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d3d11: Don't grab wined3d lock for wined3d dispatch functions.
Signed-off-by: Jan Sikorski <jsikorski@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1253,10 +1253,8 @@ static void STDMETHODCALLTYPE d3d11_device_context_Dispatch(ID3D11DeviceContext1
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TRACE("iface %p, thread_group_count_x %u, thread_group_count_y %u, thread_group_count_z %u.\n",
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iface, thread_group_count_x, thread_group_count_y, thread_group_count_z);
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wined3d_mutex_lock();
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wined3d_device_context_dispatch(context->wined3d_context,
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thread_group_count_x, thread_group_count_y, thread_group_count_z);
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wined3d_mutex_unlock();
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}
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static void STDMETHODCALLTYPE d3d11_device_context_DispatchIndirect(ID3D11DeviceContext1 *iface,
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@ -1269,9 +1267,7 @@ static void STDMETHODCALLTYPE d3d11_device_context_DispatchIndirect(ID3D11Device
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buffer_impl = unsafe_impl_from_ID3D11Buffer(buffer);
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wined3d_mutex_lock();
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wined3d_device_context_dispatch_indirect(context->wined3d_context, buffer_impl->wined3d_buffer, offset);
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wined3d_mutex_unlock();
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}
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static void STDMETHODCALLTYPE d3d11_device_context_RSSetState(ID3D11DeviceContext1 *iface,
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