reduce transfer buffer alloc count + fix use after free
parent
efd26f474a
commit
bb57528242
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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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@ -453,7 +453,7 @@ typedef struct D3D11TransferBufferContainer
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*/
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uint32_t bufferCapacity;
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uint32_t bufferCount;
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D3D11TransferBuffer **buffers;
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D3D11TransferBuffer *buffers;
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} D3D11TransferBufferContainer;
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typedef struct D3D11UniformBuffer
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@ -551,6 +551,10 @@ typedef struct D3D11Renderer
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uint32_t availableFenceCount;
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uint32_t availableFenceCapacity;
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D3D11TransferBufferContainer **transferBufferContainersToDestroy;
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uint32_t transferBufferContainersToDestroyCount;
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uint32_t transferBufferContainersToDestroyCapacity;
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SDL_mutex *contextLock;
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SDL_mutex *acquireCommandBufferLock;
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SDL_mutex *uniformBufferLock;
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@ -1887,17 +1891,14 @@ static void D3D11_INTERNAL_TrackTransferBuffer(
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commandBuffer->usedTransferBufferCount += 1;
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}
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static D3D11TransferBuffer* D3D11_INTERNAL_CreateTransferBuffer(
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static void D3D11_INTERNAL_InitTransferBuffer(
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D3D11Renderer *renderer,
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uint32_t sizeInBytes
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uint32_t sizeInBytes,
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D3D11TransferBuffer *pTransferBuffer
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) {
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D3D11TransferBuffer *transferBuffer = (D3D11TransferBuffer*) SDL_malloc(sizeof(D3D11TransferBuffer));
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transferBuffer->data = (uint8_t*) SDL_malloc(sizeInBytes);
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transferBuffer->size = sizeInBytes;
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SDL_AtomicSet(&transferBuffer->referenceCount, 0);
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return transferBuffer;
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pTransferBuffer->data = (uint8_t*) SDL_malloc(sizeInBytes);
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pTransferBuffer->size = sizeInBytes;
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SDL_AtomicSet(&pTransferBuffer->referenceCount, 0);
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}
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/* This actually returns a container handle so we can rotate buffers on Discard. */
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@ -1907,15 +1908,19 @@ static Refresh_TransferBuffer* D3D11_CreateTransferBuffer(
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) {
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11TransferBufferContainer *container = (D3D11TransferBufferContainer*) SDL_malloc(sizeof(D3D11TransferBufferContainer));
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D3D11TransferBuffer *transferBuffer = D3D11_INTERNAL_CreateTransferBuffer(renderer, sizeInBytes);
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container->activeBuffer = transferBuffer;
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container->bufferCapacity = 1;
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container->bufferCount = 1;
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container->buffers = SDL_malloc(
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container->bufferCapacity * sizeof(D3D11TransferBuffer*)
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container->bufferCapacity * sizeof(D3D11TransferBuffer)
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);
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container->buffers[0] = transferBuffer;
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D3D11_INTERNAL_InitTransferBuffer(
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renderer,
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sizeInBytes,
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&container->buffers[0]
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);
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container->activeBuffer = &container->buffers[0];
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return (Refresh_TransferBuffer*) container;
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}
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@ -1928,30 +1933,29 @@ static void D3D11_INTERNAL_DiscardActiveTransferBuffer(
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) {
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for (uint32_t i = 0; i < container->bufferCount; i += 1)
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{
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if (SDL_AtomicGet(&container->buffers[i]->referenceCount) == 0)
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if (SDL_AtomicGet(&container->buffers[i].referenceCount) == 0)
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{
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container->activeBuffer = container->buffers[i];
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container->activeBuffer = &container->buffers[i];
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return;
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}
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}
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container->activeBuffer = D3D11_INTERNAL_CreateTransferBuffer(
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renderer,
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container->activeBuffer->size
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);
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EXPAND_ARRAY_IF_NEEDED(
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container->buffers,
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D3D11TransferBuffer*,
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D3D11TransferBuffer,
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container->bufferCount + 1,
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container->bufferCapacity,
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container->bufferCapacity * 2
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container->bufferCapacity + 1
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);
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container->buffers[
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container->bufferCapacity
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] = container->activeBuffer;
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D3D11_INTERNAL_InitTransferBuffer(
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renderer,
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container->activeBuffer->size,
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&container->buffers[container->bufferCount]
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);
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container->bufferCount += 1;
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container->activeBuffer = &container->buffers[container->bufferCount - 1];
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}
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static void D3D11_SetTransferData(
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@ -2774,14 +2778,34 @@ static void D3D11_QueueDestroyTransferBuffer(
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Refresh_Renderer *driverData,
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Refresh_TransferBuffer *transferBuffer
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) {
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D3D11TransferBufferContainer *container = (D3D11TransferBufferContainer*) transferBuffer;
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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for (uint32_t i = 0; i < container->bufferCount; i += 1)
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SDL_LockMutex(renderer->contextLock);
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EXPAND_ARRAY_IF_NEEDED(
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renderer->transferBufferContainersToDestroy,
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D3D11TransferBufferContainer*,
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renderer->transferBufferContainersToDestroyCount + 1,
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renderer->transferBufferContainersToDestroyCapacity,
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renderer->transferBufferContainersToDestroyCapacity + 1
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);
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renderer->transferBufferContainersToDestroy[
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renderer->transferBufferContainersToDestroyCount
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] = (D3D11TransferBufferContainer*) transferBuffer;
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renderer->transferBufferContainersToDestroyCount += 1;
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SDL_UnlockMutex(renderer->contextLock);
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}
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static void D3D11_INTERNAL_DestroyTransferBufferContainer(
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D3D11TransferBufferContainer *transferBufferContainer
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) {
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for (uint32_t i = 0; i < transferBufferContainer->bufferCount; i += 1)
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{
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SDL_free(container->buffers[i]->data);
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SDL_free(container->buffers[i]);
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SDL_free(transferBufferContainer->buffers[i].data);
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}
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SDL_free(container->buffers);
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SDL_free(transferBufferContainer->buffers);
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}
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static void D3D11_QueueDestroyShaderModule(
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@ -4035,6 +4059,29 @@ static void D3D11_INTERNAL_WaitForFence(
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SDL_UnlockMutex(renderer->contextLock);
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}
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static void D3D11_INTERNAL_PerformPendingDestroys(
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D3D11Renderer *renderer
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) {
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for (int32_t i = renderer->transferBufferContainersToDestroyCount - 1; i >= 0; i -= 1)
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{
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int32_t referenceCount = 0;
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for (uint32_t j = 0; j < renderer->transferBufferContainersToDestroy[i]->bufferCount; j += 1)
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{
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referenceCount += SDL_AtomicGet(&renderer->transferBufferContainersToDestroy[i]->buffers[j].referenceCount);
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}
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if (referenceCount == 0)
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{
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D3D11_INTERNAL_DestroyTransferBufferContainer(
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renderer->transferBufferContainersToDestroy[i]
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);
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renderer->transferBufferContainersToDestroy[i] = renderer->transferBufferContainersToDestroy[renderer->transferBufferContainersToDestroyCount - 1];
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renderer->transferBufferContainersToDestroyCount -= 1;
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}
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}
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}
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static void D3D11_Submit(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer
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@ -4130,6 +4177,8 @@ static void D3D11_Submit(
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}
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}
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D3D11_INTERNAL_PerformPendingDestroys(renderer);
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SDL_UnlockMutex(renderer->contextLock);
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}
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@ -4172,6 +4221,8 @@ static void D3D11_Wait(
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D3D11_INTERNAL_CleanCommandBuffer(renderer, commandBuffer);
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}
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D3D11_INTERNAL_PerformPendingDestroys(renderer);
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SDL_UnlockMutex(renderer->contextLock);
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}
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@ -4636,6 +4687,13 @@ tryCreateDevice:
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sizeof(D3D11Fence*) * renderer->availableFenceCapacity
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);
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/* Create deferred transfer array */
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renderer->transferBufferContainersToDestroyCapacity = 2;
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renderer->transferBufferContainersToDestroyCount = 0;
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renderer->transferBufferContainersToDestroy = SDL_malloc(
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renderer->transferBufferContainersToDestroyCapacity * sizeof(D3D11TransferBufferContainer*)
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);
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/* Create claimed window list */
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renderer->claimedWindowCapacity = 1;
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renderer->claimedWindows = SDL_malloc(
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