Removed D3D11_Clear, added pWidth/pHeight to AcquireSwapchainImage, fixed(?) threading crash with swapchain Present
continuous-integration/drone/pr Build is passing
Details
continuous-integration/drone/pr Build is passing
Details
parent
e44aee7101
commit
4a1e4a49a8
|
@ -310,7 +310,7 @@ typedef struct D3D11Renderer
|
|||
IDXGIAdapter1* adapter;
|
||||
void *d3d11_dll;
|
||||
void *dxgi_dll;
|
||||
SDL_mutex *immediateContextMutex;
|
||||
SDL_mutex *contextLock;
|
||||
|
||||
D3D11CommandBufferPool *commandBufferPool;
|
||||
SDL_mutex *commandBufferAcquisitionMutex;
|
||||
|
@ -629,65 +629,6 @@ static void D3D11_DestroyDevice(
|
|||
|
||||
/* Drawing */
|
||||
|
||||
static void D3D11_Clear(
|
||||
Refresh_Renderer* driverData,
|
||||
Refresh_CommandBuffer* commandBuffer,
|
||||
Refresh_Rect* clearRect,
|
||||
Refresh_ClearOptions options,
|
||||
Refresh_Vec4* colors,
|
||||
uint32_t colorCount,
|
||||
Refresh_DepthStencilValue depthStencil
|
||||
) {
|
||||
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
|
||||
D3D11CommandBuffer *cmdbuf = (D3D11CommandBuffer*) commandBuffer;
|
||||
D3D11_CLEAR_FLAG dsClearFlags;
|
||||
float clearColors[4];
|
||||
uint32_t i;
|
||||
|
||||
/* FIXME: What should we do about clearRect? */
|
||||
/* FIXME: Do we need to use colorCount or is it always the number of bound RTs? */
|
||||
|
||||
if (options & REFRESH_CLEAROPTIONS_COLOR)
|
||||
{
|
||||
/* Clear color attachments */
|
||||
for (i = 0; i < cmdbuf->numBoundColorAttachments; i += 1)
|
||||
{
|
||||
clearColors[0] = colors[i].x;
|
||||
clearColors[1] = colors[i].y;
|
||||
clearColors[2] = colors[i].z;
|
||||
clearColors[3] = colors[i].w;
|
||||
|
||||
ID3D11DeviceContext_ClearRenderTargetView(
|
||||
cmdbuf->context,
|
||||
cmdbuf->rtViews[i],
|
||||
clearColors
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/* Check which of depth/stencil need to be cleared (if either) */
|
||||
dsClearFlags = 0;
|
||||
if (options & REFRESH_CLEAROPTIONS_DEPTH)
|
||||
{
|
||||
dsClearFlags |= D3D11_CLEAR_DEPTH;
|
||||
}
|
||||
if (options & REFRESH_CLEAROPTIONS_STENCIL)
|
||||
{
|
||||
dsClearFlags |= D3D11_CLEAR_STENCIL;
|
||||
}
|
||||
|
||||
if (dsClearFlags != 0)
|
||||
{
|
||||
ID3D11DeviceContext_ClearDepthStencilView(
|
||||
cmdbuf->context,
|
||||
cmdbuf->dsView,
|
||||
dsClearFlags,
|
||||
depthStencil.depth,
|
||||
(uint8_t) depthStencil.stencil
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
static void D3D11_DrawInstancedPrimitives(
|
||||
Refresh_Renderer* driverData,
|
||||
Refresh_CommandBuffer* commandBuffer,
|
||||
|
@ -1202,10 +1143,12 @@ static D3D11SwapchainData* D3D11_INTERNAL_FetchSwapchainData(
|
|||
return swapchainData;
|
||||
}
|
||||
|
||||
Refresh_Texture* D3D11_AcquireSwapchainTexture(
|
||||
static Refresh_Texture* D3D11_AcquireSwapchainTexture(
|
||||
Refresh_Renderer *driverData,
|
||||
Refresh_CommandBuffer *commandBuffer,
|
||||
void *windowHandle
|
||||
void *windowHandle,
|
||||
uint32_t *pWidth,
|
||||
uint32_t *pHeight
|
||||
) {
|
||||
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
|
||||
D3D11CommandBuffer *cmdbuf = (D3D11CommandBuffer*) commandBuffer;
|
||||
|
@ -1241,6 +1184,10 @@ Refresh_Texture* D3D11_AcquireSwapchainTexture(
|
|||
/* Let the command buffer know it's associated with this swapchain. */
|
||||
cmdbuf->swapchainData = swapchainData;
|
||||
|
||||
/* Send the dimensions to the out parameters. */
|
||||
*pWidth = swapchainData->refreshTexture.twod.width;
|
||||
*pHeight = swapchainData->refreshTexture.twod.height;
|
||||
|
||||
/* Return the swapchain texture */
|
||||
return (Refresh_Texture*) &swapchainData->refreshTexture;
|
||||
}
|
||||
|
@ -1285,13 +1232,13 @@ static void D3D11_Submit(
|
|||
}
|
||||
|
||||
/* Submit the command list to the immediate context */
|
||||
SDL_LockMutex(renderer->immediateContextMutex);
|
||||
SDL_LockMutex(renderer->contextLock);
|
||||
ID3D11DeviceContext_ExecuteCommandList(
|
||||
renderer->immediateContext,
|
||||
commandList,
|
||||
0
|
||||
);
|
||||
SDL_UnlockMutex(renderer->immediateContextMutex);
|
||||
SDL_UnlockMutex(renderer->contextLock);
|
||||
|
||||
/* Now that we're done, either save the command list or release it. */
|
||||
if (commandBuffer->fixed)
|
||||
|
@ -1309,11 +1256,13 @@ static void D3D11_Submit(
|
|||
/* Present, if applicable */
|
||||
if (commandBuffer->swapchainData)
|
||||
{
|
||||
SDL_LockMutex(renderer->contextLock);
|
||||
IDXGISwapChain_Present(
|
||||
commandBuffer->swapchainData->swapchain,
|
||||
1, /* FIXME: Assumes vsync! */
|
||||
0
|
||||
);
|
||||
SDL_UnlockMutex(renderer->contextLock);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1458,7 +1407,7 @@ tryCreateDevice:
|
|||
SDL_memset(renderer->commandBufferPool, 0, sizeof(D3D11CommandBufferPool));
|
||||
|
||||
/* Create mutexes */
|
||||
renderer->immediateContextMutex = SDL_CreateMutex();
|
||||
renderer->contextLock = SDL_CreateMutex();
|
||||
renderer->commandBufferAcquisitionMutex = SDL_CreateMutex();
|
||||
|
||||
/* Initialize miscellaneous renderer members */
|
||||
|
|
Loading…
Reference in New Issue