mirror of
https://github.com/libsdl-org/SDL.git
synced 2025-10-16 23:06:03 +00:00
Renamed atomic functions to match SDL 3.0 naming convention
This will also allow us to cleanly add atomic operations for other types in the future.
This commit is contained in:
@@ -2028,7 +2028,7 @@ static D3D11Texture *D3D11_INTERNAL_CreateTexture(
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d3d11Texture = (D3D11Texture *)SDL_malloc(sizeof(D3D11Texture));
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d3d11Texture->handle = textureHandle;
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d3d11Texture->shaderView = srv;
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SDL_AtomicSet(&d3d11Texture->referenceCount, 0);
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SDL_SetAtomicInt(&d3d11Texture->referenceCount, 0);
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d3d11Texture->container = NULL;
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d3d11Texture->containerIndex = 0;
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@@ -2204,7 +2204,7 @@ static void D3D11_INTERNAL_CycleActiveTexture(
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D3D11TextureContainer *container)
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{
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for (Uint32 i = 0; i < container->textureCount; i += 1) {
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if (SDL_AtomicGet(&container->textures[i]->referenceCount) == 0) {
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if (SDL_GetAtomicInt(&container->textures[i]->referenceCount) == 0) {
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container->activeTexture = container->textures[i];
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return;
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}
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@@ -2270,7 +2270,7 @@ static D3D11TextureSubresource *D3D11_INTERNAL_PrepareTextureSubresourceForWrite
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if (
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container->canBeCycled &&
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cycle &&
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SDL_AtomicGet(&subresource->parent->referenceCount) > 0) {
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SDL_GetAtomicInt(&subresource->parent->referenceCount) > 0) {
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D3D11_INTERNAL_CycleActiveTexture(
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renderer,
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container);
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@@ -2351,7 +2351,7 @@ static D3D11Buffer *D3D11_INTERNAL_CreateBuffer(
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d3d11Buffer->size = size;
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d3d11Buffer->uav = uav;
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d3d11Buffer->srv = srv;
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SDL_AtomicSet(&d3d11Buffer->referenceCount, 0);
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SDL_SetAtomicInt(&d3d11Buffer->referenceCount, 0);
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return d3d11Buffer;
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}
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@@ -2460,7 +2460,7 @@ static void D3D11_INTERNAL_CycleActiveBuffer(
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Uint32 size = container->activeBuffer->size;
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for (Uint32 i = 0; i < container->bufferCount; i += 1) {
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if (SDL_AtomicGet(&container->buffers[i]->referenceCount) == 0) {
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if (SDL_GetAtomicInt(&container->buffers[i]->referenceCount) == 0) {
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container->activeBuffer = container->buffers[i];
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return;
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}
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@@ -2496,7 +2496,7 @@ static D3D11Buffer *D3D11_INTERNAL_PrepareBufferForWrite(
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{
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if (
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cycle &&
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SDL_AtomicGet(&container->activeBuffer->referenceCount) > 0) {
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SDL_GetAtomicInt(&container->activeBuffer->referenceCount) > 0) {
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D3D11_INTERNAL_CycleActiveBuffer(
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renderer,
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container);
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@@ -2513,7 +2513,7 @@ static D3D11TransferBuffer *D3D11_INTERNAL_CreateTransferBuffer(
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transferBuffer->data = (Uint8 *)SDL_malloc(size);
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transferBuffer->size = size;
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SDL_AtomicSet(&transferBuffer->referenceCount, 0);
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SDL_SetAtomicInt(&transferBuffer->referenceCount, 0);
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transferBuffer->bufferDownloads = NULL;
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transferBuffer->bufferDownloadCount = 0;
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@@ -2558,7 +2558,7 @@ static void D3D11_INTERNAL_CycleActiveTransferBuffer(
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Uint32 size = container->activeBuffer->size;
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for (Uint32 i = 0; i < container->bufferCount; i += 1) {
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if (SDL_AtomicGet(&container->buffers[i]->referenceCount) == 0) {
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if (SDL_GetAtomicInt(&container->buffers[i]->referenceCount) == 0) {
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container->activeBuffer = container->buffers[i];
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return;
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}
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@@ -2591,7 +2591,7 @@ static void *D3D11_MapTransferBuffer(
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// Rotate the transfer buffer if necessary
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if (
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cycle &&
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SDL_AtomicGet(&container->activeBuffer->referenceCount) > 0) {
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SDL_GetAtomicInt(&container->activeBuffer->referenceCount) > 0) {
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D3D11_INTERNAL_CycleActiveTransferBuffer(
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renderer,
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container);
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@@ -3126,7 +3126,7 @@ static bool D3D11_INTERNAL_CreateFence(
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fence = SDL_malloc(sizeof(D3D11Fence));
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fence->handle = queryHandle;
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SDL_AtomicSet(&fence->referenceCount, 0);
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SDL_SetAtomicInt(&fence->referenceCount, 0);
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// Add it to the available pool
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if (renderer->availableFenceCount >= renderer->availableFenceCapacity) {
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@@ -4839,7 +4839,7 @@ static void D3D11_INTERNAL_PerformPendingDestroys(
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for (i = renderer->transferBufferContainersToDestroyCount - 1; i >= 0; i -= 1) {
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referenceCount = 0;
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for (j = 0; j < renderer->transferBufferContainersToDestroy[i]->bufferCount; j += 1) {
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referenceCount += SDL_AtomicGet(&renderer->transferBufferContainersToDestroy[i]->buffers[j]->referenceCount);
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referenceCount += SDL_GetAtomicInt(&renderer->transferBufferContainersToDestroy[i]->buffers[j]->referenceCount);
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}
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if (referenceCount == 0) {
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@@ -4854,7 +4854,7 @@ static void D3D11_INTERNAL_PerformPendingDestroys(
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for (i = renderer->bufferContainersToDestroyCount - 1; i >= 0; i -= 1) {
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referenceCount = 0;
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for (j = 0; j < renderer->bufferContainersToDestroy[i]->bufferCount; j += 1) {
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referenceCount += SDL_AtomicGet(&renderer->bufferContainersToDestroy[i]->buffers[j]->referenceCount);
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referenceCount += SDL_GetAtomicInt(&renderer->bufferContainersToDestroy[i]->buffers[j]->referenceCount);
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}
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if (referenceCount == 0) {
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@@ -4869,7 +4869,7 @@ static void D3D11_INTERNAL_PerformPendingDestroys(
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for (i = renderer->textureContainersToDestroyCount - 1; i >= 0; i -= 1) {
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referenceCount = 0;
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for (j = 0; j < renderer->textureContainersToDestroy[i]->textureCount; j += 1) {
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referenceCount += SDL_AtomicGet(&renderer->textureContainersToDestroy[i]->textures[j]->referenceCount);
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referenceCount += SDL_GetAtomicInt(&renderer->textureContainersToDestroy[i]->textures[j]->referenceCount);
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}
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if (referenceCount == 0) {
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@@ -5038,7 +5038,7 @@ static bool D3D11_INTERNAL_InitializeSwapchainTexture(
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// Fill out the texture struct
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pTexture->handle = NULL; // This will be set in AcquireSwapchainTexture.
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pTexture->shaderView = NULL; // We don't allow swapchain texture to be sampled
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SDL_AtomicSet(&pTexture->referenceCount, 0);
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SDL_SetAtomicInt(&pTexture->referenceCount, 0);
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pTexture->subresourceCount = 1;
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pTexture->subresources = SDL_malloc(sizeof(D3D11TextureSubresource));
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pTexture->subresources[0].colorTargetViews = SDL_calloc(1, sizeof(ID3D11RenderTargetView *));
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@@ -2397,7 +2397,7 @@ static SDL_GPUComputePipeline *D3D12_CreateComputePipeline(
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computePipeline->numWriteOnlyStorageTextures = createinfo->num_writeonly_storage_textures;
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computePipeline->numWriteOnlyStorageBuffers = createinfo->num_writeonly_storage_buffers;
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computePipeline->numUniformBuffers = createinfo->num_uniform_buffers;
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SDL_AtomicSet(&computePipeline->referenceCount, 0);
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SDL_SetAtomicInt(&computePipeline->referenceCount, 0);
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return (SDL_GPUComputePipeline *)computePipeline;
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}
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@@ -2679,7 +2679,7 @@ static SDL_GPUGraphicsPipeline *D3D12_CreateGraphicsPipeline(
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pipeline->fragmentStorageBufferCount = fragShader->numStorageBuffers;
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pipeline->fragmentUniformBufferCount = fragShader->numUniformBuffers;
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SDL_AtomicSet(&pipeline->referenceCount, 0);
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SDL_SetAtomicInt(&pipeline->referenceCount, 0);
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return (SDL_GPUGraphicsPipeline *)pipeline;
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}
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@@ -2724,7 +2724,7 @@ static SDL_GPUSampler *D3D12_CreateSampler(
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sampler->handle.cpuHandle);
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sampler->createInfo = *createinfo;
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SDL_AtomicSet(&sampler->referenceCount, 0);
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SDL_SetAtomicInt(&sampler->referenceCount, 0);
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return (SDL_GPUSampler *)sampler;
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}
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@@ -2917,7 +2917,7 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(
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texture->srvHandle.cpuHandle);
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}
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SDL_AtomicSet(&texture->referenceCount, 0);
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SDL_SetAtomicInt(&texture->referenceCount, 0);
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texture->subresourceCount = createinfo->num_levels * layerCount;
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texture->subresources = (D3D12TextureSubresource *)SDL_calloc(
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@@ -3200,7 +3200,7 @@ static D3D12Buffer *D3D12_INTERNAL_CreateBuffer(
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}
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buffer->handle = handle;
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SDL_AtomicSet(&buffer->referenceCount, 0);
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SDL_SetAtomicInt(&buffer->referenceCount, 0);
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buffer->uavDescriptor.heap = NULL;
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buffer->srvDescriptor.heap = NULL;
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@@ -3294,7 +3294,7 @@ static D3D12Buffer *D3D12_INTERNAL_CreateBuffer(
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buffer->containerIndex = 0;
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buffer->transitioned = initialState != D3D12_RESOURCE_STATE_COMMON;
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SDL_AtomicSet(&buffer->referenceCount, 0);
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SDL_SetAtomicInt(&buffer->referenceCount, 0);
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return buffer;
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}
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@@ -3734,7 +3734,7 @@ static void D3D12_INTERNAL_CycleActiveTexture(
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for (Uint32 i = 0; i < container->textureCount; i += 1) {
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texture = container->textures[i];
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if (SDL_AtomicGet(&texture->referenceCount) == 0) {
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if (SDL_GetAtomicInt(&texture->referenceCount) == 0) {
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container->activeTexture = texture;
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return;
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}
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@@ -3789,7 +3789,7 @@ static D3D12TextureSubresource *D3D12_INTERNAL_PrepareTextureSubresourceForWrite
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if (
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container->canBeCycled &&
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cycle &&
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SDL_AtomicGet(&subresource->parent->referenceCount) > 0) {
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SDL_GetAtomicInt(&subresource->parent->referenceCount) > 0) {
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D3D12_INTERNAL_CycleActiveTexture(
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commandBuffer->renderer,
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container);
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@@ -3815,7 +3815,7 @@ static void D3D12_INTERNAL_CycleActiveBuffer(
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// If a previously-cycled buffer is available, we can use that.
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for (Uint32 i = 0; i < container->bufferCount; i += 1) {
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D3D12Buffer *buffer = container->buffers[i];
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if (SDL_AtomicGet(&buffer->referenceCount) == 0) {
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if (SDL_GetAtomicInt(&buffer->referenceCount) == 0) {
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container->activeBuffer = buffer;
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return;
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}
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@@ -3863,7 +3863,7 @@ static D3D12Buffer *D3D12_INTERNAL_PrepareBufferForWrite(
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{
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if (
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cycle &&
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SDL_AtomicGet(&container->activeBuffer->referenceCount) > 0) {
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SDL_GetAtomicInt(&container->activeBuffer->referenceCount) > 0) {
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D3D12_INTERNAL_CycleActiveBuffer(
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commandBuffer->renderer,
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container);
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@@ -5320,7 +5320,7 @@ static void *D3D12_MapTransferBuffer(
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if (
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cycle &&
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SDL_AtomicGet(&container->activeBuffer->referenceCount) > 0) {
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SDL_GetAtomicInt(&container->activeBuffer->referenceCount) > 0) {
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D3D12_INTERNAL_CycleActiveBuffer(
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renderer,
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container);
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@@ -6177,7 +6177,7 @@ static bool D3D12_INTERNAL_InitializeSwapchainTexture(
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return false;
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}
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pTexture->resource = NULL; // This will be set in AcquireSwapchainTexture
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SDL_AtomicSet(&pTexture->referenceCount, 0);
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SDL_SetAtomicInt(&pTexture->referenceCount, 0);
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pTexture->subresourceCount = 1;
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pTexture->subresources = (D3D12TextureSubresource *)SDL_calloc(1, sizeof(D3D12TextureSubresource));
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if (!pTexture->subresources) {
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@@ -6671,7 +6671,7 @@ static D3D12Fence *D3D12_INTERNAL_AcquireFence(
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}
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fence->handle = handle;
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fence->event = CreateEventEx(NULL, 0, 0, EVENT_ALL_ACCESS);
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SDL_AtomicSet(&fence->referenceCount, 0);
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SDL_SetAtomicInt(&fence->referenceCount, 0);
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} else {
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fence = renderer->availableFences[renderer->availableFenceCount - 1];
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renderer->availableFenceCount -= 1;
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@@ -7000,7 +7000,7 @@ static void D3D12_INTERNAL_PerformPendingDestroys(D3D12Renderer *renderer)
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SDL_LockMutex(renderer->disposeLock);
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for (Sint32 i = renderer->buffersToDestroyCount - 1; i >= 0; i -= 1) {
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if (SDL_AtomicGet(&renderer->buffersToDestroy[i]->referenceCount) == 0) {
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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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@@ -7011,7 +7011,7 @@ static void D3D12_INTERNAL_PerformPendingDestroys(D3D12Renderer *renderer)
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}
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for (Sint32 i = renderer->texturesToDestroyCount - 1; i >= 0; i -= 1) {
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if (SDL_AtomicGet(&renderer->texturesToDestroy[i]->referenceCount) == 0) {
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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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@@ -7022,7 +7022,7 @@ static void D3D12_INTERNAL_PerformPendingDestroys(D3D12Renderer *renderer)
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}
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for (Sint32 i = renderer->samplersToDestroyCount - 1; i >= 0; i -= 1) {
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if (SDL_AtomicGet(&renderer->samplersToDestroy[i]->referenceCount) == 0) {
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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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@@ -7033,7 +7033,7 @@ static void D3D12_INTERNAL_PerformPendingDestroys(D3D12Renderer *renderer)
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}
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for (Sint32 i = renderer->graphicsPipelinesToDestroyCount - 1; i >= 0; i -= 1) {
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if (SDL_AtomicGet(&renderer->graphicsPipelinesToDestroy[i]->referenceCount) == 0) {
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if (SDL_GetAtomicInt(&renderer->graphicsPipelinesToDestroy[i]->referenceCount) == 0) {
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D3D12_INTERNAL_DestroyGraphicsPipeline(
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renderer->graphicsPipelinesToDestroy[i]);
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@@ -7043,7 +7043,7 @@ static void D3D12_INTERNAL_PerformPendingDestroys(D3D12Renderer *renderer)
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}
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for (Sint32 i = renderer->computePipelinesToDestroyCount - 1; i >= 0; i -= 1) {
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if (SDL_AtomicGet(&renderer->computePipelinesToDestroy[i]->referenceCount) == 0) {
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if (SDL_GetAtomicInt(&renderer->computePipelinesToDestroy[i]->referenceCount) == 0) {
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D3D12_INTERNAL_DestroyComputePipeline(
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renderer->computePipelinesToDestroy[i]);
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|
@@ -1361,7 +1361,7 @@ static MetalTexture *METAL_INTERNAL_CreateTexture(
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metalTexture = (MetalTexture *)SDL_calloc(1, sizeof(MetalTexture));
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metalTexture->handle = texture;
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SDL_AtomicSet(&metalTexture->referenceCount, 0);
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SDL_SetAtomicInt(&metalTexture->referenceCount, 0);
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return metalTexture;
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}
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@@ -1421,7 +1421,7 @@ static MetalTexture *METAL_INTERNAL_PrepareTextureForWrite(
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// Cycle the active texture handle if needed
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if (cycle && container->canBeCycled) {
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for (i = 0; i < container->textureCount; i += 1) {
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if (SDL_AtomicGet(&container->textures[i]->referenceCount) == 0) {
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if (SDL_GetAtomicInt(&container->textures[i]->referenceCount) == 0) {
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container->activeTexture = container->textures[i];
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return container->activeTexture;
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}
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@@ -1469,7 +1469,7 @@ static MetalBuffer *METAL_INTERNAL_CreateBuffer(
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metalBuffer = SDL_calloc(1, sizeof(MetalBuffer));
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metalBuffer->handle = bufferHandle;
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SDL_AtomicSet(&metalBuffer->referenceCount, 0);
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SDL_SetAtomicInt(&metalBuffer->referenceCount, 0);
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return metalBuffer;
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}
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@@ -1572,9 +1572,9 @@ static MetalBuffer *METAL_INTERNAL_PrepareBufferForWrite(
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Uint32 i;
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// Cycle if needed
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if (cycle && SDL_AtomicGet(&container->activeBuffer->referenceCount) > 0) {
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if (cycle && SDL_GetAtomicInt(&container->activeBuffer->referenceCount) > 0) {
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for (i = 0; i < container->bufferCount; i += 1) {
|
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if (SDL_AtomicGet(&container->buffers[i]->referenceCount) == 0) {
|
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if (SDL_GetAtomicInt(&container->buffers[i]->referenceCount) == 0) {
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container->activeBuffer = container->buffers[i];
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return container->activeBuffer;
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}
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@@ -1945,7 +1945,7 @@ static Uint8 METAL_INTERNAL_CreateFence(
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MetalFence *fence;
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fence = SDL_calloc(1, sizeof(MetalFence));
|
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SDL_AtomicSet(&fence->complete, 0);
|
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SDL_SetAtomicInt(&fence->complete, 0);
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// Add it to the available pool
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// FIXME: Should this be EXPAND_IF_NEEDED?
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@@ -1987,7 +1987,7 @@ static Uint8 METAL_INTERNAL_AcquireFence(
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// Associate the fence with the command buffer
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commandBuffer->fence = fence;
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SDL_AtomicSet(&fence->complete, 0); // FIXME: Is this right?
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SDL_SetAtomicInt(&fence->complete, 0); // FIXME: Is this right?
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return 1;
|
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}
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@@ -3297,7 +3297,7 @@ static void METAL_INTERNAL_PerformPendingDestroys(
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for (i = renderer->bufferContainersToDestroyCount - 1; i >= 0; i -= 1) {
|
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referenceCount = 0;
|
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for (j = 0; j < renderer->bufferContainersToDestroy[i]->bufferCount; j += 1) {
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referenceCount += SDL_AtomicGet(&renderer->bufferContainersToDestroy[i]->buffers[j]->referenceCount);
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referenceCount += SDL_GetAtomicInt(&renderer->bufferContainersToDestroy[i]->buffers[j]->referenceCount);
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}
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if (referenceCount == 0) {
|
||||
@@ -3312,7 +3312,7 @@ static void METAL_INTERNAL_PerformPendingDestroys(
|
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for (i = renderer->textureContainersToDestroyCount - 1; i >= 0; i -= 1) {
|
||||
referenceCount = 0;
|
||||
for (j = 0; j < renderer->textureContainersToDestroy[i]->textureCount; j += 1) {
|
||||
referenceCount += SDL_AtomicGet(&renderer->textureContainersToDestroy[i]->textures[j]->referenceCount);
|
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referenceCount += SDL_GetAtomicInt(&renderer->textureContainersToDestroy[i]->textures[j]->referenceCount);
|
||||
}
|
||||
|
||||
if (referenceCount == 0) {
|
||||
@@ -3339,7 +3339,7 @@ static void METAL_WaitForFences(
|
||||
|
||||
if (waitAll) {
|
||||
for (Uint32 i = 0; i < numFences; i += 1) {
|
||||
while (!SDL_AtomicGet(&((MetalFence *)fences[i])->complete)) {
|
||||
while (!SDL_GetAtomicInt(&((MetalFence *)fences[i])->complete)) {
|
||||
// Spin!
|
||||
}
|
||||
}
|
||||
@@ -3347,7 +3347,7 @@ static void METAL_WaitForFences(
|
||||
waiting = 1;
|
||||
while (waiting) {
|
||||
for (Uint32 i = 0; i < numFences; i += 1) {
|
||||
if (SDL_AtomicGet(&((MetalFence *)fences[i])->complete) > 0) {
|
||||
if (SDL_GetAtomicInt(&((MetalFence *)fences[i])->complete) > 0) {
|
||||
waiting = 0;
|
||||
break;
|
||||
}
|
||||
@@ -3364,7 +3364,7 @@ static bool METAL_QueryFence(
|
||||
SDL_GPUFence *fence)
|
||||
{
|
||||
MetalFence *metalFence = (MetalFence *)fence;
|
||||
return SDL_AtomicGet(&metalFence->complete) == 1;
|
||||
return SDL_GetAtomicInt(&metalFence->complete) == 1;
|
||||
}
|
||||
|
||||
// Window and Swapchain Management
|
||||
@@ -3688,7 +3688,7 @@ static void METAL_Submit(
|
||||
|
||||
// Check if we can perform any cleanups
|
||||
for (Sint32 i = renderer->submittedCommandBufferCount - 1; i >= 0; i -= 1) {
|
||||
if (SDL_AtomicGet(&renderer->submittedCommandBuffers[i]->fence->complete)) {
|
||||
if (SDL_GetAtomicInt(&renderer->submittedCommandBuffers[i]->fence->complete)) {
|
||||
METAL_INTERNAL_CleanCommandBuffer(
|
||||
renderer,
|
||||
renderer->submittedCommandBuffers[i]);
|
||||
@@ -3725,7 +3725,7 @@ static void METAL_Wait(
|
||||
* Sort of equivalent to vkDeviceWaitIdle.
|
||||
*/
|
||||
for (Uint32 i = 0; i < renderer->submittedCommandBufferCount; i += 1) {
|
||||
while (!SDL_AtomicGet(&renderer->submittedCommandBuffers[i]->fence->complete)) {
|
||||
while (!SDL_GetAtomicInt(&renderer->submittedCommandBuffers[i]->fence->complete)) {
|
||||
// Spin!
|
||||
}
|
||||
}
|
||||
|
@@ -3991,7 +3991,7 @@ static VulkanBuffer *VULKAN_INTERNAL_CreateBuffer(
|
||||
|
||||
buffer->usedRegion->vulkanBuffer = buffer; // lol
|
||||
|
||||
SDL_AtomicSet(&buffer->referenceCount, 0);
|
||||
SDL_SetAtomicInt(&buffer->referenceCount, 0);
|
||||
|
||||
return buffer;
|
||||
}
|
||||
@@ -4563,7 +4563,7 @@ static bool VULKAN_INTERNAL_CreateSwapchain(
|
||||
swapchainData->textureContainers[i].activeTexture->depth = 1;
|
||||
swapchainData->textureContainers[i].activeTexture->usage = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET;
|
||||
swapchainData->textureContainers[i].activeTexture->container = &swapchainData->textureContainers[i];
|
||||
SDL_AtomicSet(&swapchainData->textureContainers[i].activeTexture->referenceCount, 0);
|
||||
SDL_SetAtomicInt(&swapchainData->textureContainers[i].activeTexture->referenceCount, 0);
|
||||
|
||||
// Create slice
|
||||
swapchainData->textureContainers[i].activeTexture->subresourceCount = 1;
|
||||
@@ -5450,7 +5450,7 @@ static VulkanTexture *VULKAN_INTERNAL_CreateTexture(
|
||||
texture->depth = depth;
|
||||
texture->usage = createinfo->usage;
|
||||
texture->fullView = VK_NULL_HANDLE;
|
||||
SDL_AtomicSet(&texture->referenceCount, 0);
|
||||
SDL_SetAtomicInt(&texture->referenceCount, 0);
|
||||
|
||||
if (IsDepthFormat(createinfo->format)) {
|
||||
texture->aspectFlags = VK_IMAGE_ASPECT_DEPTH_BIT;
|
||||
@@ -5648,7 +5648,7 @@ static void VULKAN_INTERNAL_CycleActiveBuffer(
|
||||
// If a previously-cycled buffer is available, we can use that.
|
||||
for (Uint32 i = 0; i < container->bufferCount; i += 1) {
|
||||
buffer = container->buffers[i];
|
||||
if (SDL_AtomicGet(&buffer->referenceCount) == 0) {
|
||||
if (SDL_GetAtomicInt(&buffer->referenceCount) == 0) {
|
||||
container->activeBuffer = buffer;
|
||||
return;
|
||||
}
|
||||
@@ -5698,7 +5698,7 @@ static void VULKAN_INTERNAL_CycleActiveTexture(
|
||||
for (Uint32 i = 0; i < container->textureCount; i += 1) {
|
||||
texture = container->textures[i];
|
||||
|
||||
if (SDL_AtomicGet(&texture->referenceCount) == 0) {
|
||||
if (SDL_GetAtomicInt(&texture->referenceCount) == 0) {
|
||||
container->activeTexture = texture;
|
||||
return;
|
||||
}
|
||||
@@ -5745,7 +5745,7 @@ static VulkanBuffer *VULKAN_INTERNAL_PrepareBufferForWrite(
|
||||
{
|
||||
if (
|
||||
cycle &&
|
||||
SDL_AtomicGet(&bufferContainer->activeBuffer->referenceCount) > 0) {
|
||||
SDL_GetAtomicInt(&bufferContainer->activeBuffer->referenceCount) > 0) {
|
||||
VULKAN_INTERNAL_CycleActiveBuffer(
|
||||
renderer,
|
||||
bufferContainer);
|
||||
@@ -5777,7 +5777,7 @@ static VulkanTextureSubresource *VULKAN_INTERNAL_PrepareTextureSubresourceForWri
|
||||
if (
|
||||
cycle &&
|
||||
textureContainer->canBeCycled &&
|
||||
SDL_AtomicGet(&textureContainer->activeTexture->referenceCount) > 0) {
|
||||
SDL_GetAtomicInt(&textureContainer->activeTexture->referenceCount) > 0) {
|
||||
VULKAN_INTERNAL_CycleActiveTexture(
|
||||
renderer,
|
||||
textureContainer);
|
||||
@@ -6345,7 +6345,7 @@ static SDL_GPUGraphicsPipeline *VULKAN_CreateGraphicsPipeline(
|
||||
return NULL;
|
||||
}
|
||||
|
||||
SDL_AtomicSet(&graphicsPipeline->referenceCount, 0);
|
||||
SDL_SetAtomicInt(&graphicsPipeline->referenceCount, 0);
|
||||
|
||||
return (SDL_GPUGraphicsPipeline *)graphicsPipeline;
|
||||
}
|
||||
@@ -6446,7 +6446,7 @@ static SDL_GPUComputePipeline *VULKAN_CreateComputePipeline(
|
||||
return NULL;
|
||||
}
|
||||
|
||||
SDL_AtomicSet(&vulkanComputePipeline->referenceCount, 0);
|
||||
SDL_SetAtomicInt(&vulkanComputePipeline->referenceCount, 0);
|
||||
|
||||
return (SDL_GPUComputePipeline *)vulkanComputePipeline;
|
||||
}
|
||||
@@ -6491,7 +6491,7 @@ static SDL_GPUSampler *VULKAN_CreateSampler(
|
||||
return NULL;
|
||||
}
|
||||
|
||||
SDL_AtomicSet(&vulkanSampler->referenceCount, 0);
|
||||
SDL_SetAtomicInt(&vulkanSampler->referenceCount, 0);
|
||||
|
||||
return (SDL_GPUSampler *)vulkanSampler;
|
||||
}
|
||||
@@ -6535,7 +6535,7 @@ static SDL_GPUShader *VULKAN_CreateShader(
|
||||
vulkanShader->numStorageBuffers = createinfo->num_storage_buffers;
|
||||
vulkanShader->numUniformBuffers = createinfo->num_uniform_buffers;
|
||||
|
||||
SDL_AtomicSet(&vulkanShader->referenceCount, 0);
|
||||
SDL_SetAtomicInt(&vulkanShader->referenceCount, 0);
|
||||
|
||||
return (SDL_GPUShader *)vulkanShader;
|
||||
}
|
||||
@@ -6983,7 +6983,7 @@ static VulkanFramebuffer *VULKAN_INTERNAL_FetchFramebuffer(
|
||||
|
||||
vulkanFramebuffer = SDL_malloc(sizeof(VulkanFramebuffer));
|
||||
|
||||
SDL_AtomicSet(&vulkanFramebuffer->referenceCount, 0);
|
||||
SDL_SetAtomicInt(&vulkanFramebuffer->referenceCount, 0);
|
||||
|
||||
// Create a new framebuffer
|
||||
|
||||
@@ -8407,7 +8407,7 @@ static void *VULKAN_MapTransferBuffer(
|
||||
|
||||
if (
|
||||
cycle &&
|
||||
SDL_AtomicGet(&transferBufferContainer->activeBuffer->referenceCount) > 0) {
|
||||
SDL_GetAtomicInt(&transferBufferContainer->activeBuffer->referenceCount) > 0) {
|
||||
VULKAN_INTERNAL_CycleActiveBuffer(
|
||||
renderer,
|
||||
transferBufferContainer);
|
||||
@@ -9821,7 +9821,7 @@ static VulkanFenceHandle *VULKAN_INTERNAL_AcquireFenceFromPool(
|
||||
|
||||
handle = SDL_malloc(sizeof(VulkanFenceHandle));
|
||||
handle->fence = fence;
|
||||
SDL_AtomicSet(&handle->referenceCount, 0);
|
||||
SDL_SetAtomicInt(&handle->referenceCount, 0);
|
||||
return handle;
|
||||
}
|
||||
|
||||
@@ -9850,7 +9850,7 @@ static void VULKAN_INTERNAL_PerformPendingDestroys(
|
||||
SDL_LockMutex(renderer->disposeLock);
|
||||
|
||||
for (Sint32 i = renderer->texturesToDestroyCount - 1; i >= 0; i -= 1) {
|
||||
if (SDL_AtomicGet(&renderer->texturesToDestroy[i]->referenceCount) == 0) {
|
||||
if (SDL_GetAtomicInt(&renderer->texturesToDestroy[i]->referenceCount) == 0) {
|
||||
VULKAN_INTERNAL_DestroyTexture(
|
||||
renderer,
|
||||
renderer->texturesToDestroy[i]);
|
||||
@@ -9861,7 +9861,7 @@ static void VULKAN_INTERNAL_PerformPendingDestroys(
|
||||
}
|
||||
|
||||
for (Sint32 i = renderer->buffersToDestroyCount - 1; i >= 0; i -= 1) {
|
||||
if (SDL_AtomicGet(&renderer->buffersToDestroy[i]->referenceCount) == 0) {
|
||||
if (SDL_GetAtomicInt(&renderer->buffersToDestroy[i]->referenceCount) == 0) {
|
||||
VULKAN_INTERNAL_DestroyBuffer(
|
||||
renderer,
|
||||
renderer->buffersToDestroy[i]);
|
||||
@@ -9872,7 +9872,7 @@ static void VULKAN_INTERNAL_PerformPendingDestroys(
|
||||
}
|
||||
|
||||
for (Sint32 i = renderer->graphicsPipelinesToDestroyCount - 1; i >= 0; i -= 1) {
|
||||
if (SDL_AtomicGet(&renderer->graphicsPipelinesToDestroy[i]->referenceCount) == 0) {
|
||||
if (SDL_GetAtomicInt(&renderer->graphicsPipelinesToDestroy[i]->referenceCount) == 0) {
|
||||
VULKAN_INTERNAL_DestroyGraphicsPipeline(
|
||||
renderer,
|
||||
renderer->graphicsPipelinesToDestroy[i]);
|
||||
@@ -9883,7 +9883,7 @@ static void VULKAN_INTERNAL_PerformPendingDestroys(
|
||||
}
|
||||
|
||||
for (Sint32 i = renderer->computePipelinesToDestroyCount - 1; i >= 0; i -= 1) {
|
||||
if (SDL_AtomicGet(&renderer->computePipelinesToDestroy[i]->referenceCount) == 0) {
|
||||
if (SDL_GetAtomicInt(&renderer->computePipelinesToDestroy[i]->referenceCount) == 0) {
|
||||
VULKAN_INTERNAL_DestroyComputePipeline(
|
||||
renderer,
|
||||
renderer->computePipelinesToDestroy[i]);
|
||||
@@ -9894,7 +9894,7 @@ static void VULKAN_INTERNAL_PerformPendingDestroys(
|
||||
}
|
||||
|
||||
for (Sint32 i = renderer->shadersToDestroyCount - 1; i >= 0; i -= 1) {
|
||||
if (SDL_AtomicGet(&renderer->shadersToDestroy[i]->referenceCount) == 0) {
|
||||
if (SDL_GetAtomicInt(&renderer->shadersToDestroy[i]->referenceCount) == 0) {
|
||||
VULKAN_INTERNAL_DestroyShader(
|
||||
renderer,
|
||||
renderer->shadersToDestroy[i]);
|
||||
@@ -9905,7 +9905,7 @@ static void VULKAN_INTERNAL_PerformPendingDestroys(
|
||||
}
|
||||
|
||||
for (Sint32 i = renderer->samplersToDestroyCount - 1; i >= 0; i -= 1) {
|
||||
if (SDL_AtomicGet(&renderer->samplersToDestroy[i]->referenceCount) == 0) {
|
||||
if (SDL_GetAtomicInt(&renderer->samplersToDestroy[i]->referenceCount) == 0) {
|
||||
VULKAN_INTERNAL_DestroySampler(
|
||||
renderer,
|
||||
renderer->samplersToDestroy[i]);
|
||||
@@ -9916,7 +9916,7 @@ static void VULKAN_INTERNAL_PerformPendingDestroys(
|
||||
}
|
||||
|
||||
for (Sint32 i = renderer->framebuffersToDestroyCount - 1; i >= 0; i -= 1) {
|
||||
if (SDL_AtomicGet(&renderer->framebuffersToDestroy[i]->referenceCount) == 0) {
|
||||
if (SDL_GetAtomicInt(&renderer->framebuffersToDestroy[i]->referenceCount) == 0) {
|
||||
VULKAN_INTERNAL_DestroyFramebuffer(
|
||||
renderer,
|
||||
renderer->framebuffersToDestroy[i]);
|
||||
|
Reference in New Issue
Block a user