Implemented AcquireCommandBuffer (from old D3D11 work)

d3d11
Caleb Cornett 2023-09-24 21:29:11 -05:00 committed by cosmonaut
parent b9d7cec252
commit dd1060373d
1 changed files with 134 additions and 16 deletions

View File

@ -65,6 +65,24 @@
return ret; \
}
#define EXPAND_ELEMENTS_IF_NEEDED(arr, initialValue, type) \
if (arr->count == arr->capacity) \
{ \
if (arr->capacity == 0) \
{ \
arr->capacity = initialValue; \
} \
else \
{ \
arr->capacity *= 2; \
} \
arr->elements = (type*) SDL_realloc( \
arr->elements, \
arr->capacity * sizeof(type) \
); \
}
/* D3DCompile signature */
typedef HRESULT(WINAPI *PFN_D3DCOMPILE)(
@ -233,18 +251,42 @@ static D3D11_TEXTURE_ADDRESS_MODE RefreshToD3D11_SamplerAddressMode[] =
/* Structs */
typedef struct SwapchainData
typedef struct D3D11SwapchainData
{
IDXGISwapChain *swapchain;
ID3D11RenderTargetView *swapchainRTView;
} SwapchainData;
} D3D11SwapchainData;
typedef struct WindowData
typedef struct D3D11WindowData
{
void* windowHandle;
uint8_t allowTearing;
SwapchainData *swapchainData;
} WindowData;
D3D11SwapchainData *swapchainData;
} D3D11WindowData;
typedef struct D3D11CommandBuffer
{
/* D3D11 Object References */
ID3D11DeviceContext *context;
ID3D11CommandList *commandList;
D3D11SwapchainData *swapchainData;
/* Render Pass */
uint8_t numBoundColorAttachments;
ID3D11RenderTargetView *rtViews[MAX_COLOR_TARGET_BINDINGS];
ID3D11DepthStencilView* dsView;
/* State */
SDL_threadID threadID;
uint8_t recording;
} D3D11CommandBuffer;
typedef struct D3D11CommandBufferPool
{
D3D11CommandBuffer **elements;
uint32_t count;
uint32_t capacity;
} D3D11CommandBufferPool;
typedef struct D3D11Renderer
{
@ -260,9 +302,12 @@ typedef struct D3D11Renderer
D3D_FEATURE_LEVEL featureLevel; /* FIXME: Do we need this? */
PFN_D3DCOMPILE D3DCompileFunc;
WindowData **claimedWindows;
D3D11WindowData **claimedWindows;
uint32_t claimedWindowCount;
uint32_t claimedWindowCapacity;
D3D11CommandBufferPool *commandBufferPool;
SDL_mutex *commandBufferAcquisitionMutex;
} D3D11Renderer;
/* Logging */
@ -616,8 +661,72 @@ static void D3D11_QueueDestroyGraphicsPipeline(
static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer(
Refresh_Renderer *driverData
) {
NOT_IMPLEMENTED
return NULL;
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11CommandBuffer *commandBuffer = NULL;
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)
{
/* Search for a command buffer in the pool that is not recording. */
if (!renderer->commandBufferPool->elements[i]->recording)
{
commandBuffer = renderer->commandBufferPool->elements[i];
break;
}
}
/* If there are no free command buffers, make a new one. */
if (commandBuffer == NULL)
{
/* Expand the capacity as needed */
EXPAND_ELEMENTS_IF_NEEDED(
renderer->commandBufferPool,
2,
D3D11CommandBuffer*
);
/* Create a new command buffer */
renderer->commandBufferPool->elements[i] = (D3D11CommandBuffer*) SDL_malloc(
sizeof(D3D11CommandBuffer)
);
/* Assign it a new deferred context */
res = ID3D11Device_CreateDeferredContext(
renderer->device,
0,
&renderer->commandBufferPool->elements[i]->context
);
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];
renderer->commandBufferPool->count += 1;
}
/* Set up the command buffer */
commandBuffer->threadID = SDL_ThreadID();
commandBuffer->recording = 1;
commandBuffer->swapchainData = NULL;
commandBuffer->commandList = NULL;
commandBuffer->dsView = NULL;
commandBuffer->numBoundColorAttachments = 0;
for (i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1)
{
commandBuffer->rtViews[i] = NULL;
}
SDL_UnlockMutex(renderer->commandBufferAcquisitionMutex);
return (Refresh_CommandBuffer*) commandBuffer;
}
static void D3D11_BeginRenderPass(
@ -710,10 +819,10 @@ static void D3D11_BindComputeTextures(
/* Window and Swapchain Management */
static WindowData* D3D11_INTERNAL_FetchWindowData(
static D3D11WindowData* D3D11_INTERNAL_FetchWindowData(
void *windowHandle
) {
return (WindowData*) SDL_GetWindowData(windowHandle, WINDOW_DATA);
return (D3D11WindowData*) SDL_GetWindowData(windowHandle, WINDOW_DATA);
}
static void D3D11_INTERNAL_ResolveSwapChainModeDescription(
@ -755,7 +864,7 @@ static void D3D11_INTERNAL_ResolveSwapChainModeDescription(
static uint8_t D3D11_INTERNAL_CreateSwapchain(
D3D11Renderer *renderer,
WindowData *windowData
D3D11WindowData *windowData
) {
SDL_SysWMinfo info;
HWND dxgiHandle;
@ -763,7 +872,7 @@ static uint8_t D3D11_INTERNAL_CreateSwapchain(
DXGI_SWAP_CHAIN_DESC swapchainDesc;
IDXGIFactory1 *pParent;
IDXGISwapChain *swapchain;
SwapchainData *swapchainData;
D3D11SwapchainData *swapchainData;
HRESULT res;
/* Get the DXGI handle */
@ -847,7 +956,7 @@ static uint8_t D3D11_INTERNAL_CreateSwapchain(
}
/* Create the swapchain data */
swapchainData = (SwapchainData*) SDL_malloc(sizeof(SwapchainData));
swapchainData = (D3D11SwapchainData*) SDL_malloc(sizeof(D3D11SwapchainData));
swapchainData->swapchain = swapchain;
swapchainData->swapchainRTView = NULL;
@ -861,11 +970,11 @@ static uint8_t D3D11_ClaimWindow(
Refresh_PresentMode presentMode
) {
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
WindowData *windowData = D3D11_INTERNAL_FetchWindowData(windowHandle);
D3D11WindowData *windowData = D3D11_INTERNAL_FetchWindowData(windowHandle);
if (windowData == NULL)
{
windowData = (WindowData*) SDL_malloc(sizeof(WindowData));
windowData = (D3D11WindowData*) SDL_malloc(sizeof(D3D11WindowData));
windowData->windowHandle = windowHandle;
windowData->allowTearing = presentMode == REFRESH_PRESENTMODE_IMMEDIATE;
@ -878,7 +987,7 @@ static uint8_t D3D11_ClaimWindow(
renderer->claimedWindowCapacity *= 2;
renderer->claimedWindows = SDL_realloc(
renderer->claimedWindows,
renderer->claimedWindowCapacity * sizeof(WindowData*)
renderer->claimedWindowCapacity * sizeof(D3D11WindowData*)
);
}
@ -1227,6 +1336,15 @@ tryCreateDevice:
Refresh_LogInfo("Refresh Driver: D3D11");
Refresh_LogInfo("D3D11 Adapter: %S", adapterDesc.Description);
/* Create the command buffer pool */
renderer->commandBufferPool = (D3D11CommandBufferPool*) SDL_calloc(
1,
sizeof(D3D11CommandBufferPool)
);
/* Create mutexes */
renderer->commandBufferAcquisitionMutex = SDL_CreateMutex();
/* Initialize miscellaneous renderer members */
renderer->debugMode = (flags & D3D11_CREATE_DEVICE_DEBUG);