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demos: Use a fence to synchronize D3D12 and Vulkan work.
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Notes:
Alexandre Julliard
2023-07-06 23:27:52 +02:00
Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/266
@ -113,6 +113,9 @@ struct demo_swapchain
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VkDevice vk_device;
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ID3D12CommandQueue *command_queue;
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ID3D12Fence *present_fence;
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unsigned long long present_count;
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uint32_t current_buffer;
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unsigned int buffer_count;
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ID3D12Resource *buffers[1];
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@ -529,6 +532,17 @@ static inline struct demo_swapchain *demo_swapchain_create(ID3D12CommandQueue *c
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}
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swapchain->buffer_count = image_count;
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free(vk_images);
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if (FAILED(ID3D12Device_CreateFence(d3d12_device, 0, 0, &IID_ID3D12Fence, (void **)&swapchain->present_fence)))
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{
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for (i = 0; i < image_count; ++i)
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{
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ID3D12Resource_Release(swapchain->buffers[i]);
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}
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free(swapchain);
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goto fail;
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}
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swapchain->present_count = 0;
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ID3D12Device_Release(d3d12_device);
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ID3D12CommandQueue_AddRef(swapchain->command_queue = command_queue);
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@ -574,6 +588,12 @@ static inline void demo_swapchain_present(struct demo_swapchain *swapchain)
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present_desc.pImageIndices = &swapchain->current_buffer;
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present_desc.pResults = NULL;
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/* Synchronize vkd3d_acquire_vk_queue() with the Direct3D 12 work
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* already submitted to the command queue. */
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++swapchain->present_count;
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ID3D12CommandQueue_Signal(swapchain->command_queue, swapchain->present_fence, swapchain->present_count);
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ID3D12Fence_SetEventOnCompletion(swapchain->present_fence, swapchain->present_count, NULL);
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vk_queue = vkd3d_acquire_vk_queue(swapchain->command_queue);
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vkQueuePresentKHR(vk_queue, &present_desc);
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vkd3d_release_vk_queue(swapchain->command_queue);
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@ -589,6 +609,7 @@ static inline void demo_swapchain_destroy(struct demo_swapchain *swapchain)
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unsigned int i;
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ID3D12CommandQueue_Release(swapchain->command_queue);
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ID3D12Fence_Release(swapchain->present_fence);
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for (i = 0; i < swapchain->buffer_count; ++i)
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{
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ID3D12Resource_Release(swapchain->buffers[i]);
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