Fixed slow startup time when using the direct3d12 renderer
On some systems creating the entire set of available pipeline states is very time consuming. We'll only use a few of them in any given program, so we'll just create them on demand. Fixes https://github.com/libsdl-org/SDL/issues/7634
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@@ -749,7 +749,7 @@ static HRESULT D3D12_CreateDeviceResources(SDL_Renderer *renderer)
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ID3D12Device *d3dDevice = NULL;
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ID3D12Device *d3dDevice = NULL;
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HRESULT result = S_OK;
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HRESULT result = S_OK;
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UINT creationFlags = 0;
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UINT creationFlags = 0;
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int i, j, k, l;
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int i;
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SDL_bool createDebug;
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SDL_bool createDebug;
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D3D12_COMMAND_QUEUE_DESC queueDesc;
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D3D12_COMMAND_QUEUE_DESC queueDesc;
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@@ -757,21 +757,6 @@ static HRESULT D3D12_CreateDeviceResources(SDL_Renderer *renderer)
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D3D12_SAMPLER_DESC samplerDesc;
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D3D12_SAMPLER_DESC samplerDesc;
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ID3D12DescriptorHeap *rootDescriptorHeaps[2];
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ID3D12DescriptorHeap *rootDescriptorHeaps[2];
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const SDL_BlendMode defaultBlendModes[] = {
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SDL_BLENDMODE_NONE,
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SDL_BLENDMODE_BLEND,
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SDL_BLENDMODE_ADD,
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SDL_BLENDMODE_MOD,
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SDL_BLENDMODE_MUL
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};
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const DXGI_FORMAT defaultRTVFormats[] = {
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DXGI_FORMAT_R16G16B16A16_FLOAT,
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DXGI_FORMAT_R10G10B10A2_UNORM,
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DXGI_FORMAT_B8G8R8A8_UNORM,
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DXGI_FORMAT_B8G8R8X8_UNORM,
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DXGI_FORMAT_R8_UNORM
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};
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/* See if we need debug interfaces */
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/* See if we need debug interfaces */
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createDebug = SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D11_DEBUG, SDL_FALSE);
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createDebug = SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D11_DEBUG, SDL_FALSE);
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@@ -1056,20 +1041,40 @@ static HRESULT D3D12_CreateDeviceResources(SDL_Renderer *renderer)
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}
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}
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}
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}
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/* Create all the default pipeline state objects
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#if 0 /* Actually, don't do this, it causes a huge startup time on some systems */
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(will add everything except custom blend states) */
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{
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for (i = 0; i < NUM_SHADERS; ++i) {
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const SDL_BlendMode defaultBlendModes[] = {
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for (j = 0; j < SDL_arraysize(defaultBlendModes); ++j) {
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SDL_BLENDMODE_NONE,
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for (k = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT; k < D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH; ++k) {
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SDL_BLENDMODE_BLEND,
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for (l = 0; l < SDL_arraysize(defaultRTVFormats); ++l) {
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SDL_BLENDMODE_ADD,
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if (!D3D12_CreatePipelineState(renderer, (D3D12_Shader)i, defaultBlendModes[j], (D3D12_PRIMITIVE_TOPOLOGY_TYPE)k, defaultRTVFormats[l])) {
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SDL_BLENDMODE_MOD,
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/* D3D12_CreatePipelineState will set the SDL error, if it fails */
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SDL_BLENDMODE_MUL
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goto done;
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};
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const DXGI_FORMAT defaultRTVFormats[] = {
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DXGI_FORMAT_R16G16B16A16_FLOAT,
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DXGI_FORMAT_R10G10B10A2_UNORM,
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DXGI_FORMAT_B8G8R8A8_UNORM,
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DXGI_FORMAT_B8G8R8X8_UNORM,
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DXGI_FORMAT_R8_UNORM
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};
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int i, j, k, l;
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/* Create all the default pipeline state objects
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(will add everything except custom blend states) */
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for (i = 0; i < NUM_SHADERS; ++i) {
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for (j = 0; j < SDL_arraysize(defaultBlendModes); ++j) {
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for (k = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT; k < D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH; ++k) {
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for (l = 0; l < SDL_arraysize(defaultRTVFormats); ++l) {
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if (!D3D12_CreatePipelineState(renderer, (D3D12_Shader)i, defaultBlendModes[j], (D3D12_PRIMITIVE_TOPOLOGY_TYPE)k, defaultRTVFormats[l])) {
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/* D3D12_CreatePipelineState will set the SDL error, if it fails */
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goto done;
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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#endif /* 0 */
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/* Create default vertex buffers */
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/* Create default vertex buffers */
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for (i = 0; i < SDL_D3D12_NUM_VERTEX_BUFFERS; ++i) {
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for (i = 0; i < SDL_D3D12_NUM_VERTEX_BUFFERS; ++i) {
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