diff --git a/src/Refresh_Driver_D3D11.c b/src/Refresh_Driver_D3D11.c index c6d2c95..32c84e3 100644 --- a/src/Refresh_Driver_D3D11.c +++ b/src/Refresh_Driver_D3D11.c @@ -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 */