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			8be21dde9b
		
	
	| Author | SHA1 | Date | 
|---|---|---|
|  | 8be21dde9b | |
|  | 0d6043cfef | 
|  | @ -443,6 +443,11 @@ typedef struct D3D11UniformBuffer | ||||||
| 	uint32_t offset; | 	uint32_t offset; | ||||||
| } D3D11UniformBuffer; | } D3D11UniformBuffer; | ||||||
| 
 | 
 | ||||||
|  | typedef struct D3D11Fence | ||||||
|  | { | ||||||
|  | 	ID3D11Query *handle; | ||||||
|  | } D3D11Fence; | ||||||
|  | 
 | ||||||
| typedef struct D3D11CommandBuffer | typedef struct D3D11CommandBuffer | ||||||
| { | { | ||||||
| 	/* D3D11 Object References */ | 	/* D3D11 Object References */ | ||||||
|  | @ -459,7 +464,7 @@ typedef struct D3D11CommandBuffer | ||||||
| 
 | 
 | ||||||
| 	/* State */ | 	/* State */ | ||||||
| 	SDL_threadID threadID; | 	SDL_threadID threadID; | ||||||
| 	ID3D11Query *completionQuery; | 	D3D11Fence *fence; | ||||||
| 
 | 
 | ||||||
| 	/* Uniforms */ | 	/* Uniforms */ | ||||||
| 	D3D11UniformBuffer *vertexUniformBuffer; | 	D3D11UniformBuffer *vertexUniformBuffer; | ||||||
|  | @ -509,9 +514,14 @@ typedef struct D3D11Renderer | ||||||
| 	uint32_t availableUniformBufferCount; | 	uint32_t availableUniformBufferCount; | ||||||
| 	uint32_t availableUniformBufferCapacity; | 	uint32_t availableUniformBufferCapacity; | ||||||
| 
 | 
 | ||||||
|  | 	D3D11Fence **availableFences; | ||||||
|  | 	uint32_t availableFenceCount; | ||||||
|  | 	uint32_t availableFenceCapacity; | ||||||
|  | 
 | ||||||
| 	SDL_mutex *contextLock; | 	SDL_mutex *contextLock; | ||||||
| 	SDL_mutex *acquireCommandBufferLock; | 	SDL_mutex *acquireCommandBufferLock; | ||||||
| 	SDL_mutex *uniformBufferLock; | 	SDL_mutex *uniformBufferLock; | ||||||
|  | 	SDL_mutex *acquireFenceLock; | ||||||
| } D3D11Renderer; | } D3D11Renderer; | ||||||
| 
 | 
 | ||||||
| /* Logging */ | /* Logging */ | ||||||
|  | @ -572,7 +582,7 @@ static void D3D11_INTERNAL_LogError( | ||||||
| 	Refresh_LogError("%s! Error Code: %s (0x%08X)", msg, wszMsgBuff, res); | 	Refresh_LogError("%s! Error Code: %s (0x%08X)", msg, wszMsgBuff, res); | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| /* Subresources */ | /* Helper Functions */ | ||||||
| 
 | 
 | ||||||
| static inline uint32_t D3D11_INTERNAL_CalcSubresource( | static inline uint32_t D3D11_INTERNAL_CalcSubresource( | ||||||
| 	uint32_t mipLevel, | 	uint32_t mipLevel, | ||||||
|  | @ -582,6 +592,13 @@ static inline uint32_t D3D11_INTERNAL_CalcSubresource( | ||||||
| 	return mipLevel + (arraySlice * numLevels); | 	return mipLevel + (arraySlice * numLevels); | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
|  | static inline uint32_t D3D11_INTERNAL_NextHighestAlignment( | ||||||
|  | 	uint32_t n, | ||||||
|  | 	uint32_t align | ||||||
|  | ) { | ||||||
|  | 	return align * ((n + align - 1) / align); | ||||||
|  | } | ||||||
|  | 
 | ||||||
| /* Quit */ | /* Quit */ | ||||||
| 
 | 
 | ||||||
| static void D3D11_DestroyDevice( | static void D3D11_DestroyDevice( | ||||||
|  | @ -606,7 +623,6 @@ static void D3D11_DestroyDevice( | ||||||
| 	for (uint32_t i = 0; i < renderer->availableCommandBufferCount; i += 1) | 	for (uint32_t i = 0; i < renderer->availableCommandBufferCount; i += 1) | ||||||
| 	{ | 	{ | ||||||
| 		D3D11CommandBuffer *commandBuffer = renderer->availableCommandBuffers[i]; | 		D3D11CommandBuffer *commandBuffer = renderer->availableCommandBuffers[i]; | ||||||
| 		ID3D11Query_Release(commandBuffer->completionQuery); |  | ||||||
| 		ID3D11DeviceContext_Release(commandBuffer->context); | 		ID3D11DeviceContext_Release(commandBuffer->context); | ||||||
| 		SDL_free(commandBuffer); | 		SDL_free(commandBuffer); | ||||||
| 	} | 	} | ||||||
|  | @ -623,10 +639,20 @@ static void D3D11_DestroyDevice( | ||||||
| 	} | 	} | ||||||
| 	SDL_free(renderer->availableUniformBuffers); | 	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 */ | 	/* Release the mutexes */ | ||||||
| 	SDL_DestroyMutex(renderer->acquireCommandBufferLock); | 	SDL_DestroyMutex(renderer->acquireCommandBufferLock); | ||||||
| 	SDL_DestroyMutex(renderer->contextLock); | 	SDL_DestroyMutex(renderer->contextLock); | ||||||
| 	SDL_DestroyMutex(renderer->uniformBufferLock); | 	SDL_DestroyMutex(renderer->uniformBufferLock); | ||||||
|  | 	SDL_DestroyMutex(renderer->acquireFenceLock); | ||||||
| 
 | 
 | ||||||
| 	/* Release the device and associated objects */ | 	/* Release the device and associated objects */ | ||||||
| 	ID3D11DeviceContext_Release(renderer->immediateContext); | 	ID3D11DeviceContext_Release(renderer->immediateContext); | ||||||
|  | @ -877,7 +903,6 @@ static ID3D11BlendState* D3D11_INTERNAL_FetchBlendState( | ||||||
| ) { | ) { | ||||||
| 	ID3D11BlendState *result; | 	ID3D11BlendState *result; | ||||||
| 	D3D11_BLEND_DESC blendDesc; | 	D3D11_BLEND_DESC blendDesc; | ||||||
| 	uint32_t i; |  | ||||||
| 	HRESULT res; | 	HRESULT res; | ||||||
| 
 | 
 | ||||||
| 	/* Create a new blend state.
 | 	/* Create a new blend state.
 | ||||||
|  | @ -888,7 +913,7 @@ static ID3D11BlendState* D3D11_INTERNAL_FetchBlendState( | ||||||
| 	blendDesc.AlphaToCoverageEnable = FALSE; | 	blendDesc.AlphaToCoverageEnable = FALSE; | ||||||
| 	blendDesc.IndependentBlendEnable = TRUE; | 	blendDesc.IndependentBlendEnable = TRUE; | ||||||
| 
 | 
 | ||||||
| 	for (i = 0; i < numColorAttachments; i += 1) | 	for (uint32_t i = 0; i < numColorAttachments; i += 1) | ||||||
| 	{ | 	{ | ||||||
| 		blendDesc.RenderTarget[i].BlendEnable = colorAttachments[i].blendState.blendEnable; | 		blendDesc.RenderTarget[i].BlendEnable = colorAttachments[i].blendState.blendEnable; | ||||||
| 		blendDesc.RenderTarget[i].BlendOp = RefreshToD3D11_BlendOp[ | 		blendDesc.RenderTarget[i].BlendOp = RefreshToD3D11_BlendOp[ | ||||||
|  | @ -1009,8 +1034,7 @@ static uint32_t D3D11_INTERNAL_FindIndexOfVertexBinding( | ||||||
| 	const Refresh_VertexBinding *bindings, | 	const Refresh_VertexBinding *bindings, | ||||||
| 	uint32_t numBindings | 	uint32_t numBindings | ||||||
| ) { | ) { | ||||||
| 	uint32_t i; | 	for (uint32_t i = 0; i < numBindings; i += 1) | ||||||
| 	for (i = 0; i < numBindings; i += 1) |  | ||||||
| 	{ | 	{ | ||||||
| 		if (bindings[i].binding == targetBinding) | 		if (bindings[i].binding == targetBinding) | ||||||
| 		{ | 		{ | ||||||
|  | @ -1030,7 +1054,7 @@ static ID3D11InputLayout* D3D11_INTERNAL_FetchInputLayout( | ||||||
| ) { | ) { | ||||||
| 	ID3D11InputLayout *result = NULL; | 	ID3D11InputLayout *result = NULL; | ||||||
| 	D3D11_INPUT_ELEMENT_DESC *elementDescs; | 	D3D11_INPUT_ELEMENT_DESC *elementDescs; | ||||||
| 	uint32_t i, bindingIndex; | 	uint32_t bindingIndex; | ||||||
| 	HRESULT res; | 	HRESULT res; | ||||||
| 
 | 
 | ||||||
| 	/* Don't bother creating/fetching an input layout if there are no attributes. */ | 	/* Don't bother creating/fetching an input layout if there are no attributes. */ | ||||||
|  | @ -1046,7 +1070,7 @@ static ID3D11InputLayout* D3D11_INTERNAL_FetchInputLayout( | ||||||
| 	); | 	); | ||||||
| 
 | 
 | ||||||
| 	/* Create the array of input elements */ | 	/* Create the array of input elements */ | ||||||
| 	for (i = 0; i < inputState.vertexAttributeCount; i += 1) | 	for (uint32_t i = 0; i < inputState.vertexAttributeCount; i += 1) | ||||||
| 	{ | 	{ | ||||||
| 		elementDescs[i].AlignedByteOffset = inputState.vertexAttributes[i].offset; | 		elementDescs[i].AlignedByteOffset = inputState.vertexAttributes[i].offset; | ||||||
| 		elementDescs[i].Format = RefreshToD3D11_VertexFormat[ | 		elementDescs[i].Format = RefreshToD3D11_VertexFormat[ | ||||||
|  | @ -1099,7 +1123,6 @@ static Refresh_ComputePipeline* D3D11_CreateComputePipeline( | ||||||
| 	Refresh_Renderer *driverData, | 	Refresh_Renderer *driverData, | ||||||
| 	Refresh_ComputeShaderInfo *computeShaderInfo | 	Refresh_ComputeShaderInfo *computeShaderInfo | ||||||
| ) { | ) { | ||||||
| 	D3D11Renderer* renderer = (D3D11Renderer*) driverData; |  | ||||||
| 	D3D11ComputePipeline* pipeline = (D3D11ComputePipeline*) SDL_malloc(sizeof(D3D11ComputePipeline)); | 	D3D11ComputePipeline* pipeline = (D3D11ComputePipeline*) SDL_malloc(sizeof(D3D11ComputePipeline)); | ||||||
| 	D3D11ShaderModule* shaderModule = (D3D11ShaderModule*) computeShaderInfo->shaderModule; | 	D3D11ShaderModule* shaderModule = (D3D11ShaderModule*) computeShaderInfo->shaderModule; | ||||||
| 
 | 
 | ||||||
|  | @ -1111,13 +1134,6 @@ static Refresh_ComputePipeline* D3D11_CreateComputePipeline( | ||||||
| 	return (Refresh_ComputePipeline*) pipeline; | 	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( | static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline( | ||||||
| 	Refresh_Renderer *driverData, | 	Refresh_Renderer *driverData, | ||||||
| 	Refresh_GraphicsPipelineCreateInfo *pipelineCreateInfo | 	Refresh_GraphicsPipelineCreateInfo *pipelineCreateInfo | ||||||
|  | @ -1129,7 +1145,7 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline( | ||||||
| 	ID3D10Blob *errorBlob; | 	ID3D10Blob *errorBlob; | ||||||
| 	HRESULT res; | 	HRESULT res; | ||||||
| 
 | 
 | ||||||
| 	/* Color */ | 	/* Blend */ | ||||||
| 
 | 
 | ||||||
| 	pipeline->colorAttachmentBlendState = D3D11_INTERNAL_FetchBlendState( | 	pipeline->colorAttachmentBlendState = D3D11_INTERNAL_FetchBlendState( | ||||||
| 		renderer, | 		renderer, | ||||||
|  | @ -1150,9 +1166,11 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline( | ||||||
| 	pipeline->blendConstants[2] = pipelineCreateInfo->blendConstants[2]; | 	pipeline->blendConstants[2] = pipelineCreateInfo->blendConstants[2]; | ||||||
| 	pipeline->blendConstants[3] = pipelineCreateInfo->blendConstants[3]; | 	pipeline->blendConstants[3] = pipelineCreateInfo->blendConstants[3]; | ||||||
| 
 | 
 | ||||||
|  | 	/* Multisample */ | ||||||
|  | 
 | ||||||
| 	pipeline->multisampleState = pipelineCreateInfo->multisampleState; | 	pipeline->multisampleState = pipelineCreateInfo->multisampleState; | ||||||
| 
 | 
 | ||||||
| 	/* Depth stencil */ | 	/* Depth-Stencil */ | ||||||
| 
 | 
 | ||||||
| 	pipeline->depthStencilState = D3D11_INTERNAL_FetchDepthStencilState( | 	pipeline->depthStencilState = D3D11_INTERNAL_FetchDepthStencilState( | ||||||
| 		renderer, | 		renderer, | ||||||
|  | @ -1173,7 +1191,7 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline( | ||||||
| 		pipelineCreateInfo->rasterizerState | 		pipelineCreateInfo->rasterizerState | ||||||
| 	); | 	); | ||||||
| 
 | 
 | ||||||
| 	/* Vertex shader */ | 	/* Vertex Shader */ | ||||||
| 
 | 
 | ||||||
| 	if (vertShaderModule->shader == NULL) | 	if (vertShaderModule->shader == NULL) | ||||||
| 	{ | 	{ | ||||||
|  | @ -1325,6 +1343,7 @@ static Refresh_Sampler* D3D11_CreateSampler( | ||||||
| 	); | 	); | ||||||
| 	ERROR_CHECK_RETURN("Could not create sampler state", NULL); | 	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 = (D3D11Sampler*) SDL_malloc(sizeof(D3D11Sampler)); | ||||||
| 	d3d11Sampler->handle = samplerStateHandle; | 	d3d11Sampler->handle = samplerStateHandle; | ||||||
| 
 | 
 | ||||||
|  | @ -1659,7 +1678,7 @@ static Refresh_Buffer* D3D11_CreateBuffer( | ||||||
| 	return (Refresh_Buffer*) d3d11Buffer; | 	return (Refresh_Buffer*) d3d11Buffer; | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| /* Setters */ | /* Texture Data */ | ||||||
| 
 | 
 | ||||||
| static void D3D11_SetTextureData( | static void D3D11_SetTextureData( | ||||||
| 	Refresh_Renderer *driverData, | 	Refresh_Renderer *driverData, | ||||||
|  | @ -1746,6 +1765,8 @@ static void D3D11_CopyTextureToBuffer( | ||||||
| 	NOT_IMPLEMENTED | 	NOT_IMPLEMENTED | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
|  | /* Buffer Data */ | ||||||
|  | 
 | ||||||
| static void D3D11_INTERNAL_SetBufferData( | static void D3D11_INTERNAL_SetBufferData( | ||||||
| 	D3D11Renderer *renderer, | 	D3D11Renderer *renderer, | ||||||
| 	D3D11CommandBuffer *commandBuffer, | 	D3D11CommandBuffer *commandBuffer, | ||||||
|  | @ -1824,22 +1845,16 @@ static void D3D11_SetBufferData( | ||||||
| 	); | 	); | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| static void D3D11_INTERNAL_BindUniformBuffer( | static void D3D11_GetBufferData( | ||||||
| 	D3D11CommandBuffer *commandBuffer, | 	Refresh_Renderer *driverData, | ||||||
| 	D3D11UniformBuffer *uniformBuffer | 	Refresh_Buffer *buffer, | ||||||
|  | 	void* data, | ||||||
|  | 	uint32_t dataLengthInBytes | ||||||
| ) { | ) { | ||||||
| 	if (commandBuffer->boundUniformBufferCount >= commandBuffer->boundUniformBufferCapacity) | 	NOT_IMPLEMENTED | ||||||
| 	{ |  | ||||||
| 		commandBuffer->boundUniformBufferCapacity *= 2; |  | ||||||
| 		commandBuffer->boundUniformBuffers = SDL_realloc( |  | ||||||
| 			commandBuffer->boundUniformBuffers, |  | ||||||
| 			sizeof(D3D11UniformBuffer*) * commandBuffer->boundUniformBufferCapacity |  | ||||||
| 		); |  | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| 	commandBuffer->boundUniformBuffers[commandBuffer->boundUniformBufferCount] = uniformBuffer; | /* Uniforms */ | ||||||
| 	commandBuffer->boundUniformBufferCount += 1; |  | ||||||
| } |  | ||||||
| 
 | 
 | ||||||
| static uint8_t D3D11_INTERNAL_CreateUniformBuffer( | static uint8_t D3D11_INTERNAL_CreateUniformBuffer( | ||||||
| 	D3D11Renderer *renderer | 	D3D11Renderer *renderer | ||||||
|  | @ -1869,6 +1884,8 @@ static uint8_t D3D11_INTERNAL_CreateUniformBuffer( | ||||||
| 	uniformBuffer->d3d11Buffer = SDL_malloc(sizeof(D3D11Buffer)); | 	uniformBuffer->d3d11Buffer = SDL_malloc(sizeof(D3D11Buffer)); | ||||||
| 	uniformBuffer->d3d11Buffer->handle = bufferHandle; | 	uniformBuffer->d3d11Buffer->handle = bufferHandle; | ||||||
| 	uniformBuffer->d3d11Buffer->size = UBO_BUFFER_SIZE; | 	uniformBuffer->d3d11Buffer->size = UBO_BUFFER_SIZE; | ||||||
|  | 	uniformBuffer->d3d11Buffer->isDynamic = 1; | ||||||
|  | 	uniformBuffer->d3d11Buffer->uav = NULL; | ||||||
| 
 | 
 | ||||||
| 	/* Add it to the available pool */ | 	/* Add it to the available pool */ | ||||||
| 	if (renderer->availableUniformBufferCount >= renderer->availableUniformBufferCapacity) | 	if (renderer->availableUniformBufferCount >= renderer->availableUniformBufferCapacity) | ||||||
|  | @ -1887,12 +1904,15 @@ static uint8_t D3D11_INTERNAL_CreateUniformBuffer( | ||||||
| 	return 1; | 	return 1; | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| static D3D11UniformBuffer* D3D11_INTERNAL_AcquireUniformBufferFromPool( | static uint8_t D3D11_INTERNAL_AcquireUniformBuffer( | ||||||
| 	D3D11Renderer *renderer, | 	D3D11Renderer *renderer, | ||||||
|  | 	D3D11CommandBuffer *commandBuffer, | ||||||
|  | 	D3D11UniformBuffer **uniformBufferToBind, | ||||||
| 	uint64_t blockSize | 	uint64_t blockSize | ||||||
| ) { | ) { | ||||||
| 	D3D11UniformBuffer *uniformBuffer; | 	D3D11UniformBuffer *uniformBuffer; | ||||||
| 
 | 
 | ||||||
|  | 	/* Acquire a uniform buffer from the pool */ | ||||||
| 	SDL_LockMutex(renderer->uniformBufferLock); | 	SDL_LockMutex(renderer->uniformBufferLock); | ||||||
| 
 | 
 | ||||||
| 	if (renderer->availableUniformBufferCount == 0) | 	if (renderer->availableUniformBufferCount == 0) | ||||||
|  | @ -1901,7 +1921,7 @@ static D3D11UniformBuffer* D3D11_INTERNAL_AcquireUniformBufferFromPool( | ||||||
| 		{ | 		{ | ||||||
| 			SDL_UnlockMutex(renderer->uniformBufferLock); | 			SDL_UnlockMutex(renderer->uniformBufferLock); | ||||||
| 			Refresh_LogError("Failed to create uniform buffer!"); | 			Refresh_LogError("Failed to create uniform buffer!"); | ||||||
| 			return NULL; | 			return 0; | ||||||
| 		} | 		} | ||||||
| 	} | 	} | ||||||
| 
 | 
 | ||||||
|  | @ -1910,9 +1930,24 @@ static D3D11UniformBuffer* D3D11_INTERNAL_AcquireUniformBufferFromPool( | ||||||
| 
 | 
 | ||||||
| 	SDL_UnlockMutex(renderer->uniformBufferLock); | 	SDL_UnlockMutex(renderer->uniformBufferLock); | ||||||
| 
 | 
 | ||||||
|  | 	/* Reset the uniform buffer */ | ||||||
| 	uniformBuffer->offset = 0; | 	uniformBuffer->offset = 0; | ||||||
| 
 | 
 | ||||||
| 	return uniformBuffer; | 	/* 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; | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| static uint32_t D3D11_PushVertexShaderUniforms( | static uint32_t D3D11_PushVertexShaderUniforms( | ||||||
|  | @ -1928,13 +1963,11 @@ static uint32_t D3D11_PushVertexShaderUniforms( | ||||||
| 
 | 
 | ||||||
| 	if (d3d11CommandBuffer->vertexUniformBuffer->offset + graphicsPipeline->vertexUniformBlockSize >= UBO_BUFFER_SIZE) | 	if (d3d11CommandBuffer->vertexUniformBuffer->offset + graphicsPipeline->vertexUniformBlockSize >= UBO_BUFFER_SIZE) | ||||||
| 	{ | 	{ | ||||||
| 		/* We're out of space in this buffer, bind the old one and acquire a new one */ | 		/* Out of space! Get a new uniform buffer. */ | ||||||
| 		D3D11_INTERNAL_BindUniformBuffer( | 		D3D11_INTERNAL_AcquireUniformBuffer( | ||||||
| 			d3d11CommandBuffer, |  | ||||||
| 			d3d11CommandBuffer->vertexUniformBuffer |  | ||||||
| 		); |  | ||||||
| 		d3d11CommandBuffer->vertexUniformBuffer = D3D11_INTERNAL_AcquireUniformBufferFromPool( |  | ||||||
| 			renderer, | 			renderer, | ||||||
|  | 			d3d11CommandBuffer, | ||||||
|  | 			&d3d11CommandBuffer->vertexUniformBuffer, | ||||||
| 			graphicsPipeline->vertexUniformBlockSize | 			graphicsPipeline->vertexUniformBlockSize | ||||||
| 		); | 		); | ||||||
| 	} | 	} | ||||||
|  | @ -1969,13 +2002,11 @@ static uint32_t D3D11_PushFragmentShaderUniforms( | ||||||
| 
 | 
 | ||||||
| 	if (d3d11CommandBuffer->fragmentUniformBuffer->offset + graphicsPipeline->fragmentUniformBlockSize >= UBO_BUFFER_SIZE) | 	if (d3d11CommandBuffer->fragmentUniformBuffer->offset + graphicsPipeline->fragmentUniformBlockSize >= UBO_BUFFER_SIZE) | ||||||
| 	{ | 	{ | ||||||
| 		/* We're out of space in this buffer, bind the old one and acquire a new one */ | 		/* Out of space! Get a new uniform buffer. */ | ||||||
| 		D3D11_INTERNAL_BindUniformBuffer( | 		D3D11_INTERNAL_AcquireUniformBuffer( | ||||||
| 			d3d11CommandBuffer, |  | ||||||
| 			d3d11CommandBuffer->fragmentUniformBuffer |  | ||||||
| 		); |  | ||||||
| 		d3d11CommandBuffer->fragmentUniformBuffer = D3D11_INTERNAL_AcquireUniformBufferFromPool( |  | ||||||
| 			renderer, | 			renderer, | ||||||
|  | 			d3d11CommandBuffer, | ||||||
|  | 			&d3d11CommandBuffer->fragmentUniformBuffer, | ||||||
| 			graphicsPipeline->fragmentUniformBlockSize | 			graphicsPipeline->fragmentUniformBlockSize | ||||||
| 		); | 		); | ||||||
| 	} | 	} | ||||||
|  | @ -2007,6 +2038,8 @@ static uint32_t D3D11_PushComputeShaderUniforms( | ||||||
| 	return 0; | 	return 0; | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
|  | /* Samplers */ | ||||||
|  | 
 | ||||||
| static void D3D11_BindVertexSamplers( | static void D3D11_BindVertexSamplers( | ||||||
| 	Refresh_Renderer *driverData, | 	Refresh_Renderer *driverData, | ||||||
| 	Refresh_CommandBuffer *commandBuffer, | 	Refresh_CommandBuffer *commandBuffer, | ||||||
|  | @ -2075,17 +2108,6 @@ static void D3D11_BindFragmentSamplers( | ||||||
| 	); | 	); | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| /* Getters */ |  | ||||||
| 
 |  | ||||||
| static void D3D11_GetBufferData( |  | ||||||
| 	Refresh_Renderer *driverData, |  | ||||||
| 	Refresh_Buffer *buffer, |  | ||||||
| 	void *data, |  | ||||||
| 	uint32_t dataLengthInBytes |  | ||||||
| ) { |  | ||||||
| 	NOT_IMPLEMENTED |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| /* Disposal */ | /* Disposal */ | ||||||
| 
 | 
 | ||||||
| static void D3D11_QueueDestroyTexture( | static void D3D11_QueueDestroyTexture( | ||||||
|  | @ -2193,7 +2215,6 @@ static void D3D11_INTERNAL_AllocateCommandBuffers( | ||||||
| 	uint32_t allocateCount | 	uint32_t allocateCount | ||||||
| ) { | ) { | ||||||
| 	D3D11CommandBuffer *commandBuffer; | 	D3D11CommandBuffer *commandBuffer; | ||||||
| 	D3D11_QUERY_DESC queryDesc; |  | ||||||
| 	HRESULT res; | 	HRESULT res; | ||||||
| 
 | 
 | ||||||
| 	renderer->availableCommandBufferCapacity += allocateCount; | 	renderer->availableCommandBufferCapacity += allocateCount; | ||||||
|  | @ -2215,16 +2236,6 @@ static void D3D11_INTERNAL_AllocateCommandBuffers( | ||||||
| 		); | 		); | ||||||
| 		ERROR_CHECK("Could not create deferred context"); | 		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 */ | 		/* Bound Uniform Buffers */ | ||||||
| 		commandBuffer->boundUniformBufferCapacity = 16; | 		commandBuffer->boundUniformBufferCapacity = 16; | ||||||
| 		commandBuffer->boundUniformBufferCount = 0; | 		commandBuffer->boundUniformBufferCount = 0; | ||||||
|  | @ -2232,8 +2243,6 @@ static void D3D11_INTERNAL_AllocateCommandBuffers( | ||||||
| 			commandBuffer->boundUniformBufferCapacity * sizeof(D3D11UniformBuffer*) | 			commandBuffer->boundUniformBufferCapacity * sizeof(D3D11UniformBuffer*) | ||||||
| 		); | 		); | ||||||
| 
 | 
 | ||||||
| 		/* FIXME: Resource tracking? */ |  | ||||||
| 
 |  | ||||||
| 		renderer->availableCommandBuffers[renderer->availableCommandBufferCount] = commandBuffer; | 		renderer->availableCommandBuffers[renderer->availableCommandBufferCount] = commandBuffer; | ||||||
| 		renderer->availableCommandBufferCount += 1; | 		renderer->availableCommandBufferCount += 1; | ||||||
| 	} | 	} | ||||||
|  | @ -2258,17 +2267,69 @@ static D3D11CommandBuffer* D3D11_INTERNAL_GetInactiveCommandBufferFromPool( | ||||||
| 	return commandBuffer; | 	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( | static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer( | ||||||
| 	Refresh_Renderer *driverData | 	Refresh_Renderer *driverData | ||||||
| ) { | ) { | ||||||
| 	D3D11Renderer *renderer = (D3D11Renderer*) driverData; | 	D3D11Renderer *renderer = (D3D11Renderer*) driverData; | ||||||
| 	D3D11CommandBuffer *commandBuffer; | 	D3D11CommandBuffer *commandBuffer; | ||||||
| 	uint32_t i; |  | ||||||
| 
 | 
 | ||||||
| 	SDL_LockMutex(renderer->acquireCommandBufferLock); | 	SDL_LockMutex(renderer->acquireCommandBufferLock); | ||||||
| 
 | 
 | ||||||
| 	/* Set up the command buffer */ |  | ||||||
| 	commandBuffer = D3D11_INTERNAL_GetInactiveCommandBufferFromPool(renderer); | 	commandBuffer = D3D11_INTERNAL_GetInactiveCommandBufferFromPool(renderer); | ||||||
|  | 
 | ||||||
| 	commandBuffer->threadID = SDL_ThreadID(); | 	commandBuffer->threadID = SDL_ThreadID(); | ||||||
| 	commandBuffer->swapchainData = NULL; | 	commandBuffer->swapchainData = NULL; | ||||||
| 	commandBuffer->graphicsPipeline = NULL; | 	commandBuffer->graphicsPipeline = NULL; | ||||||
|  | @ -2277,11 +2338,16 @@ static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer( | ||||||
| 	commandBuffer->fragmentUniformBuffer = NULL; | 	commandBuffer->fragmentUniformBuffer = NULL; | ||||||
| 	commandBuffer->computeUniformBuffer = NULL; | 	commandBuffer->computeUniformBuffer = NULL; | ||||||
| 	commandBuffer->dsView = NULL; | 	commandBuffer->dsView = NULL; | ||||||
| 	for (i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1) | 
 | ||||||
|  | 	for (uint32_t i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1) | ||||||
| 	{ | 	{ | ||||||
| 		commandBuffer->rtViews[i] = NULL; | 		commandBuffer->rtViews[i] = NULL; | ||||||
| 	} | 	} | ||||||
| 
 | 
 | ||||||
|  | 	SDL_LockMutex(renderer->acquireFenceLock); | ||||||
|  | 	commandBuffer->fence = D3D11_INTERNAL_GetFenceFromPool(renderer); | ||||||
|  | 	SDL_UnlockMutex(renderer->acquireFenceLock); | ||||||
|  | 
 | ||||||
| 	SDL_UnlockMutex(renderer->acquireCommandBufferLock); | 	SDL_UnlockMutex(renderer->acquireCommandBufferLock); | ||||||
| 
 | 
 | ||||||
| 	return (Refresh_CommandBuffer*) commandBuffer; | 	return (Refresh_CommandBuffer*) commandBuffer; | ||||||
|  | @ -2300,7 +2366,6 @@ static void D3D11_BeginRenderPass( | ||||||
| 	D3D11_CLEAR_FLAG dsClearFlags; | 	D3D11_CLEAR_FLAG dsClearFlags; | ||||||
| 	D3D11_VIEWPORT viewport; | 	D3D11_VIEWPORT viewport; | ||||||
| 	D3D11_RECT scissorRect; | 	D3D11_RECT scissorRect; | ||||||
| 	uint32_t i; |  | ||||||
| 
 | 
 | ||||||
| 	/* FIXME:
 | 	/* FIXME:
 | ||||||
| 	 * We need to unbind the RT textures on the Refresh side | 	 * We need to unbind the RT textures on the Refresh side | ||||||
|  | @ -2308,14 +2373,14 @@ static void D3D11_BeginRenderPass( | ||||||
| 	 */ | 	 */ | ||||||
| 
 | 
 | ||||||
| 	/* Clear the bound RTs for the current command buffer */ | 	/* Clear the bound RTs for the current command buffer */ | ||||||
| 	for (i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1) | 	for (uint32_t i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1) | ||||||
| 	{ | 	{ | ||||||
| 		d3d11CommandBuffer->rtViews[i] = NULL; | 		d3d11CommandBuffer->rtViews[i] = NULL; | ||||||
| 	} | 	} | ||||||
| 	d3d11CommandBuffer->dsView = NULL; | 	d3d11CommandBuffer->dsView = NULL; | ||||||
| 
 | 
 | ||||||
| 	/* Get RTVs for the color attachments */ | 	/* Get RTVs for the color attachments */ | ||||||
| 	for (i = 0; i < colorAttachmentCount; i += 1) | 	for (uint32_t i = 0; i < colorAttachmentCount; i += 1) | ||||||
| 	{ | 	{ | ||||||
| 		/* FIXME: Cube RTs */ | 		/* FIXME: Cube RTs */ | ||||||
| 
 | 
 | ||||||
|  | @ -2337,7 +2402,7 @@ static void D3D11_BeginRenderPass( | ||||||
| 	); | 	); | ||||||
| 
 | 
 | ||||||
| 	/* Perform load ops on the RTs */ | 	/* Perform load ops on the RTs */ | ||||||
| 	for (i = 0; i < colorAttachmentCount; i += 1) | 	for (uint32_t i = 0; i < colorAttachmentCount; i += 1) | ||||||
| 	{ | 	{ | ||||||
| 		if (colorAttachmentInfos[i].loadOp == REFRESH_LOADOP_CLEAR) | 		if (colorAttachmentInfos[i].loadOp == REFRESH_LOADOP_CLEAR) | ||||||
| 		{ | 		{ | ||||||
|  | @ -2410,23 +2475,9 @@ static void D3D11_EndRenderPass( | ||||||
| ) { | ) { | ||||||
| 	D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer; | 	D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer; | ||||||
| 
 | 
 | ||||||
| 	if (d3d11CommandBuffer->vertexUniformBuffer != NULL) |  | ||||||
| 	{ |  | ||||||
| 		D3D11_INTERNAL_BindUniformBuffer( |  | ||||||
| 			d3d11CommandBuffer, |  | ||||||
| 			d3d11CommandBuffer->vertexUniformBuffer |  | ||||||
| 		); |  | ||||||
| 	} |  | ||||||
| 	d3d11CommandBuffer->vertexUniformBuffer = NULL; | 	d3d11CommandBuffer->vertexUniformBuffer = NULL; | ||||||
| 
 |  | ||||||
| 	if (d3d11CommandBuffer->fragmentUniformBuffer != NULL) |  | ||||||
| 	{ |  | ||||||
| 		D3D11_INTERNAL_BindUniformBuffer( |  | ||||||
| 			d3d11CommandBuffer, |  | ||||||
| 			d3d11CommandBuffer->fragmentUniformBuffer |  | ||||||
| 		); |  | ||||||
| 	} |  | ||||||
| 	d3d11CommandBuffer->fragmentUniformBuffer = NULL; | 	d3d11CommandBuffer->fragmentUniformBuffer = NULL; | ||||||
|  | 	d3d11CommandBuffer->computeUniformBuffer = NULL; | ||||||
| 
 | 
 | ||||||
| 	/* FIXME: Resolve MSAA here! */ | 	/* FIXME: Resolve MSAA here! */ | ||||||
| 	/* FIXME: Anything else we need to do...? */ | 	/* FIXME: Anything else we need to do...? */ | ||||||
|  | @ -2443,31 +2494,17 @@ static void D3D11_BindGraphicsPipeline( | ||||||
| 
 | 
 | ||||||
| 	d3d11CommandBuffer->graphicsPipeline = pipeline; | 	d3d11CommandBuffer->graphicsPipeline = pipeline; | ||||||
| 
 | 
 | ||||||
| 	if (d3d11CommandBuffer->vertexUniformBuffer != NULL) |  | ||||||
| 	{ |  | ||||||
| 		D3D11_INTERNAL_BindUniformBuffer( |  | ||||||
| 			d3d11CommandBuffer, |  | ||||||
| 			d3d11CommandBuffer->vertexUniformBuffer |  | ||||||
| 		); |  | ||||||
| 	} |  | ||||||
| 
 |  | ||||||
| 	if (pipeline->vertexUniformBlockSize == 0) | 	if (pipeline->vertexUniformBlockSize == 0) | ||||||
| 	{ | 	{ | ||||||
| 		d3d11CommandBuffer->vertexUniformBuffer = NULL; | 		d3d11CommandBuffer->vertexUniformBuffer = NULL; | ||||||
| 	} | 	} | ||||||
| 	else | 	else | ||||||
| 	{ | 	{ | ||||||
| 		d3d11CommandBuffer->vertexUniformBuffer = D3D11_INTERNAL_AcquireUniformBufferFromPool( | 		D3D11_INTERNAL_AcquireUniformBuffer( | ||||||
| 			renderer, | 			renderer, | ||||||
| 			pipeline->vertexUniformBlockSize |  | ||||||
| 		); |  | ||||||
| 	} |  | ||||||
| 
 |  | ||||||
| 	if (d3d11CommandBuffer->fragmentUniformBuffer != NULL) |  | ||||||
| 	{ |  | ||||||
| 		D3D11_INTERNAL_BindUniformBuffer( |  | ||||||
| 			d3d11CommandBuffer, | 			d3d11CommandBuffer, | ||||||
| 			d3d11CommandBuffer->fragmentUniformBuffer | 			&d3d11CommandBuffer->vertexUniformBuffer, | ||||||
|  | 			pipeline->vertexUniformBlockSize | ||||||
| 		); | 		); | ||||||
| 	} | 	} | ||||||
| 
 | 
 | ||||||
|  | @ -2477,8 +2514,10 @@ static void D3D11_BindGraphicsPipeline( | ||||||
| 	} | 	} | ||||||
| 	else | 	else | ||||||
| 	{ | 	{ | ||||||
| 		d3d11CommandBuffer->fragmentUniformBuffer = D3D11_INTERNAL_AcquireUniformBufferFromPool( | 		D3D11_INTERNAL_AcquireUniformBuffer( | ||||||
| 			renderer, | 			renderer, | ||||||
|  | 			d3d11CommandBuffer, | ||||||
|  | 			&d3d11CommandBuffer->fragmentUniformBuffer, | ||||||
| 			pipeline->fragmentUniformBlockSize | 			pipeline->fragmentUniformBlockSize | ||||||
| 		); | 		); | ||||||
| 	} | 	} | ||||||
|  | @ -2629,22 +2668,16 @@ static void D3D11_BindComputePipeline( | ||||||
| 
 | 
 | ||||||
| 	d3d11CommandBuffer->computePipeline = pipeline; | 	d3d11CommandBuffer->computePipeline = pipeline; | ||||||
| 
 | 
 | ||||||
| 	if (d3d11CommandBuffer->computeUniformBuffer != NULL) |  | ||||||
| 	{ |  | ||||||
| 		D3D11_INTERNAL_BindUniformBuffer( |  | ||||||
| 			d3d11CommandBuffer, |  | ||||||
| 			d3d11CommandBuffer->computeUniformBuffer |  | ||||||
| 		); |  | ||||||
| 	} |  | ||||||
| 
 |  | ||||||
| 	if (pipeline->computeUniformBlockSize == 0) | 	if (pipeline->computeUniformBlockSize == 0) | ||||||
| 	{ | 	{ | ||||||
| 		d3d11CommandBuffer->computeUniformBuffer = NULL; | 		d3d11CommandBuffer->computeUniformBuffer = NULL; | ||||||
| 	} | 	} | ||||||
| 	else | 	else | ||||||
| 	{ | 	{ | ||||||
| 		d3d11CommandBuffer->computeUniformBuffer = D3D11_INTERNAL_AcquireUniformBufferFromPool( | 		D3D11_INTERNAL_AcquireUniformBuffer( | ||||||
| 			renderer, | 			renderer, | ||||||
|  | 			d3d11CommandBuffer, | ||||||
|  | 			&d3d11CommandBuffer->computeUniformBuffer, | ||||||
| 			pipeline->computeUniformBlockSize | 			pipeline->computeUniformBlockSize | ||||||
| 		); | 		); | ||||||
| 	} | 	} | ||||||
|  | @ -2985,7 +3018,6 @@ static void D3D11_UnclaimWindow( | ||||||
| ) { | ) { | ||||||
| 	D3D11Renderer *renderer = (D3D11Renderer*) driverData; | 	D3D11Renderer *renderer = (D3D11Renderer*) driverData; | ||||||
| 	D3D11WindowData *windowData = D3D11_INTERNAL_FetchWindowData(windowHandle); | 	D3D11WindowData *windowData = D3D11_INTERNAL_FetchWindowData(windowHandle); | ||||||
| 	uint32_t i; |  | ||||||
| 
 | 
 | ||||||
| 	if (windowData == NULL) | 	if (windowData == NULL) | ||||||
| 	{ | 	{ | ||||||
|  | @ -3001,7 +3033,7 @@ static void D3D11_UnclaimWindow( | ||||||
| 		); | 		); | ||||||
| 	} | 	} | ||||||
| 
 | 
 | ||||||
| 	for (i = 0; i < renderer->claimedWindowCount; i += 1) | 	for (uint32_t i = 0; i < renderer->claimedWindowCount; i += 1) | ||||||
| 	{ | 	{ | ||||||
| 		if (renderer->claimedWindows[i]->windowHandle == windowHandle) | 		if (renderer->claimedWindows[i]->windowHandle == windowHandle) | ||||||
| 		{ | 		{ | ||||||
|  | @ -3111,6 +3143,22 @@ static void D3D11_INTERNAL_CleanCommandBuffer( | ||||||
| 
 | 
 | ||||||
| 	commandBuffer->boundUniformBufferCount = 0; | 	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 */ | 	/* Return command buffer to pool */ | ||||||
| 	SDL_LockMutex(renderer->acquireCommandBufferLock); | 	SDL_LockMutex(renderer->acquireCommandBufferLock); | ||||||
| 
 | 
 | ||||||
|  | @ -3155,7 +3203,7 @@ static void D3D11_Submit( | ||||||
| 	/* Notify the command buffer completion query that we have completed recording */ | 	/* Notify the command buffer completion query that we have completed recording */ | ||||||
| 	ID3D11DeviceContext_End( | 	ID3D11DeviceContext_End( | ||||||
| 		renderer->immediateContext, | 		renderer->immediateContext, | ||||||
| 		(ID3D11Asynchronous*) d3d11CommandBuffer->completionQuery | 		(ID3D11Asynchronous*) d3d11CommandBuffer->fence->handle | ||||||
| 	); | 	); | ||||||
| 
 | 
 | ||||||
| 	/* Serialize the commands into the command list */ | 	/* Serialize the commands into the command list */ | ||||||
|  | @ -3205,7 +3253,7 @@ static void D3D11_Submit( | ||||||
| 
 | 
 | ||||||
| 		res = ID3D11DeviceContext_GetData( | 		res = ID3D11DeviceContext_GetData( | ||||||
| 			renderer->immediateContext, | 			renderer->immediateContext, | ||||||
| 			(ID3D11Asynchronous*) renderer->submittedCommandBuffers[i]->completionQuery, | 			(ID3D11Asynchronous*) renderer->submittedCommandBuffers[i]->fence->handle, | ||||||
| 			&queryData, | 			&queryData, | ||||||
| 			sizeof(queryData), | 			sizeof(queryData), | ||||||
| 			0 | 			0 | ||||||
|  | @ -3245,7 +3293,7 @@ static void D3D11_Wait( | ||||||
| 	{ | 	{ | ||||||
| 		while (S_OK != ID3D11DeviceContext_GetData( | 		while (S_OK != ID3D11DeviceContext_GetData( | ||||||
| 			renderer->immediateContext, | 			renderer->immediateContext, | ||||||
| 			(ID3D11Asynchronous*) renderer->submittedCommandBuffers[i]->completionQuery, | 			(ID3D11Asynchronous*) renderer->submittedCommandBuffers[i]->fence->handle, | ||||||
| 			&queryData, | 			&queryData, | ||||||
| 			sizeof(queryData), | 			sizeof(queryData), | ||||||
| 			0 | 			0 | ||||||
|  | @ -3262,8 +3310,6 @@ static void D3D11_Wait( | ||||||
| 		D3D11_INTERNAL_CleanCommandBuffer(renderer, commandBuffer); | 		D3D11_INTERNAL_CleanCommandBuffer(renderer, commandBuffer); | ||||||
| 	} | 	} | ||||||
| 
 | 
 | ||||||
| 	/* FIXME: D3D11_INTERNAL_PerformPendingDestroys(renderer); */ |  | ||||||
| 
 |  | ||||||
| 	SDL_UnlockMutex(renderer->contextLock); | 	SDL_UnlockMutex(renderer->contextLock); | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
|  | @ -3615,17 +3661,21 @@ tryCreateDevice: | ||||||
| 	renderer->contextLock = SDL_CreateMutex(); | 	renderer->contextLock = SDL_CreateMutex(); | ||||||
| 	renderer->acquireCommandBufferLock = SDL_CreateMutex(); | 	renderer->acquireCommandBufferLock = SDL_CreateMutex(); | ||||||
| 	renderer->uniformBufferLock = SDL_CreateMutex(); | 	renderer->uniformBufferLock = SDL_CreateMutex(); | ||||||
|  | 	renderer->acquireFenceLock = SDL_CreateMutex(); | ||||||
| 
 | 
 | ||||||
| 	/* Initialize miscellaneous renderer members */ | 	/* Initialize miscellaneous renderer members */ | ||||||
| 	renderer->debugMode = (flags & D3D11_CREATE_DEVICE_DEBUG); | 	renderer->debugMode = (flags & D3D11_CREATE_DEVICE_DEBUG); | ||||||
| 
 | 
 | ||||||
| 	/* Create command buffers to initialize the pool */ | 	/* Create command buffer pool */ | ||||||
| 	D3D11_INTERNAL_AllocateCommandBuffers(renderer, 2); | 	D3D11_INTERNAL_AllocateCommandBuffers(renderer, 2); | ||||||
| 
 | 
 | ||||||
| 	/* Create uniform buffer pool */ | 	/* Create uniform buffer pool */ | ||||||
| 	renderer->availableUniformBufferCapacity = 2; | 	renderer->availableUniformBufferCapacity = 2; | ||||||
| 	renderer->availableUniformBuffers = SDL_malloc(sizeof(D3D11UniformBuffer*) * renderer->availableUniformBufferCapacity); | 	renderer->availableUniformBuffers = SDL_malloc(sizeof(D3D11UniformBuffer*) * renderer->availableUniformBufferCapacity); | ||||||
| 
 | 
 | ||||||
|  | 	/* Create fence pool */ | ||||||
|  | 	D3D11_INTERNAL_AllocateFences(renderer, 2); | ||||||
|  | 
 | ||||||
| 	/* Create the Refresh Device */ | 	/* Create the Refresh Device */ | ||||||
| 	result = (Refresh_Device*) SDL_malloc(sizeof(Refresh_Device)); | 	result = (Refresh_Device*) SDL_malloc(sizeof(Refresh_Device)); | ||||||
| 	ASSIGN_DRIVER(D3D11) | 	ASSIGN_DRIVER(D3D11) | ||||||
|  |  | ||||||
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		Reference in New Issue