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renderdoc/renderdoc/driver/d3d12/d3d12_device_wrap11.cpp
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baldurk 1d32b45ca5 Add TryCreate* variants of D3D12 descriptor write functions
* These are identical to the old versions but with a return value, so we can
  share the implementation and have a common path just with a bool, and discard
  the return value as needed.
* In the new path, only successful writes will be serialised.
2026-07-17 16:14:29 +01:00

88 lines
2.9 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2023-2026 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include "d3d12_device.h"
#include "driver/dxgi/dxgi_common.h"
#include "d3d12_command_queue.h"
#include "d3d12_resources.h"
void WrappedID3D12Device::CreateSampler2(const D3D12_SAMPLER_DESC2 *pDesc,
D3D12_CPU_DESCRIPTOR_HANDLE DestDescriptor)
{
CreateSampler2(false, pDesc, DestDescriptor);
}
HRESULT STDMETHODCALLTYPE WrappedID3D12Device::TryCreateSampler2(
const D3D12_SAMPLER_DESC2 *pDesc, D3D12_CPU_DESCRIPTOR_HANDLE DestDescriptor)
{
return CreateSampler2(true, pDesc, DestDescriptor);
}
HRESULT WrappedID3D12Device::CreateSampler2(bool tryCall, const D3D12_SAMPLER_DESC2 *pDesc,
D3D12_CPU_DESCRIPTOR_HANDLE DestDescriptor)
{
HRESULT hr = S_OK;
if(tryCall)
{
SERIALISE_TIME_CALL(hr = m_pDevice15->TryCreateSampler2(pDesc, Unwrap(DestDescriptor)));
}
else
{
SERIALISE_TIME_CALL(m_pDevice11->CreateSampler2(pDesc, Unwrap(DestDescriptor)));
}
// don't perform the actual write if it failed
if(FAILED(hr))
return hr;
bool capframe = false;
{
SCOPED_READLOCK(m_CapTransitionLock);
capframe = IsActiveCapturing(m_State);
}
// assume descriptors are volatile
if(capframe)
{
DynamicDescriptorWrite write;
write.desc.Init(pDesc);
write.dest = GetWrapped(DestDescriptor);
{
CACHE_THREAD_SERIALISER();
SCOPED_SERIALISE_CHUNK(tryCall ? D3D12Chunk::Device_TryCreateSampler2
: D3D12Chunk::Device_CreateSampler2);
Serialise_DynamicDescriptorWrite(ser, &write);
m_FrameCaptureRecord->AddChunk(scope.Get());
}
}
GetWrapped(DestDescriptor)->Init(pDesc);
return hr;
}