forked from MoonsideGames/Refresh
Removed D3D11_Clear, added pWidth/pHeight to AcquireSwapchainImage, fixed(?) threading crash with swapchain Present
parent
e44aee7101
commit
4a1e4a49a8
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@ -310,7 +310,7 @@ typedef struct D3D11Renderer
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IDXGIAdapter1* adapter;
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IDXGIAdapter1* adapter;
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void *d3d11_dll;
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void *d3d11_dll;
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void *dxgi_dll;
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void *dxgi_dll;
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SDL_mutex *immediateContextMutex;
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SDL_mutex *contextLock;
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D3D11CommandBufferPool *commandBufferPool;
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D3D11CommandBufferPool *commandBufferPool;
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SDL_mutex *commandBufferAcquisitionMutex;
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SDL_mutex *commandBufferAcquisitionMutex;
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@ -629,65 +629,6 @@ static void D3D11_DestroyDevice(
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/* Drawing */
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/* Drawing */
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static void D3D11_Clear(
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Refresh_Renderer* driverData,
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Refresh_CommandBuffer* commandBuffer,
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Refresh_Rect* clearRect,
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Refresh_ClearOptions options,
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Refresh_Vec4* colors,
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uint32_t colorCount,
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Refresh_DepthStencilValue depthStencil
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) {
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11CommandBuffer *cmdbuf = (D3D11CommandBuffer*) commandBuffer;
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D3D11_CLEAR_FLAG dsClearFlags;
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float clearColors[4];
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uint32_t i;
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/* FIXME: What should we do about clearRect? */
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/* FIXME: Do we need to use colorCount or is it always the number of bound RTs? */
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if (options & REFRESH_CLEAROPTIONS_COLOR)
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{
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/* Clear color attachments */
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for (i = 0; i < cmdbuf->numBoundColorAttachments; i += 1)
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{
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clearColors[0] = colors[i].x;
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clearColors[1] = colors[i].y;
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clearColors[2] = colors[i].z;
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clearColors[3] = colors[i].w;
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ID3D11DeviceContext_ClearRenderTargetView(
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cmdbuf->context,
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cmdbuf->rtViews[i],
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clearColors
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);
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}
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}
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/* Check which of depth/stencil need to be cleared (if either) */
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dsClearFlags = 0;
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if (options & REFRESH_CLEAROPTIONS_DEPTH)
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{
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dsClearFlags |= D3D11_CLEAR_DEPTH;
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}
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if (options & REFRESH_CLEAROPTIONS_STENCIL)
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{
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dsClearFlags |= D3D11_CLEAR_STENCIL;
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}
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if (dsClearFlags != 0)
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{
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ID3D11DeviceContext_ClearDepthStencilView(
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cmdbuf->context,
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cmdbuf->dsView,
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dsClearFlags,
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depthStencil.depth,
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(uint8_t) depthStencil.stencil
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);
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}
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}
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static void D3D11_DrawInstancedPrimitives(
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static void D3D11_DrawInstancedPrimitives(
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Refresh_Renderer* driverData,
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Refresh_Renderer* driverData,
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Refresh_CommandBuffer* commandBuffer,
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Refresh_CommandBuffer* commandBuffer,
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@ -1202,10 +1143,12 @@ static D3D11SwapchainData* D3D11_INTERNAL_FetchSwapchainData(
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return swapchainData;
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return swapchainData;
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}
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}
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Refresh_Texture* D3D11_AcquireSwapchainTexture(
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static Refresh_Texture* D3D11_AcquireSwapchainTexture(
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Refresh_Renderer *driverData,
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_CommandBuffer *commandBuffer,
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void *windowHandle
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void *windowHandle,
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uint32_t *pWidth,
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uint32_t *pHeight
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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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@ -1241,6 +1184,10 @@ Refresh_Texture* D3D11_AcquireSwapchainTexture(
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/* Let the command buffer know it's associated with this swapchain. */
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/* Let the command buffer know it's associated with this swapchain. */
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cmdbuf->swapchainData = swapchainData;
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cmdbuf->swapchainData = swapchainData;
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/* Send the dimensions to the out parameters. */
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*pWidth = swapchainData->refreshTexture.twod.width;
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*pHeight = swapchainData->refreshTexture.twod.height;
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/* Return the swapchain texture */
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/* Return the swapchain texture */
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return (Refresh_Texture*) &swapchainData->refreshTexture;
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return (Refresh_Texture*) &swapchainData->refreshTexture;
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}
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}
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@ -1285,13 +1232,13 @@ static void D3D11_Submit(
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}
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}
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/* Submit the command list to the immediate context */
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/* Submit the command list to the immediate context */
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SDL_LockMutex(renderer->immediateContextMutex);
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SDL_LockMutex(renderer->contextLock);
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ID3D11DeviceContext_ExecuteCommandList(
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ID3D11DeviceContext_ExecuteCommandList(
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renderer->immediateContext,
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renderer->immediateContext,
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commandList,
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commandList,
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0
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0
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);
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);
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SDL_UnlockMutex(renderer->immediateContextMutex);
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SDL_UnlockMutex(renderer->contextLock);
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/* Now that we're done, either save the command list or release it. */
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/* Now that we're done, either save the command list or release it. */
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if (commandBuffer->fixed)
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if (commandBuffer->fixed)
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@ -1309,11 +1256,13 @@ static void D3D11_Submit(
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/* Present, if applicable */
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/* Present, if applicable */
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if (commandBuffer->swapchainData)
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if (commandBuffer->swapchainData)
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{
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{
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SDL_LockMutex(renderer->contextLock);
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IDXGISwapChain_Present(
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IDXGISwapChain_Present(
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commandBuffer->swapchainData->swapchain,
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commandBuffer->swapchainData->swapchain,
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1, /* FIXME: Assumes vsync! */
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1, /* FIXME: Assumes vsync! */
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0
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0
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);
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);
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SDL_UnlockMutex(renderer->contextLock);
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}
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}
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}
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}
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}
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}
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@ -1458,7 +1407,7 @@ tryCreateDevice:
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SDL_memset(renderer->commandBufferPool, 0, sizeof(D3D11CommandBufferPool));
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SDL_memset(renderer->commandBufferPool, 0, sizeof(D3D11CommandBufferPool));
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/* Create mutexes */
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/* Create mutexes */
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renderer->immediateContextMutex = SDL_CreateMutex();
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renderer->contextLock = SDL_CreateMutex();
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renderer->commandBufferAcquisitionMutex = SDL_CreateMutex();
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renderer->commandBufferAcquisitionMutex = SDL_CreateMutex();
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/* Initialize miscellaneous renderer members */
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/* Initialize miscellaneous renderer members */
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