gpu: Clean up unused code in Vulkan and D3D12 drivers

This commit is contained in:
Caleb Cornett
2025-03-12 21:55:34 -04:00
committed by Caleb Cornett
parent 71c4de190c
commit 0e29c6295c
2 changed files with 5 additions and 108 deletions

View File

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