wined3d: Rename WINED3DUSAGE_PRIVATE to WINED3DUSAGE_CS.

Which is really what it means nowadays: resources created by the
CS. It has mostly implications WRT thread safety.

In particular, the flag doesn't mean that the resource doesn't
participate in memory accounting (that was split into
WINED3DUSAGE_VIDMEM_ACCOUNTING by
723cd0a4ae), nor that it isn't checked
for Reset purposes (we use parent == NULL for that).
This commit is contained in:
Matteo Bruni 2023-10-16 22:59:51 +02:00 committed by Alexandre Julliard
parent fbf81662ba
commit fce938694f
6 changed files with 10 additions and 10 deletions

View file

@ -7771,7 +7771,7 @@ static DWORD arbfp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bl
desc.format = src_texture->resource.format->id;
desc.multisample_type = src_texture->resource.multisample_type;
desc.multisample_quality = src_texture->resource.multisample_quality;
desc.usage = WINED3DUSAGE_PRIVATE;
desc.usage = WINED3DUSAGE_CS;
desc.bind_flags = 0;
desc.access = WINED3D_RESOURCE_ACCESS_GPU;
desc.width = wined3d_texture_get_level_width(src_texture, src_level);

View file

@ -13487,7 +13487,7 @@ static DWORD glsl_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bli
desc.format = src_texture->resource.format->id;
desc.multisample_type = src_texture->resource.multisample_type;
desc.multisample_quality = src_texture->resource.multisample_quality;
desc.usage = WINED3DUSAGE_PRIVATE;
desc.usage = WINED3DUSAGE_CS;
desc.bind_flags = 0;
desc.access = WINED3D_RESOURCE_ACCESS_GPU;
desc.width = wined3d_texture_get_level_width(src_texture, src_level);

View file

@ -35,7 +35,7 @@ static void resource_check_usage(uint32_t usage, unsigned int access)
| WINED3DUSAGE_OVERLAY
| WINED3DUSAGE_SCRATCH
| WINED3DUSAGE_MANAGED
| WINED3DUSAGE_PRIVATE
| WINED3DUSAGE_CS
| WINED3DUSAGE_LEGACY_CUBEMAP
| ~WINED3DUSAGE_MASK;
@ -222,7 +222,7 @@ HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *
adapter_adjust_memory(device->adapter, size);
}
if (!(usage & WINED3DUSAGE_PRIVATE))
if (!(usage & WINED3DUSAGE_CS))
device_resource_add(device, resource);
return WINED3D_OK;
@ -248,7 +248,7 @@ void resource_cleanup(struct wined3d_resource *resource)
adapter_adjust_memory(resource->device->adapter, (INT64)0 - resource->size);
}
if (!(resource->usage & WINED3DUSAGE_PRIVATE))
if (!(resource->usage & WINED3DUSAGE_CS))
device_resource_released(resource->device, resource);
wined3d_resource_reference(resource);

View file

@ -271,7 +271,7 @@ static struct wined3d_texture *surface_convert_format(struct wined3d_texture *sr
desc.format = dst_format->id;
desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
desc.multisample_quality = 0;
desc.usage = WINED3DUSAGE_SCRATCH | WINED3DUSAGE_PRIVATE;
desc.usage = WINED3DUSAGE_SCRATCH | WINED3DUSAGE_CS;
desc.bind_flags = 0;
desc.access = WINED3D_RESOURCE_ACCESS_CPU | WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
desc.width = wined3d_texture_get_level_width(src_texture, texture_level);

View file

@ -418,7 +418,7 @@ static void texture2d_blt_fbo(struct wined3d_device *device, struct wined3d_cont
desc.format = resolve_format_id;
desc.multisample_type = src_texture->resource.multisample_type;
desc.multisample_quality = src_texture->resource.multisample_quality;
desc.usage = WINED3DUSAGE_PRIVATE;
desc.usage = WINED3DUSAGE_CS;
desc.bind_flags = 0;
desc.access = WINED3D_RESOURCE_ACCESS_GPU;
desc.width = wined3d_texture_get_level_width(src_texture, src_level);
@ -457,7 +457,7 @@ static void texture2d_blt_fbo(struct wined3d_device *device, struct wined3d_cont
desc.format = resolve_format_id;
desc.multisample_type = dst_texture->resource.multisample_type;
desc.multisample_quality = dst_texture->resource.multisample_quality;
desc.usage = WINED3DUSAGE_PRIVATE;
desc.usage = WINED3DUSAGE_CS;
desc.bind_flags = 0;
desc.access = WINED3D_RESOURCE_ACCESS_GPU;
desc.width = wined3d_texture_get_level_width(dst_texture, dst_level);
@ -6298,7 +6298,7 @@ static DWORD ffp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit
desc.format = src_texture->resource.format->id;
desc.multisample_type = src_texture->resource.multisample_type;
desc.multisample_quality = src_texture->resource.multisample_quality;
desc.usage = WINED3DUSAGE_PRIVATE;
desc.usage = WINED3DUSAGE_CS;
desc.bind_flags = 0;
desc.access = WINED3D_RESOURCE_ACCESS_GPU;
desc.width = wined3d_texture_get_level_width(src_texture, src_level);

View file

@ -930,7 +930,7 @@ enum wined3d_memory_segment_group
#define WINED3DUSAGE_MASK 0x10007bf0
#define WINED3DUSAGE_SCRATCH 0x00400000
#define WINED3DUSAGE_PRIVATE 0x00800000
#define WINED3DUSAGE_CS 0x00800000
#define WINED3DUSAGE_LEGACY_CUBEMAP 0x01000000
#define WINED3DUSAGE_OWNDC 0x02000000
#define WINED3DUSAGE_STATICDECL 0x04000000