampler_map.entries[j];
if (!(view = state->shader_resource_view[i][entry->resource_idx]))
continue;
wined3d_resource_acquire(view->resource);
}
}
cs->ops->submit(cs);
}
......
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