mirror of
https://github.com/libsdl-org/SDL.git
synced 2025-09-05 19:08:12 +00:00
Fixed slow startup time when using the direct3d12 renderer
On some systems creating the entire set of available pipeline states is very time consuming. We'll only use a few of them in any given program, so we'll just create them on demand. Fixes https://github.com/libsdl-org/SDL/issues/7634
This commit is contained in:
@@ -749,7 +749,7 @@ static HRESULT D3D12_CreateDeviceResources(SDL_Renderer *renderer)
|
||||
ID3D12Device *d3dDevice = NULL;
|
||||
HRESULT result = S_OK;
|
||||
UINT creationFlags = 0;
|
||||
int i, j, k, l;
|
||||
int i;
|
||||
SDL_bool createDebug;
|
||||
|
||||
D3D12_COMMAND_QUEUE_DESC queueDesc;
|
||||
@@ -757,21 +757,6 @@ static HRESULT D3D12_CreateDeviceResources(SDL_Renderer *renderer)
|
||||
D3D12_SAMPLER_DESC samplerDesc;
|
||||
ID3D12DescriptorHeap *rootDescriptorHeaps[2];
|
||||
|
||||
const SDL_BlendMode defaultBlendModes[] = {
|
||||
SDL_BLENDMODE_NONE,
|
||||
SDL_BLENDMODE_BLEND,
|
||||
SDL_BLENDMODE_ADD,
|
||||
SDL_BLENDMODE_MOD,
|
||||
SDL_BLENDMODE_MUL
|
||||
};
|
||||
const DXGI_FORMAT defaultRTVFormats[] = {
|
||||
DXGI_FORMAT_R16G16B16A16_FLOAT,
|
||||
DXGI_FORMAT_R10G10B10A2_UNORM,
|
||||
DXGI_FORMAT_B8G8R8A8_UNORM,
|
||||
DXGI_FORMAT_B8G8R8X8_UNORM,
|
||||
DXGI_FORMAT_R8_UNORM
|
||||
};
|
||||
|
||||
/* See if we need debug interfaces */
|
||||
createDebug = SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D11_DEBUG, SDL_FALSE);
|
||||
|
||||
@@ -1056,20 +1041,40 @@ static HRESULT D3D12_CreateDeviceResources(SDL_Renderer *renderer)
|
||||
}
|
||||
}
|
||||
|
||||
/* Create all the default pipeline state objects
|
||||
(will add everything except custom blend states) */
|
||||
for (i = 0; i < NUM_SHADERS; ++i) {
|
||||
for (j = 0; j < SDL_arraysize(defaultBlendModes); ++j) {
|
||||
for (k = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT; k < D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH; ++k) {
|
||||
for (l = 0; l < SDL_arraysize(defaultRTVFormats); ++l) {
|
||||
if (!D3D12_CreatePipelineState(renderer, (D3D12_Shader)i, defaultBlendModes[j], (D3D12_PRIMITIVE_TOPOLOGY_TYPE)k, defaultRTVFormats[l])) {
|
||||
/* D3D12_CreatePipelineState will set the SDL error, if it fails */
|
||||
goto done;
|
||||
#if 0 /* Actually, don't do this, it causes a huge startup time on some systems */
|
||||
{
|
||||
const SDL_BlendMode defaultBlendModes[] = {
|
||||
SDL_BLENDMODE_NONE,
|
||||
SDL_BLENDMODE_BLEND,
|
||||
SDL_BLENDMODE_ADD,
|
||||
SDL_BLENDMODE_MOD,
|
||||
SDL_BLENDMODE_MUL
|
||||
};
|
||||
const DXGI_FORMAT defaultRTVFormats[] = {
|
||||
DXGI_FORMAT_R16G16B16A16_FLOAT,
|
||||
DXGI_FORMAT_R10G10B10A2_UNORM,
|
||||
DXGI_FORMAT_B8G8R8A8_UNORM,
|
||||
DXGI_FORMAT_B8G8R8X8_UNORM,
|
||||
DXGI_FORMAT_R8_UNORM
|
||||
};
|
||||
int i, j, k, l;
|
||||
|
||||
/* Create all the default pipeline state objects
|
||||
(will add everything except custom blend states) */
|
||||
for (i = 0; i < NUM_SHADERS; ++i) {
|
||||
for (j = 0; j < SDL_arraysize(defaultBlendModes); ++j) {
|
||||
for (k = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT; k < D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH; ++k) {
|
||||
for (l = 0; l < SDL_arraysize(defaultRTVFormats); ++l) {
|
||||
if (!D3D12_CreatePipelineState(renderer, (D3D12_Shader)i, defaultBlendModes[j], (D3D12_PRIMITIVE_TOPOLOGY_TYPE)k, defaultRTVFormats[l])) {
|
||||
/* D3D12_CreatePipelineState will set the SDL error, if it fails */
|
||||
goto done;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif /* 0 */
|
||||
|
||||
/* Create default vertex buffers */
|
||||
for (i = 0; i < SDL_D3D12_NUM_VERTEX_BUFFERS; ++i) {
|
||||
|
Reference in New Issue
Block a user