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internal/graphicsdriver/directx: bug fix: ID3D12Resource::Map sometimes needs retrying
Updates #2113 Closes #2116
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@ -1727,14 +1727,24 @@ func (i *iD3D12Resource1) GetGPUVirtualAddress() _D3D12_GPU_VIRTUAL_ADDRESS {
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return _D3D12_GPU_VIRTUAL_ADDRESS(r)
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}
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func (i *iD3D12Resource1) Map(subresource uint32, pReadRange *_D3D12_RANGE) (unsafe.Pointer, error) {
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var data unsafe.Pointer
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func (i *iD3D12Resource1) Map(subresource uint32, pReadRange *_D3D12_RANGE) (uintptr, error) {
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var retryCount int
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retry:
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var data uintptr
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r, _, _ := syscall.Syscall6(i.vtbl.Map, 4, uintptr(unsafe.Pointer(i)),
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uintptr(subresource), uintptr(unsafe.Pointer(pReadRange)), uintptr(unsafe.Pointer(&data)),
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0, 0)
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runtime.KeepAlive(pReadRange)
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if windows.Handle(r) != windows.S_OK {
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return nil, fmt.Errorf("directx: ID3D12Resource1::Map failed: %w", windows.Errno(r))
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return 0, fmt.Errorf("directx: ID3D12Resource1::Map failed: %w", windows.Errno(r))
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}
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if data == 0 {
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// This is very mysterious, but sometimes Map fails especially on tests with Warp and/or Proton (Steam Deck) (#2113).
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if retryCount >= 5 {
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return 0, fmt.Errorf("directx: ID3D12Resource::Map failed: nothing is mapped")
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}
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retryCount++
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goto retry
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}
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return data, nil
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}
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@ -1531,19 +1531,19 @@ func (i *Image) ensureDepthStencilView(device *iD3D12Device) error {
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return nil
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}
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func copyFloat32s(dst unsafe.Pointer, src []float32) {
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func copyFloat32s(dst uintptr, src []float32) {
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var dsts []float32
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h := (*reflect.SliceHeader)(unsafe.Pointer(&dsts))
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h.Data = uintptr(dst)
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h.Data = dst
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h.Len = len(src)
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h.Cap = len(src)
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copy(dsts, src)
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}
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func copyUint16s(dst unsafe.Pointer, src []uint16) {
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func copyUint16s(dst uintptr, src []uint16) {
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var dsts []uint16
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h := (*reflect.SliceHeader)(unsafe.Pointer(&dsts))
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h.Data = uintptr(dst)
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h.Data = dst
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h.Len = len(src)
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h.Cap = len(src)
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copy(dsts, src)
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