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No commits in common. "8be21dde9b1130d4d38955e7750b64297e43379d" and "ebf96ff4233d26b638b5793679c130a8ddcc0a9a" have entirely different histories.

1 changed files with 131 additions and 181 deletions

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@ -443,11 +443,6 @@ typedef struct D3D11UniformBuffer
uint32_t offset;
} D3D11UniformBuffer;
typedef struct D3D11Fence
{
ID3D11Query *handle;
} D3D11Fence;
typedef struct D3D11CommandBuffer
{
/* D3D11 Object References */
@ -464,7 +459,7 @@ typedef struct D3D11CommandBuffer
/* State */
SDL_threadID threadID;
D3D11Fence *fence;
ID3D11Query *completionQuery;
/* Uniforms */
D3D11UniformBuffer *vertexUniformBuffer;
@ -514,14 +509,9 @@ typedef struct D3D11Renderer
uint32_t availableUniformBufferCount;
uint32_t availableUniformBufferCapacity;
D3D11Fence **availableFences;
uint32_t availableFenceCount;
uint32_t availableFenceCapacity;
SDL_mutex *contextLock;
SDL_mutex *acquireCommandBufferLock;
SDL_mutex *uniformBufferLock;
SDL_mutex *acquireFenceLock;
} D3D11Renderer;
/* Logging */
@ -582,7 +572,7 @@ static void D3D11_INTERNAL_LogError(
Refresh_LogError("%s! Error Code: %s (0x%08X)", msg, wszMsgBuff, res);
}
/* Helper Functions */
/* Subresources */
static inline uint32_t D3D11_INTERNAL_CalcSubresource(
uint32_t mipLevel,
@ -592,13 +582,6 @@ static inline uint32_t D3D11_INTERNAL_CalcSubresource(
return mipLevel + (arraySlice * numLevels);
}
static inline uint32_t D3D11_INTERNAL_NextHighestAlignment(
uint32_t n,
uint32_t align
) {
return align * ((n + align - 1) / align);
}
/* Quit */
static void D3D11_DestroyDevice(
@ -623,6 +606,7 @@ static void D3D11_DestroyDevice(
for (uint32_t i = 0; i < renderer->availableCommandBufferCount; i += 1)
{
D3D11CommandBuffer *commandBuffer = renderer->availableCommandBuffers[i];
ID3D11Query_Release(commandBuffer->completionQuery);
ID3D11DeviceContext_Release(commandBuffer->context);
SDL_free(commandBuffer);
}
@ -639,20 +623,10 @@ static void D3D11_DestroyDevice(
}
SDL_free(renderer->availableUniformBuffers);
/* Release fence infrastructure */
for (uint32_t i = 0; i < renderer->availableFenceCount; i += 1)
{
D3D11Fence *fence = renderer->availableFences[i];
ID3D11Query_Release(fence->handle);
SDL_free(fence);
}
SDL_free(renderer->availableFences);
/* Release the mutexes */
SDL_DestroyMutex(renderer->acquireCommandBufferLock);
SDL_DestroyMutex(renderer->contextLock);
SDL_DestroyMutex(renderer->uniformBufferLock);
SDL_DestroyMutex(renderer->acquireFenceLock);
/* Release the device and associated objects */
ID3D11DeviceContext_Release(renderer->immediateContext);
@ -903,6 +877,7 @@ static ID3D11BlendState* D3D11_INTERNAL_FetchBlendState(
) {
ID3D11BlendState *result;
D3D11_BLEND_DESC blendDesc;
uint32_t i;
HRESULT res;
/* Create a new blend state.
@ -913,7 +888,7 @@ static ID3D11BlendState* D3D11_INTERNAL_FetchBlendState(
blendDesc.AlphaToCoverageEnable = FALSE;
blendDesc.IndependentBlendEnable = TRUE;
for (uint32_t i = 0; i < numColorAttachments; i += 1)
for (i = 0; i < numColorAttachments; i += 1)
{
blendDesc.RenderTarget[i].BlendEnable = colorAttachments[i].blendState.blendEnable;
blendDesc.RenderTarget[i].BlendOp = RefreshToD3D11_BlendOp[
@ -1034,7 +1009,8 @@ static uint32_t D3D11_INTERNAL_FindIndexOfVertexBinding(
const Refresh_VertexBinding *bindings,
uint32_t numBindings
) {
for (uint32_t i = 0; i < numBindings; i += 1)
uint32_t i;
for (i = 0; i < numBindings; i += 1)
{
if (bindings[i].binding == targetBinding)
{
@ -1054,7 +1030,7 @@ static ID3D11InputLayout* D3D11_INTERNAL_FetchInputLayout(
) {
ID3D11InputLayout *result = NULL;
D3D11_INPUT_ELEMENT_DESC *elementDescs;
uint32_t bindingIndex;
uint32_t i, bindingIndex;
HRESULT res;
/* Don't bother creating/fetching an input layout if there are no attributes. */
@ -1070,7 +1046,7 @@ static ID3D11InputLayout* D3D11_INTERNAL_FetchInputLayout(
);
/* Create the array of input elements */
for (uint32_t i = 0; i < inputState.vertexAttributeCount; i += 1)
for (i = 0; i < inputState.vertexAttributeCount; i += 1)
{
elementDescs[i].AlignedByteOffset = inputState.vertexAttributes[i].offset;
elementDescs[i].Format = RefreshToD3D11_VertexFormat[
@ -1123,6 +1099,7 @@ static Refresh_ComputePipeline* D3D11_CreateComputePipeline(
Refresh_Renderer *driverData,
Refresh_ComputeShaderInfo *computeShaderInfo
) {
D3D11Renderer* renderer = (D3D11Renderer*) driverData;
D3D11ComputePipeline* pipeline = (D3D11ComputePipeline*) SDL_malloc(sizeof(D3D11ComputePipeline));
D3D11ShaderModule* shaderModule = (D3D11ShaderModule*) computeShaderInfo->shaderModule;
@ -1134,6 +1111,13 @@ static Refresh_ComputePipeline* D3D11_CreateComputePipeline(
return (Refresh_ComputePipeline*) pipeline;
}
static inline uint32_t D3D11_INTERNAL_NextHighestAlignment(
uint32_t n,
uint32_t align
) {
return align * ((n + align - 1) / align);
}
static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
Refresh_Renderer *driverData,
Refresh_GraphicsPipelineCreateInfo *pipelineCreateInfo
@ -1145,7 +1129,7 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
ID3D10Blob *errorBlob;
HRESULT res;
/* Blend */
/* Color */
pipeline->colorAttachmentBlendState = D3D11_INTERNAL_FetchBlendState(
renderer,
@ -1166,11 +1150,9 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
pipeline->blendConstants[2] = pipelineCreateInfo->blendConstants[2];
pipeline->blendConstants[3] = pipelineCreateInfo->blendConstants[3];
/* Multisample */
pipeline->multisampleState = pipelineCreateInfo->multisampleState;
/* Depth-Stencil */
/* Depth stencil */
pipeline->depthStencilState = D3D11_INTERNAL_FetchDepthStencilState(
renderer,
@ -1191,7 +1173,7 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
pipelineCreateInfo->rasterizerState
);
/* Vertex Shader */
/* Vertex shader */
if (vertShaderModule->shader == NULL)
{
@ -1343,7 +1325,6 @@ static Refresh_Sampler* D3D11_CreateSampler(
);
ERROR_CHECK_RETURN("Could not create sampler state", NULL);
/* FIXME: Is there even a point to having a D3D11Sampler struct if it's just a wrapper? */
d3d11Sampler = (D3D11Sampler*) SDL_malloc(sizeof(D3D11Sampler));
d3d11Sampler->handle = samplerStateHandle;
@ -1678,7 +1659,7 @@ static Refresh_Buffer* D3D11_CreateBuffer(
return (Refresh_Buffer*) d3d11Buffer;
}
/* Texture Data */
/* Setters */
static void D3D11_SetTextureData(
Refresh_Renderer *driverData,
@ -1765,8 +1746,6 @@ static void D3D11_CopyTextureToBuffer(
NOT_IMPLEMENTED
}
/* Buffer Data */
static void D3D11_INTERNAL_SetBufferData(
D3D11Renderer *renderer,
D3D11CommandBuffer *commandBuffer,
@ -1845,16 +1824,22 @@ static void D3D11_SetBufferData(
);
}
static void D3D11_GetBufferData(
Refresh_Renderer *driverData,
Refresh_Buffer *buffer,
void* data,
uint32_t dataLengthInBytes
static void D3D11_INTERNAL_BindUniformBuffer(
D3D11CommandBuffer *commandBuffer,
D3D11UniformBuffer *uniformBuffer
) {
NOT_IMPLEMENTED
}
if (commandBuffer->boundUniformBufferCount >= commandBuffer->boundUniformBufferCapacity)
{
commandBuffer->boundUniformBufferCapacity *= 2;
commandBuffer->boundUniformBuffers = SDL_realloc(
commandBuffer->boundUniformBuffers,
sizeof(D3D11UniformBuffer*) * commandBuffer->boundUniformBufferCapacity
);
}
/* Uniforms */
commandBuffer->boundUniformBuffers[commandBuffer->boundUniformBufferCount] = uniformBuffer;
commandBuffer->boundUniformBufferCount += 1;
}
static uint8_t D3D11_INTERNAL_CreateUniformBuffer(
D3D11Renderer *renderer
@ -1884,8 +1869,6 @@ static uint8_t D3D11_INTERNAL_CreateUniformBuffer(
uniformBuffer->d3d11Buffer = SDL_malloc(sizeof(D3D11Buffer));
uniformBuffer->d3d11Buffer->handle = bufferHandle;
uniformBuffer->d3d11Buffer->size = UBO_BUFFER_SIZE;
uniformBuffer->d3d11Buffer->isDynamic = 1;
uniformBuffer->d3d11Buffer->uav = NULL;
/* Add it to the available pool */
if (renderer->availableUniformBufferCount >= renderer->availableUniformBufferCapacity)
@ -1904,15 +1887,12 @@ static uint8_t D3D11_INTERNAL_CreateUniformBuffer(
return 1;
}
static uint8_t D3D11_INTERNAL_AcquireUniformBuffer(
static D3D11UniformBuffer* D3D11_INTERNAL_AcquireUniformBufferFromPool(
D3D11Renderer *renderer,
D3D11CommandBuffer *commandBuffer,
D3D11UniformBuffer **uniformBufferToBind,
uint64_t blockSize
) {
D3D11UniformBuffer *uniformBuffer;
/* Acquire a uniform buffer from the pool */
SDL_LockMutex(renderer->uniformBufferLock);
if (renderer->availableUniformBufferCount == 0)
@ -1921,7 +1901,7 @@ static uint8_t D3D11_INTERNAL_AcquireUniformBuffer(
{
SDL_UnlockMutex(renderer->uniformBufferLock);
Refresh_LogError("Failed to create uniform buffer!");
return 0;
return NULL;
}
}
@ -1930,24 +1910,9 @@ static uint8_t D3D11_INTERNAL_AcquireUniformBuffer(
SDL_UnlockMutex(renderer->uniformBufferLock);
/* Reset the uniform buffer */
uniformBuffer->offset = 0;
/* Bind the uniform buffer to the command buffer */
if (commandBuffer->boundUniformBufferCount >= commandBuffer->boundUniformBufferCapacity)
{
commandBuffer->boundUniformBufferCapacity *= 2;
commandBuffer->boundUniformBuffers = SDL_realloc(
commandBuffer->boundUniformBuffers,
sizeof(D3D11UniformBuffer*) * commandBuffer->boundUniformBufferCapacity
);
}
commandBuffer->boundUniformBuffers[commandBuffer->boundUniformBufferCount] = uniformBuffer;
commandBuffer->boundUniformBufferCount += 1;
*uniformBufferToBind = uniformBuffer;
return 1;
return uniformBuffer;
}
static uint32_t D3D11_PushVertexShaderUniforms(
@ -1963,11 +1928,13 @@ static uint32_t D3D11_PushVertexShaderUniforms(
if (d3d11CommandBuffer->vertexUniformBuffer->offset + graphicsPipeline->vertexUniformBlockSize >= UBO_BUFFER_SIZE)
{
/* Out of space! Get a new uniform buffer. */
D3D11_INTERNAL_AcquireUniformBuffer(
renderer,
/* We're out of space in this buffer, bind the old one and acquire a new one */
D3D11_INTERNAL_BindUniformBuffer(
d3d11CommandBuffer,
&d3d11CommandBuffer->vertexUniformBuffer,
d3d11CommandBuffer->vertexUniformBuffer
);
d3d11CommandBuffer->vertexUniformBuffer = D3D11_INTERNAL_AcquireUniformBufferFromPool(
renderer,
graphicsPipeline->vertexUniformBlockSize
);
}
@ -2002,11 +1969,13 @@ static uint32_t D3D11_PushFragmentShaderUniforms(
if (d3d11CommandBuffer->fragmentUniformBuffer->offset + graphicsPipeline->fragmentUniformBlockSize >= UBO_BUFFER_SIZE)
{
/* Out of space! Get a new uniform buffer. */
D3D11_INTERNAL_AcquireUniformBuffer(
renderer,
/* We're out of space in this buffer, bind the old one and acquire a new one */
D3D11_INTERNAL_BindUniformBuffer(
d3d11CommandBuffer,
&d3d11CommandBuffer->fragmentUniformBuffer,
d3d11CommandBuffer->fragmentUniformBuffer
);
d3d11CommandBuffer->fragmentUniformBuffer = D3D11_INTERNAL_AcquireUniformBufferFromPool(
renderer,
graphicsPipeline->fragmentUniformBlockSize
);
}
@ -2038,8 +2007,6 @@ static uint32_t D3D11_PushComputeShaderUniforms(
return 0;
}
/* Samplers */
static void D3D11_BindVertexSamplers(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
@ -2108,6 +2075,17 @@ static void D3D11_BindFragmentSamplers(
);
}
/* Getters */
static void D3D11_GetBufferData(
Refresh_Renderer *driverData,
Refresh_Buffer *buffer,
void *data,
uint32_t dataLengthInBytes
) {
NOT_IMPLEMENTED
}
/* Disposal */
static void D3D11_QueueDestroyTexture(
@ -2215,6 +2193,7 @@ static void D3D11_INTERNAL_AllocateCommandBuffers(
uint32_t allocateCount
) {
D3D11CommandBuffer *commandBuffer;
D3D11_QUERY_DESC queryDesc;
HRESULT res;
renderer->availableCommandBufferCapacity += allocateCount;
@ -2236,6 +2215,16 @@ static void D3D11_INTERNAL_AllocateCommandBuffers(
);
ERROR_CHECK("Could not create deferred context");
/* Fence Query */
queryDesc.Query = D3D11_QUERY_EVENT;
queryDesc.MiscFlags = 0;
res = ID3D11Device_CreateQuery(
renderer->device,
&queryDesc,
&commandBuffer->completionQuery
);
ERROR_CHECK("Could not create query");
/* Bound Uniform Buffers */
commandBuffer->boundUniformBufferCapacity = 16;
commandBuffer->boundUniformBufferCount = 0;
@ -2243,6 +2232,8 @@ static void D3D11_INTERNAL_AllocateCommandBuffers(
commandBuffer->boundUniformBufferCapacity * sizeof(D3D11UniformBuffer*)
);
/* FIXME: Resource tracking? */
renderer->availableCommandBuffers[renderer->availableCommandBufferCount] = commandBuffer;
renderer->availableCommandBufferCount += 1;
}
@ -2267,69 +2258,17 @@ static D3D11CommandBuffer* D3D11_INTERNAL_GetInactiveCommandBufferFromPool(
return commandBuffer;
}
static void D3D11_INTERNAL_AllocateFences(
D3D11Renderer *renderer,
uint32_t allocateCount
) {
D3D11Fence *fence;
D3D11_QUERY_DESC queryDesc;
HRESULT res;
renderer->availableFenceCapacity += allocateCount;
renderer->availableFences = SDL_realloc(
renderer->availableFences,
sizeof(D3D11Fence*) * renderer->availableFenceCapacity
);
for (uint32_t i = 0; i < allocateCount; i += 1)
{
fence = SDL_malloc(sizeof(D3D11Fence));
queryDesc.Query = D3D11_QUERY_EVENT;
queryDesc.MiscFlags = 0;
res = ID3D11Device_CreateQuery(
renderer->device,
&queryDesc,
&fence->handle
);
ERROR_CHECK("Could not create query"); /* FIXME: Should this return an error code? */
renderer->availableFences[renderer->availableFenceCount] = fence;
renderer->availableFenceCount += 1;
}
}
static D3D11Fence* D3D11_INTERNAL_GetFenceFromPool(
D3D11Renderer* renderer
) {
D3D11Fence *fence;
SDL_LockMutex(renderer->acquireFenceLock);
if (renderer->availableFenceCount == 0)
{
D3D11_INTERNAL_AllocateFences(renderer, renderer->availableFenceCapacity);
}
fence = renderer->availableFences[renderer->availableFenceCount - 1];
renderer->availableFenceCount -= 1;
SDL_UnlockMutex(renderer->acquireFenceLock);
return fence;
}
static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer(
Refresh_Renderer *driverData
) {
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11CommandBuffer *commandBuffer;
uint32_t i;
SDL_LockMutex(renderer->acquireCommandBufferLock);
/* Set up the command buffer */
commandBuffer = D3D11_INTERNAL_GetInactiveCommandBufferFromPool(renderer);
commandBuffer->threadID = SDL_ThreadID();
commandBuffer->swapchainData = NULL;
commandBuffer->graphicsPipeline = NULL;
@ -2338,16 +2277,11 @@ static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer(
commandBuffer->fragmentUniformBuffer = NULL;
commandBuffer->computeUniformBuffer = NULL;
commandBuffer->dsView = NULL;
for (uint32_t i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1)
for (i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1)
{
commandBuffer->rtViews[i] = NULL;
}
SDL_LockMutex(renderer->acquireFenceLock);
commandBuffer->fence = D3D11_INTERNAL_GetFenceFromPool(renderer);
SDL_UnlockMutex(renderer->acquireFenceLock);
SDL_UnlockMutex(renderer->acquireCommandBufferLock);
return (Refresh_CommandBuffer*) commandBuffer;
@ -2366,6 +2300,7 @@ static void D3D11_BeginRenderPass(
D3D11_CLEAR_FLAG dsClearFlags;
D3D11_VIEWPORT viewport;
D3D11_RECT scissorRect;
uint32_t i;
/* FIXME:
* We need to unbind the RT textures on the Refresh side
@ -2373,14 +2308,14 @@ static void D3D11_BeginRenderPass(
*/
/* Clear the bound RTs for the current command buffer */
for (uint32_t i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1)
for (i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1)
{
d3d11CommandBuffer->rtViews[i] = NULL;
}
d3d11CommandBuffer->dsView = NULL;
/* Get RTVs for the color attachments */
for (uint32_t i = 0; i < colorAttachmentCount; i += 1)
for (i = 0; i < colorAttachmentCount; i += 1)
{
/* FIXME: Cube RTs */
@ -2402,7 +2337,7 @@ static void D3D11_BeginRenderPass(
);
/* Perform load ops on the RTs */
for (uint32_t i = 0; i < colorAttachmentCount; i += 1)
for (i = 0; i < colorAttachmentCount; i += 1)
{
if (colorAttachmentInfos[i].loadOp == REFRESH_LOADOP_CLEAR)
{
@ -2475,9 +2410,23 @@ static void D3D11_EndRenderPass(
) {
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
if (d3d11CommandBuffer->vertexUniformBuffer != NULL)
{
D3D11_INTERNAL_BindUniformBuffer(
d3d11CommandBuffer,
d3d11CommandBuffer->vertexUniformBuffer
);
}
d3d11CommandBuffer->vertexUniformBuffer = NULL;
if (d3d11CommandBuffer->fragmentUniformBuffer != NULL)
{
D3D11_INTERNAL_BindUniformBuffer(
d3d11CommandBuffer,
d3d11CommandBuffer->fragmentUniformBuffer
);
}
d3d11CommandBuffer->fragmentUniformBuffer = NULL;
d3d11CommandBuffer->computeUniformBuffer = NULL;
/* FIXME: Resolve MSAA here! */
/* FIXME: Anything else we need to do...? */
@ -2494,30 +2443,42 @@ static void D3D11_BindGraphicsPipeline(
d3d11CommandBuffer->graphicsPipeline = pipeline;
if (d3d11CommandBuffer->vertexUniformBuffer != NULL)
{
D3D11_INTERNAL_BindUniformBuffer(
d3d11CommandBuffer,
d3d11CommandBuffer->vertexUniformBuffer
);
}
if (pipeline->vertexUniformBlockSize == 0)
{
d3d11CommandBuffer->vertexUniformBuffer = NULL;
}
else
{
D3D11_INTERNAL_AcquireUniformBuffer(
d3d11CommandBuffer->vertexUniformBuffer = D3D11_INTERNAL_AcquireUniformBufferFromPool(
renderer,
d3d11CommandBuffer,
&d3d11CommandBuffer->vertexUniformBuffer,
pipeline->vertexUniformBlockSize
);
}
if (d3d11CommandBuffer->fragmentUniformBuffer != NULL)
{
D3D11_INTERNAL_BindUniformBuffer(
d3d11CommandBuffer,
d3d11CommandBuffer->fragmentUniformBuffer
);
}
if (pipeline->fragmentUniformBlockSize == 0)
{
d3d11CommandBuffer->fragmentUniformBuffer = NULL;
}
else
{
D3D11_INTERNAL_AcquireUniformBuffer(
d3d11CommandBuffer->fragmentUniformBuffer = D3D11_INTERNAL_AcquireUniformBufferFromPool(
renderer,
d3d11CommandBuffer,
&d3d11CommandBuffer->fragmentUniformBuffer,
pipeline->fragmentUniformBlockSize
);
}
@ -2668,16 +2629,22 @@ static void D3D11_BindComputePipeline(
d3d11CommandBuffer->computePipeline = pipeline;
if (d3d11CommandBuffer->computeUniformBuffer != NULL)
{
D3D11_INTERNAL_BindUniformBuffer(
d3d11CommandBuffer,
d3d11CommandBuffer->computeUniformBuffer
);
}
if (pipeline->computeUniformBlockSize == 0)
{
d3d11CommandBuffer->computeUniformBuffer = NULL;
}
else
{
D3D11_INTERNAL_AcquireUniformBuffer(
d3d11CommandBuffer->computeUniformBuffer = D3D11_INTERNAL_AcquireUniformBufferFromPool(
renderer,
d3d11CommandBuffer,
&d3d11CommandBuffer->computeUniformBuffer,
pipeline->computeUniformBlockSize
);
}
@ -3018,6 +2985,7 @@ static void D3D11_UnclaimWindow(
) {
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11WindowData *windowData = D3D11_INTERNAL_FetchWindowData(windowHandle);
uint32_t i;
if (windowData == NULL)
{
@ -3033,7 +3001,7 @@ static void D3D11_UnclaimWindow(
);
}
for (uint32_t i = 0; i < renderer->claimedWindowCount; i += 1)
for (i = 0; i < renderer->claimedWindowCount; i += 1)
{
if (renderer->claimedWindows[i]->windowHandle == windowHandle)
{
@ -3143,22 +3111,6 @@ static void D3D11_INTERNAL_CleanCommandBuffer(
commandBuffer->boundUniformBufferCount = 0;
/* The fence is now available */
/* FIXME: Not if auto-release is false! */
SDL_LockMutex(renderer->acquireFenceLock);
if (renderer->availableFenceCount == renderer->availableFenceCapacity)
{
renderer->availableFenceCapacity *= 2;
renderer->availableFences = SDL_realloc(
renderer->availableFences,
renderer->availableFenceCapacity * sizeof(D3D11Fence*)
);
}
renderer->availableFences[renderer->availableFenceCount] = commandBuffer->fence;
renderer->availableFenceCount += 1;
SDL_UnlockMutex(renderer->acquireFenceLock);
/* Return command buffer to pool */
SDL_LockMutex(renderer->acquireCommandBufferLock);
@ -3203,7 +3155,7 @@ static void D3D11_Submit(
/* Notify the command buffer completion query that we have completed recording */
ID3D11DeviceContext_End(
renderer->immediateContext,
(ID3D11Asynchronous*) d3d11CommandBuffer->fence->handle
(ID3D11Asynchronous*) d3d11CommandBuffer->completionQuery
);
/* Serialize the commands into the command list */
@ -3253,7 +3205,7 @@ static void D3D11_Submit(
res = ID3D11DeviceContext_GetData(
renderer->immediateContext,
(ID3D11Asynchronous*) renderer->submittedCommandBuffers[i]->fence->handle,
(ID3D11Asynchronous*) renderer->submittedCommandBuffers[i]->completionQuery,
&queryData,
sizeof(queryData),
0
@ -3293,7 +3245,7 @@ static void D3D11_Wait(
{
while (S_OK != ID3D11DeviceContext_GetData(
renderer->immediateContext,
(ID3D11Asynchronous*) renderer->submittedCommandBuffers[i]->fence->handle,
(ID3D11Asynchronous*) renderer->submittedCommandBuffers[i]->completionQuery,
&queryData,
sizeof(queryData),
0
@ -3310,6 +3262,8 @@ static void D3D11_Wait(
D3D11_INTERNAL_CleanCommandBuffer(renderer, commandBuffer);
}
/* FIXME: D3D11_INTERNAL_PerformPendingDestroys(renderer); */
SDL_UnlockMutex(renderer->contextLock);
}
@ -3661,21 +3615,17 @@ tryCreateDevice:
renderer->contextLock = SDL_CreateMutex();
renderer->acquireCommandBufferLock = SDL_CreateMutex();
renderer->uniformBufferLock = SDL_CreateMutex();
renderer->acquireFenceLock = SDL_CreateMutex();
/* Initialize miscellaneous renderer members */
renderer->debugMode = (flags & D3D11_CREATE_DEVICE_DEBUG);
/* Create command buffer pool */
/* Create command buffers to initialize the pool */
D3D11_INTERNAL_AllocateCommandBuffers(renderer, 2);
/* Create uniform buffer pool */
renderer->availableUniformBufferCapacity = 2;
renderer->availableUniformBuffers = SDL_malloc(sizeof(D3D11UniformBuffer*) * renderer->availableUniformBufferCapacity);
/* Create fence pool */
D3D11_INTERNAL_AllocateFences(renderer, 2);
/* Create the Refresh Device */
result = (Refresh_Device*) SDL_malloc(sizeof(Refresh_Device));
ASSIGN_DRIVER(D3D11)