Uniform buffer infrastructure, still missing offset support
continuous-integration/drone/pr Build is failing Details

Caleb Cornett 2023-11-05 14:17:23 -06:00
parent bf4b640937
commit ff0f30a986
1 changed files with 397 additions and 83 deletions

View File

@ -47,6 +47,7 @@
#define D3DCOMPILE_FUNC "D3DCompile"
#define CREATE_DXGI_FACTORY1_FUNC "CreateDXGIFactory1"
#define WINDOW_DATA "Refresh_D3D11WindowData"
#define UBO_BUFFER_SIZE 16000 /* 16KB */
#define NOT_IMPLEMENTED SDL_assert(0 && "Not implemented!");
@ -406,11 +407,25 @@ typedef struct D3D11GraphicsPipeline
ID3D11InputLayout *inputLayout;
uint32_t *vertexStrides;
uint32_t numVertexSamplers;
uint32_t vertexUniformBlockSize;
ID3D11PixelShader *fragmentShader;
uint32_t numFragmentSamplers;
uint32_t fragmentUniformBlockSize;
} D3D11GraphicsPipeline;
typedef struct D3D11Buffer
{
ID3D11Buffer *handle;
uint32_t size;
} D3D11Buffer;
typedef struct D3D11UniformBuffer
{
D3D11Buffer *d3d11Buffer;
uint32_t offset;
} D3D11UniformBuffer;
typedef struct D3D11CommandBuffer
{
/* D3D11 Object References */
@ -425,21 +440,16 @@ typedef struct D3D11CommandBuffer
/* State */
SDL_threadID threadID;
ID3D11Query *completionQuery;
/* Uniforms */
D3D11UniformBuffer *vertexUniformBuffer;
D3D11UniformBuffer *fragmentUniformBuffer;
D3D11UniformBuffer **boundUniformBuffers;
uint32_t boundUniformBufferCount;
uint32_t boundUniformBufferCapacity;
} D3D11CommandBuffer;
typedef struct D3D11CommandBufferPool
{
D3D11CommandBuffer **elements;
uint32_t count;
uint32_t capacity;
} D3D11CommandBufferPool;
typedef struct D3D11Buffer
{
ID3D11Buffer *handle;
uint32_t size;
} D3D11Buffer;
typedef struct D3D11Sampler
{
ID3D11SamplerState *handle;
@ -463,14 +473,21 @@ typedef struct D3D11Renderer
uint32_t claimedWindowCount;
uint32_t claimedWindowCapacity;
D3D11CommandBufferPool commandBufferPool;
SDL_mutex *contextLock;
SDL_mutex *acquireCommandBufferLock;
D3D11CommandBuffer **availableCommandBuffers;
uint32_t availableCommandBufferCount;
uint32_t availableCommandBufferCapacity;
D3D11CommandBuffer **submittedCommandBuffers;
uint32_t submittedCommandBufferCount;
uint32_t submittedCommandBufferCapacity;
D3D11UniformBuffer **availableUniformBuffers;
uint32_t availableUniformBufferCount;
uint32_t availableUniformBufferCapacity;
SDL_mutex *contextLock;
SDL_mutex *acquireCommandBufferLock;
SDL_mutex *uniformBufferLock;
} D3D11Renderer;
/* Logging */
@ -547,45 +564,51 @@ static void D3D11_DestroyDevice(
Refresh_Device *device
) {
D3D11Renderer *renderer = (D3D11Renderer*) device->driverData;
D3D11CommandBuffer *commandBuffer;
/* Flush any remaining GPU work... */
D3D11_Wait(device->driverData);
/* Release the window data */
for (int32_t i = renderer->claimedWindowCount - 1; i >= 0; i -= 1)
{
D3D11_UnclaimWindow(device->driverData, renderer->claimedWindows[i]->windowHandle);
}
SDL_free(renderer->claimedWindows);
D3D11_Wait(device->driverData); /* FIXME: Copied this from Vulkan, is it actually necessary? */
/* FIXME: Copied this from Vulkan, is it actually necessary? */
D3D11_Wait(device->driverData);
/* Release command buffer infrastructure */
SDL_free(renderer->submittedCommandBuffers);
for (uint32_t i = 0; i < renderer->commandBufferPool.count; i += 1)
for (uint32_t i = 0; i < renderer->availableCommandBufferCount; i += 1)
{
commandBuffer = renderer->commandBufferPool.elements[i];
D3D11CommandBuffer *commandBuffer = renderer->availableCommandBuffers[i];
ID3D11Query_Release(commandBuffer->completionQuery);
ID3D11DeviceContext_Release(commandBuffer->context);
SDL_free(commandBuffer);
}
SDL_free(renderer->availableCommandBuffers);
SDL_free(renderer->submittedCommandBuffers);
/* Release uniform buffer infrastructure */
for (uint32_t i = 0; i < renderer->availableUniformBufferCount; i += 1)
{
D3D11UniformBuffer *uniformBuffer = renderer->availableUniformBuffers[i];
ID3D11Buffer_Release(uniformBuffer->d3d11Buffer->handle);
SDL_free(uniformBuffer->d3d11Buffer);
SDL_free(uniformBuffer);
}
SDL_free(renderer->availableCommandBuffers);
/* Release the mutexes */
SDL_DestroyMutex(renderer->acquireCommandBufferLock);
SDL_DestroyMutex(renderer->contextLock);
SDL_DestroyMutex(renderer->uniformBufferLock);
/* Release the DLLs and D3D11 device infrastructure */
/* Release the DLLs */
SDL_UnloadObject(renderer->d3d11_dll);
SDL_UnloadObject(renderer->d3dcompiler_dll);
/* Release the device and associated objects */
ID3D11DeviceContext_Release(renderer->immediateContext);
ID3D11Device_Release(renderer->device);
IDXGIAdapter_Release(renderer->adapter);
@ -609,6 +632,26 @@ static void D3D11_DrawInstancedPrimitives(
) {
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
if (d3d11CommandBuffer->vertexUniformBuffer != NULL)
{
ID3D11DeviceContext_VSSetConstantBuffers(
d3d11CommandBuffer->context,
0,
1,
&d3d11CommandBuffer->vertexUniformBuffer->d3d11Buffer->handle
);
}
if (d3d11CommandBuffer->fragmentUniformBuffer != NULL)
{
ID3D11DeviceContext_PSSetConstantBuffers(
d3d11CommandBuffer->context,
0,
1,
&d3d11CommandBuffer->fragmentUniformBuffer->d3d11Buffer->handle
);
}
ID3D11DeviceContext_DrawIndexedInstanced(
d3d11CommandBuffer->context,
PrimitiveVerts(d3d11CommandBuffer->graphicsPipeline->primitiveType, primitiveCount),
@ -652,13 +695,31 @@ static void D3D11_DrawPrimitives(
) {
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
if (d3d11CommandBuffer->vertexUniformBuffer != NULL)
{
ID3D11DeviceContext_VSSetConstantBuffers(
d3d11CommandBuffer->context,
0,
1,
&d3d11CommandBuffer->vertexUniformBuffer->d3d11Buffer->handle
);
}
if (d3d11CommandBuffer->fragmentUniformBuffer != NULL)
{
ID3D11DeviceContext_PSSetConstantBuffers(
d3d11CommandBuffer->context,
0,
1,
&d3d11CommandBuffer->fragmentUniformBuffer->d3d11Buffer->handle
);
}
ID3D11DeviceContext_Draw(
d3d11CommandBuffer->context,
PrimitiveVerts(d3d11CommandBuffer->graphicsPipeline->primitiveType, primitiveCount),
vertexStart
);
/* FIXME: vertex/fragment param offsets */
}
static void D3D11_DrawPrimitivesIndirect(
@ -983,7 +1044,7 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
NULL,
NULL,
NULL,
"main",
"main", /* FIXME: Is this correct or should this be vertexShaderInfo.entryPoint? */
"vs_5_0",
0,
0,
@ -1007,6 +1068,7 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
}
pipeline->vertexShader = (ID3D11VertexShader*) vertShaderModule->shader;
pipeline->numVertexSamplers = pipelineCreateInfo->vertexShaderInfo.samplerBindingCount;
pipeline->vertexUniformBlockSize = (uint32_t) pipelineCreateInfo->vertexShaderInfo.uniformBufferSize;
/* Input Layout */
@ -1045,7 +1107,7 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
NULL,
NULL,
NULL,
"main",
"main", /* FIXME: Is this correct or should this be fragmentShaderInfo.entryPoint? */
"ps_5_0",
0,
0,
@ -1069,8 +1131,7 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
}
pipeline->fragmentShader = (ID3D11PixelShader*) fragShaderModule->shader;
pipeline->numFragmentSamplers = pipelineCreateInfo->fragmentShaderInfo.samplerBindingCount;
/* FIXME: Need to create uniform buffers for the shaders */
pipeline->fragmentUniformBlockSize = (uint32_t) pipelineCreateInfo->fragmentShaderInfo.uniformBufferSize;
return (Refresh_GraphicsPipeline*) pipeline;
}
@ -1447,25 +1508,23 @@ static void D3D11_CopyTextureToBuffer(
NOT_IMPLEMENTED
}
static void D3D11_SetBufferData(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_Buffer *buffer,
static void D3D11_INTERNAL_SetBufferData(
D3D11Renderer *renderer,
D3D11CommandBuffer *commandBuffer,
D3D11Buffer *buffer,
uint32_t offsetInBytes,
void* data,
uint32_t dataLength
uint32_t dataLength,
uint8_t noOverwrite
) {
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
D3D11Buffer *d3d11Buffer = (D3D11Buffer*) buffer;
D3D11_MAPPED_SUBRESOURCE subres = { 0 };
D3D11_MAPPED_SUBRESOURCE subres;
HRESULT res;
res = ID3D11DeviceContext_Map(
d3d11CommandBuffer->context,
(ID3D11Resource*) d3d11Buffer->handle,
commandBuffer->context,
(ID3D11Resource*) buffer->handle,
0,
D3D11_MAP_WRITE_DISCARD,
noOverwrite ? D3D11_MAP_WRITE_NO_OVERWRITE : D3D11_MAP_WRITE_DISCARD,
0,
&subres
);
@ -1478,20 +1537,156 @@ static void D3D11_SetBufferData(
);
ID3D11DeviceContext_Unmap(
d3d11CommandBuffer->context,
(ID3D11Resource*) d3d11Buffer->handle,
commandBuffer->context,
(ID3D11Resource*) buffer->handle,
0
);
}
static void D3D11_SetBufferData(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_Buffer *buffer,
uint32_t offsetInBytes,
void* data,
uint32_t dataLength
) {
D3D11_INTERNAL_SetBufferData(
(D3D11Renderer*) driverData,
(D3D11CommandBuffer*) commandBuffer,
(D3D11Buffer*) buffer,
offsetInBytes,
data,
dataLength,
0
);
}
static void D3D11_INTERNAL_BindUniformBuffer(
D3D11CommandBuffer *commandBuffer,
D3D11UniformBuffer *uniformBuffer
) {
if (commandBuffer->boundUniformBufferCount >= commandBuffer->boundUniformBufferCapacity)
{
commandBuffer->boundUniformBufferCapacity *= 2;
commandBuffer->boundUniformBuffers = SDL_realloc(
commandBuffer->boundUniformBuffers,
sizeof(D3D11UniformBuffer*) * commandBuffer->boundUniformBufferCapacity
);
}
commandBuffer->boundUniformBuffers[commandBuffer->boundUniformBufferCount] = uniformBuffer;
commandBuffer->boundUniformBufferCount += 1;
}
static uint8_t D3D11_INTERNAL_CreateUniformBuffer(
D3D11Renderer *renderer
) {
D3D11_BUFFER_DESC bufferDesc;
bufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
bufferDesc.ByteWidth = UBO_BUFFER_SIZE;
bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bufferDesc.MiscFlags = 0;
bufferDesc.StructureByteStride = 0;
bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
ID3D11Buffer *bufferHandle;
HRESULT res = ID3D11Device_CreateBuffer(
renderer->device,
&bufferDesc,
NULL,
&bufferHandle
);
ERROR_CHECK_RETURN("Failed to create uniform buffer", 0);
D3D11UniformBuffer *uniformBuffer = SDL_malloc(sizeof(D3D11UniformBuffer));
uniformBuffer->offset = 0;
uniformBuffer->d3d11Buffer = SDL_malloc(sizeof(D3D11Buffer));
uniformBuffer->d3d11Buffer->handle = bufferHandle;
uniformBuffer->d3d11Buffer->size = UBO_BUFFER_SIZE;
/* Add it to the available pool */
if (renderer->availableUniformBufferCount >= renderer->availableUniformBufferCapacity)
{
renderer->availableUniformBufferCapacity *= 2;
renderer->availableUniformBuffers = SDL_realloc(
renderer->availableUniformBuffers,
sizeof(D3D11UniformBuffer*) * renderer->availableUniformBufferCapacity
);
}
renderer->availableUniformBuffers[renderer->availableUniformBufferCount] = uniformBuffer;
renderer->availableUniformBufferCount += 1;
return 1;
}
static D3D11UniformBuffer* D3D11_INTERNAL_AcquireUniformBufferFromPool(
D3D11Renderer *renderer,
uint64_t blockSize
) {
SDL_LockMutex(renderer->uniformBufferLock);
if (renderer->availableUniformBufferCount == 0)
{
if (!D3D11_INTERNAL_CreateUniformBuffer(renderer))
{
SDL_UnlockMutex(renderer->uniformBufferLock);
Refresh_LogError("Failed to create uniform buffer!");
return NULL;
}
}
D3D11UniformBuffer *uniformBuffer = renderer->availableUniformBuffers[renderer->availableUniformBufferCount - 1];
renderer->availableUniformBufferCount -= 1;
SDL_UnlockMutex(renderer->uniformBufferLock);
uniformBuffer->offset = 0;
return uniformBuffer;
}
static uint32_t D3D11_PushVertexShaderUniforms(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
void *data,
uint32_t dataLengthInBytes
) {
NOT_IMPLEMENTED
return 0;
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
D3D11GraphicsPipeline *graphicsPipeline = d3d11CommandBuffer->graphicsPipeline;
uint32_t offset;
if (d3d11CommandBuffer->vertexUniformBuffer->offset + graphicsPipeline->vertexUniformBlockSize >= UBO_BUFFER_SIZE)
{
/* We're out of space in this buffer, bind the old one and acquire a new one */
D3D11_INTERNAL_BindUniformBuffer(
d3d11CommandBuffer,
d3d11CommandBuffer->vertexUniformBuffer
);
d3d11CommandBuffer->vertexUniformBuffer = D3D11_INTERNAL_AcquireUniformBufferFromPool(
renderer,
graphicsPipeline->vertexUniformBlockSize
);
}
offset = d3d11CommandBuffer->vertexUniformBuffer->offset;
D3D11_INTERNAL_SetBufferData(
renderer,
d3d11CommandBuffer,
d3d11CommandBuffer->vertexUniformBuffer->d3d11Buffer,
d3d11CommandBuffer->vertexUniformBuffer->offset,
data,
dataLengthInBytes,
0
);
d3d11CommandBuffer->vertexUniformBuffer->offset += graphicsPipeline->vertexUniformBlockSize;
return offset;
}
static uint32_t D3D11_PushFragmentShaderUniforms(
@ -1500,8 +1695,39 @@ static uint32_t D3D11_PushFragmentShaderUniforms(
void *data,
uint32_t dataLengthInBytes
) {
NOT_IMPLEMENTED
return 0;
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
D3D11GraphicsPipeline *graphicsPipeline = d3d11CommandBuffer->graphicsPipeline;
uint32_t offset;
if (d3d11CommandBuffer->fragmentUniformBuffer->offset + graphicsPipeline->fragmentUniformBlockSize >= UBO_BUFFER_SIZE)
{
/* We're out of space in this buffer, bind the old one and acquire a new one */
D3D11_INTERNAL_BindUniformBuffer(
d3d11CommandBuffer,
d3d11CommandBuffer->fragmentUniformBuffer
);
d3d11CommandBuffer->fragmentUniformBuffer = D3D11_INTERNAL_AcquireUniformBufferFromPool(
renderer,
graphicsPipeline->fragmentUniformBlockSize
);
}
offset = d3d11CommandBuffer->fragmentUniformBuffer->offset;
D3D11_INTERNAL_SetBufferData(
renderer,
d3d11CommandBuffer,
d3d11CommandBuffer->fragmentUniformBuffer->d3d11Buffer,
d3d11CommandBuffer->fragmentUniformBuffer->offset,
data,
dataLengthInBytes,
0
);
d3d11CommandBuffer->fragmentUniformBuffer->offset += graphicsPipeline->fragmentUniformBlockSize;
return offset;
}
static uint32_t D3D11_PushComputeShaderUniforms(
@ -1651,22 +1877,22 @@ static void D3D11_INTERNAL_AllocateCommandBuffers(
D3D11Renderer *renderer,
uint32_t allocateCount
) {
D3D11CommandBufferPool *pool = &renderer->commandBufferPool;
D3D11CommandBuffer *commandBuffer;
D3D11_QUERY_DESC queryDesc;
HRESULT res;
pool->capacity += allocateCount;
renderer->availableCommandBufferCapacity += allocateCount;
pool->elements = SDL_realloc(
pool->elements,
sizeof(D3D11CommandBuffer*) * pool->capacity
renderer->availableCommandBuffers = SDL_realloc(
renderer->availableCommandBuffers,
sizeof(D3D11CommandBuffer*) * renderer->availableCommandBufferCapacity
);
for (uint32_t i = 0; i < allocateCount; i += 1)
{
commandBuffer = SDL_malloc(sizeof(D3D11CommandBuffer));
/* Deferred Device Context */
res = ID3D11Device_CreateDeferredContext(
renderer->device,
0,
@ -1674,6 +1900,7 @@ static void D3D11_INTERNAL_AllocateCommandBuffers(
);
ERROR_CHECK("Could not create deferred context");
/* Fence Query */
queryDesc.Query = D3D11_QUERY_EVENT;
queryDesc.MiscFlags = 0;
res = ID3D11Device_CreateQuery(
@ -1683,29 +1910,35 @@ static void D3D11_INTERNAL_AllocateCommandBuffers(
);
ERROR_CHECK("Could not create query");
/* Bound Uniform Buffers */
commandBuffer->boundUniformBufferCapacity = 16;
commandBuffer->boundUniformBufferCount = 0;
commandBuffer->boundUniformBuffers = SDL_malloc(
commandBuffer->boundUniformBufferCapacity * sizeof(D3D11UniformBuffer*)
);
/* FIXME: Resource tracking? */
pool->elements[pool->count] = commandBuffer;
pool->count += 1;
renderer->availableCommandBuffers[renderer->availableCommandBufferCount] = commandBuffer;
renderer->availableCommandBufferCount += 1;
}
}
static D3D11CommandBuffer* D3D11_INTERNAL_GetInactiveCommandBufferFromPool(
D3D11Renderer *renderer
) {
D3D11CommandBufferPool *pool = &renderer->commandBufferPool;
D3D11CommandBuffer *commandBuffer;
if (pool->count == 0)
if (renderer->availableCommandBufferCount == 0)
{
D3D11_INTERNAL_AllocateCommandBuffers(
renderer,
pool->capacity
renderer->availableCommandBufferCapacity
);
}
commandBuffer = pool->elements[pool->count - 1];
pool->count -= 1;
commandBuffer = renderer->availableCommandBuffers[renderer->availableCommandBufferCount - 1];
renderer->availableCommandBufferCount -= 1;
return commandBuffer;
}
@ -1723,8 +1956,9 @@ static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer(
commandBuffer = D3D11_INTERNAL_GetInactiveCommandBufferFromPool(renderer);
commandBuffer->threadID = SDL_ThreadID();
commandBuffer->swapchainData = NULL;
commandBuffer->dsView = NULL;
commandBuffer->graphicsPipeline = NULL;
commandBuffer->vertexUniformBuffer = NULL;
commandBuffer->dsView = NULL;
for (i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1)
{
commandBuffer->rtViews[i] = NULL;
@ -1856,6 +2090,26 @@ static void D3D11_EndRenderPass(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer
) {
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
if (d3d11CommandBuffer->vertexUniformBuffer != NULL)
{
D3D11_INTERNAL_BindUniformBuffer(
d3d11CommandBuffer,
d3d11CommandBuffer->vertexUniformBuffer
);
}
d3d11CommandBuffer->vertexUniformBuffer = NULL;
if (d3d11CommandBuffer->fragmentUniformBuffer != NULL)
{
D3D11_INTERNAL_BindUniformBuffer(
d3d11CommandBuffer,
d3d11CommandBuffer->fragmentUniformBuffer
);
}
d3d11CommandBuffer->fragmentUniformBuffer = NULL;
/* FIXME: Resolve MSAA here! */
/* FIXME: Anything else we need to do...? */
}
@ -1871,6 +2125,46 @@ static void D3D11_BindGraphicsPipeline(
d3d11CommandBuffer->graphicsPipeline = pipeline;
if (d3d11CommandBuffer->vertexUniformBuffer != NULL)
{
D3D11_INTERNAL_BindUniformBuffer(
d3d11CommandBuffer,
d3d11CommandBuffer->vertexUniformBuffer
);
}
if (pipeline->vertexUniformBlockSize == 0)
{
d3d11CommandBuffer->vertexUniformBuffer = NULL;
}
else
{
d3d11CommandBuffer->vertexUniformBuffer = D3D11_INTERNAL_AcquireUniformBufferFromPool(
renderer,
pipeline->vertexUniformBlockSize
);
}
if (d3d11CommandBuffer->fragmentUniformBuffer != NULL)
{
D3D11_INTERNAL_BindUniformBuffer(
d3d11CommandBuffer,
d3d11CommandBuffer->fragmentUniformBuffer
);
}
if (pipeline->fragmentUniformBlockSize == 0)
{
d3d11CommandBuffer->fragmentUniformBuffer = NULL;
}
else
{
d3d11CommandBuffer->fragmentUniformBuffer = D3D11_INTERNAL_AcquireUniformBufferFromPool(
renderer,
pipeline->fragmentUniformBlockSize
);
}
ID3D11DeviceContext_OMSetBlendState(
d3d11CommandBuffer->context,
pipeline->colorAttachmentBlendState,
@ -2409,29 +2703,47 @@ static void D3D11_INTERNAL_CleanCommandBuffer(
D3D11Renderer *renderer,
D3D11CommandBuffer *commandBuffer
) {
D3D11CommandBufferPool *commandBufferPool = &renderer->commandBufferPool;
uint32_t i;
/* FIXME: All kinds of stuff should go here... */
/* Bound uniform buffers are now available */
SDL_LockMutex(renderer->uniformBufferLock);
for (uint32_t i = 0; i < commandBuffer->boundUniformBufferCount; i += 1)
{
if (renderer->availableUniformBufferCount == renderer->availableUniformBufferCapacity)
{
renderer->availableUniformBufferCapacity *= 2;
renderer->availableUniformBuffers = SDL_realloc(
renderer->availableUniformBuffers,
renderer->availableUniformBufferCapacity * sizeof(D3D11UniformBuffer*)
);
}
renderer->availableUniformBuffers[renderer->availableUniformBufferCount] = commandBuffer->boundUniformBuffers[i];
renderer->availableUniformBufferCount += 1;
}
SDL_UnlockMutex(renderer->uniformBufferLock);
commandBuffer->boundUniformBufferCount = 0;
/* Return command buffer to pool */
SDL_LockMutex(renderer->acquireCommandBufferLock);
if (commandBufferPool->count == commandBufferPool->capacity)
if (renderer->availableCommandBufferCount == renderer->availableCommandBufferCapacity)
{
commandBufferPool->capacity += 1;
commandBufferPool->elements = SDL_realloc(
commandBufferPool->elements,
commandBufferPool->capacity * sizeof(D3D11CommandBuffer*)
renderer->availableCommandBufferCapacity += 1;
renderer->availableCommandBuffers = SDL_realloc(
renderer->availableCommandBuffers,
renderer->availableCommandBufferCapacity * sizeof(D3D11CommandBuffer*)
);
}
commandBufferPool->elements[commandBufferPool->count] = commandBuffer;
commandBufferPool->count += 1;
renderer->availableCommandBuffers[renderer->availableCommandBufferCount] = commandBuffer;
renderer->availableCommandBufferCount += 1;
SDL_UnlockMutex(renderer->acquireCommandBufferLock);
/* Remove this command buffer from the submitted list */
for (i = 0; i < renderer->submittedCommandBufferCount; i += 1)
for (uint32_t i = 0; i < renderer->submittedCommandBufferCount; i += 1)
{
if (renderer->submittedCommandBuffers[i] == commandBuffer)
{
@ -2700,7 +3012,7 @@ static Refresh_Device* D3D11_CreateDevice(
D3D11Renderer *renderer;
PFN_CREATE_DXGI_FACTORY1 CreateDXGIFactoryFunc;
PFN_D3D11_CREATE_DEVICE D3D11CreateDeviceFunc;
D3D_FEATURE_LEVEL levels[] = { D3D_FEATURE_LEVEL_11_0 };
D3D_FEATURE_LEVEL levels[] = { D3D_FEATURE_LEVEL_11_1 };
IDXGIFactory6 *factory6;
uint32_t flags;
DXGI_ADAPTER_DESC1 adapterDesc;
@ -2838,12 +3150,10 @@ tryCreateDevice:
Refresh_LogInfo("Refresh Driver: D3D11");
Refresh_LogInfo("D3D11 Adapter: %S", adapterDesc.Description);
/* Initialize the command buffer pool */
renderer->commandBufferPool = (D3D11CommandBufferPool) { 0 };
/* Create mutexes */
renderer->contextLock = SDL_CreateMutex();
renderer->acquireCommandBufferLock = SDL_CreateMutex();
renderer->uniformBufferLock = SDL_CreateMutex();
/* Initialize miscellaneous renderer members */
renderer->debugMode = (flags & D3D11_CREATE_DEVICE_DEBUG);
@ -2851,6 +3161,10 @@ tryCreateDevice:
/* Create command buffers to initialize the pool */
D3D11_INTERNAL_AllocateCommandBuffers(renderer, 2);
/* Create uniform buffer pool */
renderer->availableUniformBufferCapacity = 2;
renderer->availableUniformBuffers = SDL_malloc(sizeof(D3D11UniformBuffer*) * renderer->availableUniformBufferCapacity);
/* Create the Refresh Device */
result = (Refresh_Device*) SDL_malloc(sizeof(Refresh_Device));
ASSIGN_DRIVER(D3D11)