Commit 4eed2416 authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

wined3d: Introduce wined3d_cs_submit() helper.

Mainly for consistency. Signed-off-by: 's avatarJózef Kucia <jkucia@codeweavers.com> Signed-off-by: 's avatarHenri Verbeet <hverbeet@codeweavers.com> Signed-off-by: 's avatarAlexandre Julliard <julliard@winehq.org>
parent 4eb4a7bc
......@@ -444,6 +444,11 @@ struct wined3d_cs_stop
enum wined3d_cs_op opcode;
};
static inline void wined3d_cs_submit(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id)
{
cs->ops->submit(cs, queue_id);
}
static const char *debug_cs_op(enum wined3d_cs_op op)
{
switch (op)
......@@ -553,7 +558,7 @@ void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *sw
wined3d_resource_acquire(&swapchain->back_buffers[i]->resource);
}
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
/* Limit input latency by limiting the number of presents that we can get
* ahead of the worker thread. */
......@@ -635,7 +640,7 @@ void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *
wined3d_resource_acquire(view->resource);
}
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
void wined3d_cs_emit_clear_rendertarget_view(struct wined3d_cs *cs, struct wined3d_rendertarget_view *view,
......@@ -671,7 +676,7 @@ void wined3d_cs_emit_clear_rendertarget_view(struct wined3d_cs *cs, struct wined
wined3d_resource_acquire(view->resource);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
if (flags & WINED3DCLEAR_SYNCHRONOUS)
wined3d_cs_finish(cs, WINED3D_CS_QUEUE_DEFAULT);
}
......@@ -819,7 +824,7 @@ void wined3d_cs_emit_dispatch(struct wined3d_cs *cs,
acquire_compute_pipeline_resources(state);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
void wined3d_cs_emit_dispatch_indirect(struct wined3d_cs *cs,
......@@ -837,7 +842,7 @@ void wined3d_cs_emit_dispatch_indirect(struct wined3d_cs *cs,
acquire_compute_pipeline_resources(state);
wined3d_resource_acquire(&buffer->resource);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_draw(struct wined3d_cs *cs, const void *data)
......@@ -984,7 +989,7 @@ void wined3d_cs_emit_draw(struct wined3d_cs *cs, GLenum primitive_type, unsigned
acquire_graphics_pipeline_resources(state, indexed, d3d_info);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
void wined3d_cs_emit_draw_indirect(struct wined3d_cs *cs, GLenum primitive_type, unsigned int patch_vertex_count,
......@@ -1006,7 +1011,7 @@ void wined3d_cs_emit_draw_indirect(struct wined3d_cs *cs, GLenum primitive_type,
acquire_graphics_pipeline_resources(state, indexed, d3d_info);
wined3d_resource_acquire(&buffer->resource);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_flush(struct wined3d_cs *cs, const void *data)
......@@ -1026,7 +1031,7 @@ void wined3d_cs_emit_flush(struct wined3d_cs *cs)
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_FLUSH;
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
cs->queries_flushed = TRUE;
}
......@@ -1047,7 +1052,7 @@ void wined3d_cs_emit_set_predication(struct wined3d_cs *cs, struct wined3d_query
op->predicate = predicate;
op->value = value;
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_viewports(struct wined3d_cs *cs, const void *data)
......@@ -1073,7 +1078,7 @@ void wined3d_cs_emit_set_viewports(struct wined3d_cs *cs, unsigned int viewport_
memcpy(op->viewports, viewports, viewport_count * sizeof(*viewports));
op->viewport_count = viewport_count;
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_scissor_rects(struct wined3d_cs *cs, const void *data)
......@@ -1098,7 +1103,7 @@ void wined3d_cs_emit_set_scissor_rects(struct wined3d_cs *cs, unsigned int rect_
memcpy(op->rects, rects, rect_count * sizeof(*rects));
op->rect_count = rect_count;
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_rendertarget_view(struct wined3d_cs *cs, const void *data)
......@@ -1127,7 +1132,7 @@ void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int v
op->view_idx = view_idx;
op->view = view;
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_depth_stencil_view(struct wined3d_cs *cs, const void *data)
......@@ -1172,7 +1177,7 @@ void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs, struct wined3
op->opcode = WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW;
op->view = view;
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_vertex_declaration(struct wined3d_cs *cs, const void *data)
......@@ -1191,7 +1196,7 @@ void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs, struct wined3
op->opcode = WINED3D_CS_OP_SET_VERTEX_DECLARATION;
op->declaration = declaration;
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_stream_source(struct wined3d_cs *cs, const void *data)
......@@ -1226,7 +1231,7 @@ void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
op->offset = offset;
op->stride = stride;
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_stream_source_freq(struct wined3d_cs *cs, const void *data)
......@@ -1251,7 +1256,7 @@ void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_i
op->frequency = frequency;
op->flags = flags;
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_stream_output(struct wined3d_cs *cs, const void *data)
......@@ -1284,7 +1289,7 @@ void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
op->buffer = buffer;
op->offset = offset;
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_index_buffer(struct wined3d_cs *cs, const void *data)
......@@ -1316,7 +1321,7 @@ void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buff
op->format_id = format_id;
op->offset = offset;
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_constant_buffer(struct wined3d_cs *cs, const void *data)
......@@ -1346,7 +1351,7 @@ void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_sha
op->cb_idx = cb_idx;
op->buffer = buffer;
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_texture(struct wined3d_cs *cs, const void *data)
......@@ -1437,7 +1442,7 @@ void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined
op->stage = stage;
op->texture = texture;
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_shader_resource_view(struct wined3d_cs *cs, const void *data)
......@@ -1470,7 +1475,7 @@ void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3
op->view_idx = view_idx;
op->view = view;
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_unordered_access_view(struct wined3d_cs *cs, const void *data)
......@@ -1504,7 +1509,7 @@ void wined3d_cs_emit_set_unordered_access_view(struct wined3d_cs *cs, enum wined
op->view = view;
op->initial_count = initial_count;
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_sampler(struct wined3d_cs *cs, const void *data)
......@@ -1529,7 +1534,7 @@ void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type
op->sampler_idx = sampler_idx;
op->sampler = sampler;
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_shader(struct wined3d_cs *cs, const void *data)
......@@ -1553,7 +1558,7 @@ void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type
op->type = type;
op->shader = shader;
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_blend_state(struct wined3d_cs *cs, const void *data)
......@@ -1580,7 +1585,7 @@ void wined3d_cs_emit_set_blend_state(struct wined3d_cs *cs, struct wined3d_blend
op->state = state;
op->factor = *blend_factor;
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_rasterizer_state(struct wined3d_cs *cs, const void *data)
......@@ -1600,7 +1605,7 @@ void wined3d_cs_emit_set_rasterizer_state(struct wined3d_cs *cs,
op->opcode = WINED3D_CS_OP_SET_RASTERIZER_STATE;
op->state = rasterizer_state;
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_render_state(struct wined3d_cs *cs, const void *data)
......@@ -1620,7 +1625,7 @@ void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs, enum wined3d_render
op->state = state;
op->value = value;
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_texture_state(struct wined3d_cs *cs, const void *data)
......@@ -1642,7 +1647,7 @@ void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
op->state = state;
op->value = value;
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_sampler_state(struct wined3d_cs *cs, const void *data)
......@@ -1664,7 +1669,7 @@ void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
op->state = state;
op->value = value;
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_transform(struct wined3d_cs *cs, const void *data)
......@@ -1686,7 +1691,7 @@ void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform
op->state = state;
op->matrix = *matrix;
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_clip_plane(struct wined3d_cs *cs, const void *data)
......@@ -1706,7 +1711,7 @@ void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx, const
op->plane_idx = plane_idx;
op->plane = *plane;
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_color_key(struct wined3d_cs *cs, const void *data)
......@@ -1789,7 +1794,7 @@ void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture
else
op->set = 0;
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_material(struct wined3d_cs *cs, const void *data)
......@@ -1808,7 +1813,7 @@ void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_ma
op->opcode = WINED3D_CS_OP_SET_MATERIAL;
op->material = *material;
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_light(struct wined3d_cs *cs, const void *data)
......@@ -1856,7 +1861,7 @@ void wined3d_cs_emit_set_light(struct wined3d_cs *cs, const struct wined3d_light
op->opcode = WINED3D_CS_OP_SET_LIGHT;
op->light = *light;
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_light_enable(struct wined3d_cs *cs, const void *data)
......@@ -1890,7 +1895,7 @@ void wined3d_cs_emit_set_light_enable(struct wined3d_cs *cs, unsigned int idx, B
op->idx = idx;
op->enable = enable;
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static const struct
......@@ -1958,7 +1963,7 @@ static void wined3d_cs_mt_push_constants(struct wined3d_cs *cs, enum wined3d_pus
op->count = count;
memcpy(op->constants, constants, size);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_reset_state(struct wined3d_cs *cs, const void *data)
......@@ -1977,7 +1982,7 @@ void wined3d_cs_emit_reset_state(struct wined3d_cs *cs)
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_RESET_STATE;
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_callback(struct wined3d_cs *cs, const void *data)
......@@ -1996,7 +2001,7 @@ static void wined3d_cs_emit_callback(struct wined3d_cs *cs, void (*callback)(voi
op->callback = callback;
op->object = object;
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
void wined3d_cs_destroy_object(struct wined3d_cs *cs, void (*callback)(void *object), void *object)
......@@ -2060,7 +2065,7 @@ void wined3d_cs_emit_query_issue(struct wined3d_cs *cs, struct wined3d_query *qu
op->query = query;
op->flags = flags;
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
cs->queries_flushed = FALSE;
}
......@@ -2083,7 +2088,7 @@ void wined3d_cs_emit_preload_resource(struct wined3d_cs *cs, struct wined3d_reso
wined3d_resource_acquire(resource);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_unload_resource(struct wined3d_cs *cs, const void *data)
......@@ -2105,7 +2110,7 @@ void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resou
wined3d_resource_acquire(resource);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_map(struct wined3d_cs *cs, const void *data)
......@@ -2136,7 +2141,7 @@ HRESULT wined3d_cs_map(struct wined3d_cs *cs, struct wined3d_resource *resource,
op->flags = flags;
op->hr = &hr;
cs->ops->submit(cs, WINED3D_CS_QUEUE_MAP);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_MAP);
wined3d_cs_finish(cs, WINED3D_CS_QUEUE_MAP);
return hr;
......@@ -2163,7 +2168,7 @@ HRESULT wined3d_cs_unmap(struct wined3d_cs *cs, struct wined3d_resource *resourc
op->sub_resource_idx = sub_resource_idx;
op->hr = &hr;
cs->ops->submit(cs, WINED3D_CS_QUEUE_MAP);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_MAP);
wined3d_cs_finish(cs, WINED3D_CS_QUEUE_MAP);
return hr;
......@@ -2295,7 +2300,7 @@ void wined3d_cs_emit_blt_sub_resource(struct wined3d_cs *cs, struct wined3d_reso
if (src_resource)
wined3d_resource_acquire(src_resource);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
if (flags & WINED3D_BLT_SYNCHRONOUS)
wined3d_cs_finish(cs, WINED3D_CS_QUEUE_DEFAULT);
}
......@@ -2376,7 +2381,7 @@ void wined3d_cs_emit_update_sub_resource(struct wined3d_cs *cs, struct wined3d_r
wined3d_resource_acquire(resource);
cs->ops->submit(cs, WINED3D_CS_QUEUE_MAP);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_MAP);
/* The data pointer may go away, so we need to wait until it is read.
* Copying the data may be faster if it's small. */
wined3d_cs_finish(cs, WINED3D_CS_QUEUE_MAP);
......@@ -2415,7 +2420,7 @@ void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs *cs,
wined3d_resource_acquire(&texture->resource);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_clear_unordered_access_view(struct wined3d_cs *cs, const void *data)
......@@ -2443,7 +2448,7 @@ void wined3d_cs_emit_clear_unordered_access_view_uint(struct wined3d_cs *cs,
wined3d_resource_acquire(view->resource);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_copy_uav_counter(struct wined3d_cs *cs, const void *data)
......@@ -2472,7 +2477,7 @@ void wined3d_cs_emit_copy_uav_counter(struct wined3d_cs *cs, struct wined3d_buff
wined3d_resource_acquire(&dst_buffer->resource);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_generate_mipmaps(struct wined3d_cs *cs, const void *data)
......@@ -2494,7 +2499,7 @@ void wined3d_cs_emit_generate_mipmaps(struct wined3d_cs *cs, struct wined3d_shad
wined3d_resource_acquire(view->resource);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_emit_stop(struct wined3d_cs *cs)
......@@ -2504,7 +2509,7 @@ static void wined3d_cs_emit_stop(struct wined3d_cs *cs)
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_STOP;
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT);
wined3d_cs_finish(cs, WINED3D_CS_QUEUE_DEFAULT);
}
......
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