FIXME fixups, mostly for contextLock
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54ffdc180d
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506c2e4819
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@ -484,8 +484,7 @@ typedef struct D3D11CommandBuffer
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/* Compute Pass */
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D3D11ComputePipeline *computePipeline;
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/* State */
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SDL_threadID threadID;
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/* Fences */
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D3D11Fence *fence;
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uint8_t autoReleaseFence;
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@ -686,6 +685,7 @@ static void D3D11_DestroyDevice(
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{
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D3D11CommandBuffer *commandBuffer = renderer->availableCommandBuffers[i];
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ID3D11DeviceContext_Release(commandBuffer->context);
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SDL_free(commandBuffer->boundUniformBuffers);
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SDL_free(commandBuffer);
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}
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SDL_free(renderer->availableCommandBuffers);
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@ -2003,6 +2003,7 @@ static void D3D11_GetBufferData(
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ERROR_CHECK_RETURN("Could not create staging buffer for readback", );
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/* Copy data into staging buffer */
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SDL_LockMutex(renderer->contextLock);
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ID3D11DeviceContext_CopySubresourceRegion(
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renderer->immediateContext,
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stagingBuffer,
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@ -2032,6 +2033,7 @@ static void D3D11_GetBufferData(
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res
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);
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ID3D11Buffer_Release(stagingBuffer);
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SDL_UnlockMutex(renderer->contextLock);
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return;
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}
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@ -2042,6 +2044,7 @@ static void D3D11_GetBufferData(
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stagingBuffer,
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0
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);
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SDL_UnlockMutex(renderer->contextLock);
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/* Clean up the staging buffer */
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ID3D11Resource_Release(stagingBuffer);
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@ -2603,15 +2606,12 @@ 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->threadID = SDL_ThreadID();
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commandBuffer->swapchainData = 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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commandBuffer->fragmentUniformBuffer = NULL;
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commandBuffer->computeUniformBuffer = NULL;
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for (uint32_t i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1)
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{
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commandBuffer->colorTargets[i] = NullTargetBinding;
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@ -3182,7 +3182,7 @@ static void D3D11_BindComputeBuffers(
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) {
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
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ID3D11UnorderedAccessView* uavs[MAX_BUFFER_BINDINGS]; /* FIXME: Is this limit right? */
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ID3D11UnorderedAccessView* uavs[MAX_BUFFER_BINDINGS];
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int32_t numBuffers = d3d11CommandBuffer->computePipeline->numBuffers;
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@ -3207,7 +3207,7 @@ static void D3D11_BindComputeTextures(
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) {
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
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ID3D11UnorderedAccessView *uavs[MAX_TEXTURE_SAMPLERS]; /* FIXME: Is this limit right? */
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ID3D11UnorderedAccessView *uavs[MAX_TEXTURE_SAMPLERS];
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int32_t numTextures = d3d11CommandBuffer->computePipeline->numTextures;
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@ -3709,16 +3709,23 @@ static void D3D11_INTERNAL_WaitForFence(
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D3D11Fence *fence
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) {
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BOOL queryData;
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HRESULT res;
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while (S_OK != ID3D11DeviceContext_GetData(
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SDL_LockMutex(renderer->contextLock);
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res = ID3D11DeviceContext_GetData(
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renderer->immediateContext,
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(ID3D11Asynchronous*) fence->handle,
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&queryData,
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sizeof(queryData),
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0
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)) {
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);
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while (res != S_OK)
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{
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/* Spin until we get a result back... */
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}
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SDL_UnlockMutex(renderer->contextLock);
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}
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static void D3D11_Submit(
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@ -3730,8 +3737,6 @@ static void D3D11_Submit(
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ID3D11CommandList *commandList;
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HRESULT res;
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/* FIXME: Should add sanity check that current thread ID matches the command buffer's threadID. */
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SDL_LockMutex(renderer->contextLock);
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/* Notify the command buffer completion query that we have completed recording */
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@ -3799,7 +3804,6 @@ static void D3D11_Submit(
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for (int32_t i = renderer->submittedCommandBufferCount - 1; i >= 0; i -= 1)
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{
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BOOL queryData;
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res = ID3D11DeviceContext_GetData(
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renderer->immediateContext,
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(ID3D11Asynchronous*) renderer->submittedCommandBuffers[i]->fence->handle,
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@ -3850,7 +3854,7 @@ static void D3D11_Wait(
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);
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}
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SDL_LockMutex(renderer->contextLock);
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SDL_LockMutex(renderer->contextLock); /* This effectively acts as a lock around submittedCommandBuffers */
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for (int32_t i = renderer->submittedCommandBufferCount - 1; i >= 0; i -= 1)
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{
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@ -3882,6 +3886,8 @@ static void D3D11_WaitForFences(
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}
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else
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{
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SDL_LockMutex(renderer->contextLock);
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while (res != S_OK)
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{
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for (uint32_t i = 0; i < fenceCount; i += 1)
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@ -3900,6 +3906,8 @@ static void D3D11_WaitForFences(
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}
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}
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}
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SDL_UnlockMutex(renderer->contextLock);
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}
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}
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@ -3910,8 +3918,11 @@ static int D3D11_QueryFence(
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11Fence *d3d11Fence = (D3D11Fence*) fence;
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BOOL queryData;
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HRESULT res;
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HRESULT res = ID3D11DeviceContext_GetData(
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SDL_LockMutex(renderer->contextLock);
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res = ID3D11DeviceContext_GetData(
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renderer->immediateContext,
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(ID3D11Asynchronous*) d3d11Fence->handle,
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&queryData,
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@ -3919,6 +3930,8 @@ static int D3D11_QueryFence(
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0
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);
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SDL_UnlockMutex(renderer->contextLock);
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return res == S_OK;
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}
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@ -4289,7 +4302,7 @@ tryCreateDevice:
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Refresh_LogInfo("D3D11 Adapter: %S", adapterDesc.Description);
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/* Create mutexes */
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renderer->contextLock = SDL_CreateMutex(); /* FIXME: We should be using this *everywhere* the immediate context is accessed! */
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renderer->contextLock = SDL_CreateMutex();
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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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