Stub out D3D11_Wait, fix crash when unclaiming windows, fix backend order
parent
0948537fe0
commit
acae35ebfa
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@ -53,8 +53,8 @@
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static const Refresh_Driver *backends[] = {
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static const Refresh_Driver *backends[] = {
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NULL,
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NULL,
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D3D11_DRIVER,
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VULKAN_DRIVER,
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VULKAN_DRIVER,
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D3D11_DRIVER,
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PS5_DRIVER
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PS5_DRIVER
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};
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};
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@ -1273,13 +1273,19 @@ static Refresh_Texture* D3D11_AcquireSwapchainTexture(
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) {
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) {
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11CommandBuffer *cmdbuf = (D3D11CommandBuffer*) commandBuffer;
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D3D11CommandBuffer *cmdbuf = (D3D11CommandBuffer*) commandBuffer;
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D3D11WindowData *windowData;
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D3D11SwapchainData *swapchainData;
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D3D11SwapchainData *swapchainData;
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DXGI_SWAP_CHAIN_DESC swapchainDesc;
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DXGI_SWAP_CHAIN_DESC swapchainDesc;
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int w, h;
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int w, h;
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HRESULT res;
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HRESULT res;
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/* Fetch the window and swapchain data. */
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windowData = D3D11_INTERNAL_FetchWindowData(windowHandle);
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swapchainData = D3D11_INTERNAL_FetchWindowData(windowHandle)->swapchainData;
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if (windowData == NULL)
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{
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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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if (swapchainData == NULL)
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{
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{
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return NULL;
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return NULL;
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@ -1387,7 +1393,7 @@ static Refresh_Fence* D3D11_SubmitAndAcquireFence(
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static void D3D11_Wait(
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static void D3D11_Wait(
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Refresh_Renderer *driverData
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Refresh_Renderer *driverData
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) {
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) {
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NOT_IMPLEMENTED
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/* FIXME: Anything we need to do here? */
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}
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}
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static void D3D11_WaitForFences(
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static void D3D11_WaitForFences(
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