d3d11 swapchain texture handle + misc fixes
	
		
			
	
		
	
	
		
			
				
	
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			@ -1,4 +1,4 @@
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/* Refresh - XNA-inspired 3D Graphics Library with modern capabilities
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/* Refresh - XNA-inspired 3D Graphics Library with modern capabilities
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 *
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 * Copyright (c) 2020 Evan Hemsley
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 *
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			@ -2130,7 +2130,7 @@ static void D3D11_DownloadFromTexture(
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		renderer->immediateContext,
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		stagingTexture,
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		0,
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		0,
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		copyParams->bufferOffset,
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		0,
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		0,
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		d3d11Texture->handle,
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			@ -2159,13 +2159,26 @@ static void D3D11_DownloadFromTexture(
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	}
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	uint8_t* dataPtr = (uint8_t*) d3d11TransferBuffer->data + copyParams->bufferOffset;
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	for (uint32_t row = textureRegion->y; row < copyParams->bufferImageHeight; row += 1)
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	if (bufferStride == 0 && bufferImageHeight == 0) // assume tightly packed
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	{
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		SDL_memcpy(
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			dataPtr,
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			(uint8_t *)subresource.pData,
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			BytesPerImage(textureRegion->w, textureRegion->h, d3d11Texture->format)
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		);
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	}
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	else
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	{
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		for (uint32_t row = textureRegion->y; row < bufferImageHeight; row += 1)
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		{
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			SDL_memcpy(
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				dataPtr,
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				(uint8_t*) subresource.pData + (row * bufferStride) + (textureRegion->x * formatSize),
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				textureRegion->w * formatSize
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			);
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			dataPtr += textureRegion->w * formatSize;
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		}
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	}
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	ID3D11DeviceContext1_Unmap(
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			@ -2295,7 +2308,7 @@ static void D3D11_CopyTextureToTexture(
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		destination->textureSlice.layer,
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		dstTexture->levelCount
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	);
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	D3D11_BOX srcBox = { source->x, source->y, source->z, source->x + source->w, source->y + source->w, 1 };
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	D3D11_BOX srcBox = { source->x, source->y, source->z, source->x + source->w, source->y + source->h, 1 };
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	ID3D11DeviceContext1_CopySubresourceRegion1(
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		d3d11CommandBuffer->context,
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			@ -3457,9 +3470,11 @@ static uint8_t D3D11_INTERNAL_InitializeSwapchainTexture(
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	D3D11Texture *pTexture
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) {
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	ID3D11Texture2D *swapchainTexture;
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	D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
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	D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
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	D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc;
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	D3D11_TEXTURE2D_DESC textureDesc;
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	ID3D11ShaderResourceView *srv;
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	ID3D11RenderTargetView *rtv;
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	ID3D11UnorderedAccessView *uav;
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	HRESULT res;
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			@ -3476,6 +3491,25 @@ static uint8_t D3D11_INTERNAL_InitializeSwapchainTexture(
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	);
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	ERROR_CHECK_RETURN("Could not get buffer from swapchain!", 0);
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	/* Create the SRV for the swapchain */
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	srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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	srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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	srvDesc.Texture2D.MipLevels = 1;
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	srvDesc.Texture2D.MostDetailedMip = 0;
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	res = ID3D11Device_CreateShaderResourceView(
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		renderer->device,
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		(ID3D11Resource *)swapchainTexture,
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		&srvDesc,
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		&srv
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	);
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	if (FAILED(res))
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	{
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		ID3D11Texture2D_Release(swapchainTexture);
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		D3D11_INTERNAL_LogError(renderer->device, "Swapchain SRV creation failed", res);
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		return 0;
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	}
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	/* Create the RTV for the swapchain */
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	rtvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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	rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
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			@ -3489,6 +3523,7 @@ static uint8_t D3D11_INTERNAL_InitializeSwapchainTexture(
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	);
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	if (FAILED(res))
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	{
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		ID3D11ShaderResourceView_Release(srv);
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		ID3D11Texture2D_Release(swapchainTexture);
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		D3D11_INTERNAL_LogError(renderer->device, "Swapchain RTV creation failed", res);
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		return 0;
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			@ -3506,6 +3541,7 @@ static uint8_t D3D11_INTERNAL_InitializeSwapchainTexture(
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	);
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	if (FAILED(res))
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	{
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		ID3D11ShaderResourceView_Release(srv);
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		ID3D11RenderTargetView_Release(rtv);
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		ID3D11Texture2D_Release(swapchainTexture);
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		D3D11_INTERNAL_LogError(renderer->device, "Swapchain UAV creation failed", res);
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			@ -3513,8 +3549,8 @@ static uint8_t D3D11_INTERNAL_InitializeSwapchainTexture(
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	}
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	/* Fill out the texture struct */
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	pTexture->handle = NULL; /* The texture does not "own" the swapchain texture, and it can change dynamically. */
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	pTexture->shaderView = NULL;
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	pTexture->handle = NULL; /* This will be set in AcquireSwapchainTexture. */
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	pTexture->shaderView = srv;
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	pTexture->subresources = SDL_malloc(sizeof(D3D11TextureSubresource));
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	pTexture->subresources[0].colorTargetView = rtv;
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	pTexture->subresources[0].uav = uav;
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			@ -3571,7 +3607,7 @@ static uint8_t D3D11_INTERNAL_CreateSwapchain(
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	/* Initialize the rest of the swapchain descriptor */
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	swapchainDesc.SampleDesc.Count = 1;
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	swapchainDesc.SampleDesc.Quality = 0;
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	swapchainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_UNORDERED_ACCESS;
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	swapchainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_UNORDERED_ACCESS | DXGI_USAGE_SHADER_INPUT;
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	swapchainDesc.BufferCount = 2;
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	swapchainDesc.OutputWindow = dxgiHandle;
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	swapchainDesc.Windowed = 1;
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			@ -3748,6 +3784,7 @@ static void D3D11_UnclaimWindow(
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	D3D11_Wait(driverData);
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	ID3D11ShaderResourceView_Release(windowData->texture.shaderView);
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	ID3D11RenderTargetView_Release(windowData->texture.subresources[0].colorTargetView);
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	ID3D11UnorderedAccessView_Release(windowData->texture.subresources[0].uav);
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	SDL_free(windowData->texture.subresources);
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			@ -3804,6 +3841,15 @@ static Refresh_Texture* D3D11_AcquireSwapchainTexture(
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		ERROR_CHECK_RETURN("Could not resize swapchain", NULL);
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	}
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	/* Set the handle on the windowData texture data. */
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	res = IDXGISwapChain_GetBuffer(
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		windowData->swapchain,
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		0,
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		&D3D_IID_ID3D11Texture2D,
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		(void**) &windowData->texture.handle
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	);
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	ERROR_CHECK_RETURN("Could not acquire swapchain!", NULL);
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	/* Let the command buffer know it's associated with this swapchain. */
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	d3d11CommandBuffer->windowData = windowData;
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			@ -4011,6 +4057,8 @@ static void D3D11_Submit(
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			syncInterval,
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			presentFlags
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		);
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		ID3D11Texture2D_Release(d3d11CommandBuffer->windowData->texture.handle);
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	}
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	/* Check if we can perform any cleanups */
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