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internal/graphicsdriver/directx: remove redundant resetting of allocators
Updates #2202
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479483b76d
commit
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@ -649,9 +649,6 @@ func (g *Graphics) resizeSwapChainDesktop(width, height int) error {
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return err
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}
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g.releaseResources(g.frameIndex)
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if err := g.resetCommandAllocators(g.frameIndex); err != nil {
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return err
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}
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for i := 0; i < frameCount; i++ {
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g.fenceValues[i] = g.fenceValues[g.frameIndex]
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@ -797,9 +794,6 @@ func (g *Graphics) End(present bool) error {
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g.releaseResources(g.frameIndex)
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g.releaseVerticesAndIndices(g.frameIndex)
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if err := g.resetCommandAllocators(g.frameIndex); err != nil {
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return err
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}
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g.frameStarted = false
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}
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@ -888,17 +882,6 @@ func (g *Graphics) releaseVerticesAndIndices(frameIndex int) {
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g.indices[frameIndex] = g.indices[frameIndex][:0]
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}
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func (g *Graphics) resetCommandAllocators(frameIndex int) error {
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if err := g.drawCommandAllocators[frameIndex].Reset(); err != nil {
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return err
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}
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if err := g.copyCommandAllocators[frameIndex].Reset(); err != nil {
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return err
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}
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return nil
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}
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// flushCommandList executes commands in the command list and waits for its completion.
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//
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// TODO: This is not efficient. Is it possible to make two command lists work in parallel?
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@ -1386,8 +1369,7 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcs [graphics.Sh
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}
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// Release constant buffers when too many ones were created.
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// This is needed espciallly for testings, where present is always false.
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if len(g.pipelineStates.constantBuffers[g.frameIndex]) >= 16 {
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if len(g.pipelineStates.constantBuffers[g.frameIndex]) >= numDescriptorsPerFrame {
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if err := g.flushCommandList(g.drawCommandList); err != nil {
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return err
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}
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