D3D: Make StateCache thread safe

This commit is contained in:
Stenzek 2018-02-25 00:21:04 +10:00
parent bfb4709c80
commit 40845e6b8f
2 changed files with 6 additions and 0 deletions

View File

@ -212,6 +212,7 @@ StateCache::~StateCache()
ID3D11SamplerState* StateCache::Get(SamplerState state)
{
std::lock_guard<std::mutex> guard(m_lock);
auto it = m_sampler.find(state.hex);
if (it != m_sampler.end())
return it->second;
@ -266,6 +267,7 @@ ID3D11SamplerState* StateCache::Get(SamplerState state)
ID3D11BlendState* StateCache::Get(BlendingState state)
{
std::lock_guard<std::mutex> guard(m_lock);
auto it = m_blend.find(state.hex);
if (it != m_blend.end())
return it->second;
@ -348,6 +350,7 @@ ID3D11BlendState* StateCache::Get(BlendingState state)
ID3D11RasterizerState* StateCache::Get(RasterizationState state)
{
std::lock_guard<std::mutex> guard(m_lock);
auto it = m_raster.find(state.hex);
if (it != m_raster.end())
return it->second;
@ -372,6 +375,7 @@ ID3D11RasterizerState* StateCache::Get(RasterizationState state)
ID3D11DepthStencilState* StateCache::Get(DepthState state)
{
std::lock_guard<std::mutex> guard(m_lock);
auto it = m_depth.find(state.hex);
if (it != m_depth.end())
return it->second;

View File

@ -6,6 +6,7 @@
#include <array>
#include <cstddef>
#include <mutex>
#include <unordered_map>
#include "Common/BitField.h"
@ -35,6 +36,7 @@ private:
std::unordered_map<u32, ID3D11RasterizerState*> m_raster;
std::unordered_map<u32, ID3D11BlendState*> m_blend;
std::unordered_map<SamplerState::StorageType, ID3D11SamplerState*> m_sampler;
std::mutex m_lock;
};
namespace D3D