forked from MoonsideGames/Refresh
Reworked Wait and Submit logic to use D3D11 Query objects as fences
parent
ff41afb04a
commit
4fecc829bf
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@ -298,7 +298,6 @@ typedef struct D3D11CommandBuffer
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{
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/* D3D11 Object References */
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ID3D11DeviceContext *context;
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ID3D11CommandList *commandList;
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D3D11SwapchainData *swapchainData;
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/* Render Pass */
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@ -308,7 +307,7 @@ typedef struct D3D11CommandBuffer
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/* State */
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SDL_threadID threadID;
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uint8_t recording;
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ID3D11Query *completionQuery;
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} D3D11CommandBuffer;
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typedef struct D3D11CommandBufferPool
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@ -339,7 +338,11 @@ typedef struct D3D11Renderer
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D3D11CommandBufferPool *commandBufferPool;
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SDL_mutex *contextLock;
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SDL_mutex *commandBufferAcquisitionLock;
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SDL_mutex *acquireCommandBufferLock;
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D3D11CommandBuffer **submittedCommandBuffers;
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uint32_t submittedCommandBufferCount;
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uint32_t submittedCommandBufferCapacity;
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} D3D11Renderer;
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/* Logging */
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@ -690,65 +693,82 @@ static void D3D11_QueueDestroyGraphicsPipeline(
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/* Graphics State */
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static void D3D11_INTERNAL_AllocateCommandBuffers(
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D3D11Renderer *renderer,
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uint32_t allocateCount
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) {
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D3D11CommandBufferPool *pool = renderer->commandBufferPool;
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D3D11CommandBuffer *commandBuffer;
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D3D11_QUERY_DESC queryDesc;
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HRESULT res;
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pool->capacity += allocateCount;
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pool->elements = SDL_realloc(
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pool->elements,
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sizeof(D3D11CommandBuffer*) * pool->capacity
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);
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for (uint32_t i = 0; i < allocateCount; i += 1)
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{
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commandBuffer = SDL_malloc(sizeof(D3D11CommandBuffer));
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res = ID3D11Device_CreateDeferredContext(
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renderer->device,
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0,
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&commandBuffer->context
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);
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ERROR_CHECK("Could not create deferred context! Error Code: %08X");
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queryDesc.Query = D3D11_QUERY_EVENT;
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queryDesc.MiscFlags = 0;
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res = ID3D11Device_CreateQuery(
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renderer->device,
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&queryDesc,
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&commandBuffer->completionQuery
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);
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ERROR_CHECK("Could not create query! Error Code: %08X");
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/* FIXME: Resource tracking? */
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pool->elements[pool->count] = commandBuffer;
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pool->count += 1;
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}
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}
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static D3D11CommandBuffer* D3D11_INTERNAL_GetInactiveCommandBufferFromPool(
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D3D11Renderer *renderer
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) {
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D3D11CommandBufferPool *commandPool = renderer->commandBufferPool;
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D3D11CommandBuffer *commandBuffer;
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if (commandPool->count == 0)
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{
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D3D11_INTERNAL_AllocateCommandBuffers(
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renderer,
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commandPool->capacity
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);
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}
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commandBuffer = commandPool->elements[commandPool->count - 1];
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commandPool->count -= 1;
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return commandBuffer;
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}
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static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer(
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Refresh_Renderer *driverData
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) {
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11CommandBuffer *commandBuffer = NULL;
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D3D11CommandBuffer *commandBuffer;
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uint32_t i;
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HRESULT res;
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/* Make sure multiple threads can't acquire the same command buffer. */
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SDL_LockMutex(renderer->commandBufferAcquisitionLock);
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/* Try to use an existing command buffer, if one is available. */
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for (i = 0; i < renderer->commandBufferPool->count; i += 1)
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{
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/* Search for a command buffer in the pool that is not recording. */
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if (!renderer->commandBufferPool->elements[i]->recording)
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{
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commandBuffer = renderer->commandBufferPool->elements[i];
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break;
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}
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}
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/* If there are no free command buffers, make a new one. */
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if (commandBuffer == NULL)
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{
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/* Expand the capacity as needed */
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EXPAND_ELEMENTS_IF_NEEDED(
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renderer->commandBufferPool,
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2,
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D3D11CommandBuffer*
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);
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/* Create a new command buffer */
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renderer->commandBufferPool->elements[i] = (D3D11CommandBuffer*) SDL_malloc(
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sizeof(D3D11CommandBuffer)
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);
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/* Assign it a new deferred context */
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res = ID3D11Device_CreateDeferredContext(
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renderer->device,
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0,
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&renderer->commandBufferPool->elements[i]->context
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);
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if (FAILED(res))
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{
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SDL_UnlockMutex(renderer->commandBufferAcquisitionLock);
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ERROR_CHECK_RETURN("Could not create deferred context for command buffer", NULL);
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}
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/* Now we have a new command buffer we can use! */
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commandBuffer = renderer->commandBufferPool->elements[i];
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renderer->commandBufferPool->count += 1;
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}
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SDL_LockMutex(renderer->acquireCommandBufferLock);
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/* Set up the command buffer */
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commandBuffer = D3D11_INTERNAL_GetInactiveCommandBufferFromPool(renderer);
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commandBuffer->threadID = SDL_ThreadID();
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commandBuffer->recording = 1;
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commandBuffer->swapchainData = NULL;
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commandBuffer->commandList = NULL;
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commandBuffer->dsView = NULL;
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commandBuffer->numBoundColorAttachments = 0;
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for (i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1)
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@ -756,7 +776,7 @@ static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer(
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commandBuffer->rtViews[i] = NULL;
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}
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SDL_UnlockMutex(renderer->commandBufferAcquisitionLock);
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SDL_UnlockMutex(renderer->acquireCommandBufferLock);
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return (Refresh_CommandBuffer*) commandBuffer;
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}
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@ -1335,6 +1355,41 @@ static void D3D11_SetSwapchainPresentMode(
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/* Submission and Fences */
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static void D3D11_INTERNAL_CleanCommandBuffer(
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D3D11Renderer *renderer,
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D3D11CommandBuffer *commandBuffer
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) {
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uint32_t i;
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/* FIXME: All kinds of stuff should go here... */
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SDL_LockMutex(renderer->acquireCommandBufferLock);
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if (renderer->commandBufferPool->count == renderer->commandBufferPool->capacity)
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{
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renderer->commandBufferPool->capacity += 1;
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renderer->commandBufferPool->elements = SDL_realloc(
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renderer->commandBufferPool->elements,
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renderer->commandBufferPool->capacity * sizeof(D3D11CommandBuffer*)
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);
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}
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renderer->commandBufferPool->elements[renderer->commandBufferPool->count] = commandBuffer;
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renderer->commandBufferPool->count += 1;
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SDL_UnlockMutex(renderer->acquireCommandBufferLock);
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/* Remove this command buffer from the submitted list */
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for (i = 0; i < renderer->submittedCommandBufferCount; i += 1)
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{
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if (renderer->submittedCommandBuffers[i] == commandBuffer)
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{
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renderer->submittedCommandBuffers[i] = renderer->submittedCommandBuffers[renderer->submittedCommandBufferCount - 1];
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renderer->submittedCommandBufferCount -= 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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@ -1346,6 +1401,8 @@ static void D3D11_Submit(
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/* FIXME: Should add sanity check that current thread ID matches the command buffer's threadID. */
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SDL_LockMutex(renderer->contextLock);
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/* Serialize the commands into the command list */
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res = ID3D11DeviceContext_FinishCommandList(
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d3d11CommandBuffer->context,
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@ -1355,31 +1412,40 @@ static void D3D11_Submit(
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ERROR_CHECK("Could not finish command list recording!");
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/* Submit the command list to the immediate context */
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SDL_LockMutex(renderer->contextLock);
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ID3D11DeviceContext_ExecuteCommandList(
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renderer->immediateContext,
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commandList,
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0
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);
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SDL_UnlockMutex(renderer->contextLock);
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/* Now that we're done with the command list, release it! */
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ID3D11CommandList_Release(commandList);
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/* Mark the command buffer as not-recording so that it can be used to record again. */
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d3d11CommandBuffer->recording = 0;
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/* Mark the command buffer as submitted */
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if (renderer->submittedCommandBufferCount + 1 >= renderer->submittedCommandBufferCapacity)
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{
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renderer->submittedCommandBufferCapacity = renderer->submittedCommandBufferCount + 1;
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renderer->submittedCommandBuffers = SDL_realloc(
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renderer->submittedCommandBuffers,
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sizeof(D3D11CommandBuffer*) * renderer->submittedCommandBufferCapacity
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);
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}
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renderer->submittedCommandBuffers[renderer->submittedCommandBufferCount] = d3d11CommandBuffer;
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renderer->submittedCommandBufferCount += 1;
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SDL_UnlockMutex(renderer->contextLock);
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/* Present, if applicable */
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if (d3d11CommandBuffer->swapchainData)
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{
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SDL_LockMutex(renderer->contextLock);
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IDXGISwapChain_Present(
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d3d11CommandBuffer->swapchainData->swapchain,
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1, /* FIXME: Assumes vsync! */
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0
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);
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SDL_UnlockMutex(renderer->contextLock);
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}
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SDL_UnlockMutex(renderer->contextLock);
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}
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static Refresh_Fence* D3D11_SubmitAndAcquireFence(
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@ -1393,7 +1459,38 @@ static Refresh_Fence* D3D11_SubmitAndAcquireFence(
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static void D3D11_Wait(
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Refresh_Renderer *driverData
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) {
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/* FIXME: Anything we need to do here? */
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11CommandBuffer *commandBuffer;
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BOOL queryData;
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/*
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* Wait for all submitted command buffers to complete.
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* Sort of equivalent to vkDeviceWaitIdle.
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*/
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for (uint32_t i = 0; i < renderer->submittedCommandBufferCount; i += 1)
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{
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while (S_OK != ID3D11DeviceContext_GetData(
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renderer->immediateContext,
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(ID3D11Asynchronous*) renderer->submittedCommandBuffers[i]->completionQuery,
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&queryData,
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sizeof(queryData),
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0
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)) {
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/* Spin until we get a result back... */
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}
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}
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SDL_LockMutex(renderer->contextLock);
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for (int32_t i = renderer->submittedCommandBufferCount - 1; i >= 0; i -= 1)
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{
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commandBuffer = renderer->submittedCommandBuffers[i];
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D3D11_INTERNAL_CleanCommandBuffer(renderer, commandBuffer);
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}
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/* FIXME: D3D11_INTERNAL_PerformPendingDestroys(renderer); */
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SDL_UnlockMutex(renderer->contextLock);
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}
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static void D3D11_WaitForFences(
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@ -1673,7 +1770,7 @@ tryCreateDevice:
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/* Create mutexes */
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renderer->contextLock = SDL_CreateMutex();
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renderer->commandBufferAcquisitionLock = SDL_CreateMutex();
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renderer->acquireCommandBufferLock = SDL_CreateMutex();
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/* Initialize miscellaneous renderer members */
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renderer->debugMode = (flags & D3D11_CREATE_DEVICE_DEBUG);
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