st/nine: Use helper to release swapchain buffers later

This patch introduces a structure to release the
present_handles only when they are fully released
by the server, thus making
"DestroyD3DWindowBuffer" actually release the buffer
right away when called.

Signed-off-by: Axel Davy <davyaxel0@gmail.com>
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
This commit is contained in:
Axel Davy 2018-11-21 22:03:07 +01:00
parent 51a44c3aac
commit c442dd7890
2 changed files with 42 additions and 8 deletions

View File

@ -128,6 +128,40 @@ D3DWindowBuffer_create(struct NineSwapChain9 *This,
return ret;
}
static void
D3DWindowBuffer_release(struct NineSwapChain9 *This,
D3DWindowBuffer *present_handle)
{
int i;
/* Add it to the 'pending release' list */
for (i = 0; i < D3DPRESENT_BACK_BUFFERS_MAX_EX + 1; i++) {
if (!This->present_handles_pending_release[i]) {
This->present_handles_pending_release[i] = present_handle;
break;
}
}
if (i == (D3DPRESENT_BACK_BUFFERS_MAX_EX + 1)) {
ERR("Server not releasing buffers...\n");
assert(false);
}
/* Destroy elements of the list released by the server */
for (i = 0; i < D3DPRESENT_BACK_BUFFERS_MAX_EX + 1; i++) {
if (This->present_handles_pending_release[i] &&
ID3DPresent_IsBufferReleased(This->present, This->present_handles_pending_release[i])) {
/* WaitBufferReleased also waits the presentation feedback
* (which should arrive at about the same time),
* while IsBufferReleased doesn't. DestroyD3DWindowBuffer unfortunately
* checks it to release immediately all data, else the release
* is postponed for This->present release. To avoid leaks (we may handle
* a lot of resize), call WaitBufferReleased. */
ID3DPresent_WaitBufferReleased(This->present, This->present_handles_pending_release[i]);
ID3DPresent_DestroyD3DWindowBuffer(This->present, This->present_handles_pending_release[i]);
This->present_handles_pending_release[i] = NULL;
}
}
}
static int
NineSwapChain9_GetBackBufferCountForParams( struct NineSwapChain9 *This,
D3DPRESENT_PARAMETERS *pParams );
@ -291,7 +325,7 @@ NineSwapChain9_Resize( struct NineSwapChain9 *This,
This->enable_threadpool = FALSE;
for (i = 0; i < oldBufferCount; i++) {
ID3DPresent_DestroyD3DWindowBuffer(This->present, This->present_handles[i]);
D3DWindowBuffer_release(This, This->present_handles[i]);
This->present_handles[i] = NULL;
if (This->present_buffers[i])
pipe_resource_reference(&(This->present_buffers[i]), NULL);
@ -519,6 +553,11 @@ NineSwapChain9_dtor( struct NineSwapChain9 *This )
FREE(This->pending_presentation[i]);
}
for (i = 0; i < D3DPRESENT_BACK_BUFFERS_MAX_EX + 1; i++) {
if (This->present_handles_pending_release[i])
ID3DPresent_DestroyD3DWindowBuffer(This->present, This->present_handles_pending_release[i]);
}
for (i = 0; i < This->num_back_buffers; i++) {
if (This->buffers[i])
NineUnknown_Detach(NineUnknown(This->buffers[i]));
@ -738,13 +777,7 @@ present( struct NineSwapChain9 *This,
create_present_buffer(This, target_width, target_height, &new_resource, &new_handle);
/* Switch to the new buffer */
if (new_handle) {
/* WaitBufferReleased also waits the presentation feedback,
* while IsBufferReleased doesn't. DestroyD3DWindowBuffer unfortunately
* checks it to release immediately all data, else the release
* is postponed for This->present release. To avoid leaks (we may handle
* a lot of resize), call WaitBufferReleased. */
ID3DPresent_WaitBufferReleased(This->present, This->present_handles[0]);
ID3DPresent_DestroyD3DWindowBuffer(This->present, This->present_handles[0]);
D3DWindowBuffer_release(This, This->present_handles[0]);
This->present_handles[0] = new_handle;
pipe_resource_reference(&This->present_buffers[0], new_resource);
pipe_resource_reference(&new_resource, NULL);

View File

@ -57,6 +57,7 @@ struct NineSwapChain9
struct NineSurface9 *buffers[D3DPRESENT_BACK_BUFFERS_MAX_EX + 1]; /* 0 to BackBufferCount-1 : the back buffers. BackBufferCount : additional buffer */
struct pipe_resource *present_buffers[D3DPRESENT_BACK_BUFFERS_MAX_EX + 1];
D3DWindowBuffer *present_handles[D3DPRESENT_BACK_BUFFERS_MAX_EX + 1];
D3DWindowBuffer *present_handles_pending_release[D3DPRESENT_BACK_BUFFERS_MAX_EX + 1];
struct pipe_fence_handle *swap_fences[DRI_SWAP_FENCES_MAX];
unsigned int cur_fences;