forked from MoonsideGames/Refresh
Clean up fence logic
parent
8be21dde9b
commit
ca7f64eb9a
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@ -521,7 +521,7 @@ typedef struct D3D11Renderer
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SDL_mutex *contextLock;
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SDL_mutex *acquireCommandBufferLock;
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SDL_mutex *uniformBufferLock;
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SDL_mutex *acquireFenceLock;
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SDL_mutex *fenceLock;
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} D3D11Renderer;
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/* Logging */
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@ -652,7 +652,7 @@ static void D3D11_DestroyDevice(
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SDL_DestroyMutex(renderer->acquireCommandBufferLock);
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SDL_DestroyMutex(renderer->contextLock);
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SDL_DestroyMutex(renderer->uniformBufferLock);
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SDL_DestroyMutex(renderer->acquireFenceLock);
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SDL_DestroyMutex(renderer->fenceLock);
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/* Release the device and associated objects */
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ID3D11DeviceContext_Release(renderer->immediateContext);
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@ -2267,57 +2267,71 @@ static D3D11CommandBuffer* D3D11_INTERNAL_GetInactiveCommandBufferFromPool(
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return commandBuffer;
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}
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static void D3D11_INTERNAL_AllocateFences(
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D3D11Renderer *renderer,
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uint32_t allocateCount
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static uint8_t D3D11_INTERNAL_CreateFence(
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D3D11Renderer *renderer
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) {
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D3D11Fence *fence;
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D3D11_QUERY_DESC queryDesc;
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ID3D11Query *queryHandle;
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D3D11Fence* fence;
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HRESULT res;
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renderer->availableFenceCapacity += allocateCount;
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renderer->availableFences = SDL_realloc(
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renderer->availableFences,
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sizeof(D3D11Fence*) * renderer->availableFenceCapacity
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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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fence = SDL_malloc(sizeof(D3D11Fence));
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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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&fence->handle
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&queryHandle
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);
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ERROR_CHECK("Could not create query"); /* FIXME: Should this return an error code? */
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ERROR_CHECK_RETURN("Could not create query", 0);
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fence = SDL_malloc(sizeof(D3D11Fence));
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fence->handle = queryHandle;
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/* Add it to the available pool */
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if (renderer->availableFenceCount >= renderer->availableFenceCapacity)
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{
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renderer->availableFenceCapacity *= 2;
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renderer->availableFences = SDL_realloc(
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renderer->availableFences,
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sizeof(D3D11Fence*) * renderer->availableFenceCapacity
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);
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}
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renderer->availableFences[renderer->availableFenceCount] = fence;
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renderer->availableFenceCount += 1;
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}
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return 1;
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}
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static D3D11Fence* D3D11_INTERNAL_GetFenceFromPool(
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D3D11Renderer* renderer
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static uint8_t D3D11_INTERNAL_AcquireFence(
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D3D11Renderer *renderer,
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D3D11CommandBuffer *commandBuffer
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) {
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D3D11Fence *fence;
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SDL_LockMutex(renderer->acquireFenceLock);
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/* Acquire a fence from the pool */
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SDL_LockMutex(renderer->fenceLock);
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if (renderer->availableFenceCount == 0)
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{
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D3D11_INTERNAL_AllocateFences(renderer, renderer->availableFenceCapacity);
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if (!D3D11_INTERNAL_CreateFence(renderer))
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{
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SDL_UnlockMutex(renderer->fenceLock);
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Refresh_LogError("Failed to create fence!");
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return 0;
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}
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}
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fence = renderer->availableFences[renderer->availableFenceCount - 1];
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renderer->availableFenceCount -= 1;
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SDL_UnlockMutex(renderer->acquireFenceLock);
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SDL_UnlockMutex(renderer->fenceLock);
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return fence;
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/* Associate the fence with the command buffer */
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commandBuffer->fence = fence;
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return 1;
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}
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static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer(
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@ -2344,9 +2358,7 @@ static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer(
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commandBuffer->rtViews[i] = NULL;
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}
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SDL_LockMutex(renderer->acquireFenceLock);
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commandBuffer->fence = D3D11_INTERNAL_GetFenceFromPool(renderer);
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SDL_UnlockMutex(renderer->acquireFenceLock);
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D3D11_INTERNAL_AcquireFence(renderer, commandBuffer);
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SDL_UnlockMutex(renderer->acquireCommandBufferLock);
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@ -3121,8 +3133,6 @@ 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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/* FIXME: All kinds of stuff should go here... */
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/* Bound uniform buffers are now available */
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SDL_LockMutex(renderer->uniformBufferLock);
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for (uint32_t i = 0; i < commandBuffer->boundUniformBufferCount; i += 1)
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@ -3145,7 +3155,7 @@ static void D3D11_INTERNAL_CleanCommandBuffer(
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/* The fence is now available */
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/* FIXME: Not if auto-release is false! */
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SDL_LockMutex(renderer->acquireFenceLock);
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SDL_LockMutex(renderer->fenceLock);
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if (renderer->availableFenceCount == renderer->availableFenceCapacity)
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{
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renderer->availableFenceCapacity *= 2;
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@ -3154,14 +3164,12 @@ static void D3D11_INTERNAL_CleanCommandBuffer(
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renderer->availableFenceCapacity * sizeof(D3D11Fence*)
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);
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}
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renderer->availableFences[renderer->availableFenceCount] = commandBuffer->fence;
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renderer->availableFenceCount += 1;
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SDL_UnlockMutex(renderer->acquireFenceLock);
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SDL_UnlockMutex(renderer->fenceLock);
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/* Return command buffer to pool */
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SDL_LockMutex(renderer->acquireCommandBufferLock);
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if (renderer->availableCommandBufferCount == renderer->availableCommandBufferCapacity)
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{
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renderer->availableCommandBufferCapacity += 1;
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@ -3170,10 +3178,8 @@ static void D3D11_INTERNAL_CleanCommandBuffer(
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renderer->availableCommandBufferCapacity * sizeof(D3D11CommandBuffer*)
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);
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}
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renderer->availableCommandBuffers[renderer->availableCommandBufferCount] = commandBuffer;
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renderer->availableCommandBufferCount += 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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@ -3661,7 +3667,7 @@ tryCreateDevice:
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renderer->contextLock = SDL_CreateMutex();
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renderer->acquireCommandBufferLock = SDL_CreateMutex();
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renderer->uniformBufferLock = SDL_CreateMutex();
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renderer->acquireFenceLock = SDL_CreateMutex();
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renderer->fenceLock = 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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@ -3674,7 +3680,8 @@ tryCreateDevice:
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renderer->availableUniformBuffers = SDL_malloc(sizeof(D3D11UniformBuffer*) * renderer->availableUniformBufferCapacity);
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/* Create fence pool */
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D3D11_INTERNAL_AllocateFences(renderer, 2);
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renderer->availableFenceCapacity = 2;
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renderer->availableFences = SDL_malloc(sizeof(D3D11Fence*) * renderer->availableFenceCapacity);
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/* Create the Refresh Device */
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result = (Refresh_Device*) SDL_malloc(sizeof(Refresh_Device));
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