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wined3d: Do not use atomics to update the resource bind count.
It is only accessed from the CS thread now.
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parent
b186455cfa
commit
d2992dba93
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@ -1328,9 +1328,9 @@ static void wined3d_cs_exec_set_stream_sources(struct wined3d_cs *cs, const void
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struct wined3d_buffer *buffer = op->streams[i].buffer;
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if (buffer)
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InterlockedIncrement(&buffer->resource.bind_count);
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++buffer->resource.bind_count;
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if (prev)
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InterlockedDecrement(&prev->resource.bind_count);
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--prev->resource.bind_count;
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}
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memcpy(&cs->state.streams[op->start_idx], op->streams, op->count * sizeof(*op->streams));
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@ -1363,9 +1363,9 @@ static void wined3d_cs_exec_set_stream_outputs(struct wined3d_cs *cs, const void
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struct wined3d_buffer *buffer = op->outputs[i].buffer;
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if (buffer)
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InterlockedIncrement(&buffer->resource.bind_count);
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++buffer->resource.bind_count;
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if (prev)
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InterlockedDecrement(&prev->resource.bind_count);
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--prev->resource.bind_count;
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}
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memcpy(cs->state.stream_output, op->outputs, sizeof(op->outputs));
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@ -1395,9 +1395,9 @@ static void wined3d_cs_exec_set_index_buffer(struct wined3d_cs *cs, const void *
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cs->state.index_offset = op->offset;
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if (op->buffer)
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InterlockedIncrement(&op->buffer->resource.bind_count);
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++op->buffer->resource.bind_count;
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if (prev)
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InterlockedDecrement(&prev->resource.bind_count);
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--prev->resource.bind_count;
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device_invalidate_state(cs->c.device, STATE_INDEXBUFFER);
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}
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@ -1429,9 +1429,9 @@ static void wined3d_cs_exec_set_constant_buffers(struct wined3d_cs *cs, const vo
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cs->state.cb[op->type][op->start_idx + i] = op->buffers[i];
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if (buffer)
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InterlockedIncrement(&buffer->resource.bind_count);
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++buffer->resource.bind_count;
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if (prev)
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InterlockedDecrement(&prev->resource.bind_count);
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--prev->resource.bind_count;
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}
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device_invalidate_state(cs->c.device, STATE_CONSTANT_BUFFER(op->type));
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@ -1498,7 +1498,7 @@ static void wined3d_cs_exec_set_texture(struct wined3d_cs *cs, const void *data)
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if (op->texture)
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{
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InterlockedIncrement(&op->texture->resource.bind_count);
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++op->texture->resource.bind_count;
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if (texture_binding_might_invalidate_ps(op->texture, prev, d3d_info))
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device_invalidate_state(cs->c.device, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL));
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@ -1518,7 +1518,7 @@ static void wined3d_cs_exec_set_texture(struct wined3d_cs *cs, const void *data)
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if (prev)
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{
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InterlockedDecrement(&prev->resource.bind_count);
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--prev->resource.bind_count;
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if (!op->texture && op->stage < d3d_info->ffp_fragment_caps.max_blend_stages)
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{
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@ -1565,9 +1565,9 @@ static void wined3d_cs_exec_set_shader_resource_views(struct wined3d_cs *cs, con
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cs->state.shader_resource_view[op->type][op->start_idx + i] = view;
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if (view)
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InterlockedIncrement(&view->resource->bind_count);
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++view->resource->bind_count;
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if (prev)
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InterlockedDecrement(&prev->resource->bind_count);
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--prev->resource->bind_count;
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}
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if (op->type != WINED3D_SHADER_TYPE_COMPUTE)
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@ -1607,9 +1607,9 @@ static void wined3d_cs_exec_set_unordered_access_views(struct wined3d_cs *cs, co
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cs->state.unordered_access_view[op->pipeline][op->start_idx + i] = view;
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if (view)
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InterlockedIncrement(&view->resource->bind_count);
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++view->resource->bind_count;
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if (prev)
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InterlockedDecrement(&prev->resource->bind_count);
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--prev->resource->bind_count;
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if (view && initial_count != ~0u)
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wined3d_unordered_access_view_set_counter(view, initial_count);
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