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[host] dxgi: upate d3d12 backend to use comRef
This commit is contained in:
parent
fffac35300
commit
699d95818d
@ -19,6 +19,7 @@
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*/
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#include "dxgi_capture.h"
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#include "com_ref.h"
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#include <assert.h>
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#include <d3d12.h>
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@ -34,26 +35,25 @@
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struct D3D12Texture
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{
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ID3D12Resource * tex;
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ID3D12CommandAllocator * commandAllocator;
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ID3D12CommandList * commandList;
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ID3D12GraphicsCommandList * graphicsCommandList;
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UINT64 fenceValue;
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ID3D12Fence * fence;
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HANDLE event;
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ID3D12Resource ** tex;
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ID3D12CommandAllocator ** commandAllocator;
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ID3D12CommandList ** commandList;
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ID3D12GraphicsCommandList ** graphicsCommandList;
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UINT64 fenceValue;
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ID3D12Fence ** fence;
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HANDLE event;
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};
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struct D3D12Backend
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{
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float copySleep;
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ID3D12Device * device;
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ID3D12InfoQueue1 * debugInfoQueue;
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ID3D12CommandQueue * commandQueue;
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ID3D12Resource * src;
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struct D3D12Texture * texture;
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UINT64 fenceValue;
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ID3D12Fence * fence;
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HANDLE event;
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float copySleep;
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ID3D12Device ** device;
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ID3D12CommandQueue ** commandQueue;
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ID3D12Resource ** src;
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struct D3D12Texture * texture;
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UINT64 fenceValue;
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ID3D12Fence ** fence;
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HANDLE event;
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// shared handle cache
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struct
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@ -133,7 +133,7 @@ static bool d3d12_create(struct DXGIInterface * intf)
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DEBUG_INFO("Sleep before copy : %f ms", this->copySleep);
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status = D3D12CreateDevice(*(IUnknown **)dxgi->adapter, D3D_FEATURE_LEVEL_11_0,
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&IID_ID3D12Device, (void **)&this->device);
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&IID_ID3D12Device, (void **)comRef_newGlobal(&this->device));
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if (FAILED(status))
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{
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@ -148,15 +148,15 @@ static bool d3d12_create(struct DXGIInterface * intf)
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.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE,
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};
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status = ID3D12Device_CreateCommandQueue(this->device, &queueDesc,
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&IID_ID3D12CommandQueue, (void **)&this->commandQueue);
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status = ID3D12Device_CreateCommandQueue(*this->device, &queueDesc,
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&IID_ID3D12CommandQueue, (void **)comRef_newGlobal(&this->commandQueue));
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if (FAILED(status))
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{
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DEBUG_WARN("Failed to create queue with real time priority");
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queueDesc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_HIGH;
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status = ID3D12Device_CreateCommandQueue(this->device, &queueDesc,
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&IID_ID3D12CommandQueue, (void **)&this->commandQueue);
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status = ID3D12Device_CreateCommandQueue(*this->device, &queueDesc,
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&IID_ID3D12CommandQueue, (void **)this->commandQueue);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to create D3D12 command allocator", status);
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@ -183,8 +183,8 @@ static bool d3d12_create(struct DXGIInterface * intf)
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}
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this->fenceValue = 0;
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status = ID3D12Device_CreateFence(this->device, 0, D3D12_FENCE_FLAG_NONE,
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&IID_ID3D12Fence, (void **)&this->fence);
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status = ID3D12Device_CreateFence(*this->device, 0, D3D12_FENCE_FLAG_NONE,
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&IID_ID3D12Fence, (void**)comRef_newGlobal(&this->fence));
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to create capture fence", status);
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@ -213,14 +213,14 @@ static bool d3d12_create(struct DXGIInterface * intf)
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for (int i = 0; i < dxgi->maxTextures; ++i)
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{
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status = ID3D12Device_CreateCommittedResource(this->device,
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status = ID3D12Device_CreateCommittedResource(*this->device,
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&readbackHeapProperties,
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D3D12_HEAP_FLAG_NONE,
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&texDesc,
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D3D12_RESOURCE_STATE_COPY_DEST,
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NULL,
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&IID_ID3D12Resource,
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(void **)&this->texture[i].tex);
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(void **)comRef_newGlobal(&this->texture[i].tex));
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if (FAILED(status))
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{
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@ -236,18 +236,18 @@ static bool d3d12_create(struct DXGIInterface * intf)
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}
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this->texture[i].fenceValue = 0;
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status = ID3D12Device_CreateFence(this->device, 0, D3D12_FENCE_FLAG_NONE,
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&IID_ID3D12Fence, (void **)&this->texture[i].fence);
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status = ID3D12Device_CreateFence(*this->device, 0, D3D12_FENCE_FLAG_NONE,
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&IID_ID3D12Fence, (void **)comRef_newGlobal(&this->texture[i].fence));
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to create fence", status);
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goto fail;
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}
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status = ID3D12Device_CreateCommandAllocator(this->device,
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status = ID3D12Device_CreateCommandAllocator(*this->device,
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D3D12_COMMAND_LIST_TYPE_COPY,
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&IID_ID3D12CommandAllocator,
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(void **)&this->texture[i].commandAllocator);
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(void **)comRef_newGlobal(&this->texture[i].commandAllocator));
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if (FAILED(status))
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{
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@ -255,13 +255,13 @@ static bool d3d12_create(struct DXGIInterface * intf)
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goto fail;
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}
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status = ID3D12Device_CreateCommandList(this->device,
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status = ID3D12Device_CreateCommandList(*this->device,
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0,
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D3D12_COMMAND_LIST_TYPE_COPY,
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this->texture[i].commandAllocator,
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*this->texture[i].commandAllocator,
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NULL,
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&IID_ID3D12GraphicsCommandList,
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(void **)&this->texture[i].graphicsCommandList);
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(void **)comRef_newGlobal(&this->texture[i].graphicsCommandList));
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if (FAILED(status))
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{
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@ -270,9 +270,9 @@ static bool d3d12_create(struct DXGIInterface * intf)
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}
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status = ID3D12GraphicsCommandList_QueryInterface(
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this->texture[i].graphicsCommandList,
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*this->texture[i].graphicsCommandList,
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&IID_ID3D12CommandList,
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(void **)&this->texture[i].commandList);
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(void **)comRef_newGlobal(&this->texture[i].commandList));
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if (FAILED(status))
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{
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@ -283,6 +283,7 @@ static bool d3d12_create(struct DXGIInterface * intf)
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dxgi->texture[i].impl = this->texture + i;
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}
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comRef_newGlobal(&this->src);
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dxgi->useAcquireLock = false;
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return true;
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@ -299,59 +300,30 @@ static void d3d12_free(void)
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{
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for (int i = 0; i < dxgi->maxTextures; ++i)
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{
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if (this->texture[i].tex)
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ID3D12Resource_Release(this->texture[i].tex);
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if (this->texture[i].fence)
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ID3D12Fence_Release(this->texture[i].fence);
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if (this->texture[i].event)
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CloseHandle(this->texture[i].event);
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if (this->texture[i].commandAllocator)
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ID3D12CommandAllocator_Release(this->texture[i].commandAllocator);
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if (this->texture[i].commandList)
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ID3D12CommandList_Release(this->texture[i].commandList);
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if (this->texture[i].graphicsCommandList)
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ID3D12GraphicsCommandList_Release(this->texture[i].graphicsCommandList);
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}
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free(this->texture);
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}
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if (this->fence)
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ID3D12Fence_Release(this->fence);
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if (this->event)
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CloseHandle(this->event);
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if (this->src)
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ID3D12Resource_Release(this->src);
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for(int i = 0; i < this->handleCacheCount; ++i)
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CloseHandle(this->handleCache[i].handle);
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if (this->commandQueue)
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ID3D12CommandQueue_Release(this->commandQueue);
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if (this->device)
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{
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DWORD count = ID3D12Device_Release(this->device);
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if (count != 0)
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DEBUG_ERROR("ID3D12Device release is %lu, there is a memory leak!", count);
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}
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free(this);
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this = NULL;
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}
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static bool d3d12_copyFrame(Texture * parent, ID3D11Texture2D * src)
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{
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comRef_scopePush();
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struct D3D12Texture * tex = parent->impl;
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bool fail = false;
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IDXGIResource1 * res1 = NULL;
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bool fail = true;
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comRef_defineLocal(IDXGIResource1, res1);
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HRESULT status;
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if (this->copySleep > 0)
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@ -373,15 +345,15 @@ static bool d3d12_copyFrame(Texture * parent, ID3D11Texture2D * src)
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if (handle == INVALID_HANDLE_VALUE)
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{
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status = ID3D11Texture2D_QueryInterface(src,
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&IID_IDXGIResource1, (void **)&res1);
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&IID_IDXGIResource1, (void **)res1);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to get IDXGIResource1 from texture", status);
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return CAPTURE_RESULT_ERROR;
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goto cleanup;
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}
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status = IDXGIResource1_CreateSharedHandle(res1,
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status = IDXGIResource1_CreateSharedHandle(*res1,
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NULL, DXGI_SHARED_RESOURCE_READ, NULL, &handle);
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if (FAILED(status))
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@ -407,8 +379,8 @@ static bool d3d12_copyFrame(Texture * parent, ID3D11Texture2D * src)
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}
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}
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status = ID3D12Device_OpenSharedHandle(this->device,
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handle, &IID_ID3D12Resource, (void **)&this->src);
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status = ID3D12Device_OpenSharedHandle(*this->device,
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handle, &IID_ID3D12Resource, (void **)this->src);
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if (this->handleCacheCount == -1)
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CloseHandle(handle);
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@ -416,20 +388,19 @@ static bool d3d12_copyFrame(Texture * parent, ID3D11Texture2D * src)
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to get create shared handle for texture", status);
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fail = true;
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goto cleanup;
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}
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D3D12_TEXTURE_COPY_LOCATION srcLoc =
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{
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.pResource = this->src,
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.pResource = *this->src,
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.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX,
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.SubresourceIndex = 0
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};
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D3D12_TEXTURE_COPY_LOCATION destLoc =
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{
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.pResource = tex->tex,
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.pResource = *tex->tex,
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.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT,
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.PlacedFootprint =
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{
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@ -446,7 +417,7 @@ static bool d3d12_copyFrame(Texture * parent, ID3D11Texture2D * src)
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};
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if (parent->texDamageCount < 0)
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ID3D12GraphicsCommandList_CopyTextureRegion(tex->graphicsCommandList,
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ID3D12GraphicsCommandList_CopyTextureRegion(*tex->graphicsCommandList,
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&destLoc, 0, 0, 0, &srcLoc, NULL);
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else
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{
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@ -462,62 +433,57 @@ static bool d3d12_copyFrame(Texture * parent, ID3D11Texture2D * src)
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.right = rect->x + rect->width,
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.bottom = rect->y + rect->height,
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};
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ID3D12GraphicsCommandList_CopyTextureRegion(tex->graphicsCommandList,
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ID3D12GraphicsCommandList_CopyTextureRegion(*tex->graphicsCommandList,
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&destLoc, rect->x, rect->y, 0, &srcLoc, &box);
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}
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}
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status = ID3D12GraphicsCommandList_Close(tex->graphicsCommandList);
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status = ID3D12GraphicsCommandList_Close(*tex->graphicsCommandList);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to close command list", status);
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fail = true;
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goto cleanup;
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}
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ID3D12CommandQueue_ExecuteCommandLists(this->commandQueue,
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1, &tex->commandList);
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ID3D12CommandQueue_ExecuteCommandLists(*this->commandQueue,
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1, tex->commandList);
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status = ID3D12CommandQueue_Signal(this->commandQueue,
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this->fence, ++this->fenceValue);
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status = ID3D12CommandQueue_Signal(*this->commandQueue,
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*this->fence, ++this->fenceValue);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to signal capture fence", status);
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fail = true;
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goto cleanup;
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}
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ResetEvent(this->event);
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status = ID3D12Fence_SetEventOnCompletion(this->fence,
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status = ID3D12Fence_SetEventOnCompletion(*this->fence,
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this->fenceValue, this->event);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to signal capture fence event", status);
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fail = true;
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goto cleanup;
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}
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status = ID3D12CommandQueue_Signal(this->commandQueue,
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tex->fence, ++tex->fenceValue);
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status = ID3D12CommandQueue_Signal(*this->commandQueue,
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*tex->fence, ++tex->fenceValue);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to signal texture fence", status);
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fail = true;
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goto cleanup;
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}
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status = ID3D12Fence_SetEventOnCompletion(tex->fence,
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status = ID3D12Fence_SetEventOnCompletion(*tex->fence,
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tex->fenceValue, tex->event);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to signal texture fence event", status);
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fail = true;
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goto cleanup;
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}
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fail = false;
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cleanup:
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if (res1)
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IDXGIResource1_Release(res1);
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comRef_scopePop();
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return !fail;
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}
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@ -528,15 +494,15 @@ static CaptureResult d3d12_mapTexture(Texture * parent)
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WaitForSingleObject(tex->event, INFINITE);
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status = ID3D12CommandAllocator_Reset(tex->commandAllocator);
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status = ID3D12CommandAllocator_Reset(*tex->commandAllocator);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to reset command allocator", status);
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return CAPTURE_RESULT_ERROR;
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}
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status = ID3D12GraphicsCommandList_Reset(tex->graphicsCommandList,
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tex->commandAllocator, NULL);
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status = ID3D12GraphicsCommandList_Reset(*tex->graphicsCommandList,
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*tex->commandAllocator, NULL);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to reset command list", status);
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@ -548,7 +514,7 @@ static CaptureResult d3d12_mapTexture(Texture * parent)
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.Begin = 0,
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.End = dxgi->pitch * dxgi->height
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};
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status = ID3D12Resource_Map(tex->tex, 0, &range, &parent->map);
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status = ID3D12Resource_Map(*tex->tex, 0, &range, &parent->map);
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if (FAILED(status))
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{
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@ -568,19 +534,13 @@ static void d3d12_unmapTexture(Texture * parent)
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.Begin = 0,
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.End = 0
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};
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ID3D12Resource_Unmap(tex->tex, 0, &range);
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ID3D12Resource_Unmap(*tex->tex, 0, &range);
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parent->map = NULL;
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}
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static void d3d12_preRelease(void)
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{
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WaitForSingleObject(this->event, INFINITE);
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if (this->src)
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{
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ID3D12Resource_Release(this->src);
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this->src = NULL;
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}
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}
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struct DXGICopyBackend copyBackendD3D12 =
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@ -266,7 +266,7 @@ static bool dxgi_init(void)
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DEBUG_ASSERT(this);
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if (!comRef_init(
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20 + this->maxTextures * 2, //max total globals
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20 + this->maxTextures * 8, //max total globals
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20 //max total locals
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))
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{
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