mirror of
https://github.com/libsdl-org/SDL.git
synced 2025-10-01 15:38:29 +00:00
gpu: Clean up unused code in Vulkan and D3D12 drivers
This commit is contained in:

committed by
Caleb Cornett

parent
71c4de190c
commit
0e29c6295c
@@ -121,18 +121,6 @@
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#define SDL_GPU_SHADERSTAGE_COMPUTE (SDL_GPUShaderStage)2
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#define EXPAND_ELEMENTS_IF_NEEDED(arr, initialValue, type) \
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if (arr->count == arr->capacity) { \
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if (arr->capacity == 0) { \
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arr->capacity = initialValue; \
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} else { \
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arr->capacity *= 2; \
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} \
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arr->elements = (type *)SDL_realloc( \
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arr->elements, \
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arr->capacity * sizeof(type)); \
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}
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#ifdef _WIN32
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#define HRESULT_FMT "(0x%08lX)"
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#else
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@@ -1179,7 +1167,6 @@ static void D3D12_INTERNAL_SetError(
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// Release / Cleanup
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static void D3D12_INTERNAL_ReleaseStagingDescriptorHandle(
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D3D12Renderer *renderer,
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D3D12StagingDescriptor *cpuDescriptor)
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{
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D3D12StagingDescriptorPool *pool = cpuDescriptor->pool;
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@@ -1193,7 +1180,6 @@ static void D3D12_INTERNAL_ReleaseStagingDescriptorHandle(
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}
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static void D3D12_INTERNAL_DestroyBuffer(
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D3D12Renderer *renderer,
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D3D12Buffer *buffer)
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{
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if (!buffer) {
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@@ -1207,13 +1193,10 @@ static void D3D12_INTERNAL_DestroyBuffer(
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NULL);
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}
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D3D12_INTERNAL_ReleaseStagingDescriptorHandle(
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renderer,
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&buffer->srvDescriptor);
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D3D12_INTERNAL_ReleaseStagingDescriptorHandle(
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renderer,
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&buffer->uavDescriptor);
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D3D12_INTERNAL_ReleaseStagingDescriptorHandle(
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renderer,
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&buffer->cbvDescriptor);
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if (buffer->handle) {
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@@ -1264,7 +1247,6 @@ static void D3D12_INTERNAL_ReleaseBufferContainer(
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}
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static void D3D12_INTERNAL_DestroyTexture(
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D3D12Renderer *renderer,
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D3D12Texture *texture)
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{
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if (!texture) {
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@@ -1275,24 +1257,20 @@ static void D3D12_INTERNAL_DestroyTexture(
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if (subresource->rtvHandles) {
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for (Uint32 depthIndex = 0; depthIndex < subresource->depth; depthIndex += 1) {
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D3D12_INTERNAL_ReleaseStagingDescriptorHandle(
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renderer,
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&subresource->rtvHandles[depthIndex]);
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}
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SDL_free(subresource->rtvHandles);
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}
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D3D12_INTERNAL_ReleaseStagingDescriptorHandle(
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renderer,
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&subresource->uavHandle);
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D3D12_INTERNAL_ReleaseStagingDescriptorHandle(
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renderer,
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&subresource->dsvHandle);
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}
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SDL_free(texture->subresources);
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D3D12_INTERNAL_ReleaseStagingDescriptorHandle(
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renderer,
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&texture->srvHandle);
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if (texture->resource) {
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@@ -1344,11 +1322,9 @@ static void D3D12_INTERNAL_ReleaseTextureContainer(
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}
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static void D3D12_INTERNAL_DestroySampler(
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D3D12Renderer *renderer,
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D3D12Sampler *sampler)
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{
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D3D12_INTERNAL_ReleaseStagingDescriptorHandle(
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renderer,
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&sampler->handle);
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SDL_free(sampler);
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@@ -1503,7 +1479,6 @@ static void D3D12_INTERNAL_DestroyRenderer(D3D12Renderer *renderer)
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// Release uniform buffers
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for (Uint32 i = 0; i < renderer->uniformBufferPoolCount; i += 1) {
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D3D12_INTERNAL_DestroyBuffer(
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renderer,
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renderer->uniformBufferPool[i]->buffer);
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SDL_free(renderer->uniformBufferPool[i]);
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}
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@@ -2499,12 +2474,8 @@ static D3D12GraphicsRootSignature *D3D12_INTERNAL_CreateGraphicsRootSignature(
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}
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static bool D3D12_INTERNAL_CreateShaderBytecode(
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D3D12Renderer *renderer,
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Uint32 stage,
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SDL_GPUShaderFormat format,
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const Uint8 *code,
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size_t codeSize,
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const char *entrypointName,
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void **pBytecode,
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size_t *pBytecodeSize)
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{
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@@ -2725,12 +2696,8 @@ static SDL_GPUComputePipeline *D3D12_CreateComputePipeline(
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ID3D12PipelineState *pipelineState;
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if (!D3D12_INTERNAL_CreateShaderBytecode(
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renderer,
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SDL_GPU_SHADERSTAGE_COMPUTE,
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createinfo->format,
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createinfo->code,
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createinfo->code_size,
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createinfo->entrypoint,
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&bytecode,
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&bytecodeSize)) {
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return NULL;
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@@ -3137,18 +3104,13 @@ static SDL_GPUShader *D3D12_CreateShader(
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SDL_GPURenderer *driverData,
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const SDL_GPUShaderCreateInfo *createinfo)
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{
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D3D12Renderer *renderer = (D3D12Renderer *)driverData;
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void *bytecode;
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size_t bytecodeSize;
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D3D12Shader *shader;
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if (!D3D12_INTERNAL_CreateShaderBytecode(
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renderer,
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createinfo->stage,
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createinfo->format,
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createinfo->code,
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createinfo->code_size,
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createinfo->entrypoint,
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&bytecode,
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&bytecodeSize)) {
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return NULL;
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@@ -3273,7 +3235,7 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(
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(void **)&handle);
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if (FAILED(res)) {
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D3D12_INTERNAL_SetError(renderer, "Failed to create texture!", res);
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D3D12_INTERNAL_DestroyTexture(renderer, texture);
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D3D12_INTERNAL_DestroyTexture(texture);
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return NULL;
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}
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@@ -3339,7 +3301,7 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(
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texture->subresources = (D3D12TextureSubresource *)SDL_calloc(
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texture->subresourceCount, sizeof(D3D12TextureSubresource));
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if (!texture->subresources) {
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D3D12_INTERNAL_DestroyTexture(renderer, texture);
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D3D12_INTERNAL_DestroyTexture(texture);
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return NULL;
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}
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for (Uint32 layerIndex = 0; layerIndex < layerCount; layerIndex += 1) {
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@@ -3617,7 +3579,7 @@ static D3D12Buffer *D3D12_INTERNAL_CreateBuffer(
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(void **)&handle);
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if (FAILED(res)) {
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D3D12_INTERNAL_SetError(renderer, "Could not create buffer!", res);
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D3D12_INTERNAL_DestroyBuffer(renderer, buffer);
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D3D12_INTERNAL_DestroyBuffer(buffer);
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return NULL;
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}
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@@ -3707,7 +3669,7 @@ static D3D12Buffer *D3D12_INTERNAL_CreateBuffer(
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(void **)&buffer->mapPointer);
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if (FAILED(res)) {
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D3D12_INTERNAL_SetError(renderer, "Failed to map upload buffer!", res);
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D3D12_INTERNAL_DestroyBuffer(renderer, buffer);
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D3D12_INTERNAL_DestroyBuffer(buffer);
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return NULL;
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}
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}
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@@ -6633,10 +6595,8 @@ static bool D3D12_INTERNAL_ResizeSwapchain(
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// Release views and clean up
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for (Uint32 i = 0; i < windowData->swapchainTextureCount; i += 1) {
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D3D12_INTERNAL_ReleaseStagingDescriptorHandle(
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renderer,
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&windowData->textureContainers[i].activeTexture->srvHandle);
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D3D12_INTERNAL_ReleaseStagingDescriptorHandle(
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renderer,
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&windowData->textureContainers[i].activeTexture->subresources[0].rtvHandles[0]);
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SDL_free(windowData->textureContainers[i].activeTexture->subresources[0].rtvHandles);
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@@ -6684,10 +6644,8 @@ static void D3D12_INTERNAL_DestroySwapchain(
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// Release views and clean up
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for (Uint32 i = 0; i < windowData->swapchainTextureCount; i += 1) {
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D3D12_INTERNAL_ReleaseStagingDescriptorHandle(
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renderer,
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&windowData->textureContainers[i].activeTexture->srvHandle);
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D3D12_INTERNAL_ReleaseStagingDescriptorHandle(
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renderer,
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&windowData->textureContainers[i].activeTexture->subresources[0].rtvHandles[0]);
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SDL_free(windowData->textureContainers[i].activeTexture->subresources[0].rtvHandles);
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@@ -7439,7 +7397,6 @@ static void D3D12_INTERNAL_PerformPendingDestroys(D3D12Renderer *renderer)
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for (Sint32 i = renderer->buffersToDestroyCount - 1; i >= 0; i -= 1) {
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if (SDL_GetAtomicInt(&renderer->buffersToDestroy[i]->referenceCount) == 0) {
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D3D12_INTERNAL_DestroyBuffer(
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renderer,
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renderer->buffersToDestroy[i]);
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renderer->buffersToDestroy[i] = renderer->buffersToDestroy[renderer->buffersToDestroyCount - 1];
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@@ -7450,7 +7407,6 @@ static void D3D12_INTERNAL_PerformPendingDestroys(D3D12Renderer *renderer)
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for (Sint32 i = renderer->texturesToDestroyCount - 1; i >= 0; i -= 1) {
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if (SDL_GetAtomicInt(&renderer->texturesToDestroy[i]->referenceCount) == 0) {
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D3D12_INTERNAL_DestroyTexture(
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renderer,
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renderer->texturesToDestroy[i]);
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renderer->texturesToDestroy[i] = renderer->texturesToDestroy[renderer->texturesToDestroyCount - 1];
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@@ -7461,7 +7417,6 @@ static void D3D12_INTERNAL_PerformPendingDestroys(D3D12Renderer *renderer)
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for (Sint32 i = renderer->samplersToDestroyCount - 1; i >= 0; i -= 1) {
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if (SDL_GetAtomicInt(&renderer->samplersToDestroy[i]->referenceCount) == 0) {
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D3D12_INTERNAL_DestroySampler(
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renderer,
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renderer->samplersToDestroy[i]);
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renderer->samplersToDestroy[i] = renderer->samplersToDestroy[renderer->samplersToDestroyCount - 1];
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