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https://github.com/doitsujin/dxvk.git
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Revert "[d3d10] Implement ID3D10Multithread"
This reverts commit 55d6eae210b72fdc83180ac26f95ef51f563b6b8. We probably don't need it, and the current implementation is broken.
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8630ee235a
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@ -8,7 +8,7 @@ namespace dxvk {
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D3D10Device::D3D10Device(
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D3D11Device* pDevice,
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D3D11ImmediateContext* pContext)
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: m_device(pDevice), m_context(pContext), m_multithread(this) {
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: m_device(pDevice), m_context(pContext) {
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// Respecting the single-threaded flag may improve performance
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UINT flags = pDevice->GetCreationFlags();
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m_threadSafe = !(flags & D3D10_CREATE_DEVICE_SINGLETHREADED);
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@ -1,9 +1,12 @@
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#pragma once
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#include "d3d10_multithread.h"
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#include "d3d10_include.h"
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namespace dxvk {
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using D3D10DeviceMutex = sync::Spinlock;
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using D3D10DeviceLock = std::unique_lock<D3D10DeviceMutex>;
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class D3D11Device;
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class D3D11ImmediateContext;
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@ -470,10 +473,6 @@ namespace dxvk {
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UINT* pWidth,
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UINT* pHeight);
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D3D10Multithread* GetMultithreadIface() {
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return &m_multithread;
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}
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D3D10DeviceLock LockDevice() {
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return m_threadSafe
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? D3D10DeviceLock(m_mutex)
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@ -485,7 +484,6 @@ namespace dxvk {
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D3D10DeviceMutex m_mutex;
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D3D11Device* m_device;
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D3D11ImmediateContext* m_context;
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D3D10Multithread m_multithread;
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bool m_threadSafe = true;
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@ -1,42 +0,0 @@
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#include "d3d10_multithread.h"
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#include "d3d10_device.h"
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namespace dxvk {
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HRESULT STDMETHODCALLTYPE D3D10Multithread::QueryInterface(
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REFIID riid,
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void** ppvObject) {
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return m_device->QueryInterface(riid, ppvObject);
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}
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ULONG STDMETHODCALLTYPE D3D10Multithread::AddRef() {
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return m_device->AddRef();
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}
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ULONG STDMETHODCALLTYPE D3D10Multithread::Release() {
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return m_device->Release();
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}
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void STDMETHODCALLTYPE D3D10Multithread::Enter() {
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m_lock = m_device->LockDevice();
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}
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void STDMETHODCALLTYPE D3D10Multithread::Leave() {
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m_lock.unlock();
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}
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BOOL STDMETHODCALLTYPE D3D10Multithread::GetMultithreadProtected() {
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return m_enabled;
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}
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BOOL STDMETHODCALLTYPE D3D10Multithread::SetMultithreadProtected(BOOL Enable) {
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return std::exchange(m_enabled, Enable);
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}
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}
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@ -1,43 +0,0 @@
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#pragma once
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#include "d3d10_include.h"
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namespace dxvk {
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using D3D10DeviceMutex = sync::Spinlock;
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using D3D10DeviceLock = std::unique_lock<D3D10DeviceMutex>;
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class D3D10Device;
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class D3D10Multithread : public ID3D10Multithread {
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public:
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D3D10Multithread(D3D10Device* pDevice)
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: m_device(pDevice) { }
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HRESULT STDMETHODCALLTYPE QueryInterface(
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REFIID riid,
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void** ppvObject);
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ULONG STDMETHODCALLTYPE AddRef();
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ULONG STDMETHODCALLTYPE Release();
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void STDMETHODCALLTYPE Enter();
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void STDMETHODCALLTYPE Leave();
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BOOL STDMETHODCALLTYPE GetMultithreadProtected();
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BOOL STDMETHODCALLTYPE SetMultithreadProtected(BOOL Enable);
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private:
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D3D10Device* m_device;
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D3D10DeviceLock m_lock;
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bool m_enabled = true;
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};
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}
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@ -61,11 +61,6 @@ namespace dxvk {
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return S_OK;
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}
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if (riid == __uuidof(ID3D10Multithread)) {
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*ppvObject = ref(m_d3d11Device->GetD3D10Interface()->GetMultithreadIface());
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return S_OK;
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}
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if (riid == __uuidof(ID3D11Device)
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|| riid == __uuidof(ID3D11Device1)) {
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*ppvObject = ref(m_d3d11Device);
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@ -4,7 +4,6 @@ d3d10_src = [
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'../d3d10/d3d10_depth_stencil.cpp',
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'../d3d10/d3d10_device.cpp',
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'../d3d10/d3d10_input_layout.cpp',
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'../d3d10/d3d10_multithread.cpp',
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'../d3d10/d3d10_query.cpp',
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'../d3d10/d3d10_rasterizer.cpp',
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'../d3d10/d3d10_sampler.cpp',
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