wine/dlls/wined3d
Jan Sikorski b4e03a7c6e wined3d: Avoid read-to-read resource barriers.
Guard against the most recent write operation instead. Accumulate read
bindings to a) not issue unnecessary barriers when a resource has
multiple read-only usages, and b) synchronize with all previous read
bindings when writing.

This is motivated by an issue where a program using a single buffer to
store both indices and vertex attributes causes superfluous barriers on
each draw call.

Signed-off-by: Jan Sikorski <jsikorski@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2021-08-27 21:21:22 +02:00
..
adapter_gl.c
adapter_vk.c
arb_program_shader.c
ati_fragment_shader.c
buffer.c wined3d: Avoid read-to-read resource barriers. 2021-08-27 21:21:22 +02:00
context.c
context_gl.c
context_vk.c
cs.c
device.c
directx.c
gl_compat.c
glsl_shader.c
Makefile.in
nvidia_texture_shader.c
palette.c
query.c wined3d: Fix the spelling of a comment. 2021-08-26 21:49:09 +02:00
resource.c
sampler.c
shader.c
shader_sm1.c
shader_sm4.c
shader_spirv.c
state.c
stateblock.c
surface.c
swapchain.c
texture.c wined3d: Avoid read-to-read resource barriers. 2021-08-27 21:21:22 +02:00
utils.c
version.rc
vertexdeclaration.c
view.c
wined3d.spec
wined3d_gl.h
wined3d_main.c
wined3d_private.h wined3d: Avoid read-to-read resource barriers. 2021-08-27 21:21:22 +02:00
wined3d_vk.h