Combine swapchain and window data structs + actually allocate claimedWindows...
parent
4fe02e8571
commit
0a520f7a66
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@ -385,18 +385,12 @@ typedef struct D3D11Texture
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uint8_t isRenderTarget;
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} D3D11Texture;
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typedef struct D3D11SwapchainData
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{
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IDXGISwapChain *swapchain;
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D3D11Texture texture;
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Refresh_PresentMode presentMode;
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} D3D11SwapchainData;
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/* FIXME: Why do we have WindowData separate from SwapchainData? */
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typedef struct D3D11WindowData
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{
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void* windowHandle;
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D3D11SwapchainData *swapchainData;
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IDXGISwapChain *swapchain;
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D3D11Texture texture;
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Refresh_PresentMode presentMode;
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} D3D11WindowData;
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typedef struct D3D11ShaderModule
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@ -472,9 +466,11 @@ static const D3D11TargetBinding NullTargetBinding = { NULL, 0 };
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typedef struct D3D11CommandBuffer
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{
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/* D3D11 Object References */
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/* Deferred Context */
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ID3D11DeviceContext1 *context;
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D3D11SwapchainData *swapchainData;
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/* Window */
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D3D11WindowData *windowData;
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/* Render Pass */
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D3D11TargetBinding colorTargets[MAX_COLOR_TARGET_BINDINGS];
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@ -546,6 +542,7 @@ typedef struct D3D11Renderer
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SDL_mutex *acquireCommandBufferLock;
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SDL_mutex *uniformBufferLock;
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SDL_mutex *fenceLock;
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SDL_mutex *windowLock;
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} D3D11Renderer;
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/* Logging */
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@ -677,9 +674,6 @@ static void D3D11_DestroyDevice(
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}
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SDL_free(renderer->claimedWindows);
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/* FIXME: Copied this from Vulkan, is it actually necessary? */
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D3D11_Wait(device->driverData);
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/* Release command buffer infrastructure */
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for (uint32_t i = 0; i < renderer->availableCommandBufferCount; i += 1)
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{
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@ -715,6 +709,7 @@ static void D3D11_DestroyDevice(
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SDL_DestroyMutex(renderer->contextLock);
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SDL_DestroyMutex(renderer->uniformBufferLock);
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SDL_DestroyMutex(renderer->fenceLock);
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SDL_DestroyMutex(renderer->windowLock);
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/* Release the device and associated objects */
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ID3D11DeviceContext_Release(renderer->immediateContext);
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@ -2606,7 +2601,7 @@ static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer(
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SDL_LockMutex(renderer->acquireCommandBufferLock);
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commandBuffer = D3D11_INTERNAL_GetInactiveCommandBufferFromPool(renderer);
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commandBuffer->swapchainData = NULL;
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commandBuffer->windowData = NULL;
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commandBuffer->graphicsPipeline = NULL;
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commandBuffer->computePipeline = NULL;
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commandBuffer->vertexUniformBuffer = NULL;
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@ -2951,7 +2946,7 @@ static void D3D11_EndRenderPass(
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if (texture != NULL && texture->msaaHandle != NULL)
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{
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uint32_t subresource = D3D11_INTERNAL_CalcSubresource(
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0, /* FIXME: Is this right? */
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0, /* FIXME: This should probably the color target's mip level */
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d3d11CommandBuffer->colorTargets[i].layer,
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texture->levelCount
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);
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@ -3308,7 +3303,6 @@ static uint8_t D3D11_INTERNAL_CreateSwapchain(
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DXGI_SWAP_CHAIN_DESC swapchainDesc;
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IDXGIFactory1 *pParent;
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IDXGISwapChain *swapchain;
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D3D11SwapchainData *swapchainData;
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HRESULT res;
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/* Get the DXGI handle */
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@ -3400,40 +3394,35 @@ static uint8_t D3D11_INTERNAL_CreateSwapchain(
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IDXGIFactory1_Release(pParent);
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}
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/* Create the swapchain data */
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swapchainData = (D3D11SwapchainData*) SDL_malloc(sizeof(D3D11SwapchainData));
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swapchainData->swapchain = swapchain;
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swapchainData->presentMode = presentMode;
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/* Initialize the swapchain data */
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windowData->swapchain = swapchain;
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windowData->presentMode = presentMode;
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if (!D3D11_INTERNAL_InitializeSwapchainTexture(
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renderer,
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swapchain,
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&swapchainData->texture
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&windowData->texture
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)) {
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SDL_free(swapchainData);
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IDXGISwapChain_Release(swapchain);
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return 0;
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}
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windowData->swapchainData = swapchainData;
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return 1;
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}
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static uint8_t D3D11_INTERNAL_ResizeSwapchain(
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D3D11Renderer *renderer,
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D3D11SwapchainData *swapchainData,
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D3D11WindowData *windowData,
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int32_t width,
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int32_t height
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) {
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HRESULT res;
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/* Release the old RTV */
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ID3D11RenderTargetView_Release(swapchainData->texture.targetViews[0].view);
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SDL_free(swapchainData->texture.targetViews);
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ID3D11RenderTargetView_Release(windowData->texture.targetViews[0].view);
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SDL_free(windowData->texture.targetViews);
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/* Resize the swapchain */
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res = IDXGISwapChain_ResizeBuffers(
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swapchainData->swapchain,
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HRESULT res = IDXGISwapChain_ResizeBuffers(
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windowData->swapchain,
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0, /* Keep buffer count the same */
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width,
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height,
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@ -3445,38 +3434,11 @@ static uint8_t D3D11_INTERNAL_ResizeSwapchain(
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/* Create the Refresh-side texture for the swapchain */
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return D3D11_INTERNAL_InitializeSwapchainTexture(
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renderer,
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swapchainData->swapchain,
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&swapchainData->texture
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windowData->swapchain,
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&windowData->texture
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);
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}
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static void D3D11_INTERNAL_DestroySwapchain(
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D3D11Renderer *renderer,
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D3D11WindowData *windowData
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) {
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D3D11SwapchainData *swapchainData;
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if (windowData == NULL)
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{
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return;
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}
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swapchainData = windowData->swapchainData;
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if (swapchainData == NULL)
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{
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return;
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}
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ID3D11RenderTargetView_Release(swapchainData->texture.targetViews[0].view);
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SDL_free(swapchainData->texture.targetViews);
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IDXGISwapChain_Release(swapchainData->swapchain);
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windowData->swapchainData = NULL;
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SDL_free(swapchainData);
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}
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static uint8_t D3D11_ClaimWindow(
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Refresh_Renderer *driverData,
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void *windowHandle,
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@ -3494,6 +3456,8 @@ static uint8_t D3D11_ClaimWindow(
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{
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SDL_SetWindowData((SDL_Window*) windowHandle, WINDOW_DATA, windowData);
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SDL_LockMutex(renderer->windowLock);
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if (renderer->claimedWindowCount >= renderer->claimedWindowCapacity)
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{
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renderer->claimedWindowCapacity *= 2;
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@ -3502,10 +3466,11 @@ static uint8_t D3D11_ClaimWindow(
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renderer->claimedWindowCapacity * sizeof(D3D11WindowData*)
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);
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}
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renderer->claimedWindows[renderer->claimedWindowCount] = windowData;
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renderer->claimedWindowCount += 1;
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SDL_UnlockMutex(renderer->windowLock);
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return 1;
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}
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else
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@ -3534,15 +3499,13 @@ static void D3D11_UnclaimWindow(
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return;
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}
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if (windowData->swapchainData != NULL)
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{
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D3D11_Wait(driverData);
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D3D11_INTERNAL_DestroySwapchain(
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(D3D11Renderer*) driverData,
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windowData
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);
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}
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D3D11_Wait(driverData);
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ID3D11RenderTargetView_Release(windowData->texture.targetViews[0].view);
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SDL_free(windowData->texture.targetViews);
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IDXGISwapChain_Release(windowData->swapchain);
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SDL_LockMutex(renderer->windowLock);
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for (uint32_t i = 0; i < renderer->claimedWindowCount; i += 1)
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{
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if (renderer->claimedWindows[i]->windowHandle == windowHandle)
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@ -3552,6 +3515,7 @@ static void D3D11_UnclaimWindow(
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break;
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}
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}
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SDL_UnlockMutex(renderer->windowLock);
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SDL_free(windowData);
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SDL_SetWindowData((SDL_Window*) windowHandle, WINDOW_DATA, NULL);
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@ -3567,7 +3531,6 @@ static Refresh_Texture* D3D11_AcquireSwapchainTexture(
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
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D3D11WindowData *windowData;
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D3D11SwapchainData *swapchainData;
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DXGI_SWAP_CHAIN_DESC swapchainDesc;
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int w, h;
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HRESULT res;
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@ -3578,21 +3541,15 @@ static Refresh_Texture* D3D11_AcquireSwapchainTexture(
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return NULL;
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}
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swapchainData = windowData->swapchainData;
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if (swapchainData == NULL)
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{
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return NULL;
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}
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/* Check for window size changes and resize the swapchain if needed. */
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IDXGISwapChain_GetDesc(swapchainData->swapchain, &swapchainDesc);
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IDXGISwapChain_GetDesc(windowData->swapchain, &swapchainDesc);
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SDL_GetWindowSize((SDL_Window*) windowHandle, &w, &h);
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if (w != swapchainDesc.BufferDesc.Width || h != swapchainDesc.BufferDesc.Height)
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{
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res = D3D11_INTERNAL_ResizeSwapchain(
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renderer,
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swapchainData,
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windowData,
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w,
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h
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);
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@ -3600,14 +3557,14 @@ static Refresh_Texture* D3D11_AcquireSwapchainTexture(
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}
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/* Let the command buffer know it's associated with this swapchain. */
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d3d11CommandBuffer->swapchainData = swapchainData;
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d3d11CommandBuffer->windowData = windowData;
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/* Send the dimensions to the out parameters. */
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*pWidth = swapchainData->texture.width;
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*pHeight = swapchainData->texture.height;
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*pWidth = windowData->texture.width;
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*pHeight = windowData->texture.height;
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/* Return the swapchain texture */
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return (Refresh_Texture*) &swapchainData->texture;
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return (Refresh_Texture*) &windowData->texture;
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}
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static Refresh_TextureFormat D3D11_GetSwapchainFormat(
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@ -3623,8 +3580,7 @@ static void D3D11_SetSwapchainPresentMode(
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Refresh_PresentMode presentMode
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) {
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D3D11WindowData *windowData = D3D11_INTERNAL_FetchWindowData(windowHandle);
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D3D11SwapchainData *swapchainData = windowData->swapchainData;
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swapchainData->presentMode = presentMode;
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windowData->presentMode = presentMode;
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}
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/* Submission and Fences */
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@ -3776,25 +3732,26 @@ static void D3D11_Submit(
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renderer->submittedCommandBufferCount += 1;
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/* Present, if applicable */
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if (d3d11CommandBuffer->swapchainData)
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if (d3d11CommandBuffer->windowData)
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{
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/* FIXME: Is there some way to emulate FIFO_RELAXED? */
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uint32_t syncInterval = 1;
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if ( d3d11CommandBuffer->swapchainData->presentMode == REFRESH_PRESENTMODE_IMMEDIATE ||
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(renderer->supportsFlipDiscard && d3d11CommandBuffer->swapchainData->presentMode == REFRESH_PRESENTMODE_MAILBOX)
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if ( d3d11CommandBuffer->windowData->presentMode == REFRESH_PRESENTMODE_IMMEDIATE ||
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(renderer->supportsFlipDiscard && d3d11CommandBuffer->windowData->presentMode == REFRESH_PRESENTMODE_MAILBOX)
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) {
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syncInterval = 0;
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}
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uint32_t presentFlags = 0;
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if (renderer->supportsTearing && d3d11CommandBuffer->swapchainData->presentMode == REFRESH_PRESENTMODE_IMMEDIATE)
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if ( renderer->supportsTearing &&
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d3d11CommandBuffer->windowData->presentMode == REFRESH_PRESENTMODE_IMMEDIATE )
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{
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presentFlags = DXGI_PRESENT_ALLOW_TEARING;
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}
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IDXGISwapChain_Present(
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d3d11CommandBuffer->swapchainData->swapchain,
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d3d11CommandBuffer->windowData->swapchain,
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syncInterval,
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presentFlags
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);
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@ -4306,6 +4263,7 @@ tryCreateDevice:
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renderer->acquireCommandBufferLock = SDL_CreateMutex();
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renderer->uniformBufferLock = SDL_CreateMutex();
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renderer->fenceLock = SDL_CreateMutex();
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renderer->windowLock = SDL_CreateMutex();
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/* Initialize miscellaneous renderer members */
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renderer->debugMode = (flags & D3D11_CREATE_DEVICE_DEBUG);
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@ -4315,11 +4273,21 @@ tryCreateDevice:
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/* Create uniform buffer pool */
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renderer->availableUniformBufferCapacity = 2;
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renderer->availableUniformBuffers = SDL_malloc(sizeof(D3D11UniformBuffer*) * renderer->availableUniformBufferCapacity);
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renderer->availableUniformBuffers = SDL_malloc(
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sizeof(D3D11UniformBuffer*) * renderer->availableUniformBufferCapacity
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);
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/* Create fence pool */
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renderer->availableFenceCapacity = 2;
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renderer->availableFences = SDL_malloc(sizeof(D3D11Fence*) * renderer->availableFenceCapacity);
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renderer->availableFences = SDL_malloc(
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sizeof(D3D11Fence*) * renderer->availableFenceCapacity
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);
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/* Create claimed window list */
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renderer->claimedWindowCapacity = 1;
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renderer->claimedWindows = SDL_malloc(
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sizeof(D3D11WindowData*) * renderer->claimedWindowCapacity
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);
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/* Create the Refresh Device */
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result = (Refresh_Device*) SDL_malloc(sizeof(Refresh_Device));
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