Added mutexes for command buffer acquisition and command list execution
parent
3175f20db6
commit
d6ccca3dc3
|
@ -61,14 +61,6 @@
|
|||
return ret; \
|
||||
}
|
||||
|
||||
#define ERROR_CHECK_UNLOCK_RETURN(msg, ret) \
|
||||
if (FAILED(res)) \
|
||||
{ \
|
||||
D3D11_INTERNAL_LogError(renderer->device, msg, res); \
|
||||
SDL_UnlockMutex(renderer->ctxLock); \
|
||||
return ret; \
|
||||
}
|
||||
|
||||
#define EXPAND_ELEMENTS_IF_NEEDED(arr, initialValue, type) \
|
||||
if (arr->count == arr->capacity) \
|
||||
{ \
|
||||
|
@ -278,8 +270,10 @@ typedef struct D3D11Renderer
|
|||
IDXGIAdapter1* adapter;
|
||||
void *d3d11_dll;
|
||||
void *dxgi_dll;
|
||||
SDL_mutex *immediateContextMutex;
|
||||
|
||||
D3D11CommandBufferPool *commandBufferPool;
|
||||
SDL_mutex *commandBufferAcquisitionMutex;
|
||||
|
||||
D3D11SwapchainData** swapchainDatas;
|
||||
uint32_t swapchainDataCount;
|
||||
|
@ -993,6 +987,9 @@ static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer(
|
|||
uint32_t i;
|
||||
HRESULT res;
|
||||
|
||||
/* Make sure multiple threads can't acquire the same command buffer. */
|
||||
SDL_LockMutex(renderer->commandBufferAcquisitionMutex);
|
||||
|
||||
/* Try to use an existing command buffer, if one is available. */
|
||||
for (i = 0; i < renderer->commandBufferPool->count; i += 1)
|
||||
{
|
||||
|
@ -1025,7 +1022,11 @@ static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer(
|
|||
0,
|
||||
&renderer->commandBufferPool->elements[i]->context
|
||||
);
|
||||
ERROR_CHECK_RETURN("Could not create deferred context for command buffer", NULL);
|
||||
if (FAILED(res))
|
||||
{
|
||||
SDL_UnlockMutex(renderer->commandBufferAcquisitionMutex);
|
||||
ERROR_CHECK_RETURN("Could not create deferred context for command buffer", NULL);
|
||||
}
|
||||
|
||||
/* Now we have a new command buffer we can use! */
|
||||
commandBuffer = renderer->commandBufferPool->elements[i];
|
||||
|
@ -1039,6 +1040,8 @@ static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer(
|
|||
commandBuffer->swapchainData = NULL;
|
||||
commandBuffer->commandList = NULL;
|
||||
|
||||
SDL_UnlockMutex(renderer->commandBufferAcquisitionMutex);
|
||||
|
||||
return (Refresh_CommandBuffer*) commandBuffer;
|
||||
}
|
||||
|
||||
|
@ -1144,12 +1147,13 @@ static void D3D11_Submit(
|
|||
}
|
||||
|
||||
/* Submit the command list to the immediate context */
|
||||
/* FIXME: Mutex lock me! */
|
||||
SDL_LockMutex(renderer->immediateContextMutex);
|
||||
ID3D11DeviceContext_ExecuteCommandList(
|
||||
renderer->immediateContext,
|
||||
commandList,
|
||||
0
|
||||
);
|
||||
SDL_UnlockMutex(renderer->immediateContextMutex);
|
||||
|
||||
/* Now that we're done, either save the command list or release it. */
|
||||
if (commandBuffer->fixed)
|
||||
|
@ -1315,6 +1319,10 @@ tryCreateDevice:
|
|||
);
|
||||
SDL_memset(renderer->commandBufferPool, 0, sizeof(D3D11CommandBufferPool));
|
||||
|
||||
/* Create mutexes */
|
||||
renderer->immediateContextMutex = SDL_CreateMutex();
|
||||
renderer->commandBufferAcquisitionMutex = SDL_CreateMutex();
|
||||
|
||||
/* Initialize miscellaneous renderer members */
|
||||
renderer->debugMode = (flags & D3D11_CREATE_DEVICE_DEBUG) != 0;
|
||||
renderer->blendFactor.x = 1.0f;
|
||||
|
|
Loading…
Reference in New Issue