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https://github.com/baldurk/renderdoc.git
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Remove unused stuff from D3D12ResourceRecord
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@@ -204,98 +204,8 @@ struct D3D12ResourceRecord : public ResourceRecord
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NullResource = NULL
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};
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static byte markerValue[32];
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D3D12ResourceRecord(ResourceId id)
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: ResourceRecord(id, true), NumSubResources(0), SubResources(NULL)
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{
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RDCEraseEl(ShadowPtr);
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RDCEraseEl(contexts);
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ignoreSerialise = false;
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}
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~D3D12ResourceRecord()
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{
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for(int i = 0; i < NumSubResources; i++)
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{
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SubResources[i]->DeleteChunks();
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SAFE_DELETE(SubResources[i]);
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}
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SAFE_DELETE_ARRAY(SubResources);
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FreeShadowStorage();
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}
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void AllocShadowStorage(int ctx, size_t size)
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{
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if(ShadowPtr[ctx][0] == NULL)
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{
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ShadowPtr[ctx][0] = Serialiser::AllocAlignedBuffer(size + sizeof(markerValue));
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ShadowPtr[ctx][1] = Serialiser::AllocAlignedBuffer(size + sizeof(markerValue));
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memcpy(ShadowPtr[ctx][0] + size, markerValue, sizeof(markerValue));
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memcpy(ShadowPtr[ctx][1] + size, markerValue, sizeof(markerValue));
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ShadowSize[ctx] = size;
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}
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}
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bool VerifyShadowStorage(int ctx)
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{
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if(ShadowPtr[ctx][0] &&
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memcmp(ShadowPtr[ctx][0] + ShadowSize[ctx], markerValue, sizeof(markerValue)))
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return false;
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if(ShadowPtr[ctx][1] &&
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memcmp(ShadowPtr[ctx][1] + ShadowSize[ctx], markerValue, sizeof(markerValue)))
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return false;
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return true;
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}
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void FreeShadowStorage()
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{
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for(int i = 0; i < 32; i++)
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{
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if(ShadowPtr[i][0] != NULL)
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{
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Serialiser::FreeAlignedBuffer(ShadowPtr[i][0]);
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Serialiser::FreeAlignedBuffer(ShadowPtr[i][1]);
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}
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ShadowPtr[i][0] = ShadowPtr[i][1] = NULL;
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}
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}
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byte *GetShadowPtr(int ctx, int p) { return ShadowPtr[ctx][p]; }
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int GetContextID()
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{
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// 0 is reserved for the immediate context
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for(int i = 1; i < 32; i++)
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{
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if(contexts[i] == false)
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{
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contexts[i] = true;
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return i;
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}
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}
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RDCERR(
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"More than 32 deferred contexts wanted an ID! Either a leak, or many many contexts mapping "
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"the same buffer");
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return 0;
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}
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void FreeContextID(int ctx) { contexts[ctx] = false; }
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void SetDataPtr(byte *ptr)
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{
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DataPtr = ptr;
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for(int i = 0; i < NumSubResources; i++)
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SubResources[i]->SetDataPtr(ptr);
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}
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D3D12ResourceRecord(ResourceId id) : ResourceRecord(id, true) { ignoreSerialise = false; }
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~D3D12ResourceRecord() {}
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void Insert(map<int32_t, Chunk *> &recordlist)
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{
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bool dataWritten = DataWritten;
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@@ -311,24 +221,10 @@ struct D3D12ResourceRecord : public ResourceRecord
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}
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if(!dataWritten)
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{
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recordlist.insert(m_Chunks.begin(), m_Chunks.end());
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for(int i = 0; i < NumSubResources; i++)
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SubResources[i]->Insert(recordlist);
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}
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}
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bool ignoreSerialise;
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int NumSubResources;
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ResourceRecord **SubResources;
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private:
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byte *ShadowPtr[32][2];
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size_t ShadowSize[32];
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bool contexts[32];
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};
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class D3D12ResourceManager
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