D3D12 fixes
This commit is contained in:
@@ -18,6 +18,8 @@
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void iron_memory_emergency();
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bool gpu_transpose_mat = false;
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bool gpu_in_use = false;
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static bool gpu_thrown = false;
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static ID3D12Device *device = NULL;
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static ID3D12CommandQueue *queue;
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static struct IDXGISwapChain *window_swapchain;
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@@ -473,9 +475,14 @@ int gpu_max_bound_textures(void) {
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}
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void gpu_begin(gpu_texture_t **targets, int count, unsigned flags, unsigned color, float depth) {
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if (gpu_in_use && !gpu_thrown) {
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gpu_thrown = true;
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iron_log("End before you begin");
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}
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gpu_in_use = true;
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gpu_wait();
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if (!command_list_open) {
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gpu_wait();
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command_allocator->lpVtbl->Reset(command_allocator);
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command_list->lpVtbl->Reset(command_list, command_allocator, NULL);
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command_list_open = true;
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@@ -542,18 +549,17 @@ void gpu_begin(gpu_texture_t **targets, int count, unsigned flags, unsigned colo
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}
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void gpu_end() {
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if (!gpu_in_use && !gpu_thrown) {
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gpu_thrown = true;
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iron_log("Begin before you end");
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}
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gpu_in_use = false;
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for (int i = 0; i < current_render_targets_count; ++i) {
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gpu_barrier(current_render_targets[i],
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current_render_targets[i] == &framebuffers[framebuffer_index] ? D3D12_RESOURCE_STATE_PRESENT : D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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}
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current_render_targets_count = 0;
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command_list->lpVtbl->Close(command_list);
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command_list_open = false;
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ID3D12CommandList *command_lists[] = {(ID3D12CommandList *)command_list};
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queue->lpVtbl->ExecuteCommandLists(queue, 1, command_lists);
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queue->lpVtbl->Signal(queue, fence, ++fence_value);
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}
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void gpu_wait() {
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@@ -561,6 +567,13 @@ void gpu_wait() {
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}
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void gpu_present() {
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command_list->lpVtbl->Close(command_list);
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command_list_open = false;
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ID3D12CommandList *command_lists[] = {(ID3D12CommandList *)command_list};
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queue->lpVtbl->ExecuteCommandLists(queue, 1, command_lists);
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queue->lpVtbl->Signal(queue, fence, ++fence_value);
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window_swapchain->lpVtbl->Present(window_swapchain, window_vsync, 0);
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queue->lpVtbl->Signal(queue, fence, ++fence_value);
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@@ -1354,7 +1367,7 @@ void gpu_constant_buffer_lock(gpu_buffer_t *buffer, int start, int count) {
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buffer->impl.last_count = count;
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D3D12_RANGE range = {
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.Begin = start,
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.End = range.Begin + count,
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.End = start + count,
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};
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uint8_t *p;
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buffer->impl.buffer->lpVtbl->Map(buffer->impl.buffer, 0, &range, (void **)&p);
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@@ -1364,7 +1377,7 @@ void gpu_constant_buffer_lock(gpu_buffer_t *buffer, int start, int count) {
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void gpu_constant_buffer_unlock(gpu_buffer_t *buffer) {
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D3D12_RANGE range = {
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.Begin = buffer->impl.last_start,
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.End = range.Begin + buffer->impl.last_count,
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.End = buffer->impl.last_start + buffer->impl.last_count,
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};
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buffer->impl.buffer->lpVtbl->Unmap(buffer->impl.buffer, 0, &range);
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buffer->data = NULL;
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@@ -18,6 +18,7 @@ void gpu_draw() {
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++constant_buffer_index;
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if (constant_buffer_index >= CONSTANT_BUFFER_MULTIPLE) {
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constant_buffer_index = 0;
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// gpu_wait();
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}
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gpu_constant_buffer_lock(&constant_buffer, constant_buffer_index * CONSTANT_BUFFER_SIZE, CONSTANT_BUFFER_SIZE);
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}
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@@ -93,8 +94,8 @@ void gpu_set_bool(int location, bool value) {
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ints[0] = value ? 1 : 0;
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}
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static void gpu_internal_set_matrix3(uint8_t *constants, int offset, iron_matrix3x3_t *value) {
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float *floats = (float *)(&constants[offset]);
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static void gpu_internal_set_matrix3(int offset, iron_matrix3x3_t *value) {
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float *floats = (float *)(&constant_buffer.data[offset]);
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for (int y = 0; y < 3; ++y) {
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for (int x = 0; x < 3; ++x) {
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floats[x + y * 4] = iron_matrix3x3_get(value, x, y);
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@@ -102,8 +103,8 @@ static void gpu_internal_set_matrix3(uint8_t *constants, int offset, iron_matrix
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}
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}
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static void gpu_internal_set_matrix4(uint8_t *constants, int offset, iron_matrix4x4_t *value) {
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float *floats = (float *)(&constants[offset]);
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static void gpu_internal_set_matrix4(int offset, iron_matrix4x4_t *value) {
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float *floats = (float *)(&constant_buffer.data[offset]);
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for (int y = 0; y < 4; ++y) {
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for (int x = 0; x < 4; ++x) {
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floats[x + y * 4] = iron_matrix4x4_get(value, x, y);
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@@ -115,10 +116,10 @@ void gpu_set_matrix3(int location, iron_matrix3x3_t value) {
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if (gpu_transpose_mat) {
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iron_matrix3x3_t m = value;
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iron_matrix3x3_transpose(&m);
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gpu_internal_set_matrix3(constant_buffer.data, location, &m);
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gpu_internal_set_matrix3(location, &m);
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}
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else {
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gpu_internal_set_matrix3(constant_buffer.data, location, &value);
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gpu_internal_set_matrix3(location, &value);
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}
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}
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@@ -126,10 +127,10 @@ void gpu_set_matrix4(int location, iron_matrix4x4_t value) {
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if (gpu_transpose_mat) {
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iron_matrix4x4_t m = value;
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iron_matrix4x4_transpose(&m);
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gpu_internal_set_matrix4(constant_buffer.data, location, &m);
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gpu_internal_set_matrix4(location, &m);
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}
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else {
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gpu_internal_set_matrix4(constant_buffer.data, location, &value);
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gpu_internal_set_matrix4(location, &value);
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}
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}
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