forked from MoonsideGames/Refresh
Implemented AcquireCommandBuffer (from old D3D11 work)
parent
0e5da8a2ea
commit
8c98889f46
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@ -65,6 +65,24 @@
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return ret; \
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}
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#define EXPAND_ELEMENTS_IF_NEEDED(arr, initialValue, type) \
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if (arr->count == arr->capacity) \
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{ \
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if (arr->capacity == 0) \
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{ \
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arr->capacity = initialValue; \
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} \
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else \
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{ \
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arr->capacity *= 2; \
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} \
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arr->elements = (type*) SDL_realloc( \
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arr->elements, \
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arr->capacity * sizeof(type) \
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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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@ -233,18 +251,42 @@ static D3D11_TEXTURE_ADDRESS_MODE RefreshToD3D11_SamplerAddressMode[] =
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/* Structs */
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typedef struct SwapchainData
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typedef struct D3D11SwapchainData
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{
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IDXGISwapChain *swapchain;
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ID3D11RenderTargetView *swapchainRTView;
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} SwapchainData;
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} D3D11SwapchainData;
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typedef struct WindowData
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typedef struct D3D11WindowData
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{
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void* windowHandle;
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uint8_t allowTearing;
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SwapchainData *swapchainData;
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} WindowData;
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D3D11SwapchainData *swapchainData;
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} D3D11WindowData;
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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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uint8_t numBoundColorAttachments;
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ID3D11RenderTargetView *rtViews[MAX_COLOR_TARGET_BINDINGS];
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ID3D11DepthStencilView* dsView;
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/* State */
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SDL_threadID threadID;
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uint8_t recording;
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} D3D11CommandBuffer;
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typedef struct D3D11CommandBufferPool
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{
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D3D11CommandBuffer **elements;
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uint32_t count;
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uint32_t capacity;
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} D3D11CommandBufferPool;
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typedef struct D3D11Renderer
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{
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@ -260,9 +302,12 @@ typedef struct D3D11Renderer
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D3D_FEATURE_LEVEL featureLevel; /* FIXME: Do we need this? */
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PFN_D3DCOMPILE D3DCompileFunc;
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WindowData **claimedWindows;
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D3D11WindowData **claimedWindows;
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uint32_t claimedWindowCount;
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uint32_t claimedWindowCapacity;
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D3D11CommandBufferPool *commandBufferPool;
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SDL_mutex *commandBufferAcquisitionMutex;
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} D3D11Renderer;
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/* Logging */
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@ -616,8 +661,72 @@ static void D3D11_QueueDestroyGraphicsPipeline(
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static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer(
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Refresh_Renderer *driverData
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) {
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NOT_IMPLEMENTED
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return NULL;
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11CommandBuffer *commandBuffer = NULL;
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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->commandBufferAcquisitionMutex);
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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->commandBufferAcquisitionMutex);
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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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/* Set up the command buffer */
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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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{
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commandBuffer->rtViews[i] = NULL;
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}
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SDL_UnlockMutex(renderer->commandBufferAcquisitionMutex);
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return (Refresh_CommandBuffer*) commandBuffer;
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}
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static void D3D11_BeginRenderPass(
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@ -710,10 +819,10 @@ static void D3D11_BindComputeTextures(
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/* Window and Swapchain Management */
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static WindowData* D3D11_INTERNAL_FetchWindowData(
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static D3D11WindowData* D3D11_INTERNAL_FetchWindowData(
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void *windowHandle
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) {
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return (WindowData*) SDL_GetWindowData(windowHandle, WINDOW_DATA);
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return (D3D11WindowData*) SDL_GetWindowData(windowHandle, WINDOW_DATA);
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}
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static void D3D11_INTERNAL_ResolveSwapChainModeDescription(
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@ -755,7 +864,7 @@ static void D3D11_INTERNAL_ResolveSwapChainModeDescription(
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static uint8_t D3D11_INTERNAL_CreateSwapchain(
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D3D11Renderer *renderer,
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WindowData *windowData
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D3D11WindowData *windowData
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) {
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SDL_SysWMinfo info;
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HWND dxgiHandle;
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@ -763,7 +872,7 @@ static uint8_t D3D11_INTERNAL_CreateSwapchain(
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DXGI_SWAP_CHAIN_DESC swapchainDesc;
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IDXGIFactory1 *pParent;
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IDXGISwapChain *swapchain;
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SwapchainData *swapchainData;
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D3D11SwapchainData *swapchainData;
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HRESULT res;
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/* Get the DXGI handle */
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@ -847,7 +956,7 @@ static uint8_t D3D11_INTERNAL_CreateSwapchain(
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}
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/* Create the swapchain data */
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swapchainData = (SwapchainData*) SDL_malloc(sizeof(SwapchainData));
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swapchainData = (D3D11SwapchainData*) SDL_malloc(sizeof(D3D11SwapchainData));
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swapchainData->swapchain = swapchain;
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swapchainData->swapchainRTView = NULL;
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@ -861,11 +970,11 @@ static uint8_t D3D11_ClaimWindow(
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Refresh_PresentMode presentMode
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) {
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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WindowData *windowData = D3D11_INTERNAL_FetchWindowData(windowHandle);
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D3D11WindowData *windowData = D3D11_INTERNAL_FetchWindowData(windowHandle);
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if (windowData == NULL)
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{
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windowData = (WindowData*) SDL_malloc(sizeof(WindowData));
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windowData = (D3D11WindowData*) SDL_malloc(sizeof(D3D11WindowData));
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windowData->windowHandle = windowHandle;
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windowData->allowTearing = presentMode == REFRESH_PRESENTMODE_IMMEDIATE;
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@ -878,7 +987,7 @@ static uint8_t D3D11_ClaimWindow(
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renderer->claimedWindowCapacity *= 2;
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renderer->claimedWindows = SDL_realloc(
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renderer->claimedWindows,
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renderer->claimedWindowCapacity * sizeof(WindowData*)
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renderer->claimedWindowCapacity * sizeof(D3D11WindowData*)
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);
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}
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@ -1227,6 +1336,15 @@ 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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/* Create mutexes */
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renderer->commandBufferAcquisitionMutex = 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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