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:
Sam Lantinga
2024-09-16 23:21:31 -07:00
parent f3e419596b
commit 8d223b3037
64 changed files with 496 additions and 472 deletions

View File

@@ -2397,7 +2397,7 @@ static SDL_GPUComputePipeline *D3D12_CreateComputePipeline(
computePipeline->numWriteOnlyStorageTextures = createinfo->num_writeonly_storage_textures;
computePipeline->numWriteOnlyStorageBuffers = createinfo->num_writeonly_storage_buffers;
computePipeline->numUniformBuffers = createinfo->num_uniform_buffers;
SDL_AtomicSet(&computePipeline->referenceCount, 0);
SDL_SetAtomicInt(&computePipeline->referenceCount, 0);
return (SDL_GPUComputePipeline *)computePipeline;
}
@@ -2679,7 +2679,7 @@ static SDL_GPUGraphicsPipeline *D3D12_CreateGraphicsPipeline(
pipeline->fragmentStorageBufferCount = fragShader->numStorageBuffers;
pipeline->fragmentUniformBufferCount = fragShader->numUniformBuffers;
SDL_AtomicSet(&pipeline->referenceCount, 0);
SDL_SetAtomicInt(&pipeline->referenceCount, 0);
return (SDL_GPUGraphicsPipeline *)pipeline;
}
@@ -2724,7 +2724,7 @@ static SDL_GPUSampler *D3D12_CreateSampler(
sampler->handle.cpuHandle);
sampler->createInfo = *createinfo;
SDL_AtomicSet(&sampler->referenceCount, 0);
SDL_SetAtomicInt(&sampler->referenceCount, 0);
return (SDL_GPUSampler *)sampler;
}
@@ -2917,7 +2917,7 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(
texture->srvHandle.cpuHandle);
}
SDL_AtomicSet(&texture->referenceCount, 0);
SDL_SetAtomicInt(&texture->referenceCount, 0);
texture->subresourceCount = createinfo->num_levels * layerCount;
texture->subresources = (D3D12TextureSubresource *)SDL_calloc(
@@ -3200,7 +3200,7 @@ static D3D12Buffer *D3D12_INTERNAL_CreateBuffer(
}
buffer->handle = handle;
SDL_AtomicSet(&buffer->referenceCount, 0);
SDL_SetAtomicInt(&buffer->referenceCount, 0);
buffer->uavDescriptor.heap = NULL;
buffer->srvDescriptor.heap = NULL;
@@ -3294,7 +3294,7 @@ static D3D12Buffer *D3D12_INTERNAL_CreateBuffer(
buffer->containerIndex = 0;
buffer->transitioned = initialState != D3D12_RESOURCE_STATE_COMMON;
SDL_AtomicSet(&buffer->referenceCount, 0);
SDL_SetAtomicInt(&buffer->referenceCount, 0);
return buffer;
}
@@ -3734,7 +3734,7 @@ static void D3D12_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;
}
@@ -3789,7 +3789,7 @@ static D3D12TextureSubresource *D3D12_INTERNAL_PrepareTextureSubresourceForWrite
if (
container->canBeCycled &&
cycle &&
SDL_AtomicGet(&subresource->parent->referenceCount) > 0) {
SDL_GetAtomicInt(&subresource->parent->referenceCount) > 0) {
D3D12_INTERNAL_CycleActiveTexture(
commandBuffer->renderer,
container);
@@ -3815,7 +3815,7 @@ static void D3D12_INTERNAL_CycleActiveBuffer(
// If a previously-cycled buffer is available, we can use that.
for (Uint32 i = 0; i < container->bufferCount; i += 1) {
D3D12Buffer *buffer = container->buffers[i];
if (SDL_AtomicGet(&buffer->referenceCount) == 0) {
if (SDL_GetAtomicInt(&buffer->referenceCount) == 0) {
container->activeBuffer = buffer;
return;
}
@@ -3863,7 +3863,7 @@ static D3D12Buffer *D3D12_INTERNAL_PrepareBufferForWrite(
{
if (
cycle &&
SDL_AtomicGet(&container->activeBuffer->referenceCount) > 0) {
SDL_GetAtomicInt(&container->activeBuffer->referenceCount) > 0) {
D3D12_INTERNAL_CycleActiveBuffer(
commandBuffer->renderer,
container);
@@ -5320,7 +5320,7 @@ static void *D3D12_MapTransferBuffer(
if (
cycle &&
SDL_AtomicGet(&container->activeBuffer->referenceCount) > 0) {
SDL_GetAtomicInt(&container->activeBuffer->referenceCount) > 0) {
D3D12_INTERNAL_CycleActiveBuffer(
renderer,
container);
@@ -6177,7 +6177,7 @@ static bool D3D12_INTERNAL_InitializeSwapchainTexture(
return false;
}
pTexture->resource = NULL; // This will be set in AcquireSwapchainTexture
SDL_AtomicSet(&pTexture->referenceCount, 0);
SDL_SetAtomicInt(&pTexture->referenceCount, 0);
pTexture->subresourceCount = 1;
pTexture->subresources = (D3D12TextureSubresource *)SDL_calloc(1, sizeof(D3D12TextureSubresource));
if (!pTexture->subresources) {
@@ -6671,7 +6671,7 @@ static D3D12Fence *D3D12_INTERNAL_AcquireFence(
}
fence->handle = handle;
fence->event = CreateEventEx(NULL, 0, 0, EVENT_ALL_ACCESS);
SDL_AtomicSet(&fence->referenceCount, 0);
SDL_SetAtomicInt(&fence->referenceCount, 0);
} else {
fence = renderer->availableFences[renderer->availableFenceCount - 1];
renderer->availableFenceCount -= 1;
@@ -7000,7 +7000,7 @@ static void D3D12_INTERNAL_PerformPendingDestroys(D3D12Renderer *renderer)
SDL_LockMutex(renderer->disposeLock);
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) {
D3D12_INTERNAL_DestroyBuffer(
renderer,
renderer->buffersToDestroy[i]);
@@ -7011,7 +7011,7 @@ static void D3D12_INTERNAL_PerformPendingDestroys(D3D12Renderer *renderer)
}
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) {
D3D12_INTERNAL_DestroyTexture(
renderer,
renderer->texturesToDestroy[i]);
@@ -7022,7 +7022,7 @@ static void D3D12_INTERNAL_PerformPendingDestroys(D3D12Renderer *renderer)
}
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) {
D3D12_INTERNAL_DestroySampler(
renderer,
renderer->samplersToDestroy[i]);
@@ -7033,7 +7033,7 @@ static void D3D12_INTERNAL_PerformPendingDestroys(D3D12Renderer *renderer)
}
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) {
D3D12_INTERNAL_DestroyGraphicsPipeline(
renderer->graphicsPipelinesToDestroy[i]);
@@ -7043,7 +7043,7 @@ static void D3D12_INTERNAL_PerformPendingDestroys(D3D12Renderer *renderer)
}
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) {
D3D12_INTERNAL_DestroyComputePipeline(
renderer->computePipelinesToDestroy[i]);