forked from MoonsideGames/Refresh
Initial work on DestroyDevice
parent
0f1a2423d0
commit
741d3ebcff
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@ -82,7 +82,6 @@
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); \
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}
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/* D3DCompile signature */
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typedef HRESULT(WINAPI *PFN_D3DCOMPILE)(
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@ -102,6 +101,10 @@ typedef HRESULT(WINAPI *PFN_D3DCOMPILE)(
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/* Forward Declarations */
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static void D3D11_Wait(Refresh_Renderer *driverData);
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static void D3D11_UnclaimWindow(
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Refresh_Renderer * driverData,
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void *windowHandle
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);
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/* Conversions */
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@ -354,7 +357,7 @@ typedef struct D3D11Renderer
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uint32_t claimedWindowCount;
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uint32_t claimedWindowCapacity;
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D3D11CommandBufferPool *commandBufferPool;
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D3D11CommandBufferPool commandBufferPool;
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SDL_mutex *contextLock;
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SDL_mutex *acquireCommandBufferLock;
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@ -427,7 +430,54 @@ static void D3D11_INTERNAL_LogError(
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static void D3D11_DestroyDevice(
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Refresh_Device *device
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) {
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NOT_IMPLEMENTED
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D3D11Renderer *renderer = (D3D11Renderer*) device->driverData;
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D3D11CommandBuffer *commandBuffer;
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int32_t i;
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D3D11_Wait(device->driverData);
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/* Release the window data */
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for (i = renderer->claimedWindowCount - 1; i >= 0; i -= 1)
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{
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D3D11_UnclaimWindow(device->driverData, renderer->claimedWindows[i]->windowHandle);
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}
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SDL_free(renderer->claimedWindows);
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D3D11_Wait(device->driverData); /* FIXME: Copied this from Vulkan, is it actually necessary? */
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/* Release command buffer infrastructure */
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SDL_free(renderer->submittedCommandBuffers);
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for (i = 0; i < renderer->commandBufferPool.count; i += 1)
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{
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commandBuffer = renderer->commandBufferPool.elements[i];
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ID3D11Query_Release(commandBuffer->completionQuery);
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ID3D11DeviceContext_Release(commandBuffer->context);
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SDL_free(commandBuffer);
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}
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/* Release the mutexes */
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SDL_DestroyMutex(renderer->acquireCommandBufferLock);
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SDL_DestroyMutex(renderer->contextLock);
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/* Release the DLLs and D3D11 device infrastructure */
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SDL_UnloadObject(renderer->d3d11_dll);
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SDL_UnloadObject(renderer->d3dcompiler_dll);
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ID3D11DeviceContext_Release(renderer->immediateContext);
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ID3D11Device_Release(renderer->device);
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IDXGIAdapter_Release(renderer->adapter);
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IDXGIFactory_Release(renderer->factory);
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SDL_free(renderer);
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SDL_free(device);
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}
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/* Drawing */
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@ -1066,8 +1116,16 @@ static void D3D11_QueueDestroyShaderModule(
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Refresh_ShaderModule *shaderModule
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) {
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D3D11ShaderModule *d3dShaderModule = (D3D11ShaderModule*) shaderModule;
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if (d3dShaderModule->shader)
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{
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ID3D11DeviceChild_Release(d3dShaderModule->shader);
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}
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if (d3dShaderModule->blob)
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{
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ID3D10Blob_Release(d3dShaderModule->blob);
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}
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SDL_free(d3dShaderModule->shaderSource);
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SDL_free(d3dShaderModule);
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}
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@ -1102,7 +1160,7 @@ 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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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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@ -1144,19 +1202,19 @@ static void D3D11_INTERNAL_AllocateCommandBuffers(
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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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D3D11CommandBufferPool *pool = &renderer->commandBufferPool;
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D3D11CommandBuffer *commandBuffer;
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if (commandPool->count == 0)
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if (pool->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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pool->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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commandBuffer = pool->elements[pool->count - 1];
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pool->count -= 1;
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return commandBuffer;
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}
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@ -1837,23 +1895,24 @@ 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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D3D11CommandBufferPool *commandBufferPool = &renderer->commandBufferPool;
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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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if (commandBufferPool->count == 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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commandBufferPool->capacity += 1;
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commandBufferPool->elements = SDL_realloc(
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commandBufferPool->elements,
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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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commandBufferPool->elements[commandBufferPool->count] = commandBuffer;
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commandBufferPool->count += 1;
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SDL_UnlockMutex(renderer->acquireCommandBufferLock);
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@ -2246,11 +2305,8 @@ tryCreateDevice:
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Refresh_LogInfo("Refresh Driver: D3D11");
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Refresh_LogInfo("D3D11 Adapter: %S", adapterDesc.Description);
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/* Create the command buffer pool */
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renderer->commandBufferPool = (D3D11CommandBufferPool*) SDL_calloc(
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1,
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sizeof(D3D11CommandBufferPool)
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);
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/* Initialize the command buffer pool */
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renderer->commandBufferPool = (D3D11CommandBufferPool) { 0 };
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/* Create mutexes */
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renderer->contextLock = SDL_CreateMutex();
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