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https://github.com/Relintai/sdl2_frt.git
synced 2024-12-16 11:06:49 +01:00
render: D3D11 now cycles through 8 vertex buffers.
This means it doesn't have to block while the current frame finishes using the vertex buffer; it just moves on to the next, probably-not-in-use buffer.
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@ -123,7 +123,8 @@ typedef struct
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ID3D11RenderTargetView *mainRenderTargetView;
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ID3D11RenderTargetView *currentOffscreenRenderTargetView;
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ID3D11InputLayout *inputLayout;
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ID3D11Buffer *vertexBuffer;
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ID3D11Buffer *vertexBuffers[8];
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size_t vertexBufferSizes[8];
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ID3D11VertexShader *vertexShader;
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ID3D11PixelShader *pixelShaders[NUM_SHADERS];
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int blendModesCount;
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@ -155,6 +156,7 @@ typedef struct
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int currentViewportRotation;
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SDL_bool viewportDirty;
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Float4X4 identity;
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int currentVertexBuffer;
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} D3D11_RenderData;
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@ -242,7 +244,9 @@ D3D11_ReleaseAll(SDL_Renderer * renderer)
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SAFE_RELEASE(data->mainRenderTargetView);
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SAFE_RELEASE(data->currentOffscreenRenderTargetView);
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SAFE_RELEASE(data->inputLayout);
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SAFE_RELEASE(data->vertexBuffer);
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for (i = 0; i < SDL_arraysize(data->vertexBuffers); ++i) {
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SAFE_RELEASE(data->vertexBuffers[i]);
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}
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SAFE_RELEASE(data->vertexShader);
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for (i = 0; i < SDL_arraysize(data->pixelShaders); ++i) {
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SAFE_RELEASE(data->pixelShaders[i]);
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@ -1798,28 +1802,18 @@ D3D11_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
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}
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/* !!! FIXME: rotate through a few vertex buffers so the GPU has time to finish using them */
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static int
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D3D11_UpdateVertexBuffer(SDL_Renderer *renderer,
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const void * vertexData, size_t dataSizeInBytes)
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{
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D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
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D3D11_BUFFER_DESC vertexBufferDesc;
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HRESULT result = S_OK;
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D3D11_SUBRESOURCE_DATA vertexBufferData;
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const UINT stride = sizeof(VertexPositionColor);
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const UINT offset = 0;
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const int vbidx = rendererData->currentVertexBuffer;
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if (rendererData->vertexBuffer) {
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ID3D11Buffer_GetDesc(rendererData->vertexBuffer, &vertexBufferDesc);
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} else {
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SDL_zero(vertexBufferDesc);
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}
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if (rendererData->vertexBuffer && vertexBufferDesc.ByteWidth >= dataSizeInBytes) {
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if (rendererData->vertexBuffers[vbidx] && rendererData->vertexBufferSizes[vbidx] >= dataSizeInBytes) {
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D3D11_MAPPED_SUBRESOURCE mappedResource;
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result = ID3D11DeviceContext_Map(rendererData->d3dContext,
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(ID3D11Resource *)rendererData->vertexBuffer,
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(ID3D11Resource *)rendererData->vertexBuffers[vbidx],
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0,
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D3D11_MAP_WRITE_DISCARD,
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0,
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@ -1830,10 +1824,16 @@ D3D11_UpdateVertexBuffer(SDL_Renderer *renderer,
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return -1;
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}
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SDL_memcpy(mappedResource.pData, vertexData, dataSizeInBytes);
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ID3D11DeviceContext_Unmap(rendererData->d3dContext, (ID3D11Resource *)rendererData->vertexBuffer, 0);
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ID3D11DeviceContext_Unmap(rendererData->d3dContext, (ID3D11Resource *)rendererData->vertexBuffers[vbidx], 0);
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} else {
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SAFE_RELEASE(rendererData->vertexBuffer);
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D3D11_BUFFER_DESC vertexBufferDesc;
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D3D11_SUBRESOURCE_DATA vertexBufferData;
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const UINT stride = sizeof(VertexPositionColor);
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const UINT offset = 0;
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SAFE_RELEASE(rendererData->vertexBuffers[vbidx]);
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SDL_zero(vertexBufferDesc);
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vertexBufferDesc.ByteWidth = (UINT) dataSizeInBytes;
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vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
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vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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@ -1847,7 +1847,7 @@ D3D11_UpdateVertexBuffer(SDL_Renderer *renderer,
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result = ID3D11Device_CreateBuffer(rendererData->d3dDevice,
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&vertexBufferDesc,
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&vertexBufferData,
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&rendererData->vertexBuffer
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&rendererData->vertexBuffers[vbidx]
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);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBuffer [vertex buffer]"), result);
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@ -1857,12 +1857,17 @@ D3D11_UpdateVertexBuffer(SDL_Renderer *renderer,
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ID3D11DeviceContext_IASetVertexBuffers(rendererData->d3dContext,
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0,
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1,
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&rendererData->vertexBuffer,
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&rendererData->vertexBuffers[vbidx],
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&stride,
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&offset
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);
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}
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rendererData->currentVertexBuffer++;
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if (rendererData->currentVertexBuffer >= SDL_arraysize(rendererData->vertexBuffers)) {
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rendererData->currentVertexBuffer = 0;
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}
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return 0;
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}
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